SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
06-27-11, 11:52 PM | #676 | |
Seasoned Skipper
Join Date: Aug 2010
Location: 49°44´N 129°40´E
Posts: 665
Downloads: 124
Uploads: 7
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I understand that you are now busy with HAHD, but perhaps the future - why do not you come back here to this project? This may be another, separate project, parallel to the Ui-Boat.
I support your opinion that there should be nothing superfluous and you should be comfortable. Quote:
Yep The main thing - the speed, convenience, and not to be an eyesore and not interfere. Realistic types of devices comes at the expense of these qualities, so it belongs to the background.
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Speed squadron is the speed of the slowest ship ... but only so long as on the trail of the squadron did not sit submarines ... |
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06-28-11, 03:09 AM | #677 | |
Sea Lord
Join Date: Dec 2009
Location: In my U-552 and Tiger
Posts: 1,732
Downloads: 788
Uploads: 0
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Quote:
Yes, I regret also too that I not see this great UI with TDC station, although it was nearly finished Really like to use your mod.
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U-552 Tiger IDF |
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06-28-11, 12:02 PM | #678 |
sim2reality
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Its coming along slowly - have to rewrite all my scripts as I'm moving all the items from there original pages eg Attackpericope, TDC to the Main and layout pages - in order to get the New TDC to function fully.
Its been a slow crawl to restart after losing all my work and with my other projects also taking my time. But I'll get there (Just haven't posted anything as its all rework and new new items to show yet). |
07-01-11, 03:29 AM | #679 |
Nub
Join Date: Jul 2010
Posts: 2
Downloads: 20
Uploads: 0
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i am a noob so dont get mad
guys help please whenever i use the stadimeter or what ever its called so i get the range and it gives me 20k i know its an old bug but doesnt this mod fix it? and the speed always gives me crapy readings like 20 or 40 so any one can give me few tips on how to shoot please? thx in advance |
10-30-11, 08:04 AM | #680 |
sim2reality
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Sorry guys for being away for so long. But I've working on other project related to SH3.
I've gone back to Sh3 as I prefer it to Sh5 as it currently stands - maybe down the road the Issues will be fixed and make this a Sim worth playing for me. But I've returned to finish this Mod up and not to leave it in its current state. So to that end I've started recoding all my scripts to get them working from the PageLayout and PageDefaultHud pages intead of the current ones having Interface items across every page. While not doing anything for the Game visual wise it will be alot better Interface wise. Aslo plan on getting the Full TDC redone and fully working. And possibly a Fat/Lut panel to And now have Finally working Target Lock code done (that was a tough one) So now Lock button works 2 fold - First click locks the target and second click tracks the target (Scope sticks to contact bearing) . So stay tuned hope to have a release soon. |
10-30-11, 02:14 PM | #681 | |
Samurai Navy
Join Date: Jun 2009
Location: Germany, 50 Kilometers away from Kiel
Posts: 576
Downloads: 343
Uploads: 0
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Quote:
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10-30-11, 03:19 PM | #682 | |
sim2reality
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Quote:
Here is my code in the Attack Periscope You can see similar code in the stock PageDefaultHud for the contacts in the TAI Map when clicked on causes the camera to point at the contact. sub = PageDefaultHud_TAI_Mapcontrol.SubmarineContact angle = sub.HeadingDEGToContact(PageDefaultHud_TAI_Mapcont rol.LockedOnContact ) - sub.HeadingDEG import game game.Game.SubmarineCommands.RotateActiveCameraToAn gleDEG( angle,0.001 ) Code:
# Globals TrackTarget = False Code:
def InitializeScript(): Pageattackperiscope_LockToggle.Clicked += LockToggle LockToggle( None ) Code:
def Pageattackperiscope_AnimationStopped( animation ): if TrackTarget == True: from Pagenavigationmap import Pagenavigationmap_Mapcontrol sub = Pagenavigationmap_Mapcontrol.SubmarineContact angle = sub.HeadingDEGToContact(Pagenavigationmap_Mapcontrol.LockedOnContact ) - sub.HeadingDEG import game game.Game.SubmarineCommands.RotateActiveCameraToAngleDEG( angle,0.001 ) Code:
def LockToggle( sender ): from Pagenavigationmap import Pagenavigationmap_Mapcontrol global TrackTarget if Pageattackperiscope_LockToggle.IsChecked: TargetLock = Pagenavigationmap_Mapcontrol.LockedOnContact if TargetLock == None: Game.SubmarineCommands.ExecuteCommand( "Lock_target" ) if contact == TargetLock: Pageattackperiscope_LockToggle.SetCheck( False, False ) else: TrackTarget = True else: Game.SubmarineCommands.ExecuteCommand( "Unlock_target" ) TrackTarget = False Code:
def Menu_PageDeactivated( page ): Pageattackperiscope_LockToggle.Clicked -= LockToggle The same can be done at the Obs scope and UZO etc. Hope that Helps Mate |
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10-31-11, 06:42 AM | #683 |
Samurai Navy
Join Date: Jun 2009
Location: Germany, 50 Kilometers away from Kiel
Posts: 576
Downloads: 343
Uploads: 0
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[QUOTE=reaper7;1777086]Sure no problem DrJones.
Here is my code in the Attack Periscope You can see similar code in the stock PageDefaultHud for the contacts in the TAI Map when clicked on causes the camera to point at the contact. sub = PageDefaultHud_TAI_Mapcontrol.SubmarineContact angle = sub.HeadingDEGToContact(PageDefaultHud_TAI_Mapcont rol.LockedOnContact ) - sub.HeadingDEG import game game.Game.SubmarineCommands.RotateActiveCameraToAn gleDEG( angle,0.001 ) Thank you very much for your help. it is on my to do list.... |
11-05-11, 07:30 PM | #684 |
sim2reality
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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New Update
Got some Pics of the latest updates at last.
Finally pretty much back to where I originally was before losing all my work. Also remade the TDC again, now its closer to the original as I've removed the Fat/lut dials and giving them a new home. Main Interface Replica TDC Replica Fat/Lut Panel (Just need to make 2 Needles for the Top dials.) |
11-06-11, 04:31 AM | #685 |
The Old Man
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Very nice work as always!
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11-06-11, 12:51 PM | #686 |
Swabbie
Join Date: Aug 2011
Posts: 7
Downloads: 133
Uploads: 0
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Incredibly cool! Can't wait to try it...
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11-07-11, 03:59 PM | #687 |
Mate
Join Date: Mar 2010
Posts: 59
Downloads: 134
Uploads: 0
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IM sorry if this has ben asked b4 i ran a search and read this thread for a bit and there is so many posts. SO im just going to ask!
IS THIS MOD COMPATIBLE WITH Magnum Opus mod? because when i install Magnum opus then this mod it screws up my whole interface but if i install MO then this it looks like MO ovverites all the changes from UI boat. i might be doing somthing wrong here pardon my noobness. |
11-07-11, 05:23 PM | #688 | |
Black Magic
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11-07-11, 05:33 PM | #689 |
Stowaway
Posts: n/a
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And is compatible with Open Horizons II?
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11-07-11, 05:37 PM | #690 |
Black Magic
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