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Old 04-26-11, 01:06 PM   #7216
Silent Steel
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Quote:
Originally Posted by Ruby2000 View Post
Teste es einfach, es könnte funktionieren.

Gruß Ruby

Funktioniert hier!

//
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Old 04-26-11, 10:43 PM   #7217
TheDarkWraith
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Quote:
Originally Posted by Meldric View Post
And another bug:
If I change the value "Decks awash depth" (which I have no idea what it might be related to), and save values... and then reload them, they are multiplied. So after loading, I had a confidence level of 9900.00...
Changing SpeechRecognition.TDW manually... Could not get it to work otherwise.


EDIT:
Changed the value in the file to 0,55. If I load that in Game, it becomes 55,00!
Fixed. Will be available in upcoming patch 1 for v6.5.0

List of changes/additions/bug fixes coming in patch 1 are:
v6.5.1 - changed how all hotkeys are defined in the options file. They are now defined as follows in the options file: [ enabled, key, shift required, ctrl required, alt required, handled ]. enabled, shift required, ctrl required, alt required, and handled are all boolean (True/False) values. Setting handled to True will cause the keystroke to be 'eaten' and not passed onto anything else. With this new format for the hotkeys one can have multiple combinations for the hotkeys. i.e. shift+key, shift+alt+key, just key, etc. If the options file has None for one of the values it cannot be used and must stay as None.
- changed how checking of hotkey pressed is processed to allow the keypress to be passed onto many items (depending on how handled is set in the hotkey)
- fixed hardcoding of Latitude and Longitude directions (N, S, W, and E). They are now specified in Menu.txt file.
- added the ability to use existing text when editing a supermark, navigation fix, or destroyed mark. The key for this is defined in the options file. You can still edit the supermark, destroyed mark, or navigation fix the old way where the existing text is replaced with the new text if you want.
- fixed bug in Speech Recognition where if values are displayed non-American style (, used for decimal seperator instead of .) the value would be multiplied by 100 when changed or loaded from file


Last edited by TheDarkWraith; 04-26-11 at 11:05 PM.
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Old 04-28-11, 02:42 AM   #7218
marleymen
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About this option in the TDW User Options file:

# when you send in a contact report to BDU what is the percentage chance that they will send you a contact report back?
# below is a percentage value (0 - 100)
RadioMessagesContactReportChance = 75

-Is it working right? The percent is for True or False? I send messages but never receive an answer from BdU.

-I also send reports of the patrol when BdU request in blue color, but never have an answer from BdU like "keep the good work" .. "Be more aggressive".

Don´t know what happened, until 6.3.x was working for me like this, if i remember well.
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Old 04-28-11, 02:56 AM   #7219
Zedi
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I noticed a python error when sending patrol report using the radio guy using the latest test build.

Speaking about the radio messages.. can this script be extended to the campaign? I mean, sending out messages to the player at a fixed date inform them about a new mission availability? But this time, using a stock radio message that will pop up in the middle of the screen. I just cannot make this happen using the campaign tools, its bugged.
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Old 04-29-11, 09:41 AM   #7220
PL_Andrev
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A new bug is spotted at v.6.5.0:

When game is reloaded the nav gives several notes for one position on map:



This situation is always after Win exit and reload a game.
This is real / current uboat position.
Positions already existed are not duplicated.
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Last edited by PL_Andrev; 04-29-11 at 01:59 PM.
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Old 04-29-11, 12:49 PM   #7221
marleymen
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(I repost to ask everyone if is having this issue. No contact messages reply from BdU , and no BdU reply message when sending the patrol message, pics above.)

About this option in the TDW User Options file:

# when you send in a contact report to BDU what is the percentage chance that they will send you a contact report back?
# below is a percentage value (0 - 100)
RadioMessagesContactReportChance = 75

-Is it working right? The percent is for True or False?

Now I send messages but NEVER receive an answer from BdU of contacts.

-I also send reports of the patrol when BdU request in blue color, but never have an answer from BdU like "keep the good work" .. "Be more aggressive".
Don´t know what happened, until 6.3.x was working for me like this, if i remember well.

Thanks and sorry for been repetitive.

PS. Actually using 6.5.0. Probably is I don´t get any contact in the range (45Km). Going to test setting a new max to distance of contact report from 45 to something bigger.

Last edited by marleymen; 04-29-11 at 01:03 PM.
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Old 04-29-11, 02:07 PM   #7222
Stormfly
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same problem here, but sometimes after i send the normal report (very rare) i got a answer from BDU (in TDW radio window). my setting regarding anwers from convoi reports is also at 75 answer or no answer persantage but never got a answer from BDU ! I would also like to have the time compression set to 1 if BDU send a radio message, together with the allready present working sound for it when comming out of TC.

same for that yellow Invstigate message from BDU above, saw that never in game.
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Old 04-29-11, 11:37 PM   #7223
TheDarkWraith
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Quote:
Originally Posted by Zedi View Post
I noticed a python error when sending patrol report using the radio guy using the latest test build.
Quote:
Originally Posted by marleymen View Post
(I repost to ask everyone if is having this issue. No contact messages reply from BdU , and no BdU reply message when sending the patrol message, pics above.)

About this option in the TDW User Options file:

# when you send in a contact report to BDU what is the percentage chance that they will send you a contact report back?
# below is a percentage value (0 - 100)
RadioMessagesContactReportChance = 75

-Is it working right? The percent is for True or False?

Now I send messages but NEVER receive an answer from BdU of contacts.

-I also send reports of the patrol when BdU request in blue color, but never have an answer from BdU like "keep the good work" .. "Be more aggressive".
Don´t know what happened, until 6.3.x was working for me like this, if i remember well.

Thanks and sorry for been repetitive.

PS. Actually using 6.5.0. Probably is I don´t get any contact in the range (45Km). Going to test setting a new max to distance of contact report from 45 to something bigger.
There was a problem in TDWRadioMessages.dll. I've corrected the problem and it will be available in patch 1 for v6.5.0
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Old 04-29-11, 11:43 PM   #7224
marleymen
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Thank you very much Maestro!!

I was going crazy testing higher max range for the Contacts Message without success.

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Old 04-30-11, 02:19 AM   #7225
Silent Steel
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Quote:
Originally Posted by Stormfly View Post
same problem here, but sometimes after i send the normal report (very rare) i got a answer from BDU (in TDW radio window). my setting regarding anwers from convoi reports is also at 75 answer or no answer persantage but never got a answer from BDU ! I would also like to have the time compression set to 1 if BDU send a radio message, together with the allready present working sound for it when comming out of TC.

same for that yellow Invstigate message from BDU above, saw that never in game.
Never seen it
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Old 04-30-11, 02:26 AM   #7226
Husksubsky
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Finally got my mods set and started a compaign.The hole UI (or HUD) was gone).After sinking the first ship I gor some of the SH 5 controls but not those in upper right corner. Seem like it wants me to finish some tutorial like missions before things settles, but I can t finish objective "click on u boat on map and set waypoint since I use realnav. can t I just cut through this nonsense? or do I have to deactivate realnav for getting along?.
I use MO, TDW 6_5_0, realnav and stormys soundmod
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Old 04-30-11, 03:43 AM   #7227
jwilliams
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Quote:
Originally Posted by Husksubsky View Post
Finally got my mods set and started a compaign.The hole UI (or HUD) was gone).After sinking the first ship I gor some of the SH 5 controls but not those in upper right corner. Seem like it wants me to finish some tutorial like missions before things settles, but I can t finish objective "click on u boat on map and set waypoint since I use realnav. can t I just cut through this nonsense? or do I have to deactivate realnav for getting along?.
I use MO, TDW 6_5_0, realnav and stormys soundmod

It's the tutorial.

See here.... http://www.subsim.com/radioroom/show...postcount=1424
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Old 04-30-11, 09:50 AM   #7228
pelucho25
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Default I can not read the radio messages received

Hello Friends reason because I can not read the radio messages when I receive?
I get the blank message when I open it.
This is my configuration:

Accurate German Flags
North Atlantic Green 1.1
Mighty Fine Crew Mod 1.2.1 Stock With Beards
MCCD 1.04 MFCM 1.2.1 Compatible
MCCD 1.04 Spanish
Loading Screens Mod 2.0
FX Update 0.0.15 By The DarkWraith
FX Update 0.0.15 BARF 1.3 Full Fix
FX Update 0.0.15 UHS Fix
NewUIs TDC 6.5.0 By TheDarkWraith
NewUIs TDC 6.5.0 Sub Warship Merchant Same Shape
NewUIs TDC 6.5.0 Waypoint Contacts Same Shape No Color
NewUIs TDC 6.5.0 No Color Dashed Contact Line
NewUIs TDC 6.5.0 No Contact Colors
NewUIs TDC 6.5.0 No Contact Tails
NewUIs TDC 6.5.0 Das Boot Crew Mod by Illyustrator
NewUIs TDC 6.5.0 Jimimadrids Map Tools
IO Strategic Map 2.2
IO Map Course Line Sharp Pencil Mod
ShapeTextures Color
Manos Scopes-Patch For 16 x 9
Pascal Crew Uniforms
Elite German Black & Copper Torpedo
Ambient Underwater SFX
Sobers 100% Underwater FX
Sobers Base Wave Mechanics For SH5 Ver. 12
Realistic Ammo Amount For AA And Deck Guns
Sobers No Footstep Sound Mod
U-Boat Ballast Tanks SFX
Sobers Realistic Hydrophone Operator SH5
German U-Boat Crew Language Pack
Cerberus 62 Historical Ship Equipment 1.3
Cerberus 62 Additional Merchant Ships 1.1 (Part 1)
Cerberus 62 Additional Merchant Ships 1.1 (Part 2)
Critical Hits 1.2
Critical Hits 1.1 Torpedos
Dark Interior 1.0
SUB Hyd Fix SH5
Sub Flags 0.0.6 by TheDarkWraith
Krauters Automated Scripts Compatible
Lite Campaign LC 1.2
Trevally Harbour & Kiel Canal Pilot 2.4
IRAI 0.0.30 ByTheDarkWraith
IRAI 0.0.30 No Hydrophone On Surface And No Aircraft Spotting At Depth
Air Torpedoes
Test Iceberg
German U-Boat Hydrophone SFX
U-Boat Radio Room Telemetry SFX
Capthelms SH5 Audio Mod
German U-Boat Internal Routine SFX
Stoianm BrighterNights Mod 1.0
Stoianm Realistic Color Exterior Mod Low Version 1.0
Stoianm BrighterNights Mod 1.0 LOW Compatible Dark Interior Mod
Stoianm BrighterNights Mod 1.0 (LOW) Compatible Colored Exterior Low
A Fistful of Emblems 1.51
Wasserbomben Sound Mod 1.2
Grossdeutscher Rundfunk
Old Style Explosions 1.1
U-Boat Propulsion SFX
Stoianm Atlantic Blue Water Color For MO
Stoianm EnvNights Compatible Blue Atlantic Water For MO
Torpedo Splash
Sobers & Stoianm Base Fog Mechanics 16 SH5
Depth Keeping Problem HB 1.0.0 The DarkWraith
Stormys DBSM SH5 1.3 Basemod (1)
Stormys DBSM SH5 1.3 Optional -6db Damped Sonarguy (2)
Stormys DBSM SH5 1.3 Optional Remaining Orig Sounds Converted to 22Khz (3)
Stormys DBSM SH5 1.3 Additional Crew Sounds Beta 6 (4)
Stormys DBSM SH5 1.3 Optional Louder Engine Sounds (5)
Stormys DBSM SH5 1.3 HOTFIX 3
Stormys DBSM SH5 1.3 Optional NavMap Babelling
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Old 04-30-11, 10:05 AM   #7229
farranda
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Quote:
Originally Posted by stoianm View Post
@ TDW using New UI 6.5 and editing the option.py in some computers we will have something like this:



I made some test last night with 2 diferent people... they had the game installed in french... so even if they tryied to modify only one line inside the optyon.py they have this problem

If they are usying the option.py by default ne problem... you have an ideea wy?

I can edit my option.py for example with NEw UI 6.5 and i do not have any problem... my game is installed in english
Sorry I'm using a translator.
I too feel the same. Changing a single line of option.py. If I leave the default error does not happen.
My game is in Spanish and use New UI 6.5.
I could not take a picture of the game so I use this quote
thanks
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Old 04-30-11, 12:03 PM   #7230
Stormfly
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Quote:
Originally Posted by pelucho25 View Post
Stormys DBSM SH5 1.3 Basemod (1)
Stormys DBSM SH5 1.3 Optional -6db Damped Sonarguy (2)
Stormys DBSM SH5 1.3 Optional Remaining Orig Sounds Converted to 22Khz (3)
Stormys DBSM SH5 1.3 Additional Crew Sounds Beta 6 (4)
Stormys DBSM SH5 1.3 Optional Louder Engine Sounds (5)
Stormys DBSM SH5 1.3 HOTFIX 3
Stormys DBSM SH5 1.3 Optional NavMap Babelling
hi pelucho25,

just wanted to tell you that there is an error regarding this mod order, you overwriting Beta 6 using HOTFIX 3

...you dont need hotfix 3, becuase all its changes are included in Beta 6
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