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Old 11-21-10, 12:23 PM   #5041
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
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Quote:
Originally Posted by Lif View Post
TDW, Thanks for the advice and the quick reply.

I will update to the latest version and try again using your proceedure for finding the speed of the target.

I know its all been said before but....... Gotta admire you modders!!!

Lif.
I'm writing a tutorial for how to use the determine target speed feature now. Actually writing this tutorial has made me discover new commands I needed for the tutorial feature (WaitForClick, WaitForContactSelected, WaitForContactDeselected, WaitForContactLocked, WaitForContactUnlocked). So there is going to be an update to Automation with this tutorial.

@ Trevally - the tutorials just got a lot more powerful! You can now wait for click and I'm going to add wait for keypress. The above new commands work excellent.

Last edited by TheDarkWraith; 11-21-10 at 12:58 PM.
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Old 11-21-10, 01:05 PM   #5042
antier
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Default The best JSGME TDW mods list, if exists...

Hi, my Dear Fantôme Noir !

Here, on Mille-sabords forum, are tremendously wondering about the best efficient way to arrange your mods in our JSGME list : starting in directly with NexUIs_TDW_48_24_12 (!) mod or, at the contrary, terminate the list with this mod; what are the needed mods with yours or not needed; and so on.

I give you here below my current list, it seems presumptuous to do so, but it could be usefuf for all of us, bearing in mind that we almost all of us are using your mods. Please, don't hesitate to bring suuggestions and/or critics. More better, it would be a great plus if you could give us Your main list !

Your help would be much appreciated,
Best Regards,
Pierre Antier, from Paris

Generic Mod Enabler - v2.6.0.157
[F:\SIMU-64\SH5\MODS]

RemoveLogoIntroTheDarkWraith
BRF 1.3 full
Accurate German Flags
Cerberus62 Additional Merchant Ships 1.0 (Part 1)
Cerberus62 Additional Merchant Ships 1.0 (Part 2)
Critical hits 1.1 Torpedos
Critical hits v 1.2
Damage assessment
Environment 4.5 MOD
EQuaTool 01.01 by AvM - Kriegsmarine Woody Golden Style
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
FX_Update_0_0_9_UHS_Fix
FX_Update_NLL_Test
German U-Boat Hydrophone SFX
German U-Boat Internal Routine SFX
IO_StrategicMap_2_0_for_TDW_5.1.2
IO_MapCourseLine_normal pencil_mod
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface
LifeBoat&Debris_GWX_ships_Buoyance&draught_mod
MCCD_1.04
MCCD_1.04_FRA
MightyFine Crew Mod 1.2.1 Alt w beards
MRP 1.3 light
MRP 5x4 patch
No Damn Bubbles, No Damn Halo Mod
North Atlantic Green 1.1
sobers base wave mechanics for SH5 V5
sobers multi color mod V2
sobers realistic hydrophone operator SH5
sobers sky banding fix
sobers talking conning crew mod
sobers_Amanda mod 2
Sub_Exhaust_1_0_5_byTheDarkWraith
U-Boat Ballast Tanks SFX
U-Boat Radio Room Telemetry SFX
Wordeees' ChiefEngineer Mod
Wordeees' Thunder
Krauters Automated Scripts (TDW v5_0_0 compatible)
NewUIs_TDC_5_2_2_ByTheDarkWraith
NewUIs_TDC_5_2_2_6x_6x_7x_RAOBF_patch
NewUIs_TDC_5_2_2_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_5_2_2_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_5_2_2_No_Hydrophone_On_Surface
NewUIs_TDC_5_2_2_U-Jagd_Chrono
NewUIs_TDC_5_2_2_jimimadrids_map_tools
CLAVIER SH5 FR v1.7 STANDARD SP
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Old 11-21-10, 01:11 PM   #5043
TheDarkWraith
Black Magic
 
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Quote:
Originally Posted by antier View Post
Your help would be much appreciated,
Best Regards,
Pierre Antier, from Paris

RemoveLogoIntroTheDarkWraith
BRF 1.3 full - remove as not needed due to being enabled by FX Update BRF 1_3 full fix
Accurate German Flags
Cerberus62 Additional Merchant Ships 1.0 (Part 1)
Cerberus62 Additional Merchant Ships 1.0 (Part 2)
Critical hits 1.1 Torpedos
Critical hits v 1.2
Damage assessment
Environment 4.5 MOD
EQuaTool 01.01 by AvM - Kriegsmarine Woody Golden Style
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
FX_Update_0_0_9_UHS_Fix
FX_Update_NLL_Test - remove unless you are using the single mission of this. I enabled the ship sounds and starshells for this ship in the main mod
German U-Boat Hydrophone SFX
German U-Boat Internal Routine SFX
IO_StrategicMap_2_0_for_TDW_5.1.2 - activate after UIs mod!
IO_MapCourseLine_normal pencil_mod - activate after UIs mod!
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface - remove because you have this enabled in the UIs mod
LifeBoat&Debris_GWX_ships_Buoyance&draught_mod
MCCD_1.04
MCCD_1.04_FRA
MightyFine Crew Mod 1.2.1 Alt w beards
MRP 1.3 light - activate after UIs mod!
MRP 5x4 patch - activate after UIs mod! Will cause conflict because changes cameras.cam file! I'll have to make you all files for his MRP patches so they can be compatible with UIs mod. The only problem is you lose the zoom capabilities that I gave to the cameras and the ability to get real close to objects.
No Damn Bubbles, No Damn Halo Mod
North Atlantic Green 1.1
sobers base wave mechanics for SH5 V5
sobers multi color mod V2
sobers realistic hydrophone operator SH5
sobers sky banding fix
sobers talking conning crew mod
sobers_Amanda mod 2
Sub_Exhaust_1_0_5_byTheDarkWraith
U-Boat Ballast Tanks SFX
U-Boat Radio Room Telemetry SFX
Wordeees' ChiefEngineer Mod
Wordeees' Thunder
Krauters Automated Scripts (TDW v5_0_0 compatible)
NewUIs_TDC_5_2_2_ByTheDarkWraith
NewUIs_TDC_5_2_2_6x_6x_7x_RAOBF_patch
NewUIs_TDC_5_2_2_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_5_2_2_ERM_Reaper7_NightVision - you need to add this in order for the below to work!
NewUIs_TDC_5_2_2_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_5_2_2_No_Hydrophone_On_Surface
NewUIs_TDC_5_2_2_U-Jagd_Chrono
NewUIs_TDC_5_2_2_jimimadrids_map_tools
CLAVIER SH5 FR v1.7 STANDARD SP
See above in yellow. You can see my list loadout at the mega-mod thread (although I do need to update it)

Last edited by TheDarkWraith; 11-21-10 at 01:27 PM.
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Old 11-21-10, 01:43 PM   #5044
Captain Can
Soundman
 
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Default

TDW is it possible to make make officer tell us which ship sighted or which ship we are aiming at while using auto TDC? like "Liberty Cargo bearing at ....." rather then "unknown ship bearing at...."
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Old 11-21-10, 01:43 PM   #5045
Trevally.
Navy Seal
 
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Quote:
Originally Posted by TheDarkWraith View Post
I'm writing a tutorial for how to use the determine target speed feature now. Actually writing this tutorial has made me discover new commands I needed for the tutorial feature (WaitForClick, WaitForContactSelected, WaitForContactDeselected, WaitForContactLocked, WaitForContactUnlocked). So there is going to be an update to Automation with this tutorial.

@ Trevally - the tutorials just got a lot more powerful! You can now wait for click and I'm going to add wait for keypress. The above new commands work excellent.
Wow that is spooky - I have just finished taking the dds images required to make my first manual TDC tutorial.

Then I sit back to scratch head - how am I going to do this.
Refresh SH5 modpage and the answer appears.

Excellent news TDW and good timing
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Old 11-21-10, 02:19 PM   #5046
Trevally.
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TDW

Would it be possible to add to the tutorial box a scroll feature that as new text appear, previous text moves up.

This would allow people to scroll up through text and re-read.

Something stops the back command sometimes. Think it might be the "wait for next" command.
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Old 11-21-10, 02:29 PM   #5047
TheDarkWraith
Black Magic
 
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Quote:
Originally Posted by Trevally. View Post
TDW

Would it be possible to add to the tutorial box a scroll feature that as new text appear, previous text moves up.

This would allow people to scroll up through text and re-read.

Something stops the back command sometimes. Think it might be the "wait for next" command.
anytime the back command is pressed it will go back to the previous displaytext command. I'll think about your suggestion

I see where this could be a problem. What I'll do is when the back command is pressed I'll insert a delay after it goes back to the previous displaytext command thus giving the user time to click the back command again.
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Old 11-21-10, 02:33 PM   #5048
antier
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Default

Quote:
Originally Posted by TheDarkWraith View Post
See above in yellow. You can see my list loadout at the mega-mod thread (although I do need to update it)
Thanks a lot for your rapidity and your efficiency
Will think about your MP proposal
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Old 11-21-10, 03:07 PM   #5049
TheDarkWraith
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@ Trevally - do you think a command that gets the contact's distance from sub and/or heading (current course) would be of any use? Any other commands I should code in?
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Old 11-21-10, 03:53 PM   #5050
Trevally.
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Default

Quote:
Originally Posted by TheDarkWraith View Post
@ Trevally - do you think a command that gets the contact's distance from sub and/or heading (current course) would be of any use? Any other commands I should code in?
I am trying to think through all the commands I have jotted down for the manual TDC attack.

My approach was :- explain and show with pic- pause, unpause player clicks next after they had copied.

Now with wait for any menu page click, this is a lot easier

Can't think of a circumstance at the moment where I would need range heading etc. How would you use it?

Perhaps this would be useful for later tutorials where stalking target could be done
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Old 11-21-10, 03:58 PM   #5051
TheDarkWraith
Black Magic
 
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Quote:
Originally Posted by Trevally. View Post
I am trying to think through all the commands I have jotted down for the manual TDC attack.

My approach was :- explain and show with pic- pause, unpause player clicks next after they had copied.

Now with wait for any menu page click, this is a lot easier

Can't think of a circumstance at the moment where I would need range heading etc. How would you use it?

Perhaps this would be useful for later tutorials where stalking target could be done
I was running into the same thing with the pause/unpause/waitfornext when making the speed finder tutorial. Thus I knew it was time to add new commands I needed to be able to wait until the user clicked on something to continue....now we can. You'll find the mousein and mouseout commands very useful also...it's not readily apparent now but it will be later.

Try running the new speed finder tutorial I included with the update I sent you (it's not complete yet). Make sure you pick a single mission with a contact nearby cause I forgot to include the single mission I made for it. That tutorial issues some Automation commands....very cool
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Old 11-21-10, 05:03 PM   #5052
Trevally.
Navy Seal
 
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Quote:
Originally Posted by TheDarkWraith View Post
I was running into the same thing with the pause/unpause/waitfornext when making the speed finder tutorial. Thus I knew it was time to add new commands I needed to be able to wait until the user clicked on something to continue....now we can. You'll find the mousein and mouseout commands very useful also...it's not readily apparent now but it will be later.

Try running the new speed finder tutorial I included with the update I sent you (it's not complete yet). Make sure you pick a single mission with a contact nearby cause I forgot to include the single mission I made for it. That tutorial issues some Automation commands....very cool
That was great TDW, I have never used the WEPs officer to do the solution before. I had no idea he could do that. This tutotial you are making is going to be great for those moving up to manual TDC and a new way for the rest of us. Those at 100% realism can ignore. (felt pretty real to me)

The first few solutions were a bit out as my stadimeter control was poor. But as the target got closer the WEPs was getting better and better as my range callouts improved.

End result- 2 placed hits and less fuel for the dam British.
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Old 11-21-10, 05:56 PM   #5053
longam
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TDW Mod Manual

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Old 11-21-10, 06:13 PM   #5054
Trevally.
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Yes, now I'm wondering what else I'm missing out on.
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Old 11-21-10, 06:38 PM   #5055
antier
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Default Ext cam not available

As, in your answer, you mention the zoom capabilities :

MRP 5x4 patch - activate after UIs mod! Will cause conflict because changes cameras.cam file! I'll have to make you all files for his MRP patches so they can be compatible with UIs mod. The only problem is you lose the zoom capabilities that I gave to the cameras and the ability to get real close to objects.

I have to mention that I loose the zoom capabilities at each time when JSGME loading this sub-mod : NewUIs_TDC_5_2_0_emtguf_rework_scopes (since the 1st NewUI versions). And I have found absolutely no solution (Free Cam for instance) to solve the problem, except this one : not to load this sub-mod...

My current "short list" :
RemoveLogoIntroTheDarkWraith
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
FX_Update_0_0_9_UHS_Fix
NewUIs_TDC_5_2_0_ByTheDarkWraith (in fact, 5_2_2)
NewUIs_TDC_5_2_0_emtguf_rework_scopes

Not essential, indeed, but I would like to understand why it is not working (at least on my PC).
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