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Old 12-18-10, 03:18 AM   #5461
Flash_1208
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i'm new here and have one question.

i downloaded your fantastic ui_tdc mod for sh5, but how can i change the sh5 style in sh4 style.

greetings

flash
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Old 12-18-10, 03:22 AM   #5462
THE_MASK
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Quote:
Originally Posted by Flash_1208 View Post
i'm new here and have one question.

i downloaded your fantastic ui_tdc mod for sh5, but how can i change the sh5 style in sh4 style.

greetings

flash
NewUIs_TDC_5_7_0_ByTheDarkWraith\data\Scripts\Menu \TheDarkWraithUserOptions.
Dont have a heart attack when you realise the amount of changes you can make Make changes before enabling with the mod enabler JSGME .
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Old 12-18-10, 04:17 AM   #5463
pfeillant
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Default The 5.7.0 version

Hello,
I have a problem launching SH5, the error "error parsing c:\.....\Data\Tutorials\News_features_Commands.SHT at line number 0

With the 5.7.0, don't install IO_StrategicMap_2_1_for_TDW_5.4.0
because he destroy the files \Data\Scripts\menu\Page Navigation Map.*, and all is KO.
Wait for a next IO_StategicMap
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Old 12-18-10, 04:22 AM   #5464
TheDarkWraith
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Quote:
Originally Posted by pfeillant View Post
Hello,
I have a problem launching SH5, the error "error parsing c:\.....\Data\Tutorials\News_features_Commands.SHT at line number 0

With the 5.7.0, don't install IO_StrategicMap_2_1_for_TDW_5.4.0
because he destroy the files \Data\Scripts\menu\Page Navigation Map.*, and all is KO.
Wait for a next IO_StategicMap
the error parsing new_features_commands.sht can be ignored. I thought for sure I removed that before releasing v5.7.0
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Old 12-18-10, 05:47 AM   #5465
pfeillant
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Default v 5.7.0

hello,
a problem with aircraft and flag
An aircraft is detected
The crew is at the flag
Each time i switch on the screen flag, by teleporting or closing navigation screen, i have this error, I can reproduce it on demand :
A little window "Can't determine current position (OK)"
then a big window "error invoking raise_resized function in class control group wrapper".
May be this problem was also in previous version
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Old 12-18-10, 06:31 AM   #5466
TheDarkWraith
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Quote:
Originally Posted by pfeillant View Post
hello,
a problem with aircraft and flag
An aircraft is detected
The crew is at the flag
Each time i switch on the screen flag, by teleporting or closing navigation screen, i have this error, I can reproduce it on demand :
A little window "Can't determine current position (OK)"
then a big window "error invoking raise_resized function in class control group wrapper".
May be this problem was also in previous version
can you give me a screenshot of the big window? and real nav enabled or not?

Last edited by TheDarkWraith; 12-18-10 at 07:59 AM.
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Old 12-18-10, 07:19 AM   #5467
Vanilla
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Quote:
Originally Posted by Antar View Post
See my comments in yellow.

1. When the target speed is 0 these calculations have no sense,
and the time impact = range / torp_speed

2. There is no easy way to calculate it, this is the reason why torpedo electromechanical computer was on uboats...

3. The torpedo speed create a different track angle, so we do not need special calculations for torpedo speed,

4. First you calculate ship and torp distance, they should be positive both.
Check the angles they should be positive. Check the angle calculations. Aux.angle should be positive.
AoB + aux.angle + (180-torp.angle) = 180

5. AoB and track angle on my calculations should be 0-180 only.
Keep positive only (AoB, track_angle) - the sign +/- depend from target's direction course. They should be positive or negative both together.

6. There are mistake in calculations:
aux.angle = 180 - AoB - (180 - t_angle)
s_ship = r_ship * sin(aux.angle) / sin(180-t_angle)
s_torp = r_ship * sin(AoB) / sin(180-t_angle)

For me the 'degree' are more natural than radians, (but you have AoB, tarck angle in degrees too).
It is no problem to use radians - only change is: 180° = 3,1415rad (pi number)
Don't forget that torpedo makes an initial run-away then turns and only then it heads towards ship, so it is not a straight line from you to the ship unless you are shooting straight ahead. I guess we don't know the run-away distance and the turn radius however the error is not going to be huge, 5 secs at max.

Here are the formulae to convert degrees into radians and back:
radians = degrees * pi() / 180
degrees = radians * 180 / pi()

EDIT: I guess the game takes the run-away and the turn into account when showing the tracking angle so we can consider that the path is straight. Then there is no error in Antar's calculations.

EDIT2: Can the torpedo run time be reflected by the red needle on the chrono? I.e. the same as in vanilla when you fire it but before the launch?

Last edited by Vanilla; 12-18-10 at 07:32 AM.
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Old 12-18-10, 07:27 AM   #5468
TheDarkWraith
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just noticed a crash when returning from a mission and then going to request a new mission (campaign). I found the cause of it and I'll have to release a new version to fix it. So I'll be releasing v5.7.1 here soon.

Here are some of the other things I have noticed and fixed also:
v5.7.1 - fixed bug of navigation fixes not cleared (reset) at game end
- fixed bug of navigation fixes visible on navigation map while receiving new mission orders
- fixed possible game hang when setting new navigation fix close to actual boat's position
- fixed game crash that happens when in campaign and you do a mission then return to base and request a new mission

These navigation fixes are kicking my butt. Price to pay for adding something entirely new to the game But once these are sorted out adding the super marks will be a breeze.

Patch 1 released for v5.7.0. See post #1 for details.

Last edited by TheDarkWraith; 12-18-10 at 08:10 AM.
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Old 12-18-10, 09:11 AM   #5469
PL_Andrev
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I do not see the link to newest 5.7.0, the patch (97kB) only...
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Old 12-18-10, 09:51 AM   #5470
Vanilla
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BTW, forgot to mention - there is another division by zero issue - if the tracking angle is 0 or 180 then sine of it is zero as well.

In the cases of zero divisions we need to use torpedo speed and that returns us to the problems with torpedo run away and turn times.
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Old 12-18-10, 09:55 AM   #5471
TheDarkWraith
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Quote:
Originally Posted by Vanilla View Post
BTW, forgot to mention - there is another division by zero issue - if the tracking angle is 0 or 180 then sine of it is zero as well.

In the cases of zero divisions we need to use torpedo speed and that returns us to the problems with torpedo run away and turn times.
True true. But I still can't get Antar's formula to work correctly. Comparing the values it returns to the torp line's time doesn't even come close

Here's the code I have for it:

Code:
  # get the target's speed
  ts = Menu.GuiDials.GetValue( GuiDialsWrapper.DialTypes.SOL_SPEED )
  if ts == 0:
   ts = 0.000001
  # get the distance to target
  td = Menu.GuiDials.GetValue( GuiDialsWrapper.DialTypes.SOL_RANGE )
  # get the target's AOB from the TDC dial
  taob = abs( Menu.GuiDials.GetValue( GuiDialsWrapper.DialTypes.SOL_ANGONBOW ) )
  # get the track angle
  tangle = abs( Menu.GuiDials.GetValue( GuiDialsWrapper.DialTypes.SOL_TRACKANGLE ) )
  # calculate 3rd angle of triangle
  auxangle = radians( 180 - taob - ( 180 - tangle ) )
  s_ship = td * ( sin( auxangle ) / sin( radians( 180 - tangle ) ) )
  s_torp = td * ( sin( radians( taob ) ) / sin( radians( 180 - tangle ) ) )
  #to hit torp.time = ship.time
  impacttime = int( round( s_ship / ts ) )
  impacttimemins = impacttime / 60
  impacttimesecs = impacttime - ( impacttimemins * 60 )
I don't understand why we're calculating s_torp when we never use it

Using the TDW_Torp_Tutorial single mission when I set up the shot the torp line says ~2:33 to impact and the caculated values above say 0:35
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Old 12-18-10, 10:15 AM   #5472
PL_Andrev
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Quote:
Originally Posted by TheDarkWraith View Post
I don't understand why we're calculating s_torp when we never use it
Right, it is not necessary.
But you can use to check the torpedo time:
s.ship/v.ship = s.torpedo/v.torpedo

Quote:
Originally Posted by TheDarkWraith View Post
Using the TDW_Torp_Tutorial single mission when I set up the shot the torp line says ~2:33 to impact and the caculated values above say 0:35
I have a idea. I prepare the attack mission and give you all data from my hand calculation in radians/degrees. You can check it step_by_step in UI directly.

Why do you use ts=0 => ts = 0.000001 ?
I wrote that if the v=0 these calculations have no sense and at this conditions t.torp = dist/v.torp

What about missing source to 5.7.0 at first post?
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Old 12-18-10, 10:35 AM   #5473
TheDarkWraith
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Quote:
Originally Posted by Antar View Post
Right, it is not necessary.
But you can use to check the torpedo time:
s.ship/v.ship = s.torpedo/v.torpedo



I have a idea. I prepare the attack mission and give you all data from my hand calculation in radians/degrees. You can check it step_by_step in UI directly.

Why do you use ts=0 => ts = 0.000001 ?
I wrote that if the v=0 these calculations have no sense and at this conditions t.torp = dist/v.torp

What about missing source to 5.7.0 at first post?
I'll be releasing v5.7.1 as soon as I fix the remaining errors (mainly pfeillant's post). pfeillant posted about some kind of error but what he said doesn't make much sense (and I need to see a screenshot of the big error). I've been combing through the files looking for anything like he reported and have come up empty handed

I'd like to include this estimated impact time in v5.7.1 also.

I use ts = 0.0000001 just to avoid the division by 0 for now.
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Old 12-18-10, 10:41 AM   #5474
pfeillant
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Default Can't determinate current position

hello,
here the error window
http://www.cijoint.fr/cjlink.php?fil...cijeRAUuIH.png

i don't know how enable real nav.

In this exemple, i just
1- start the game
2- put the crew at the flag
3- teleport at the flag

and i have the problem, without any aircraft
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Old 12-18-10, 10:57 AM   #5475
TheDarkWraith
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Quote:
Originally Posted by pfeillant View Post
hello,
here the error window
http://www.cijoint.fr/cjlink.php?fil...cijeRAUuIH.png

i don't know how enable real nav.

In this exemple, i just
1- start the game
2- put the crew at the flag
3- teleport at the flag

and i have the problem, without any aircraft
Put the crew at the flag....you must mean you are topside ondeck? Where do you teleport to? This only happens when you teleport to this place? Any add-on mods enabled?

What do you have for these user options:

# minimum value for below is 1
MessageBoxWidthFactor = 2.25 # stock is 2

# minimum value for below is 1
MessageBoxHeightFactor = 5.0 # stock is 3

# this will cause the message box to start in the expanded mode (vertically) when the game starts
# change below to either True or False
MessageBoxStartsExpanded = True

# this will cause the message box to start in widened mode (horizontally) when the game starts
# change below to either True or False
MessageBoxStartsWidened = False

# is the message box displayed at game start?
# change below to either True or False
DisplayTheMessageBox = True

# is the messagebox draggable?
# change below to either True or False
MessageBoxIsDraggable = False

# does the messagebox show when moused in and hide when moused out?
MessageBoxScrolls = False
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