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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#5971 | |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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I'll turn the debugging options on and see what I get. Previously I actually tried disabling all mods but the 6.3.0 and it's patch. Everything seemed to be running fine. Strikes me now - of course I've seen the animated sequence ![]() Back as soon I've got the time to test the debugging. Thanks again ![]() |
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#5972 |
Black Magic
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Added the periscope sighted/sub sighted to the radio messages. There is a new user option that specifies the maximum distance a ship can have any chance of sending a radio message saying they detected you. Default value is 8000m.
I have compiled over 100+ ship names from WWII that the mod can use as the ship name. The mod 'rolls the dice' when you are within that range and if you are spotted a radio message goes out from ship. If you are not spotted a random amount of time is assigned before the ship can 'look' for you again. The chance that it can spot you surfaced is 70%. The chance that it can spot your periscope is 35%. Now I took this one step further ![]() ![]() What I'm not sure of is what to put in the From line of the radio message. Currently I just have the ship's name that sent it: Next is to add radio messages for sinking/destroyed ships ![]() |
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#5973 |
Chief
![]() Join Date: Jul 2005
Posts: 316
Downloads: 28
Uploads: 0
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very nice, tdw. one question: can we trigger a sound to this action? there are some voice files like "i got a radio message from another ship" or something like that. can we hear this file when a radio message is caught?
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Everything comes to him who waits |
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#5974 |
Black Magic
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sure I can add sounds to the messages. Will cause some problems down the line though as I'll have to edit the Sh.sdl file to add them so they are registered with the game. Once I touch that file then any sound mod that modifies it also will be broken (or they break the sounds with this mod depending on how the mod order is in JSGME)
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#5975 | |
Navy Seal
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#5976 |
Black Magic
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This poor soul didn't spot me fast enough. Sent out his radio report of periscope sighted and one second later his ship was toast
![]() possible radio messages that a ship can give off when destroyed/sinking: SOS....SOS.....SOS.....We're going down at (lat, long) Abandoning ship at (lat, long) Massive damage. Ship is taking on water. Abandoning ship at (lat, long) Unable to control flooding. Abandoning ship at (lat, long) |
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#5977 |
Chief
![]() Join Date: Jul 2005
Posts: 316
Downloads: 28
Uploads: 0
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they also should send out the reason why they are taking damage. perhaps: attacked by an uboat. unable to stop flooding. abandon ship
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Everything comes to him who waits |
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#5978 |
Black Magic
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patch 4 released for v6.3.0. See post #1 for details
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#5979 |
Watch
![]() Join Date: Aug 2009
Posts: 26
Downloads: 7
Uploads: 0
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I downloaded the Multiple UIs for SH5 with TDC, got the new patch 4, and then added it to the game with JSGME, but the game will crash to desktop right before mission (any really, tried loading saved games, tried historic missions) starts. I have no other mods installed and the game is patched to 1.2.
Unloading the Multiple UI's patch fixes the problem, so I don't think my game is broken. What might be wrong? ![]() |
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#5980 |
Watch
![]() Join Date: May 2005
Posts: 30
Downloads: 100
Uploads: 0
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I'd like a little help.
I want to use these mods, is the order correct and do I need the 3rd, knowing my resolution is 1920*1080 16/9? NewUIs_TDC_6_3_0_ByTheDarkWraith MRP 16x9 ratio NewUIs_TDC_6_3_0_6x_6x_7x_RAOBF_patch_stock_scope NewUIs_TDC_6_3_0_Real_Navigation Tks |
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#5981 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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Stormy...... |
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#5982 |
Samurai Navy
![]() Join Date: Mar 2010
Posts: 592
Downloads: 199
Uploads: 0
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TDW, on the radio message icon at the top right bar... I was curios if you could set a limit as to how long it flashes when showing that you have received a message? Unless you click on it and close out the message box every time then it never stops flashing.
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#5983 |
Black Magic
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That's the intent...never stop flashing until you open it. That way you know when you have new messages you haven't reviewed yet.
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#5984 |
Samurai Navy
![]() Join Date: Mar 2010
Posts: 592
Downloads: 199
Uploads: 0
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I see, would it be possible to have an option for this intent to be enabled or not in the options file? Its just that I don't read every message that's received when playing and get kinda annoyed by always having this icon flashing to get my attention.
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#5985 | |
Swabbie
![]() Join Date: Dec 2010
Posts: 11
Downloads: 15
Uploads: 0
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C:\Games\Steam\steamapps\common\silent hunter 5\MODS\NewUIs_TDC_6_3_0_ByTheDarkWraith\MODS\NewUI s_TDC_6_3_0_Scopes (do not enable - open and read)\emtguf_rework_scopes\emtguf_rework_scopes_5_ 8_ratio\data\Menu\Skins\German\Gui\Layout I extracted the whole mod to somewhere basic, then tried to windows-move it, and it fails because c:\games\steam\etc\etc\etc\ that path is too long!!!! I can work around it... I hope. Can I suggest you rename the very lengthy brackets bit, TDW? |
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Tags |
dbrn, favorite, new ui |
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