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Old 08-11-11, 02:11 PM   #7636
mia389
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Quote:
Originally Posted by spearchucker View Post
do we still need AirTorpedoes, DC Water disturbances, or U-boat Historical Specifications 1.7, after the release of the New UIs TDC_6_7_0 ?

sorry to have to ask but I am not sure whats included in this mod and what is not

thanks for any answers
If your run MO you dont need U-boat Historical Specifications 1.7. TDW has his own version of it added to MO
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Old 08-11-11, 04:44 PM   #7637
vlad29
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Quote:
Originally Posted by mia389 View Post
If your run MO you dont need U-boat Historical Specifications 1.7. TDW has his own version of it added to MO
Small remark, Mia:
MO do not include the described versions of UHS and AirTorps. The parameters/features they fixing are partly included in TDW NewUI since ver.6.5.1-6.6.0. (in acc. to Stoianm and other contributors recommendations) So if U don't use this versions of TDW NewUI's or higher , AirTorps and UHS could be used (installed after MO but before NewUI).

As for 'TDW Water Disturbances' mod - it is not included in any versions of TDW NewUIs ( even the latest one), so if U like it U can use it by now with NewUi 6.7.0. also .
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Old 08-11-11, 05:26 PM   #7638
mia389
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Opps, I meant UI not MO. Thanks for correcting me.
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Old 08-11-11, 05:35 PM   #7639
vlad29
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Some more notes about compatibility of Magnum Opus and NewUI v.6.7.0 while testing.
I've applied a small modlist (Antilag+MO patched to v.2+NewUi v.6.7.0 and Speech Recognition v.0.4.1) on the stock game patched to v.1.2. (after first save in the bunker) and received the following bugs :
1. When loading the saved file, starting the patrol the port infrastructure (cranes, pier, etc.) and even the bunker itself are often missing - the U-boat is leaving the lonely standing one shore bunker, that looks like the yacht-club, or the U-boat is 'parked' just at the shoreline without any bunker at all.
2. When teleporting to periscope the interface is visible but there is only the white screen instead view through the ocular.
3. When teleporting back to the bridge I find myself fixed just under the U-boat hull.
4. The TAI-map elements are disappearing suddenly without any operations with it.
The described 4 bugs are happens regularly, after appr. 5 trials of restarting the game they can disappear, but when loading next time happens again.

5. The 'Speech Recognition mod' doesn't work with MO+NewUi 6.7.0 applied, though everything in interface concerning this mod is functioning. Meanwhile if NewUI is applied without MO, Speech Recognition works perfect.

Installing/reinstalling the mods, starting game with admin/user rights, following TDW instructions and other recommendations do not play a trick.
So the conclusion I've made to myself is - the higher version of NewUi is used, than the less it is compatible with MO. May be I've done something wrong, but I've tried lots of variants and couldn't reach the stable result.

Probably this info will help those guys having the same problems
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Old 08-12-11, 02:56 AM   #7640
Meldric
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Hi!

Ok, thanks for the answers. I have another question, though.
I do not fully understand, how to apply the DeutschMod (which I really would like to use), but I have the feeling that this mod is much more about MO (I do not use MO) than NewUIs. I am not sure, if the DeutschMod would not install a lot of things for other mods that I do not even have installed and therefore would mess up my install...

In addition, the DeutschMod also includes AntiLag and new textures... I have tried to reduce this Mod to only contain the actual strings (that I would expect in there), but I failed because I do not know what most files are about...

Any hints?
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Old 08-12-11, 03:17 AM   #7641
Silent Steel
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Quote:
Originally Posted by Meldric View Post
Hi!

Ok, thanks for the answers. I have another question, though.
I do not fully understand, how to apply the DeutschMod (which I really would like to use), but I have the feeling that this mod is much more about MO (I do not use MO) than NewUIs. I am not sure, if the DeutschMod would not install a lot of things for other mods that I do not even have installed and therefore would mess up my install...

In addition, the DeutschMod also includes AntiLag and new textures... I have tried to reduce this Mod to only contain the actual strings (that I would expect in there), but I failed because I do not know what most files are about...

Any hints?
Servus Meldric,

Du sagst 'DeutschMod' - welchen mod meinst Du?
Ehm, vielleicht sollte Ich auf englisch fortsetzen. Unsere Freunde hier im Forum finden ja englisch besser... Seltsam, ist es nicht ein Spiel mit deutschen U-Booten.

Well, speaking about mods in general I've found that modifying mods can be tricky.
Even if you activate a mod it shouldn't mess up your install. It could happen that it messes up your mods list but if you find that it really does just de-activate it.
It shouldn do any harm just to try it out.

//
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Old 08-12-11, 03:57 AM   #7642
Echolot
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Hello Meldric.

The Deutschmod doesn't work with 6.7.0 at the moment. A new version will be out in the next few days, it's in test currently. 0.9.3 works with 6.6.0 only.

Regards.

Echolt.
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Old 08-12-11, 04:32 AM   #7643
Meldric
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Hi!

Ja, ich hätte wohl auch im deutschen Forum schreiben können, aber ich habs hier reingestellt, weil TDW diesen Mod auf der ersten Seite dieses Threads verlinkt hat:

Ruby2000's DeutschMod: http://forums-de.ubi.com/eve/forums/...309#5131074309

Anscheinend ist da aber, wie gesagt, viel mehr drin als für newUIs gebraucht wird.

---

I referred to the patch mentioned in post #1. I have the feeling that there are a lot more things in it than needed for only translate newUIs to german language.
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Old 08-12-11, 04:54 AM   #7644
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Quote:
Originally Posted by Echolot View Post
Hello Meldric.

The Deutschmod doesn't work with 6.7.0 at the moment. A new version will be out in the next few days, it's in test currently. 0.9.3 works with 6.6.0 only.

Regards.

Echolt.

Super! Ich dachte Ich was Falsches getan hatte

Danke
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Old 08-12-11, 02:58 PM   #7645
602Sqn_Puff
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Fantastic mod..but I'm another one that would like to get rid of the snorkel on the boat....is there anyway I can do this??
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Old 08-12-11, 03:16 PM   #7646
mr.artur_96
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Quote:
Originally Posted by 602Sqn_Puff View Post
Fantastic mod..but I'm another one that would like to get rid of the snorkel on the boat....is there anyway I can do this??
Yup. I have the same question.
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Old 08-12-11, 03:30 PM   #7647
THE_MASK
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Actually for gameplay purposes , if the snorkel was half the size it is now .
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Old 08-12-11, 04:05 PM   #7648
mia389
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I think TDW has been gone the last few days. I am using his new UI but I dont have the snorkel because I am using the extra crew mod. Short term solution but it does work. I didnt have any problems loading up a saved gave either. I am sure when TDW gets back he will a solution or extra mod to get rid of the snorkel. For now use this mod and it will get rid of your snorkel. Its a short term solution.

http://www.subsim.com/radioroom/showthread.php?t=186373
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Old 08-12-11, 05:11 PM   #7649
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Quote:
Originally Posted by TheDarkWraith View Post
NewUIs with TDC for SH5 by TheDarkWraith
version 6.7.0

YOU HAVE TO BE PATCHED TO v1.2 OF THE GAME!!!


COPYRIGHT NOTICE:
The code changes made to the .py files are the intellectual property of TheDarkWraith and may not be used, modified, or duplicated in whole, or in part, without the express written permission of TheDarkWraith. The code changes made to these files may not be used in any commercial application of any form without the express written permission of TheDarkWraith.

To install this mod correctly do the following:
Navigate to where you unzipped the mod to and open it up. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable 'NewUIs_TDC_6_7_0_ByTheDarkWraith' via JSGME FIRST then enable any additional add-on mods you want (this assumes you setup JSGME to use the 'MODS' folder as default)

NOTE: is this mod perfect? NO WAY. It will continue to evolve as I learn more about the files and the game itself. Does the mod contain any bugs or errors? I hope not but to say it doesn't would be foolish. I will address errors/bugs as users find them and post them in my UIs thread. If the automatic mast height function isn't working correctly please start the game with Admin rights (right click the SH5 icon and select RunAs-->Administrator)

This mod will bring the several new UIs to SH5. Currently the list of UIs are:
- SH3 style
- SH4 style
- SH5 Enhanced

SH3 style UI consists of:
- familiar 3 dials (throttle/speed, heading/rudder, depth25/depth260).
- Officer shortcut bar with commands for officers.
- TDC. Each scope's TDC mode can be set to: no TDC, minimal dials, all dials
- Fuel, CO2, O2, and battery levels bargraph. Used to monitor levels of each. Current level displayed on bar graph.

SH4 style UI consists of:
- familiar 3 dials (throttle/speed, heading/rudder, depth25/depth260).
- TDC. Each scope's TDC mode can be set to: no TDC, minimal dials, all dials
- Fuel, CO2, O2, and battery levels bargraph. Used to monitor levels of each. Current level displayed on bar graph.

SH5 Enhanced UI consists of:
- TDC. Each scope's TDC mode can be set to: no TDC, minimal dials, all dials
- Heading bar integrated into the speed bar. Clicking the heading bar readout will reveal a heading/rudder dial. The dial is switchable from heading mode to rudder mode by clicking on the button under the dial. Clicking on the heading bar readout again will hide the dial (it retains the mode it was in when revealed again). Mousing into the heading bar readout and pressing the appropriate keys will set the ordered heading. You can press and hold the appropriate keys to keep changing the ordered heading. The appropriate keys (and all options) can be changed by editing \MODS\NewUIs_TDC_6_7_0_TheDarkWraith\data\Scripts\ Menu\TheDarkWraithUserOptions.py). Mousing out of the heading bar readout with a new ordered heading will cause this ordered heading to take effect. The dial can also be used to set the ordered heading / rudder angle. A tooltip has been integrated to be shown when you mouse into the heading bar readout. It will either display the current heading or if you have requested a new ordered heading the current ordered heading. Once within 5 degrees of the ordered heading the tooltip will start to display the current heading. The heading/rudder dial can also be cycled on/off using a hotkey. The state of the dial (rudder or heading) can be switched via hotkey also.
- Officer shortcut bar with commands for officers.
- optional integrated levels that gives the user Fuel, CO2, O2, and battery levels bargraph. Used to monitor levels of each. Current level displayed on bar graph.

Common to all UIs:
- Option to enable heading display in Binocular view
- Added skwasjer's digital clock to top right

For those UIs that utilize the familiar 3 dials:
- The dials have two states.
- The first dial has the states of: engine order telegraph and speed.
- The second dial has states of heading and rudder angle (though angle displayed on dial doesn't match rudder deflection currently. Still sorting that out).
- The third dial has states of shallow depth and deep depth.
- To change states simply click on the button below the dial.
- The dials will expand when the mouse is inside them and they will contract when mouse is outside them (like zoom in/out). Individual zoom levels can be set for throttle, speed, heading, rudder, depth260, and depth25.
- User can lock out each individual dial (and each state of the dial) from zooming.
- The animation rate of the dials expanding/contracting can also be changed.
- The dials can be customized by using a different .dds file. See the readme.txt file in \Dials.

For those UIs that utilize the TDC:
- There are four versions of the TDC included - All dials, minimal dials, spread angle only, and no TDC
- All dials will take control of the functionality of the SH5 interface for a torpoedo solution (and associated controls in the SH5 stock UI are removed).
- Minimal dials just exposes the dials not exposed by the stock SH5 UI and also uses the stock UI.
- spread angle only just adds the spread angle dial to the TDC
- No TDC removes the TDC from the mod.
- The TDC interfaces have been included on the obs periscope, attack periscope, and UZO. User has option to disable TDC on each station mentioned.

There are four versions of the TDC included - All dials, minimal dials, spread angle only, and no TDC. All dials will take control of the functionality of the SH5 interface for a torpoedo solution (and associated controls in the SH5 stock UI are removed). Minimal dials just exposes the dials not exposed by the stock SH5 UI and also uses the stock UI. Spread angle only just adds the spread angle dial to the TDC. No TDC removes the TDC from the mod. The TDC interfaces have been included on the obs periscope, attack periscope, and UZO.
xxx = Attack, Obs, or UZO
To install All dials (for each scope):
In the options file set: xxxTDCMode = TDCAllDials
To install minimal dials (for each scope):
In the options file set: xxxTDCMode = TDCMinimalDials
To install spread angle only dial (for each scope):
In the options file set: xxxTDCMode = TDCSpreadAngle
To install No TDC (for each scope):
In the options file set: xxxTDCMode = NOTDCDials

All user configurable settings can be found in the file '\MODS\NewUIs_TDC_6_7_0_TheDarkWraith\data\Scripts \Menu\TheDarkWraithUserOptions.py'. NOTE: When editing this file ensure you save the file as Unicode encoding in order for non-ANSI characters to be displayed in game!

********** NOTE: ***********
In order to receive debug messages from the ship's journal feature of the mod you need to ensure the following is set like the below in your \Documents\SH5\data\cfg\main.cfg:
[DEVELOPING]
Modding=Yes
MenuEditor=No
DebugScripts=Yes

This mod also saves and restores position information of certain draggable items. Those draggable items that do not have dragging enabled via the options file will not be updated at game start - they will default to their default position information. The draggable items are:
- Officers
- SH5 Enhanced mode heading/rudder dial
- Clock
- XO TDC Dialog box
- Otto's integrated Chalkboard mod
- Messagebox
- Gramophone
- Radio
- Enhanced Recognition Manual add-on mod
The position information is stored in a file for each page. The files are located in your SH5 install path (...\Silent Hunter 5). The files are named as follows: pagex_Draggables.TDW. The information in the files is stored in binary form and can be viewed using a hex editor if one wishes. To erase all stored position information simply delete the pagex_Draggables.TDW files. Upon restart of the game new files will be created and the items will be at their stock default location.
NOTE: if you are having trouble with items not repositioning or the likes it is probably because Windows is enforcing a privilege level on the game. Simply start the game with Admin rights (right click the SH5 icon and select RunAs-->Administrator)

Automation has been added to this mod. Automation is exactly as it sounds - the automatic carrying out of orders defined by the user via scripts. All available commands are defined in \data\Automation\TDW_Automation.txt (this file can be opened with Notepad).

A BIG thanks to maerean_m for information and assistance he gave in helping me make the TDC come to life for the obs periscope, attack periscope, and UZO. Thanks again!!
The default text is English. There is a new folder called '\Text'. In it you will find folders of all the different languages I have for the mod. Navigate to you language and then copy the menu.txt file and paste in '\MODS\NewUIs_TDC_6_7_0_TheDarkWraith\data\Menu'. Then copy the 'MODS' folder to your '\Ubisoft\SilentHunter5\' folder (this assumes that you setup JSGME to use the MODS folder as default). Enable via JSGME.

The Attack Disc has been added to the mod. You can find documentation for it in \Documentation\Attack_Disc_Handbook.pdf

Current languages supported by this are:
English
German
French
Polish
Spanish
Russian
Italian
Swedish (contact SilentSteel for questions regarding this language)
Chinese (done by kys2000)

I urge you to play the game with the enhanced SH5 UI. I prefer this UI to even the SH3 UI (familiar 3 dials). I still haven't gotten around to fixing the problems with the SH4 UI command bar yet.

Manos scope mod is the default scope mod installed in this mod. Default aspect ratio is 4:3
NOTE: The default RAOBF graticules for the scopes are calibrated for the attack, obs, and UZO. Calibrations are:
attack - 1x and 6x
obs - 1x and 6x
UZO - 7x
If you are using a mod that changes the zoom levels of these scopes (i.e. Arclight's periscope mod) then you'll need a patch to change the graticules to the correct 'value'.

NOTE: Teleporting is not perfect! If you find yourself 'outside' of the sub press shift+U to get back inside. Hopefully you never find yourself in this situation.....

See the included documentation for more information about the mod (\data\Documentation)

Change log (see the included documentation for complete change log):

v6.0.0 - disabled Navigator's ability to calculate position celestially when at Battlestations
- added a new Automation command - Wait_for_time
- fixed bug of if submerged and Navigator was asked for a celestial fix nothing would happen. Now he will take a dead-reckoning fix if this happens (real navigation only)
- fixed bug of if conditions for a celestial fix weren't satisfied nothing would happen. Now a dead-reckoning fix will be called for if the conditions for a celestial fix aren't satisfied (real navigation only)
- added the ability to save supermarks and navigation fixes to the ship's journal
- some changes to the ship's journal save and import functions
- updated Ship's Journal Editor app with new changes
v6.1.0 - added radio messages to the game. The radio messages are located in \data\RadioMessages\language (where language = language to use - specified in options file!). Currently there is only one language and that is English.
- added a new user option that controls the language of the radio messages. Default value is English (RadioMessageLanguage)
- radio messages are available in historical missions and career. You can not save the radio messages when doing a historical mission. The radio messages will be automatically saved and restored with your career. New radio messages are signified by the radio messages icon in the top right lower bar flashing. When the radio messages UI is opened all new radio messages (and those that haven't been 'read') will be highlighted with a grey background. Click the radio message to acknowledge it and flag it as read thus removing the grey background. Now you have the option to delete the radio message by clicking delete.
v6.1.1 - changed how the mod processes hotkey presses
- fixed errors in the radio messages feature for users whose OS isn't set to en-us region/locale
- fixed error when trying to save radio messages in career at game end
v6.2.0 - fixed some errors in the radio messages
- added BDU asking you to report in and possibility of sending a contact report back when you send in a status report
- added support for enigma messages in the radio messages
- added a new user option that defines the maximum radius a contact can be from your sub to be considered for a contact report (contact must be less than this distance). Default value is 45000m (RadioMessagesContactReportMaxRadius)
- added a new user option that defines the minimum radius a contact can be from your sub to be considered for a contact report (contact must be greater than this distance). Default value is 15000m (RadioMessagesContactReportMinRadius)
- added a new user option that defines the chance that when you send a status report to BDU they will send a contact report back. Default value is 20 (meaning 20%). (RadioMessagesContactReportChance)
- added a new user option that defines whether travel mode is enabled at game start or not. Default value is enabled (True). (TravelModeEnabled)
- added a new Automation command - Set_travel_mode. When enabled it will activate travel mode.
- Radioman's 'Send patrol report' icon is now limited to use every 2 hours (i.e. if clicked you won't be able to click it again for another 2 hours)
- removed stock radio message display and replaced it with new radio message
- every radio message that comes 'in' from the new radio message feature will now also have an entry in the messagebox saying "New message received"
v6.2.1 - fixed python error that can sometimes occur when the mod generates a report to BDU radio message
- squelched stock 'Radio Message Received' and added my own for the new radio message feature (this prevents the immediate radio message received when sending a status report)
- added my own version of the radio message received message for the messagebox
- added a new user option that lets the user define the color and opacity of the supermarks (in RGBA format). Default value is 0xFFFFFFFF which is white with 100% opacity (SuperMarksColor)
- added a new user option that lets the user define the color and opacity of the navigation fixes (in RGBA format). Default value is 0xFFFFFFFF which is white with 100% opacity (NavFixesColor)
v6.3.0 - added filters to the scopes. The filter color and opacity is user-defined by clicking the HUD button on the torpedo box in the scopes
- added crosshair highlights to the scopes. The highlight color and opacity is user-defined by clicking the HUD button on the torpedo box in the scopes
- added ability to change RAOBF graticule color. This is done by clicking the HUD button on the torpedo box in the scopes and editing the entries for RAOBF
- swapped SO and RO icon graphics in main mod
- added longam's clock graphics to mod to replace stock clock/chrono
- updated lengths of many ships used in the game
- added a new user option that when enabled (True) sets TC to 1 on new radio message received. Default value is disabled (False) (TC1OnNewRadioMessage)
v6.3.1 - fixed bug of clicking X in new scope settings box (to close it) didn't uncheck 'HUD' button in associated scope's torpedo box
- fixed bug of any user option that set TC to some value when enabled could cause multiple radio messages of the same message to appear in the radio messages box
- fixed problem with 5:8 (standard) emtguf cameras.cam file (incorrect angular angle for the scopes)
- changed encoding of options file from ANSI to Unicode. When editing this file ensure you save the file as Unicode encoding in order for non-ANSI characters to be displayed in game
v6.3.2 - fixed bug of not showing the highlighted mission for the selected tutorial when the main page's Historical Missions is clicked
- fixed bug of when scope filter or crosshair is enabled in the file it wasn't being enabled at game start (it would finally enable when you opened the scope settings box)
- fixed bug of celestial fix icon of Navigator's report not available when real navigation not enabled
- fixed bug of crash dive only working once and then locking out until game restart
v6.3.3 - fixed bug of not being able to move mission map when requesting new mission after returning from previous mission
- fixed bug of timers not working correctly after requesting new mission after returning from previous mission
- fixed some other errors dealing with campaign
- fixed bug of TAI map, heading bar, and messagebox not starting in expanded modes if set in user options in campaign mode
v6.3.4 - fixed bug of messagebox not remembering it's status (expanded or collapsed) when TC level causes it to change state
- added the ability for ships to send out radio messages when they have spotted a sub/periscope
- added the ability for ships to send out radio messages when they are destroyed/sinking
- added a new user option that specifies the maximum distance at which a ship can start looking for you for purposes of firing off a radio message. Default value is 8000m (RangeShipSendingSubSightedMessage)
- updated scope mods with information/files from Trevally and toniloCoyote
v6.3.5 - fixed bug of when essential controls scroll is enabled (True) and UIStyle is SH3Style or SH4Style the dials would remain visible until mousing into them when changing to another station, external cam, or another page
- fixed save/load bug of the ingame ship's journal
- updated Ship's Journal Editor application with changes from above
- added error handling code to attack,obs, and UZO scopes to catch possible error when calculating estimated torpedo impact time
- (SH5Enhanced style) fixed bug of tooltip missing in heading bar until user cycled heading bar from closed to expanded
- added a new user option that controls whether ship's radio messages are displayed in the radio message box or not. Default value is enabled (True). (InformShipsRadioMessages)
- added a new user option that controls whether sub sighted radio messages are displayed in the radio message box or not. Default value is enabled (True). (InformSubSightedMessages)
- added a new user option that controls whether BDU messages to your sub are displayed in the radio message box or not. Default value is enabled (True). (InformBDUMessages)
- added a new user option that controls whether unit destroyed radio messages are displayed in the radio message box or not. Default value is enabled (True). (InformDestroyedMessages)
- added a new options box to the radio messages so that users can choose what type of radio messages they want to receive during their game
- radio messages of priority 0 that are to the player's sub are now colored medium red in their background when added to the radio message box
- added a new user option that defines the % chance that the radio operator will intercept radio messages. Default value is 50 (50%) (RadioMessagesInterceptChance)
- sub/periscope sighted radio messages are now influenced by time of day
v6.3.6 - fixed bug introduced when mast heights and ship lengths were updated (those whose mast height was updated would show incorrect mast height of 90.0)
v6.3.7 - fixed bug of track angle dial in way of FaT/LuT dials when those are enabled
- added new user option that specifies the number of times the radio messages icon in the top right lower bar flashes. Default value is -1 (indefinite) (RadioMessagesFlashTime)
- added new user option that specifies whether the radio messages feature is enabled or not. Default value is True (enabled) (RadioMessagesEnabled)
- made Makman94's 'Manos scope mod' the default scope mod of this mod. The default aspect ratio is 4:3. If you are not using 4:3 you need to install a patch from Manos available aspect ratios (\NewUIs_TDC_6_3_7_Scopes (do not enable - read)\Manos scope mod)
v6.4.0 - text can now be multi-colored in Automation's tutorial feature
- added naights's TDC dials to the mod as an option (found in \dials\naights)
- removed RAOBF from UZO
- (SH5Enhanced style) added a new user option that specifies whether the heading bar starts in hotkeys to set heading (False) or click to set heading mode (True). Default is hotkeys to set heading mode (False) (HeadingBarStartAdvanced)
- added a custom .dll made by me. This .dll allows sounds to be played that are not registered with Sh.sdl! Sounds are played with this .dll via code (and you can specify volume control for them also)
- converted some python code to .dlls
- added sounds to the radio messages
- added Scope offset to the scope settings box of each scope. This allows you to adjust the offset of the scope viewing hole
- (SH5Enhanced style) the heading/rudder dial's tooltip now shows the current heading
- adjusted \data\Cfg\Contacts.cfg 'precise' and 'imprecise' settings to make sonarman more talkative
- added ability to send mast height data from SOAN to TDC
- fixed culture/region formatting problems with SOAN's unit data
- (SH5Enhanced style) the heading bar is set using the mousewheel now. Keys cannot be used to set desired heading anymore
- the navigation map draggable compasses outer ring is set using the mousewheel now. Keys cannot be used anymore
- the navigation map draggable compasses are toggled between north up/south up by right mouse clicking near the center of them
- The XO TDC Dialog box's mast height value is now set using the mousewheel
- To show the officer's ability inspect page, first select the officer wanted by left clicking on them, then right mouse click on them
- the scope settings box's entries are set by using the mousewheel now. They are also updated in real-time so you can see changes as you scroll the mousewheel
- added destroyed marks to the navigation map. Anytime a vessel is destroyed a destroyed mark will be created for it. These destroyed marks are just like supermarks in functionality except that you can't reposition them. These destroyedmarks will be saved to the current ship's journal file.
- added a new user option that controls whether the destroyedmarks are visible at game start. Default value is True (enabled) (NavDisplayDestroyedMarks)
- added a new user option that controls the color of the destroyed marks. Default value is medium red (0xB00000FF). (DestroyedMarksColor)
- (Real navigation) If real navigation is enabled then the torpedo icons on the maps are removed. This further enhances realism.
- updated ShipsJournalViewer application with changes (addition of destroyedmarks to ship's journal file)
- changed SOAN's layout to style presented by Magnum in UIs thread
- added an 'additional info' page to SOAN for each unit
- (SH5Enhanced style) the draggable heading/rudder dial now has the ability to zoom when moused in. Default is set to zoom. It is intelligent and thus if in the zoomed state it finds itself off any screen border it will reposition itself so that it's fully onscreen.
- (SH5Enhanced style) added ability to define a Y offset for the heading/rudder dial when moused in. The offset can be a maximum of +- 100 pixels.
- fixed bug of when out of torpedoes and a ship is locked on an error would be thrown dealing with calculating torpedo impact time
- (SH5Enhanced style) fixed possible bug of mouse into and immediately mouse out of heading bar can cause heading changes
- In SOAN added ability to define bold in the additional info by wrapping the text with <b> and </b> tags
- In SOAN added ability to imbed images into the additional info text by using the <img> and </img> tags. You can imbed a maximum of 5 images in the text.
- fixed bug in TDWDraggables.dll that caused draggables not to be saved when the page's \Silent Hunter 5\x_draggables.TDW file was deleted to reset draggable positions
- fixed bug in Bdu radio messages throwing python error (was caused due to new .dll files)
- each radio message received now scales to the proper size to avoid unnecessary blank space between the radio messages
- added a new user option that controls whether torpedo autoloading is enabled at game start. Default value is True (Enabled) (TorpedoAutoloadingEnabled)
- RAOBF inner dial is now rotated by using the mousewheel. Press and hold Shift to rotate inner dial faster. This change allows you to rotate the RAOBF inner dial and not screw up your TDC AOB dial now.
- fixed bug of if user leaves SOAN open (cover was clicked) and drags SOAN off to the left side of the screen so that less than half is visible and exits game SOAN will not be visible when user restarts game.
- added two pencils to the geometric tools so that user can add navigation fixes (if real nav enabled) and supermarks to the navigation map when these are enabled via the user option MapToolsAsObjects = True
- added a new user option that defines the hotkey used to display the radio messages. Default settings: enabled (True) by default and the key associated with it is I. Shift is not required for it. (RadioMessagesHotKey)
- adjusted all menu.txt files so that user does not have to do so if they decide to implement my sh5.exe patch 2
- added Magnum's and Trevally's additional info (.ait) files for SOAN
v6.5.0 - added the ability to change the country names and category names used by SOAN. To change the values used edit the \data\Roster\Names.cfg file
- added a draggable tab to the left side of SOAN
- added updated version of Magnum's and Trevally's additional info files for SOAN
- changed depth at which the add-on mods dealing with no_hydrphone_on_surface allow hydrophone to start working as per Stoianm's recommendation
- added changes to Uboat_sensors.sim recommended by TheBeast for Anti-Sensor Coatings
- changed surfaced draught of subs according to recommendations by oscar19681
- added code to TDWMouse.dll to be able to handle left mouse button events
- changed navigator assist functions from polling to left mouse button click events
- changed timer for show crew abilities page when an officer is right clicked when selected (shows faster)
- added support for Speech Recognition. The speech recognition status (enabled/disabled) and current confidence level will be saved to \Silent Hunter 5\SpeechRecognition.TDW. This is a text file and can be opened with Notepad. This file is read at every game start. A UI was added for the Speech Recognition and can be viewed by clicking the microphone button in the top right bottom bar (only if skwasjer's speech recognition dll is found and \data\Scripts\Menu\Speech Recognition.py is found). Until MiTon releases v0.4 of his speech recognition mod you need to ensure his Speech Recognition mod is installed BEFORE this mod.
- changed how Attack Disc backside is controlled. It no longer uses keys but instead uses mousewheel for each part of the disc
- changed the u-boat .sim files to use many of the values found in UHS 1.7
- the user option InformSubSightedMessages default value has been changed from True to False
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
- fixed hardcoding of return value from TDWFileUtils.ExtractHotKey function
- fixed bug of Python error generated when sending contact report
- fixed bug of using mousewheel in speech rec settings box caused other mousewheel events to happen (binocular view, scope zoom, etc.)
- fixed bug of using mousewheel in scope settings box caused scope to zoom in/out depending on mousewheel movement
- if crash dive is clicked and crash dive TD is > 0 then a message will appear in messagebox from WO denoting prepare to crash dive
- fixed possible CTD when navigator assist is enabled and using stadimeter multiple times
- adjusted values for submarines draughts and drags to some values recommended by stoianm
- adjusted attack periscope max height from 8.5m to 7.0m
- added a new user option that allows ability to define station to teleport to when crash diving. Possible stations to teleport to are: "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed. Default value is "TelToRadar". If invalid station is specified then TelToRadar will be executed (CrashDiveTeleportToStation)
v6.6.0 - fixed bug of teleport hotkeys allowing you to teleport to UZO, DeckGun, and FlakGun when submerged
- added the Sub_Hyd_fix_SH5 mod to this one
- changed the radio message's option 'Inform ship radio messages' to 'Inform radio messages'. When enabled this will show all radio messages intercepted. When disabled no radio messages will be shown that were intercepted while this option is disabled.
- updated TDWRadioMessages.dll for support of upcoming campaign radio messages
- The event camera now saves its position at game end and restores its position at game start (it was already draggable in stock game)
- added debug output to .py files and .dlls to help in tracking down any CTDs or loading problems
- added 3 new buttons to ship's journal box. These new buttons control whether each new entry is written to ship's journal file, whether each new entry is shown in the ship's journal box, and whether each new entry is shown in the messagebox
- updated Ship's Journal Viewer app with new changes
- Fixed many errors in the ship's journal viewer app
- Fixed bug of when crash dive time delay > 0 and sub was underwater the time delay was activated. Now if sub is underwater no time delay is incurred.
- if crash dive initiated with non-watch crew on deck then watch crew is automatically ordered up
- if crash dive initiated with deck gun and/or flak guns in fire at will then hold fire will be ordered up
- fixed bug of if sub is submerged then fire at will was available for deck gun and flak guns. Now fire at will is disabled when submerged for both
- if sub submerges with deck gun or flak gun fire at will enabled then hold fire will be ordered up
- updated SOAN's country flags to be compatible with upcoming campaign update (updated with flags they have done)
- updated \data\Roster\Names.cfg to be compatible with upcoming campaign update
- added a new hotkey that controls the charts (and thus SOAN) visibility. Default key for this is 'E' (ChartsHotKey)
- SOAN now checks to see if the country for the unit exists in it's database. If not then the unknown flag (black flag with ? in middle) will be shown for it. If the country does exist in it's database but there is no flag for it then the unknown flag will be shown for it.
- added a new hotkey that controls the Ship's Journal visibility. Default key for this is 'Q' (ShipsJournalHotKey)
- when follow target is enabled a new orders bar for it appears. This new orders bar has one box - Follow target offset. By mousing into this box and scrolling the mousewheel you adjust the offset amount in 0.01 increments. This offset allows you to follow the target and place the crosshairs on a different part of the ship other than the center of it. Every time follow target is toggled follow target offset is reset to 0
- added a new hotkey that controls the incrementing of the follow selected target offset value. Default key is Shift+E (IncreaseFollowSelectedTargetOffsetHotKey)
- added a new hotkey that controls the decrementing of the follow selected target offset value. Default key is Shift+Q (DecreaseFollowSelectedTargetOffsetHotKey)
- changed how mod displays info to players (for errors/bugs/critical info). It no longer shows popup boxes but instead writes messages to debug output (use \data\Applications\DbgView to view messages)
- fixed bug in TDWDraggables.dll where the draggable items were not being saved to file when original file was deleted to reset all draggable positions
v6.7.0 - fixed bug in radio messages where if TC 1 on new radio message was enabled sound would sometimes not be played
- fixed bug of campaign radio messages sometimes not being read in at game start
- fixed some logic problems with the command buttons in the Automation page
- Added a new command button to Automation's commands: save started currently activated scripts. When pressed it will save the started currently activated scripts to file. Upon game start it will read this file and if any previously activated scripts are found it will automatically start them
- folder structure for radio message sounds changed so that mod can pick a random sound from available sounds in folders
- added a new user option that controls where the player teleports to when the dive button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (DiveTeleportToStation)
- added a new user option that controls where the player teleports to when the periscope depth button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (PeriscopeDepthTeleportToStation)
- added a new user option that controls where the player teleports to when the snorkel depth button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (SnorkelDepthTeleportToStation)
- added a new user option that controls where the player teleports to when the emergency surface button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (EmergencySurfaceTeleportToStation)
- added a new user option that controls where the player teleports to when the surface button is pressed. Valid values are: None - do not teleport anywhere, "TelToObsScope" - teleport to obs scope, "TelToAttackScope" - teleport to attack scope, "TelToRadar" - telelport to radar station, "TelToHydrophone" - teleport to hydrophone station, "TelToCaptainsBed" - teleport to Captain's bed (SurfaceDepthTeleportToStation)
- Automation's Navigate_from_file command now let's you resume navigation from a close waypoint if waypoint_resume > 0. waypoint_resume is defined in the .SHN file as a new header
- Automation's Navigate_from_file command now let's you define bufferzones around the sub. These bufferzones are used to detect units. If a unit crosses a bufferzone then the command will take action based on settings in the .SHN file
- Automation's Navigate_from_file command now let's you specify the radius of the waypoints (precision and non-precision). When this radius is reached the next waypoint will be ordered up
- Radio messages updated to include columns for sound type to play and volume level of the sound to play. Currently applies only to regular radio messages (not campaign radio messages)
- Incorporated my Uboat_Snorkel mod into this one (all uboat's snorkels are enabled by default)
- Sub's snorkel depth changed to 14.0m from 10.0m
- added missing countries to \data\Roster\Names.cfg's [Countries] header brought to my attention by Ruby2000
- added a new user option that controls whether battery recharge mode is ordered up when the snorkel is raised (and conditions are right for snorkeling). Default value is True (enabled) (AutomaticallyOrderRechargeModeWhenSnorkeling)
- added a new user option that specifies the maximum speed allowed underwater when snorkel is raised. Default value is 10.0knots (GetMaxSpeedWhenSnorkelRaised)
- added lots of debug code for the torp doors to help catch the error that sometimes the torp door is disabled when it shouldn't be
- in order to avoid compatibility problems with those mods that modify the \data\Roster\Names.cfg I have created a new file, \data\Roster\SOANNames.cfg, that contains the headers for [Countries] and [SOANCategories]. I do not include the \data\Roster\Names.cfg file anymore with this mod. If there are countries defined in \data\Roster\Names.cfg that don't exist in \data\Roster\SOANNames.cfg then they will be added to the database the mod maintains for all the countries
- added an add-on mod that removes the exhaust smoke from the snorkel (NewUIs_TDC_6_7_0_No_Snorkel_Exhaust_Smoke)

TheDarkWraith

NOTE: If you enable a mod and it overwrites this mod's Uboot_Sensors.GR2 and/or Uboot_Sensors.sim and/or Uboot_Sensors.fx and that mod isn't my FX_Update then you will likely CTD sometime in game

v6.7.0 available here: http://www.gamefront.com/files/20645...eDarkWraith_7z

My add-on mods for this mod: http://www.subsim.com/radioroom/show...60&postcount=1

Ruby2000's DeutschMod: http://forums-de.ubi.com/eve/forums/...309#5131074309

Modified Ubooat_Sensors.sim file for Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod (this file has to be installed in the Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod in \data\Objects\Sensors and the Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod HAS to be installed last in JSGME). This modified file makes it compatible with v6.7.0 of my UIs mod and FX_Update v0.0.18: http://www.megaupload.com/?d=QTF15E42

Ensure to check out all the included tutorials. They have changed from previous versions.

Krauter's automation scripts updated by me (for compatibility purposes): http://www.filefront.com/17510032/Kr...ted-by-TDW.7z/

NOTE: if you are upgrading from a previous version of the mod or are applying a patch that changes the user options file then don't forget to use the OptionsMigrater app to migrate your old options file to your new options file (\data\Applications)

NOTE2: If you are experiencing problems with the mod ensure you have debugging enabled:
\Documents\SH5\data\cfg\main.cfg:
[DEVELOPING]
Modding=Yes
MenuEditor=No
DebugScripts=Yes
and run the DbgView application (\data\Applications) before starting the game. Send me the output from DbgView and any dialog pop-up boxes that show in-game.

NOTE3: if you edit your options file and you are having problems with your game:
- go back and verify changes you made are correct
- if you have verified your changes are correct and you still have problems read NOTE2 above and follow. Send me your edited options file via PM so I can load it in my system and see what's going on
i follow up your instructions, but i can't get this UI to work
am i stupid
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Old 08-13-11, 09:02 AM   #7650
TheDarkWraith
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Join Date: Jun 2007
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Quote:
Originally Posted by mia389 View Post
I think TDW has been gone the last few days. I am using his new UI but I dont have the snorkel because I am using the extra crew mod. Short term solution but it does work. I didnt have any problems loading up a saved gave either. I am sure when TDW gets back he will a solution or extra mod to get rid of the snorkel. For now use this mod and it will get rid of your snorkel. Its a short term solution.

http://www.subsim.com/radioroom/showthread.php?t=186373
I'm on vacation currently! We flew into Denver, CO and are driving all the way to Las Vegas hitting all the sites and attractions along the way. Today is a mule ride down into the Grand Canyon, should be fun. We'll be back at home this coming Wednesday.

To get rid of the snorkel simply edit the sub's cfg file. For the O04 entry make the linkname say NULL instead of the snorkel
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