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-   -   [REL] Multiple UIs for SH5 with TDC (https://www.subsim.com/radioroom/showthread.php?t=166093)

Trevally. 07-08-11 07:37 AM

Quote:

Originally Posted by Deep Source (Post 1699757)
How real navigation works after loading the game on a patrol?

Only i need is to reload the auto position fix script?

thanks

You can install the "real nav" part of this mod at anytime.
No need to be in the bunker.

Magic1111 07-08-11 04:57 PM

@ TDW
 
Hi TDW !

Please note the discuss in this Thread (the last two posts on first page, and second page): http://www.subsim.com/radioroom/show...46#post1698946

We need an information, whether you have made changes in the file "UBoot_Sensors.sim" for UI 6.6.0 ?! :hmmm:

When yes, the MOD "Repaired Equipment MOD by Xrundel and TheBeast" must be made compatible to UI 6.6.0 and we canīt enable after UI 6.6.0 yet !

Best regards,
Magic

Arcticdive 07-09-11 08:55 PM

Hey guys where can I find the file which gives back the max abilities back to my crew I had them at peak efficiency but the mods keeps dropping them down to nothing or they don't have any at all.

Manning 07-10-11 01:55 PM

TBH
 
You all have done great work to improve the game play TY...

Gerald 07-10-11 02:02 PM

Welcome to SubSim Manning!
 
:salute:

THE_MASK 07-10-11 07:58 PM

Would it be possible for the game to remember what auto scripts are enabled and have them enabled when loading save game .
http://img402.imageshack.us/img402/4600/autoscripts.jpg

Magic1111 07-11-11 05:57 AM

Quote:

Originally Posted by sober (Post 1701634)
Would it be possible for the game to remember what auto scripts are enabled and have them enabled when loading save game .

2nd this, good question ! :up:

Best regards,
Magic

THE_MASK 07-13-11 10:24 PM

I dont know what the 10 TDW dragables folders in the main game folder do but they are always 0kb . Using version 6.6.0

Brauner 07-16-11 10:56 AM

Compos and crash dive same key
 
How to change key for crash dive or compos ?

TheDarkWraith 07-16-11 11:13 AM

Quote:

Originally Posted by sober (Post 1701634)
Would it be possible for the game to remember what auto scripts are enabled and have them enabled when loading save game .
http://img402.imageshack.us/img402/4600/autoscripts.jpg

Looking into adding this in v6.7.0

TheDarkWraith 07-16-11 11:15 AM

Quote:

Originally Posted by sober (Post 1704317)
I dont know what the 10 TDW dragables folders in the main game folder do but they are always 0kb . Using version 6.6.0

They remember the draggable position of that page's draggable items. Some could be 0 if you've never 'visited' that page but all in all they should be >= 1kb. What does the DbgView output show? It tells you info about the draggable items

Quote:

Originally Posted by Brauner (Post 1706215)
How to change key for crash dive or compos ?

it's done in the options file \data\Scripts\Menu\TheDarkWraithUserOptions.py. This file can be opened with Notepad.

TheDarkWraith 07-16-11 05:12 PM

found a bug where the campaign radio messages sometimes aren't loading at game start. Will be fixed in v6.7.0.

TheDarkWraith 07-16-11 08:06 PM

Quote:

Originally Posted by Obelix (Post 1697283)
Here is rus translation for v6.6.0

Thanks Obelix :yeah: I've been falling behind on keeping the other languages updated :oops:

TheDarkWraith 07-16-11 11:33 PM

Added a new command button to Automation's command box:
http://www.subsim.com/radioroom/pict...pictureid=4578

When clicked it will save the current started activated scripts to a file (started = green background). If there are no started activated scripts then it will clear any entries found in the file for the historic mission or active campaign. That file will be located in your Silent Hunter 5 folder and will be called ActiveAutomationScripts.TDW. What is stored in the file:
- historic mission started activated scripts (since last save from historic mission)
- every campaign started activated scripts

Upon game start the mod will look at this file and read in the scripts to activate based on whether user has chosen historic mission or a campaign. If there are scripts to activate and they are available then it will automatically start them.

After doing a historic mission and a campaign here is what the contents of the ActiveAutomationScripts.TDW file looked like (I enabled a script and pressed the save button in each):

[Default]
Travel mode testing
[Default_End]

[Campaign-2011-07-16_0042]
How to use tutorial
[Campaign-2011-07-16_0042_End]


Default is for historic missions.

will be available in v6.7.0

Silent Steel 07-17-11 03:13 AM

Change a command key
 
When I want to move a supermark to another position by using the 'C' key I'm constantly sent to 'Crash Dive'.
I don't know if I have to but if I have to change the 'Crash Dive' command in the C:\Ubisoft\Silent Hunter 5\data\Cfg\Commands.cfg and not in the TheDarkWraithUserOptions.py. - how could this be done?
In the C:\Ubisoft\Silent Hunter 5\data\Cfg\Commands.cfg this key is defined like this;


[Cmd201]
Name=Crash_dive
Contexts=1
MnID=0x3F230002
StringID=1035
Key0=0x43,C,"C"
HasDelayedExecution=Yes
CommandClass=Depth
;Sound_0=ELO_Helm,MC_CR_CHIEF_33

//


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