SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
07-25-09, 11:58 PM | #151 |
Seaman
Join Date: Mar 2008
Posts: 41
Downloads: 45
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Im very much obliged to you.
Will you please change-delete on next version the precise markings, and back original Mikhayl design. |
07-26-09, 01:02 AM | #152 | ||
The Old Man
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Quote:
As I said in my download post: Quote:
PS: remember to post the files somewhere, as an optional, others may want it too. |
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08-03-09, 09:55 AM | #153 |
Seaman
Join Date: Mar 2008
Posts: 41
Downloads: 45
Uploads: 0
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ACM Reloaded NPMV (No Precise Markings Version)
Download-http://www.filefront.com/14186551/ACM-Reloaded-NPMV.7z/ Last edited by Aleksandar the Great; 08-03-09 at 03:33 PM. |
08-03-09, 10:17 AM | #154 |
The Old Man
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Gratz. I've been trying to place a chronometer in the nav map and the hydro room screens. Seems that some pages don't allow the reading of data from the dials.cfg file. Atm I'm hard at work to make a similar inteface for SH4. I've already managed to put all the dials into the periscope screen and they work as intended, except for one big "minor" detail. I can't move the autoupdate button from the TDC map. It seems that in SH4, the game checks a list of it's hardcoded menu id's, to figure out what to place on German and on US subs. That means that I can't, under no circumstance, place any new button in any screen with a commands.cgf command attached, or move any "glass" object to show if the TDC is on or off. My only option seems to put a button in the orders bar and assign a keyboard command. The same goes for the open/close tubes command. I think I'll resort to buttons in the orders bar for those too (probably with versions for each german sub, since they have different number of tubes). Graphic switches can be linked to the "Open tube X" dials, to show their status, but clicking them won't do anything.
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08-03-09, 12:45 PM | #155 |
Engineer
Join Date: Jul 2009
Posts: 207
Downloads: 106
Uploads: 0
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This is awesome.
Because of your mod I wanna play on 100% reality. Keep up the good work. |
08-03-09, 02:29 PM | #156 |
The Old Man
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Since I'm currently trying to make an OLC/ACM type interface for SH4 I can only marvel at the amount of work that was involved in these interface mods. Yet such work is neccesary in order to adapt the game to one's needs. Especially in SH4 . But until that is finished, I have noted 2 problems with ACM:
1. the download link for the original ACM doesn't work for me. 2. combining ACM with the latest OLC is problematic. Since ACM included an older variant of OLC, I've winmerged all of the files in order to reduce the impact of the mods and ,for the moment, it seems to work very well. The waves improvement in OLC will be lost (in case you don't mind loosing the ability to change zoom levels). But all of the other improvements work. I'll test it a bit more and, if it all works well, I'll post a link to a full archive that can be used with "OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT". |
08-03-09, 03:37 PM | #157 |
Seaman
Join Date: Mar 2008
Posts: 41
Downloads: 45
Uploads: 0
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ACM Reloaded NPMV new litle correction-http://www.filefront.com/14186551/ACM-Reloaded-NPMV.7z/
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08-03-09, 05:41 PM | #158 |
Bosun
Join Date: Jul 2009
Location: Winnipeg, Manitoba, Canada
Posts: 68
Downloads: 82
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Gee..too bad Filefront doesn't have the GUI mod anymore..really sweet looking and would LOVE to have it!!! GWX 3.0 compatible?
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GWX 3.0 ROCKS! |
08-03-09, 05:51 PM | #159 | |
Lieutenant
Join Date: Jun 2007
Location: Lausanne/ Switzerland
Posts: 260
Downloads: 477
Uploads: 0
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Quote:
http://www.filefront.com/14187411/Co...0%26%20ACM.rar Take care Lopo
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Aperite Infernos |
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08-04-09, 02:00 AM | #160 |
The Old Man
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Already downloading. Mine has an issue with the Orders Page, I can't see the exit button so I'll try yours . I'll still keep my basis.cfg file tho... I like receiving renown for arriving at the proper patrol zone (even though it's usually empty). Without that I'd just loiter around the east coast of britain and lately they've placed mines there
Thomsen, check out Lopo's link, i'll still do my job and post a smaller version without OLC's for those that already have it. About the compatibility. ACM is GWX3 compatible. Same is OLC's mark2+ACM, so enjoy... |
08-05-09, 04:03 PM | #161 |
Engineer
Join Date: Jul 2009
Posts: 207
Downloads: 106
Uploads: 0
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Is there a way that I could back my auxilary stopwatch?
I realy used to have her I now I`m missing her very much. Thaks in advance |
08-05-09, 05:21 PM | #162 |
The Old Man
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You mean the draggable watch by JonZ? The one that you couldn't click? I don't like draggable stuff on my screen as it's already too cluttered . That's why I didn't include it. Short answer NO, long answer YES, but you have to mod it yourself. This should also work on the original ACM, as I didn't mess with the dials or with the G3F page.
You need to include this in the Data\Menu\Cfg\dials.cfg file: DialsNo=91 (AT THE START) and add at the end: [Dial87] Name=Add_ChronoSec Type=13; DIAL_CHRONO_SEC Dial=0x0 CrtVal=0x3FF00002 NewVal=0x0 DialVal=0,360 RealVal=0,60; seconds Circular=Yes [Dial88] Name=Add_ChronoMin Type=14; DIAL_CHRONO_MIN Dial=0x0 CrtVal=0x3FF00003 NewVal=0x0 DialVal=0,360 RealVal=0,60; minutes Circular=Yes [Dial89] Name=Add_ChronoEstSec Type=40; DIAL_TORP_ESTIM_SEC Dial=0x0 CrtVal=0x3FF00004 NewVal=0x0 DialVal=0,360 RealVal=0,60; seconds Circular=Yes [Dial90] Name=Add_ChronoEstMin Type=41; DIAL_TORP_ESTIM_MIN Dial=0x0 CrtVal=0x3FF00005 NewVal=0x0 DialVal=0,360 RealVal=0,60; minutes Circular=Yes Then go to the Data\Menu\menu_1024_768.ini file and at this at the end of the file, or even better, at the end of the G3F page (search for "[G40 I1]" and place just above): [G3F I387] Name=Dial Type=1031;Stat bmp array ItemID=0x3FF00000 ParentID=0x3F000000 Pos=180,990,214,248 Materials=1 Display=0;No stretch Mat 0=data/menu/gui/Chronometer.tga Crop 0=0,0.03125,0.8359375,0.96875 MatFlags=0x29 TexFmt=0x9 Drag=true BmpState=1 NeedFocus=true SelOne=true IdGroup=0 StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF [G3F I388] Name=Reflection Type=1030;Static bmp ItemID=0x3FF00006 ParentID=0x3FF00000 Pos=0,13,256,256 Materials=1 Display=0;No stretch Mat 0=data/menu/gui/Reflex.tga MatFlags=0x29 TexFmt=0x9 [G3F I389] Name=Center Type=1030;Static bmp ItemID=0x3FF00001 ParentID=0x3FF00000 Pos=109,-126,4,4 Materials=1 Display=0;No stretch Mat 0=data/menu/gui/Chrono.tga Crop 0=0.0625,0.960938,1,0.984375 MatFlags=0x29 TexFmt=0x9 [G3F I390] Name=Sec Type=1031;Stat bmp array ItemID=0x3FF00002 ParentID=0x3FF00000 Pos=106,-68,10,120 Materials=1 Display=5;Linear&rotation Mat 0=data/menu/gui/Chrono.tga Crop 0=0.3125,0,0.3125,0.9375 MatFlags=0x29 TexFmt=0x9 Drag=false BmpState=1 NeedFocus=false SelOne=false IdGroup=0 StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF [G3F I391] Name=Min Type=1031;Stat bmp array ItemID=0x3FF00003 ParentID=0x3FF00000 Pos=107,-82,8,40 Materials=1 Display=5;Linear&rotation Mat 0=data/menu/gui/Chrono.tga Crop 0=0,0,0.25,0.3125 MatFlags=0x29 TexFmt=0x9 Drag=false BmpState=1 NeedFocus=false SelOne=false IdGroup=0 StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF [G3F I392] Name=Estim Sec Type=1031;Stat bmp array ItemID=0x3FF00004 ParentID=0x3FF00000 Pos=106,-68,10,120 Materials=1 Display=5;Linear&rotation Mat 0=data/menu/gui/Chrono.tga Crop 0=0.6875,0,0.3125,0.9375 MatFlags=0x29 TexFmt=0x9 Drag=false BmpState=1 NeedFocus=true SelOne=false IdGroup=0 StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF [G3F I393] Name=Estim Min Type=1031;Stat bmp array ItemID=0x3FF00005 ParentID=0x3FF00000 Pos=107,-82,8,40 Materials=1 Display=5;Linear&rotation Mat 0=data/menu/gui/Chrono.tga Crop 0=0,0.492188,0.25,0.3125 MatFlags=0x29 TexFmt=0x9 Drag=false BmpState=1 NeedFocus=true SelOne=false IdGroup=0 StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF |
08-05-09, 10:37 PM | #163 |
XO
Join Date: Sep 2002
Location: New York City
Posts: 408
Downloads: 439
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Hey, Karamazovnew,
Thanks for posting the dragable chrono tweak. I've been truing like heck to get JSGME Jonz chrono to work with this gui forever but this did it. If I could make a clarification, the first file configuration is done in ACM 1.1.0 and the second config change is in ACM Reloaded, correct? Anyway, that's how I got it to work for me. Thanks for the mods, just started using the RFB hydrophone mod and it's made a whole new game. Guys like you, OLC, Mikayl, etc.. keep this game alive and kicking. Can't wait to see what you've got in store for SH4. |
08-06-09, 07:22 AM | #164 | |
The Old Man
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Quote:
Well, I'm almost done on my upgrade version for OLC Mk2. I found a way to include Map Contacts without sacrificing difficulty. I've never used it but I love seeing the hydrophone lines (as long as I can't plot on them). Since Mikhayl turned the TDC view intro a full TDC without a map, we can't benefit from the different settings of each map. Single units can be completely hidden from the nav map and the info that you get by clicking them can be hidden too. That means both the single ship reports AND the map boxes of the visual contacts around your sub. You'll still get coloured hydrophone lines that give you a good ideea of range (but impossible to plot this time ). The side effect is that convoys will no longer show their type, course and speed, you need to check the radio message for that. You'll never get reports of single ships (you do but you can't see them). I've never figured why a sub would report a tugboat north of Ireland, instead of just destroying the thing and then reporting it's kill . At low zoom level you'll also get the bearing overlay used in the old TDC screen. Not good enough to plot with it but very good for orientation while dodging destroyers. Oh and since I've raised the minimum zoom level you won't see the harbour maps anymore. Combined with the uber GPS of the game, harbor infiltration missions seemed too... simple. Seems like paradise to me, but I'm not sure everyone agrees with this type of difficulty. Any thoughts? |
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08-06-09, 02:49 PM | #165 | |
Engineer
Join Date: Jul 2009
Posts: 207
Downloads: 106
Uploads: 0
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Quote:
Thanks man |
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