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Old 02-15-11, 10:17 AM   #6316
TheDarkWraith
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Just did a single mission to test the R Class Destroyer:

[3400] Z=0.0 TAI Map zoom out
[3400] Adding new sub sighted radio message
[3400] Adding an available radio message for day
[3400] Radio message intercepted - transmit once
[3400] Adding new radio message to radio messages
[3400] Playing from vessels message sound
[3400] PageRadioMessages's draggables restored!
[3400] B Class Destroyer 20.1400
[3400] R Class Destroyer 19.3900
[3400] Adding new sub sighted radio message
[3400] Adding an available radio message for day
[3400] Radio message intercepted - transmit once
[3400] Adding new radio message to radio messages
[3400] Playing from vessels message sound

Correct mast height displayed in my Dbgview
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Old 02-15-11, 10:27 AM   #6317
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Quote:
Originally Posted by TheDarkWraith View Post
Very interesting I'll look into why it multiplied that mastheight by 100

EDIT:

Looked over the .dll file and the python code and nowhere am I multiplying the mast height by anything. I retrieve the value and set it, that's it.

Did you take a range reading on this vessel? Was it wacky or was it correct (the range reading)? It might just be a problem with the Game's Trace command outputting float data.

Did you happen to notice what the XO TDC Dialog box said the mast height actually was?
its the same in XO TDC Dialog box...
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Old 02-15-11, 10:59 AM   #6318
TheDarkWraith
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Quote:
Originally Posted by Stormfly View Post
its the same in XO TDC Dialog box...
Did older versions of the mod have this problem?
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Old 02-15-11, 11:13 AM   #6319
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no problems with older versions,

tested using a historic single mission...



...tested again using original TDW untouched options file, same result !


...my activated mods:

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Old 02-15-11, 11:18 AM   #6320
TheDarkWraith
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Quote:
Originally Posted by Stormfly View Post
no problems with older versions,

tested using a historic single mission......tested again using original TDW untouched options file, same result !
I moved the mast height configuring from python code to a .dll file. Options file will have no impact on this. I suspect that Python does culture specific translations 'in the background'. I updated the TDWMastHeights.dll file with culture info and sent it to you.

How does SOAN look? Everything look ok for length, width, mast height, etc.?
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Old 02-15-11, 11:30 AM   #6321
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Quote:
Originally Posted by Stormfly View Post
no problems with older versions,

tested using a historic single mission...



...tested again using original TDW untouched options file, same result !


...my activated mods:

Hi stormfly,

i just saw your mod list. I observe that you made or adapted some mods for you. Since we both love immersion in sh5 i really will like to give a try at those mod - i am very curios about the changes that can make to the game.

I will really apreciate if is posible to share a link for these mods of yours:
night sumbarine 3D instruments texture internal v1.1, Sh5ModEnvGold Stormy and Stormys performant texture.

thanks!
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Old 02-15-11, 12:01 PM   #6322
TheDarkWraith
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@Stormfly - I set my computer to Germany region and saw the same thing you were experiencing. I used the new .dll I sent you and everything is fine

I did notice that SOAN isn't displaying values correctly so I'll have to adjust it also.

EDIT:

SOAN fixed. Now the values for draft, width, length, etc. are shown in culture specific format for your region

Last edited by TheDarkWraith; 02-15-11 at 12:32 PM.
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Old 02-15-11, 02:01 PM   #6323
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Quote:
Originally Posted by stoianm View Post
Hi stormfly,

i just saw your mod list. I observe that you made or adapted some mods for you. Since we both love immersion in sh5 i really will like to give a try at those mod - i am very curios about the changes that can make to the game.

I will really apreciate if is posible to share a link for these mods of yours:
night sumbarine 3D instruments texture internal v1.1, Sh5ModEnvGold Stormy and Stormys performant texture.

thanks!
night sumbarine 3D instruments texture internal v1.1 Stormy
here i only use the plain instrument textures and use the rest from SteelVikings MO part,
which include some of the work allready.

Sh5ModEnvGold Stormy
here i deleted the lights.cfg + Sound + Particles.dat and color filters,
just a test to have more performance and frames but compatibility with MO because Env5 (wich is comming with MO), steal to much fps, not finished.

Stormys performant texture
just a try to have more fps, not finished (some textures in Misc folder), not finished.

...you see it isnt much important.

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Old 02-15-11, 02:07 PM   #6324
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Quote:
Originally Posted by Stormfly View Post
night sumbarine 3D instruments texture internal v1.1 Stormy
here i only use the plain instrument textures and use the rest from SteelVikings MO part, which include some of the work allready.

Sh5ModEnvGold Stormy
here i deleted the lights.cfg + Sound + Particles.dat and color filters,
just a test to have more performance and frames but compatibility with MO because Env5 (wich is comming with MO), steal to much fps, not finished.

Stormys performant texture
just a try to have more fps, not finished (some textures in Misc folder), not finished.

...you see it isnt much important.

thanks
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Old 02-15-11, 02:15 PM   #6325
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TDW, I'm currently using MO with Patch 2 and I also have:

NewUIs_TDC_6_3_0_ByTheDarkWraith_Patch_6

can I remove the above "patch 6" and apply the 6.4 version to the MO Patch2? I'm asking as you've not updated MO for a while.

When do you plan on updating MO - if it's going to be soon then I would rather wait.

Many thanks - and gratz on all the DLL findings etc. your a star!

H.
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Old 02-15-11, 02:24 PM   #6326
TheDarkWraith
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Quote:
Originally Posted by harag View Post
TDW, I'm currently using MO with Patch 2 and I also have:

NewUIs_TDC_6_3_0_ByTheDarkWraith_Patch_6

can I remove the above "patch 6" and apply the 6.4 version to the MO Patch2? I'm asking as you've not updated MO for a while.

When do you plan on updating MO - if it's going to be soon then I would rather wait.

Many thanks - and gratz on all the DLL findings etc. your a star!

H.
I don't understand why you want to do down in patch versions?

I'll be updating MO here soon, just don't know how soon soon is.

v6.4.0 now gives you the ability to send mast height data from SOAN to the TDC. This, theoretically, means you don't need the XO TDC dialog box anymore. Now instead of the game showing you a list of ships that could possibly be the locked contact you have to guess the correct one from all ships!
First you have to ensure TDC is on and the target is locked. You cannot pick the correct ship like you can in the XO TDC dialog box. Instead you scroll through the ships till you find the match. Then press 'Send mast height to TDC' to send the mast height data to the TDC. Now the XO TDC dialog box won't let you use the stadimeter because you haven't 'selected' the correct ship. No worries, click the stadimeter button above the Range TDC dial to use the stadimeter


A new test version of v6.4.0 will be ready at post #1 here soon.

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Old 02-15-11, 02:35 PM   #6327
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nice, but could this be optional, because i use a low resolution to save frames, and this recognition manual is fine but to big for me while in an attack run.
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Old 02-15-11, 02:40 PM   #6328
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Quote:
Originally Posted by Stormfly View Post
nice, but could this be optional, because i use a low resolution to save frames, and this recognition manual is fine but to big for me while in an attack run.
it's always enabled. You can still use the XO TDC dialog box just like you always have. I just added this in so those that want to use it and turn off the XO TDC Dialog box can

New test version of v6.4.0 available at post #1.
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Old 02-15-11, 03:37 PM   #6329
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Quote:
Originally Posted by TheDarkWraith View Post
it's always enabled. You can still use the XO TDC dialog box just like you always have. I just added this in so those that want to use it and turn off the XO TDC Dialog box can

New test version of v6.4.0 available at post #1.
nice
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Old 02-15-11, 08:04 PM   #6330
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nice.


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