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Old 02-15-11, 09:06 PM   #6331
7Infanterie19
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TDW, I noticed that TDC dial manipulation has been changed in the new version from what I was used to in the old version (v1). For speed and AOB, the dial hand now has to be dragged into position. I find that cumbersome, especially when the hand resets itself (which I don't remember happening in the old version). The old version provided the option to click where you wanted to set it and then the hand would snap into that position. I could then drag it to fine tune it for more accuracy if I wanted to. For example, if the setting for AOB was 0, and I clicked on 90 starboard, it would jump to 90 starboard - done. I miss this feature. Is there something in the options that I can change or is it something more complicated than that?

I also thought my eyesight was getting worse, because reading the dials was more difficult for me, so I copied in the two old TDC_metric files to see if there was a difference and found that there was. In the new version, the TDC dials appear weathered and beaten, and harder to read. The old ones are quite a bit larger in file size, so I'm wondering if there would be any problems using the old TDC_metric files with the new version?

Also, I know it isn't your mod, but is there a way to shrink the footprint of Obelisk's IO_Tools mod, so that it takes up less of the map, perhaps a half or a third of what it is now?

Thanks in advance.

Cheers!
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Old 02-15-11, 09:28 PM   #6332
TheDarkWraith
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Quote:
Originally Posted by 7Infanterie19 View Post
TDW, I noticed that TDC dial manipulation has been changed in the new version from what I was used to in the old version (v1)
v1.0.0? MUCH has changed and for the better. The dial doesn't snap probably because of the way I have to do the dial to prevent the AOB and Speed from resetting when using the stadimeter (game bug). The little red tabs attached to those dials are used to 'set' the value into the TDC (to prevent the resetting of them to 0).

As far as using the old_TDC_metric dials, not quite sure. Make it into a JSGME mod and give it a go and see what happens
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Old 02-15-11, 10:29 PM   #6333
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Originally Posted by TheDarkWraith View Post
v1.0.0?
ROFL .. ya, I know. But man, it was working nicely, so I was content with it. When something is good, who needs more? But that's what I love about what you are doing: you're relentless at improving it. Kudos to you for that, that's for sure!

So, I'll click the red tabs from now on to make sure the settings take hold. I'll see how it goes with the dials from the old version as well. Hopefully, it works fine.

Thanks for the quick reply.
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Old 02-17-11, 06:12 AM   #6334
Sokolov
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i installed UIs mod on clear stock game and have some bugs in the beginning: first - nothing in ERM (i dont know, may be its ok for beginning), second - when i use attack periscope, nothing appear in this screen, only after i quit attack periscope screen and use it again i have UIs, but still i cant fire torpedo, only after i quit again i get a message that torpedo is fired, but still i can't hit ship, though i dont use UIs, just firing torpedo without calculations using scope. Most important - that i cant fire topedo in attack periscope screen.
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Old 02-17-11, 06:51 AM   #6335
panosrxo
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Quote:
Originally Posted by Sokolov View Post
i installed UIs mod on clear stock game and have some bugs in the beginning: first - nothing in ERM (i dont know, may be its ok for beginning), second - when i use attack periscope, nothing appear in this screen, only after i quit attack periscope screen and use it again i have UIs, but still i cant fire torpedo, only after i quit again i get a message that torpedo is fired, but still i can't hit ship, though i dont use UIs, just firing torpedo without calculations using scope. Most important - that i cant fire topedo in attack periscope screen.
First mission is a tutorial, thats why you dont see everything
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Old 02-17-11, 09:41 AM   #6336
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I really like v6.4.0. I can now totally customise the UI to my taste:




TAI, scope, clock, XO box positioned where I wish and the remaining icons disappear when not in use for a clean look.

great work TDW.
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Old 02-17-11, 04:13 PM   #6337
Stevepine
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Its really great to be able to filter and select which radio messages you recieve and just being able to turn off the torpedo path line is something I have been hoping would be possible for AGES.

Is it possible that the UI could remember the settings which you choose on the TAC and NAV maps and the same with the radio messages?
At the moment you need to re-select radio messages and the map features at the start of every patrol. Just curious
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Old 02-17-11, 04:35 PM   #6338
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DaaaaaM.......

TDW you are AWESOME

Thank´s for all.......simply amazing.....
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Old 02-17-11, 09:51 PM   #6339
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Quote:
Originally Posted by Stevepine View Post
Its really great to be able to filter and select which radio messages you recieve and just being able to turn off the torpedo path line is something I have been hoping would be possible for AGES.

Is it possible that the UI could remember the settings which you choose on the TAC and NAV maps and the same with the radio messages?
At the moment you need to re-select radio messages and the map features at the start of every patrol. Just curious
set the relevant settings in the options file then they'll be remembered
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Old 02-17-11, 10:43 PM   #6340
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Quote:
Originally Posted by TheDarkWraith View Post
set the relevant settings in the options file then they'll be remembered
...this is slowly but steady going out of hand !

i mean the time is coming where you need an "SH5 Consultant" at least TDW certified in customizing of two modules (mod`s), new customers should expect hireing 30 consultants and a project introduction phase of 6 month minimum.
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Old 02-18-11, 12:42 AM   #6341
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Quote:
Originally Posted by Stormfly View Post
...this is slowly but steady going out of hand !

i mean the time is coming where you need an "SH5 Consultant" at least TDW certified in customizing of two modules (mod`s), new customers should expect hireing 30 consultants and a project introduction phase of 6 month minimum.
Either need a program with an intuitive graphical user interface for setting mod. When you run the program reads the data from option file. Configuration Utility settings should break into sections (as is done in the options file), and each setting accompanied by a description of what will this setting. After setting up press "Save" button and the program writes to a file option all your settings.
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Old 02-18-11, 09:41 AM   #6342
TheDarkWraith
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3 new user options have been added to v6.4.0:

# is the contact spotted info available? (shows course, speed, datetime stamp, etc.)
TAIContactSpottedEnabled = True

# is the contact spotted info available? (shows course, speed, datetime stamp, etc.)
NavContactSpottedEnabled = True

# show contact spotted info on unlocked target?
# change below to either True or False
ContactSpottedInfoOnUnlockedTarget = True

The two at the top allow you to disable the contact info spotted text in the TAI and the navigation map. The third one allows you to specify that contact spotted info text is only displayed when a target is locked (mainly for real navigation users so as to not give away position). All 3 are shown with their default values.
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Old 02-18-11, 09:44 AM   #6343
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Quote:
Originally Posted by TheDarkWraith View Post
3 new user options have been added to v6.4.0:

# is the contact spotted info available? (shows course, speed, datetime stamp, etc.)
TAIContactSpottedEnabled = True

# is the contact spotted info available? (shows course, speed, datetime stamp, etc.)
NavContactSpottedEnabled = True

# show contact spotted info on unlocked target?
# change below to either True or False
ContactSpottedInfoOnUnlockedTarget = True

The two at the top allow you to disable the contact info spotted text in the TAI and the navigation map. The third one allows you to specify that contact spotted info text is only displayed when a target is locked (mainly for real navigation users so as to not give away position). All 3 are shown with their default values.
Thanks - if i change in option.py to have displayed the spead like 5 knots and not to have medium speed i observ not changes in the game

will be posible to make this option working?
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Old 02-18-11, 09:51 AM   #6344
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Quote:
Originally Posted by stoianm View Post
Thanks - if i change in option.py to have displayed the spead like 5 knots and not to have medium speed i observ not changes in the game

will be posible to make this option working?
don't understand what you're asking
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Old 02-18-11, 09:55 AM   #6345
stoianm
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Quote:
Originally Posted by TheDarkWraith View Post
don't understand what you're asking
Sorry - it is because of my english

i am speaking about these 2 lines:

# Are the contact's actual speed shown or is a relative speed shown (slow=2-6 knots, medium=7-12 knots, fast=13+ knots)?
# change below to either True or False
ShowContactsActualSpeed = False
# Are the contact's actual course shown or is a relative course shown (E,ENE,SE,S, SW, etc.)?
# change below to either True or False
ShowContactsActualCourse = True

If is posible to relate this to the nav/tai map also

thanks
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