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08-19-09, 12:23 PM | #181 |
The Old Man
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The page didn't update: Your comment appeared as I was writing my reply to Cmd_Jacek, so I didn't see your post until after I posted my comment.
The hydro lines... well... If you don't use Map Updates, you never see them ofc. But if you use them (i like the lines, not the bloody boxes), you only see Hydrophone lines of sound contacts if you can't visually spot the ships. That means that you see them only if you're submerged AND your periscopes are down. As soon as the scopes break the water and a ship enters visual range, some magic dude replaces all the lines with visual boxes. I like the hydro lines because they are updated in a circular way, once every 10-20 seconds, which is preety realistic. Also, by replacing the ContLine.tga file with a staggered line like the RFB one, you can't plot on the lines, they loose all of their precise range length. I'll stop here. The Ujagd Tools: Not yet, one step at a time. They're simple dials linked to the temporary TDC solution pages. I will not import them, I'll recreate them from scratch. The Stadimeter will work but only for visual reading of the marks because I can't show the angle reading (it's buggy and can only be viewed if the stadimeter is started from the Range Page which I plan to use for something else). I'll also keep the game's original scope lenses, zoom levels and hard coded line marks. The Attack disk will only have the front side. I'll link it to the proper Bearing/Course dials to automate it as much as possible. If only I had access to my main pc I'd show you a few interesting screenies , but that's not possible for almost a month . The whole shabang is made in Maya as a complete 3d enviroment render split into separate tga's. It looks awesome . |
08-19-09, 12:43 PM | #182 | |
Hellas
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Quote:
about u-jagd: i think i got you and seems very interesting! looking forward to see what you are preparing... good luck!
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Knowledge is the only thing that nobody can ever take from you... Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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08-21-09, 12:44 PM | #183 | |
Engineer
Join Date: Jul 2009
Posts: 207
Downloads: 106
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Quote:
Will try to experiment , but I am kind of used to it right now. |
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08-24-09, 08:33 PM | #184 |
The Old Man
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All right, finnaly I've managed to finish it . I've managed to reduce the ACM mod (with ACM reloaded) to only 49 MB and made it compatible with OLC's MK2. You no longer need the ACM 1.1 (download link doesn't work either), but now you do need the OLC Mk2 (either C, or D, doesn't matter). Since you're realism purists, I guess you won't mind that it's only tested with the Longer Repair Times version . It took some testing yet some things might've slipped by me.
I've decided to start a new thread since the change is major. Any bugs, tips, comments for the "ACM Reloaded for OLC's Mk2" should be posted here: http://www.subsim.com/radioroom/show...77#post1158177 Mikhayl, I hope you'll use it too when you play SH3 . |
08-26-09, 03:00 AM | #185 |
Swabbie
Join Date: Aug 2009
Posts: 5
Downloads: 29
Uploads: 0
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Hi,
help me set in the German Attack Disc of ACM GUI v.1.1.0 scale «Vorhalt» from U-jagd 1.3. Thanks in advance! |
08-26-09, 01:10 PM | #186 |
The Old Man
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Do you mean the front side of the attack disk? If you drag on the outside you can rotate the transparent double wedge . If you drag on the inside you can rotate the inner (ship) dial. I hope that's the info yo u needed.
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08-27-09, 12:22 AM | #187 | |
Swabbie
Join Date: Aug 2009
Posts: 5
Downloads: 29
Uploads: 0
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Quote:
Link to manual http://www.mediafire.com/?jjtm0omyt3w Link to U-jagd 1.3. (Here all parameters of the scale «Vorhalt») http://www.filefront.com/user/joegrundman ACM GUI v.1.1.0. is a great mod, so please help add scale «Vorhalt» in the ACM GUI v.1.1.0. Last edited by Max_Kruschka; 08-27-09 at 01:00 AM. |
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08-27-09, 01:43 AM | #188 | |
Hellas
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Quote:
check the thread [REL] OLC Ubermod v2.4.3 for GWX 2.1 at post 1301 you will find what must do to get that you want bye
__________________
Knowledge is the only thing that nobody can ever take from you... Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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08-27-09, 05:44 AM | #189 | |
Swabbie
Join Date: Aug 2009
Posts: 5
Downloads: 29
Uploads: 0
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Quote:
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08-28-09, 06:13 AM | #190 | |
Swabbie
Join Date: Aug 2009
Posts: 5
Downloads: 29
Uploads: 0
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Quote:
Can I use your example for the ACM GUI v.1.1.0.? If not, how fix this example for ACM GUI v.1.1.0.? |
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08-28-09, 07:57 AM | #191 | |
The Old Man
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Quote:
However, since this is an ACM thread, why do you even bother with the attack disk? I have a self-made attack disk but I never use it. The TDC does everything that you'd need. The only thing that it can't give you is the target's course based on it's bearing and AOB. And the Attack disk does that beautifully with it's present items. Check out my guide to using the TDC, http://www.subsim.com/radioroom/showthread.php?t=151431. |
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08-31-09, 07:03 PM | #192 | |
Officer
Join Date: Mar 2006
Location: Helsinki, Finland
Posts: 247
Downloads: 205
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Hi, Mikhayl. Great work on this mod, thanks!
One thing I would like to change Quote:
Thanks
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10-13-09, 02:46 AM | #193 |
Watch
Join Date: Aug 2007
Posts: 19
Downloads: 167
Uploads: 0
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Lösung iengestellt
Just downloaded your ComboGui and installed it with Jsgme, looks very good. I have a little problem though. I don`t know if it is your GUI or GWX 3,0 that does it but my weapons officer can no longer give me the firing solution. When i press the shortcut for the weapons officer all his functions are there but the firing solutions button. He can ID the ship, choose target, manage weapons, open and close selected tubes. I know that in your combo mod all the tools for a manual target solution are there but along with my geomatry skills my math skills suchs, i just can`t get the AOB right no matter how hard I try and no matter how many manuals I read about the attack disc (the original german to) I just don`t understand the basics of the wheel. So I need my weapons officers fantastic skill for this. Can you help me? Mods I am using are:
1. GWX 3.0 2. GWX merged campaign 3. GWX VIIC41 player sub 4. GWX Enhanced damage effect 5. ACM v 1.1.0 Core files 6. ACM v 1.1.0 Dark files 7. Lifeboats & Debris_v4 8. DBSM |
10-13-09, 03:05 AM | #194 |
Admiral
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The firing solution button has been deleted for realism purposes, because ACM GUI has been made for manual targeting. You have to calculate your solution by yourself.
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10-13-09, 07:07 AM | #195 |
Engineer
Join Date: Apr 2006
Location: In one place in the Atlantic, say A Coruña, Galiza (Spain)
Posts: 214
Downloads: 187
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Hi!
Is this mod compatible with WAC 4.1? Thank you |
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