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Old 09-25-10, 06:33 AM   #4381
TheDarkWraith
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Quote:
Originally Posted by schnorchel View Post
I just found that after instaledl the mod "NewUIs_TDC_4_4_0_ByTheDarkWraith" by Generic Mod Enabler on stock 1.2V. a preiscope is raising from the anttna housing when the uboot is at periscope depth.
that is not a periscope. That is the radio antenna. It will be fully risen at ~ 14m depth and will start to hide at ~23m depth. Check the top of it and you'll see it's a long pointed end - the radio antenna
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Old 09-25-10, 06:34 AM   #4382
TheDarkWraith
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Originally Posted by Torpedo View Post
Hi all!
with the TDW 4.4.0 I have not the command "Identify" (Shift+I) a ship. It's a hidden or cancelled command?
It's possible restore this command? This command was in version 3.9.3 but I like have it in 4.4.0 and in the next versions.
Thanks for the help!

Torpedo
I don't change the default key commands so you have a mod enabled that has done that. You can find identify ship under WEPS-->Torpedo attack-->Identify target
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Old 09-25-10, 06:37 AM   #4383
TheDarkWraith
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Quote:
Originally Posted by schnorchel View Post
Hi Guys. where Can i find a recong manual? when I clickthe identify tatget butten of XO no manual displayed. I have long time not to play this game. Did I miss something?
Target has to be locked first (space bar). Then when you click on identify target the stock recognition manual will appear above the XO TDC dialog box. There is an add-on mod included that is Reaper7's Enhanced recognition manual that is a big improvement over the stock recognition manual.
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Old 09-25-10, 08:17 AM   #4384
schnorchel
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Quote:
Originally Posted by TheDarkWraith View Post
Target has to be locked first (space bar). Then when you click on identify target the stock recognition manual will appear above the XO TDC dialog box. There is an add-on mod included that is Reaper7's Enhanced recognition manual that is a big improvement over the stock recognition manual.
Thank your reply DarkWraith, I just did as what you instructed but no XO TDC box displayed. that's wierd! I just use historical mission to check it now.
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Old 09-25-10, 08:55 AM   #4385
TheDarkWraith
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Quote:
Originally Posted by schnorchel View Post
Thank your reply DarkWraith, I just did as what you instructed but no XO TDC box displayed. that's wierd! I just use historical mission to check it now.
is the XO picture shown in the scopes? If not, ensure that the XO is enabled in the top right bar (his picture should be highlighted)
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Old 09-25-10, 10:56 AM   #4386
Torpedo
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Many thanks DarkWraith!
the path WEPS-->Torpedo attack-->Identify target works perfectly!
Torpedo
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Old 09-25-10, 11:11 AM   #4387
TheDarkWraith
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Quote:
Originally Posted by sober View Post
What i would like if possible .
##################### Officers and Orders Bars and Order Categories (SH3/5 modes) #####################
# are the officers enabled (are the officer icons allowed to be rendered)?
# change below to either True or False
RenderOfficerIcons = False
Here i would like ability to render individual officers or not render them .
I might just want the hydrophone officer and no one else .
Excellent idea Sober!

It has been implemented and will be available in v4.5.0
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Old 09-25-10, 11:22 AM   #4388
BowfinSS287
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I'm having radio troubles,i have set my options to receive radio message at 13 meters
but as soon as i get to 8 meters i lose my radio (one that plays radio stations)
is this a new feature? and do i still receive contact reports until 13 meters?

NewUIs with TDC for SH5 by TheDarkWraith version 4.4.0
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Old 09-25-10, 11:26 AM   #4389
TheDarkWraith
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Quote:
Originally Posted by BowfinSS287 View Post
I'm having radio troubles,i have set my options to receive radio message at 13 meters
but as soon as i get to 8 meters i lose my radio (one that plays radio stations)
is this a new feature? and do i still receive contact reports until 13 meters?

NewUIs with TDC for SH5 by TheDarkWraith version 4.4.0
do you have patch 3 installed? If not, see post #1 for download.
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Old 09-25-10, 11:52 AM   #4390
BowfinSS287
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yes i have the 3rd patch installed,the folder name is the same
as your main mod NewUIs_TDC_4_4_0_ByTheDarkWraith so i
copied the files over,does patch 3 inculde patch 1 and 2 also?
do i have to use JSGME to re-enable
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Old 09-25-10, 11:57 AM   #4391
TheDarkWraith
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Quote:
Originally Posted by BowfinSS287 View Post
yes i have the 3rd patch installed,the folder name is the same
as your main mod NewUIs_TDC_4_4_0_ByTheDarkWraith so i
copied the files over,does patch 3 inculde patch 1 and 2 also?
do i have to use JSGME to re-enable
to install the patch:

- disable the UIs mod via JSGME
- copy the MODS folder from the patch to your \Silent Hunter 5\MODS folder (say yes to all warnings)
- re-enable UIs mod
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Old 09-25-10, 12:29 PM   #4392
BowfinSS287
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i just wanted to see what would happen it i reinstalled an older version
so i loaded up NewUIs_TDC_4_3_1_ByTheDarkWraith and the radio
is the same, at 8 meters it starts to play....low volume and as i move
up to surface it gets louder and louder,i going to try 4.4.0 with all
3 patches....will install the way you said...will report back
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Old 09-25-10, 12:55 PM   #4393
BowfinSS287
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i tried 4.2.0 and the radio does the same thing, shuts off at 8 meters
i guess its been like this for awhile...i never noticed it before
i know i was still getting contact info with this version at 12 meters
but i guess i never tried to listen to the radio
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Old 09-25-10, 12:57 PM   #4394
TheDarkWraith
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Quote:
Originally Posted by BowfinSS287 View Post
i tried 4.2.0 and the radio does the same thing, shuts off at 8 meters
i guess its been like this for awhile...i never noticed it before
i know i was still getting contact info with this version at 12 meters
but i guess i never tried to listen to the radio
I think you have discovered an undocumented feature of the game You will receive radio contact reports up to the depth specified in the user options file.
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Old 09-25-10, 01:37 PM   #4395
TheDarkWraith
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I'm just finishing up v4.5.0. It has many new user options to help reduce visible clutter in the UI:

v4.5.0 - added a new user option that allows the messagebox to scroll out of view when not moused in. Default value is False (disabled) (MessageBoxScrolls)
- added a new user option that allows the Officers to scroll out of view when not moused in. Default value is False (disabled) (OfficersScroll)
- added a new user option that allows the user to select which officers are rendered in the officer bar. Default value is all officers rendered
(OfficersToRender)
- added a new user option that allows the top right bars to scroll out of view when not moused in. Default value is False (disabled)
(TopRightBarsScroll)

In the screenshot below, the top right bar was not disabled, the officers were not disabled, and the messagebox was not hidden. They were all set to scroll into view when you moused into their 'areas' and to hide when you moused out of their 'areas':


All that is left in view are the essential items needed to control the boat plus all warning and information icons

I'll be packaging up v4.5.0 for release here soon.
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