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Old 03-16-14, 06:15 PM   #11131
gap
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Quote:
Originally Posted by vdr1981 View Post
Hm, I still can't see gap's new dials?
No idea why. No mod should overwrite them, because they are a completely new feature

Quote:
Originally Posted by vdr1981 View Post
Also , it appears that stern dive planes control is inverted...
Is this the "isolated incident"?
No, it happens all the time. Max/Min dial angles are inverted. Working on a fix to that
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Old 03-16-14, 06:19 PM   #11132
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Quote:
Originally Posted by gap View Post
No idea why. No mod should overwrite them, because they are a completely new feature
Yep. I've found the problem...Mine pagelayout.ini file form No Sonar Ping & Auto Ship Recog. - for TDW NewUIs 7_5_0 wasn't compatible with latest UI...Fixed now...
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Old 03-16-14, 06:24 PM   #11133
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Quote:
Originally Posted by vdr1981 View Post
Yep. I've found the problem...Mine pagelayout.ini file form No Sonar Ping & Auto Ship Recog. - for TDW NewUIs 7_5_0 wasn't compatible with latest UI...Fixed now...
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Old 03-17-14, 05:23 AM   #11134
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I am using TDW NewUI 7_4_2.

What type of bearing is the 'Sonar Man' giving me.

If I use the mod 'Hydrophone follow nearest contact fix for new UI 7_1_0 to 7_5_0'

Does this mod change the bearing type?

I would like to be able to get a 'True Bearing from the 'Sonar Man.'
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Old 03-17-14, 08:29 AM   #11135
gap
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Originally Posted by TheDarkWraith View Post
What I'm unsure of is do the angle of the diveplanes match the numbers? i.e. - if fore diveplane is positioned so that if the sub is moving forward it will force the nose down is that + or - value? Same with aft diveplane.
Quote:
Originally Posted by vdr1981 View Post
Also , it appears that stern dive planes control is inverted...
Is this the "isolated incident"?
After a second read of the post by Captain America I had pointed the last week, I think its assumptions are essentially correct (and some of my previous conclusions, here and here, conversely wrong). Look at the diagram below:



fore needle pointing down = negative fore deflection = diving position
fore needle pointing up = positive fore deflection = surfacing position

conversely:

aft needle pointing down = positive aft deflection = diving position
aft needle pointing up = negative aft deflection = surfacing position

In other words: move both needles to the black scale (down) for diving, move them to the red scale (up) for surfacing. This is exactly how stock 3d diveplane gauges (in command room) work, and how UI diveplane dials should be modelled

Another way to see it all, is that the "thick back end" of the fore needle (not represented in the above picture) and the aft needle (identical in shape to the former), represent the aft profile of each diveplane.
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Last edited by gap; 03-17-14 at 08:43 AM.
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Old 03-17-14, 12:23 PM   #11136
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Quote:
Originally Posted by gap View Post
After a second read of the post by Captain America I had pointed the last week, I think its assumptions are essentially correct (and some of my previous conclusions, here and here, conversely wrong). Look at the diagram below:



fore needle pointing down = negative fore deflection = diving position
fore needle pointing up = positive fore deflection = surfacing position

conversely:

aft needle pointing down = positive aft deflection = diving position
aft needle pointing up = negative aft deflection = surfacing position

In other words: move both needles to the black scale (down) for diving, move them to the red scale (up) for surfacing. This is exactly how stock 3d diveplane gauges (in command room) work, and how UI diveplane dials should be modelled

Another way to see it all, is that the "thick back end" of the fore needle (not represented in the above picture) and the aft needle (identical in shape to the former), represent the aft profile of each diveplane.
Exactly!
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Old 03-18-14, 08:15 AM   #11137
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Hm, I'm experiencing random crashes at the beginning of the campaign and sometimes even in historical missions. Right now I can't pinpoint to anything...

This is the stopcode ffrom the last CTD
Code:
Problem Event Name:	BEX
  Application Name:	SH5.exe
  Application Version:	1.2.0.0
  Application Timestamp:	562b9a96
  Fault Module Name:	StackHash_0a9e
  Fault Module Version:	0.0.0.0
  Fault Module Timestamp:	00000000
  Exception Offset:	c483d2ff
  Exception Code:	c0000005
  Exception Data:	00000008
  OS Version:	6.1.7601.2.1.0.256.1
  Locale ID:	1033
  Additional Information 1:	0a9e
  Additional Information 2:	0a9e372d3b4ad19135b953a78882e789
  Additional Information 3:	0a9e
  Additional Information 4:	0a9e372d3b4ad19135b953a78882e789
CTD with fault module name kernell.dll is also very common...

I'm going to also study more your instructions for how to properly use ollydbg tool to give you more information TDW, but I must admit it is completely new area for me...
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Old 03-18-14, 11:34 AM   #11138
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Default Destroyed marks not consistantly showing

Destroyed marks are still hit and miss for me. Using 7_5_0 v16 and TDW_GenericPatcher_v_1_0_157_0 with the marks enabled.
I have yet to see a pattern other than when I get a mark I do get a radio message saying the unit is destroyed. (The reverse is not true; I get messages and no marks and consistantly no message = no mark). Captain's log always records the unit destroyed.
I've watched to see if it's specific ship types (small passenger carriers for example sometimes give marks, sometimes not), if it's how the ship sinks (catastrophic vs slow sinking, deck gun vs. torp ), or range when ship sinks (close or far), and I'll even get mixed results during the same play session ( ship sinks:no mark, aircraft shot down 5 min later: get a mark ).
No pattern as yet.

Last edited by Katze; 03-18-14 at 11:42 AM. Reason: Edit for clarification
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Old 03-20-14, 05:58 AM   #11139
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Would it be possible to disable harbor pilot scripts during bad weather . I shouldn't be able to enable harbor pilot if I have heavy fog in game .
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Old 03-20-14, 06:37 AM   #11140
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Quote:
Originally Posted by sober View Post
Would it be possible to disable harbor pilot scripts during bad weather . I shouldn't be able to enable harbor pilot if I have heavy fog in game .
Why not? Harbour pilots know their harbours in and out, they should be able to guide a ship out of the harbour even in heavy fog.
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Old 03-22-14, 02:46 AM   #11141
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Hello,

Is there a way to keep supermarks and navigation fixes across saves? I read somewhere that if you edited the text of them, they would stay across saves, but that's not working for me.

Also, destroyed marks don't appear in my game. I'm using Real Navigation, so might they be disabled with RN enabled?

I'm playing with the Wolves of Steel megamod with Real Nav enabled.
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Old 03-24-14, 04:10 PM   #11142
gap
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Default RE. diveplane control gauges

@ TDW

Little reminder: have you seen these posts?

Quote:
Originally Posted by gap View Post
My fault: the last dds file I uploaded yesterday had the needles (still) off-centre; just checked it.

Fixed version of the file:
https://www.mediafire.com/?bsasjn026gdevc4

Sorry for the disturbance guys
Quote:
Originally Posted by gap View Post
After a second read of the post by Captain America I had pointed the last week, I think its assumptions are essentially correct (and some of my previous conclusions, here and here, conversely wrong). Look at the diagram below:



fore needle pointing down = negative fore deflection = diving position
fore needle pointing up = positive fore deflection = surfacing position

conversely:

aft needle pointing down = positive aft deflection = diving position
aft needle pointing up = negative aft deflection = surfacing position

In other words: move both needles to the black scale (down) for diving, move them to the red scale (up) for surfacing. This is exactly how stock 3d diveplane gauges (in command room) work, and how UI diveplane dials should be modelled

Another way to see it all, is that the "thick back end" of the fore needle (not represented in the above picture) and the aft needle (identical in shape to the former), represent the aft profile of each diveplane.
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Old 03-24-14, 04:29 PM   #11143
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@gap

u have read your pm ?

sorry for offtopic thx
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Old 03-24-14, 04:56 PM   #11144
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Quote:
Originally Posted by gap View Post
@ TDW

Little reminder: have you seen these posts?
I guess I don't see what I'm supposed to see. What am I missing
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Old 03-24-14, 05:30 PM   #11145
gap
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Quote:
Originally Posted by TheDarkWraith View Post
I guess I don't see what I'm supposed to see. What am I missing
posts #11153 and #11144 (they are quoted in my previous post, no idea why you can't see them, sorry)

Quote:
Originally Posted by Sjizzle View Post
@gap

u have read your pm ?

sorry for offtopic thx
Replied to your PM Sjizzle
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