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09-01-10, 01:41 PM | #4081 |
The Old Man
Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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You misunderstood my question - I asked for reverse situation - a new script, old UI mod.
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
09-01-10, 01:45 PM | #4082 |
Black Magic
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09-01-10, 01:52 PM | #4083 | |
The Old Man
Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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Quote:
4.2 updates are awesome.
__________________
Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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09-01-10, 04:40 PM | #4084 |
The Old Man
Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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A new set of issues:
1. Wrong info in Automation docs: "; a press of any key cancels the automation script!" 2. There's 1 option too few for flak in Set_guns: ; if c= ;Deck guns: ; 0 = Aim command deck ; 1 = Aim weapons ; 2 = Aim waterline ; 3 = Aim hull ; ;Flak guns: ; 0 = Aim fighters ; 1 = Aim bombers ; 2 = Aim any ; 3 = Closing targets ; 4 = any targets I can't set "Aim any" and "any targets" in the same time. 3. As for now no script descriptions ±re displayed in my game (for no scripts, including yours). 4. The below script is not shown in Automation window at all. I wonder why: Code:
; To learn more about scripts check ./data/Automation/TDW_Automation.SHA [AS] Test ; Script name [CATEGORY] Patrol routine ; Script category name [COMMANDS] Set_new_depth,20,0,0,0,0,0,60 ; Go to 20 metres depth, after 60 seconds execute next line All_stop,0,0,0,0,0,0,120 ; Stop all engines, after 120 seconds execute next line Sweep_hydrophone,0,359,180,4099,60 Report_nearest_sound_contact,0,0,0,0,0,0,60 ; Report nearest sound contact, after 60 seconds execute next line Surface,0,0,0,0,0,0,0 ; Surface, then immediately execute next line Ahead_slow,0,0,0,0,0,0,120 ; Engines slow ahead bell, after 120 seconds execute next line Set_new_speed,7.4,0,0,0,0,0,0 ; Set speed as 7.4 knots (most fuel efficient) Set_guns,2,1,0,1,4,0,0 Print_message,0,0,Will order a crash dive in 20 seconds. Better hide now,0,0,0,20 Crash_dive_now,0,0,0,0,0,0,0 [COMMANDS_END] ; End of the script [DESCRIPTION]Test 0 Test 1 Test 2[DESCRIPTION_END] My settings file: http://pastebin.com/6RNWisMp EDIT: Seems the script I pasted above screwed whole script engine - when I removed it and installed old version 1.0 of my scripts all went back to normal: scripts work, a tool tip is displayed win "No description available". Testing further. EDIT2: -- EDIT3: Now I confirmed that the very existence of the script pasted above breaks the script engine - no other scripts can be used, and the one pasted above is not even being displayed. This could be cause by Code:
; Sweep_hydrophone,x,y,a,b - sweep the hydrophone from a start of x degrees to an end of y degrees. Time to sweep from x to y determined by a. Next command will be issued after time t (time t doesn't start until sweeping complete). b is a decimal number representing the bits set for the following options (use windows calc to input binary number then convert to decimal):
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to Last edited by Abd_von_Mumit; 09-01-10 at 05:19 PM. |
09-01-10, 05:40 PM | #4085 |
Black Magic
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[DESCRIPTION_END] has to be on it's own line
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09-01-10, 05:50 PM | #4086 |
Navy Seal
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Sweep_hydrophone,0,359,180,4099,60
Im sure this should be Sweep_hydrophone,0,359,180,4099,0,0,60 No others below this will work. |
09-01-10, 05:54 PM | #4087 |
The Old Man
Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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Documentation only mentions 4 parameters to this command, as I mentioned in my previous post. Hilfe!
__________________
Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
09-01-10, 05:55 PM | #4088 |
Black Magic
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09-01-10, 09:10 PM | #4089 |
Samurai Navy
Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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Hey TDW, is it possible to get the navigator to calculate submerged range or endurance?
On another note, is it possible to make the radio antenna extended (or possibly permanently stowed) on the surface and retracted on dive while leaving the DF loop extended until passing periscope depth or so (or radio reception depth)? "The boat would have to be surfaced to transmit or receive messages on HF but could receive messages on VLF when submerged at shallow depth using the DF-loop antenna." from: http://www.uboatarchive.net/KTBNotesCommunications.htm "VL/F. Enables U-boats to receive instructions and situation reports when proceeding at periscope depth through danger areas. For submerged reception the D/F loop and the VL/F band of the D/F receiver are used. For normal reception there may be between 5-10 ft. of water above the actual D/F loop. When "Goliath," a 1,000 kilowatt V/LF transmitter is operating, there may be between 15-20 ft. of water above the loop in both North and South Atlantic. The Germans attach great importance to VL/F." This also means that it should be possible to radio contact and status reports while at periscope depth. Oh, and I'm assuming the report meant "1KW" or "1,000 Watts," not the 1 megawatt that was stated. I've also found evidence that the rod antenna was dismantled/removed while on patrol: "VH/F. A rod antenna is used, about 4' high, on the port side of the conning tower. It is presumably dismantled, when the set is removed before operational patrol." All from: http://www.uboatarchive.net/KTBNotes...iveEdition.htm Thanks for the mods and keep up the good work! |
09-02-10, 06:59 AM | #4090 |
The Old Man
Join Date: Dec 2007
Location: Stink Drunk in Trinidad
Posts: 1,572
Downloads: 138
Uploads: 0
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The new version rocks, dude!
__________________
"Silence means death. Stand on your feet. Inner fear your worst enemy."- Sepultura. My Silent Hunter 5 mantra is this......"Torpedo missed, sir!" A P-400 is a P-40 with a Zero after it. A proud member of the Wikipedia Haters Club |
09-02-10, 08:44 AM | #4091 |
The Old Man
Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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A new set of issues:
1. A major issue for me is the game not displaying some messages (from scripts and from orders I give manually) when in TC x128. This renders some scripts I wanted to include in my mod useless, as their base role would be to print a message in the message box, this is also a big gameplay killer. A solution for this vanilla bug would be a big step ahead. This bug is also an immersion killer, as when in high TC the game doesn't play some sound files when it should and saves them for later instead - every time I drop TC to 1 I hear n "Auftauchen!" command... from before a few hours. Also the bug I reported before that you couldn't replicate (round compass and bottom bar compass clicking doesn't change course) is most probably related to this. Also some script command won't work when in high TC, like Set_new_course (if this command follows after another command that is "stored"). 2. Would love to have Sweep_Scope and Sweep_hydrophone version that doesn't require the station to be manned. 3. Would be nice to have a silent clock option (clicking kills my ears when doing sonar checks). 4. Would make a good use of a command that picks a random value from a list of values or takes a random line from the list of lines (for scripts). 5. Would make a good use of IfTCHigherLowerEqualThenElse,0,0,... line for then line for else This request could be less needed if issue 1 was solved. This could be developed even further: IfValueHigherLowerEqualThenElse,0,0,... line for then line for else where Value would be one of a list of values predefined for scripting, like: depth, speed, TC, course, number of torps, fuel, battery, compressed air, CO2 level and so on. 6. Would be nice to have a key to reset the draggable compass wheels to 0-0 position. 7. Would be nice to have a key to start/stop or pause/unpause the last selected script. 8. Would be so much easier to develop scripts if they could be added/exchanged on the fly (by JSGME, not in game interface). To be continued. Your mods rocks. BTW, after 23 days of search in total panic I just found and sank the fifth armored merchant from Blockade of Germany - 7 days before the deadline. Oh yeah!
__________________
Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
09-04-10, 01:50 PM | #4092 |
Swabbie
Join Date: Mar 2010
Posts: 9
Downloads: 130
Uploads: 0
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want back my Officers :(
Hi Guys,
you showing at your SH3 Mode Pictures for the UI and TDC the Officers at the Bottom of the Sreen. I installed this Mode and all works fine, but i havent my Officers. Someone can help me please ? Installed without other Mods and with other Mods, same Result. Greetings |
09-04-10, 02:33 PM | #4093 | |
Black Magic
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Quote:
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09-04-10, 02:53 PM | #4094 |
Swabbie
Join Date: Mar 2010
Posts: 9
Downloads: 130
Uploads: 0
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no documentaion
ok found the documentation and read them, my install Procedure is ok.
cant find nothing about a missing officers Bar ? and the Options for Officers Bar all set correct in the options File ?! Post #1(last Site) says nothing about my Problem ? !st post is abaout Camera problems right ? i miss complete the Officers bar in the middle(Bottom) of the Screen. thx in advance Last edited by [J4F] Thunder666; 09-04-10 at 03:28 PM. |
09-04-10, 03:00 PM | #4095 |
The Old Man
Join Date: Dec 2007
Location: Stink Drunk in Trinidad
Posts: 1,572
Downloads: 138
Uploads: 0
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One question. I installed the Night Filter Mod. Is that the light on the Nav Map only? I was hoping the scopes could have a filter that makes visibility better but I don't know if that was historically done.
__________________
"Silence means death. Stand on your feet. Inner fear your worst enemy."- Sepultura. My Silent Hunter 5 mantra is this......"Torpedo missed, sir!" A P-400 is a P-40 with a Zero after it. A proud member of the Wikipedia Haters Club |
Tags |
dbrn, favorite, new ui |
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