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Old 05-07-10, 11:31 AM   #1741
Krauter
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Sorry to sound noobish..

But where do I find where to alter User Options?

For some reason when I hover my mouse over one of the officer options or anything for a tool tip the explanation doesn't come up..
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Old 05-07-10, 11:40 AM   #1742
TheDarkWraith
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Quote:
Originally Posted by Krauter View Post
Sorry to sound noobish..

But where do I find where to alter User Options?

For some reason when I hover my mouse over one of the officer options or anything for a tool tip the explanation doesn't come up..
data\Scripts\Menu\TheDarkWraithUserOptions.py
You can open it with Notepad.exe (windows notepad)
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Old 05-07-10, 01:01 PM   #1743
PL_Andrev
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Originally Posted by TheDarkWraith View Post
change log for v2.2.0 as of now:

v2.2.0
- removed hard coding of contact spotted/locked spotted and associated items for TAI and nav map. They now reference strings in the menu.txt file so that they can be translated to different languages.

You're great, man!
Tell me, is it possible to do something similar for multiplayer missions?
Briefings (for me) are "hard coded" and is impossible to put special non-english characters for text like: ö ů ç ś č ø and other non-latin letters...
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Old 05-07-10, 05:05 PM   #1744
dougandtoni
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Quote:
Originally Posted by TheDarkWraith View Post
there is a feature call follow target...look for the key in the options file.

Yes I can read bearing of target.
Hi. How do i asign a key to a feature in the options file.What i am looking for is if i am heading to a target in my periscope at 0% and then do a sharp turn i would like my periscope to stay locked onto the target. Is this possible
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Old 05-07-10, 05:15 PM   #1745
TheDarkWraith
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Quote:
Originally Posted by dougandtoni View Post
Hi. How do i asign a key to a feature in the options file.What i am looking for is if i am heading to a target in my periscope at 0% and then do a sharp turn i would like my periscope to stay locked onto the target. Is this possible
read the options file. It is documented and tells you everything you need to know. Open it up with windows notepad. There is a default key already setup for that (and that feature is called follow target)
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Old 05-07-10, 05:16 PM   #1746
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Quote:
Originally Posted by dougandtoni View Post
Hi. How do i asign a key to a feature in the options file.What i am looking for is if i am heading to a target in my periscope at 0% and then do a sharp turn i would like my periscope to stay locked onto the target. Is this possible
Use NOTEPAD to edit the data\Scripts\Menu\TheDarkWraithUserOptions.py file.
Search for FollowSelectedTargetHotKey = [ True, MenuKeyManagerWrapper.Keys.X ]
Change the X to the key you want to use.
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Old 05-07-10, 07:02 PM   #1747
TheDarkWraith
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updated v2.2.0 change log:

v2.2.0 - redid the draggable compasses so that the inner ring is bigger and the outer rotatable ring is closer to the inner ring for better readings.
- added a new user option that allows you to specify the TC level above which the clock will not appear (it will stay hidden). The behavior can be overridden if the user manually toggles the clock on (AboveThisTCLevelDoNotShowClock)
- added new dial to TDC. This dial is a Mast height dial. This has to be set to the mast height of the selected contact before taking your range readings if you want accurate range readings (overcomes stock bug of mast always being set to 20m).
- removed hard coding of contact spotted/locked spotted and associated items for TAI and nav map. They now reference strings in the menu.txt file so that they can be translated to different languages.
- added new user option that allows the end user to specify the depth below which the sub does not receive radio messages/contacts. Your current sub depth has to be greater than the depth chosen to not receive radio (BelowThisDepthDontReceiveRadio)
- added new user option that allows the end user to specify the max range from their sub that they can receive radio contact reports. If TC1OnNewRadioNavMapContact is enabled and the contact is less than the distance specified then TC will be set to 1. If outside the range then TC remains at current value (MaxRadioContactRange)


will be trying to implement speed determination into notepads of UZO, attack, and obs tomorrow
Antar gave me formulas from SH3 and SH4

Last edited by TheDarkWraith; 05-07-10 at 08:12 PM. Reason: `1
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Old 05-07-10, 11:28 PM   #1748
SeamanStaines
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righto, finally got this working. silly me, i was copying the higher level folder into the sh5 mods folder, instead of the embedded mods folder into the sh5 mods folder.

Looks good.

Getting four events though that are reported twice on each relevant click, both in audio and on the notepad:
Switching to magnetic detonation
Switching to impact detonation
Switching to salvo shooting
Switching to single tube shooting

Anyway to stop that?
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Old 05-08-10, 02:00 AM   #1749
PL_Andrev
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Quote:
Originally Posted by TheDarkWraith View Post
will be trying to implement speed determination into notepads of UZO, attack, and obs tomorrow
Antar gave me formulas from SH3 and SH4
Check the result of SIN(30).
If the result is 0.5 then main unit is degree, if not - radian.
For radians you should recalculate degrees for radians first:
http://en.wikipedia.org/wiki/Radian#Conversions

Second thing:
If for SH3 you have result smaller than zero it is correct - the player mistakes for general direction of target course, fe. put AoB "at left" but the target move "at right".
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Old 05-08-10, 06:15 AM   #1750
reaper7
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Quote:
Originally Posted by SeamanStaines View Post
righto, finally got this working. silly me, i was copying the higher level folder into the sh5 mods folder, instead of the embedded mods folder into the sh5 mods folder.

Looks good.

Getting four events though that are reported twice on each relevant click, both in audio and on the notepad:
Switching to magnetic detonation
Switching to impact detonation
Switching to salvo shooting
Switching to single tube shooting

Anyway to stop that?
Yes, I had that problem when developing my UI Mod. If you use another salvo switch or Torp type button it basically act like 2 switches each causing a report.
In the end I had to use the default buttons from the Torpedoes, which meant I could not use the TDC Page (Or other Pages) for those buttons.
Nothing I tried worked Its prob HardCoded that was, as If you use another swtitch it uses a different ID.
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Old 05-08-10, 06:18 AM   #1751
TheDarkWraith
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What exactly does fast travel do and what is it's purpose?
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Old 05-08-10, 06:21 AM   #1752
reaper7
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Quote:
Originally Posted by TheDarkWraith View Post
What exactly does fast travel do and what is it's purpose?
Its stops time droping down to 8x when near friendly units.
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Old 05-08-10, 06:38 AM   #1753
TheDarkWraith
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Quote:
Originally Posted by reaper7 View Post
Its stops time droping down to 8x when near friendly units.
That's it? It does nothing else?
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Old 05-08-10, 07:04 AM   #1754
Ragtag
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Quote:
Originally Posted by TheDarkWraith View Post
That's it? It does nothing else?
It stops time drops from many things, even enemys and shallow waters. Its very nice to have when leaving harbours and friendly areas. No more time drops because of passing airplanes, ships, shallow waters and things like that. It's one of the new features i really like in this game.
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Old 05-08-10, 07:05 AM   #1755
reaper7
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Quote:
Originally Posted by TheDarkWraith View Post
That's it? It does nothing else?
I think so, but extremly handy when returning to Port. Otherwise it would take ages to enter friendly Ports.

Ragtag beat me to it.
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