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Old 02-09-11, 02:54 PM   #436
Zedi
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I think is maybe better to finish one job before starting another. Just my two cents.
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Old 02-09-11, 03:45 PM   #437
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Quote:
Originally Posted by reaper7 View Post
Hmmmm, a few choice's here then
  • Keep my exisiting UI and just update the UI scopes with my new correctly scalled ones with correct fov.
  • Go for a single panel type similar to Magnums concept.
Or do both maybe? Time permiting.


Existing UI and just update the UI scopes with my new correctly scalled ones with correct fov.

+ radiomessges please
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Old 02-09-11, 04:27 PM   #438
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Quote:
Originally Posted by Magnum View Post
I think is maybe better to finish one job before starting another. Just my two cents.
Quote:
Originally Posted by Josef von Posorschitz View Post
Existing UI and just update the UI scopes with my new correctly scalled ones with correct fov.

+ radiomessges please
Yup, think that may be the best approach at this stage .

Not sure how to do radiomessages, anyone that knows how is open to implementing them .
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Old 02-09-11, 04:45 PM   #439
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TDW would not let you use his radiomessages mod? It is finished. He even translated into German. Stormfly make for this mod actually the sounds ...
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Old 02-09-11, 04:47 PM   #440
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And it would be possible to incorporate in your great UI mod the need to open and close of torpedotubes as in real life?
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Old 02-10-11, 10:41 AM   #441
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Quote:
Originally Posted by Magnum View Post
I think Im the only one who really consider all old UI obsolete, even annoying. Seems like the majority if the community will never get over on dials and all kinda flick-flaks filling the screen. More dials on screen, more joy.

Personally Im absolutely annoyed by this and I always hated the old SH UI's. But in SH3 those dials were the only way to control the ship and see whats going on. Now that we have a full 3d environment and we can use voice command, is really beyond my understanding why people are so mad about dials. Dunno about the rest, but when Im looking through the scope, I dont wanna see anything else than my target. Same as I would into a real scope.

I tried million times to setup a UI only for me where I only extend the SH5 UI and keep his minimalist flavor, but I failed miserably as I just cannot learn how to mod the UI. What I need on the scope UI is a slim and discrete panel that can be toggled and contain all the necessary stuff in a very minimalist way. I dont need a huge ugly dial to set up my target speed, or his range.. a simple SH5 style form will do his job just fine. Only the AOB should be visible.

For my pesonal taste, this is how it should look a scope, nice and clear with focus on my target, without brutalizing my view and eyes.

ui with voice command


ui without voice command
totally agree with you. I like the look and feel of the stock SH5 interface, especially having the scope offset to the right, so I can open the TAI map on the left. All of the "new" UI mods with the scope in the middle waste the screen space on the right. Your idea looks very promising.

personally, my ideal UI would be the stock SH5 one with only the following addons:

1. officer icons to give orders, as in Reaper's mod;
2. a way to open some/all torpedo doors as in TDW's mod;
3. a way to control torpedo salvo to control how many tubes are fired/spread angles.
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Old 02-10-11, 02:58 PM   #442
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Originally Posted by Bilge_Rat View Post
...

2. a way to open some/all torpedo doors as in TDW's mod;
3. a way to control torpedo salvo to control how many tubes are fired/spread angles.
Actually this is implemented in stock, but it happens too fast. When you click on a torpedo tube on the UI, the door opens. If you activate the Salvo button, you can control how many tubes will get open. Problem is that this happens way to fast and is no animation for. When I click on a tube, thats should blink for a while in red and color in green when its done. Not sure how hard is to fix this.
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Old 02-10-11, 03:35 PM   #443
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Quote:
Originally Posted by Magnum View Post
If you activate the Salvo button, you can control how many tubes will get open. Problem is that this happens way to fast and is no animation for. When I click on a tube, thats should blink for a while in red and color in green when its done. Not sure how hard is to fix this.
Good to know. I just saw all 4 lights lighting up and figured I had no other choice. I will test it out.

Anyway, I really like your UI idea. Unfortunately, I have no modding skills whatsoever.
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Old 02-10-11, 04:54 PM   #444
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Quote:
Originally Posted by Bilge_Rat View Post
3. a way to control torpedo salvo to control how many tubes are fired/spread angles.
This is already Implemented in my Mod , There is a salvo switch on the Torpedo Firing Panel:
  • Switch this from Single to Salvo.
  • Then under each torpedo light you can click the switch to enable/disable that tube for firing.
Click fire, and each tube fire's one after another .
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Old 02-11-11, 02:05 PM   #445
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Hello, I must admit that I really like your UI Boat. Good work.. It's simple and looks great.

I have few questions:

1. It'd be great to improve the textures on the TDC panel for all those who like to use manual targeting and all those nice knobs and switches.. I know you're working on the transparent style, we're all looking forward to.

2. Is it possible to enable the attack disk at least in UZO? It would really be a benefit for surface attacks. I guess this wouldn't be too hard.

3. I have some problems in attack scope when using the stop watch the buttons for both TDC panels disappear and I can't enable them. I have to exit the scope (ESC) and then go back. Any idea?
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Old 02-12-11, 10:47 AM   #446
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Quote:
Originally Posted by RibaR View Post
Hello, I must admit that I really like your UI Boat. Good work.. It's simple and looks great.

I have few questions:

1. It'd be great to improve the textures on the TDC panel for all those who like to use manual targeting and all those nice knobs and switches.. I know you're working on the transparent style, we're all looking forward to.

2. Is it possible to enable the attack disk at least in UZO? It would really be a benefit for surface attacks. I guess this wouldn't be too hard.

3. I have some problems in attack scope when using the stop watch the buttons for both TDC panels disappear and I can't enable them. I have to exit the scope (ESC) and then go back. Any idea?
I'm gonna scrap the Transparent Ui for now and finish working on V2.3 of this Ui .

I've fixed a good few bugs that have been reported including the dissappearing TDC when using the stopwatch.

I've got the new scopes in and calibrated for use with the RAOBF.
I'm also working on redoing the Ship ID's in the rec manual.
Thanks to the info provided by toniloCoyote .

Here's a look at the new .sil file:



Going for a complete black silhouette look with all the relevant info required for the manual targeters. (The stock images look to much like 3d models).

And here it is in game (RAOBF will not be the releaed version, just in use for calibration).

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Old 02-12-11, 10:53 AM   #447
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This'd be great.

Does anyone know how or where to get more precise bearing indicator?

I've done one by myself for SHIII way back... it worked fine, but I don't know if it would work in SH5..
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Old 02-12-11, 11:09 AM   #448
Sepp von Ch.
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Quote:
Originally Posted by reaper7 View Post
I'm gonna scrap the Transparent Ui for now and finish working on V2.3 of this Ui .

I've fixed a good few bugs that have been reported including the dissappearing TDC when using the stopwatch.

I've got the new scopes in and calibrated for use with the RAOBF.
I'm also working on redoing the Ship ID's in the rec manual.
Thanks to the info provided by toniloCoyote .

Here's a look at the new .sil file:



Going for a complete black silhouette look with all the relevant info required for the manual targeters. (The stock images look to much like 3d models).

And here it is in game (RAOBF will not be the releaed version, just in use for calibration).

It is absolutely fantastic reaper7! And the manual is like a fine dream!
I can not wait!
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Old 02-12-11, 11:48 AM   #449
reaper7
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Quote:
Originally Posted by RibaR View Post
This'd be great.

Does anyone know how or where to get more precise bearing indicator?

I've done one by myself for SHIII way back... it worked fine, but I don't know if it would work in SH5..
Can you pack it up and send us a link, I'll take a look see if it will fit in ok in the UI .

Quote:
Originally Posted by Josef von Posorschitz View Post
It is absolutely fantastic reaper7! And the manual is like a fine dream!
I can not wait!
Cheers mate, the changes will finish the UI of just nicely. Will be perfect for proper 100% targeting .
Then I'll get the manual and tutorials done .
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Old 02-12-11, 01:21 PM   #450
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Default Problem with Ui-Boat Alt SteelVikings Scopes

Hello, i have a little problem with the steelvikings scopes.
I have the red night light to day and night. Please help me.

Thank you.
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