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Old 04-30-08, 03:57 PM   #421
Wolfehunter
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Quote:
Originally Posted by onelifecrisis
Quote:
Originally Posted by treblesum81
Basically I just think that this upgrade might take the Ubermod above my personal abilities at the moment. That doesn't mean its not going to be great for plenty of other people, and I guess I don't expect you to alter it on the statements of one person, but I'll probably be sticking with 1.8 until I move out of the 50% realism relm.

Sorry, just voicing my concerns.
Greg
No problem.

I play high-realism, and I mod for high-realism. It won't please everyone; it's not meant to.

You have the option of using OLCE2 with OLC GUI v1.2.3 and then you'll basically get everything you want out of those mods, with the possible exception of the waves being rendered nicely through the scope.
Did you include the new values set by GWX 2.1? Or are you going to wait till Rubini fixes that. What files will I have to remove to make it compatible with GWX 2.1? Is it all the sub folder or just the dat files? I know val files aren't related...:hmm:
thanks OLC.
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Old 04-30-08, 03:58 PM   #422
onelifecrisis
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I'm having a thought. :hmm:
As it stands now, the realistic map updates bit can easily be separated and made into a 3rd JSGME mod (OLC Ubermod part 3 of 3, I guess). I guess I could release 2.0.1 with that option, since it'll take all of 5 seconds. :hmm:
Why not. But if for any reason it becomes necessary to remerge them for ease of maintenance, I will.
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Old 04-30-08, 04:00 PM   #423
onelifecrisis
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Quote:
Originally Posted by Wolfehunter
Quote:
Originally Posted by onelifecrisis
Quote:
Originally Posted by treblesum81
Basically I just think that this upgrade might take the Ubermod above my personal abilities at the moment. That doesn't mean its not going to be great for plenty of other people, and I guess I don't expect you to alter it on the statements of one person, but I'll probably be sticking with 1.8 until I move out of the 50% realism relm.

Sorry, just voicing my concerns.
Greg
No problem.

I play high-realism, and I mod for high-realism. It won't please everyone; it's not meant to.

You have the option of using OLCE2 with OLC GUI v1.2.3 and then you'll basically get everything you want out of those mods, with the possible exception of the waves being rendered nicely through the scope.
Did you include the new values set by GWX 2.1? Or are you going to wait till Rubini fixes that. What files will I have to remove to make it compatible with GWX 2.1? Is it all the sub folder or just the dat files? I know val files aren't related...:hmm:
thanks OLC.
I assume you're referring to the fuel? If so, do a little reading and you'll discover it was already effectively fixed by Rubini in the first place.
Don't worry, you get more than enough fuel in OLCE2.
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Old 04-30-08, 04:07 PM   #424
treblesum81
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Quote:
Originally Posted by onelifecrisis
I'm having a thought. :hmm:
As it stands now, the realistic map updates bit can easily be separated and made into a 3rd JSGME mod (OLC Ubermod part 3 of 3, I guess). I guess I could release 2.0.1 with that option, since it'll take all of 5 seconds. :hmm:
Why not. But if for any reason it becomes necessary to remerge them for ease of maintenance, I will.
That had actually occurred to me, but I didn't mention it as I didn't want to come of as telling you what to do with your mod.

As a side note to that though, it might prove to be more versitile, as you could possibly use "2 of 3" for GUI required improvements, and "3 of 3" for strict realism improvements. Again just a thought, but it would allow you to go wild with realism and still provide a version for us mere mortals to enjoy.

Greg
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Old 04-30-08, 04:12 PM   #425
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Quote:
Originally Posted by onelifecrisis
Quote:
Originally Posted by Samwolf
Quote:
Originally Posted by onelifecrisis
So far I've seen not one report of anyone trying a night-time surface attack.
Is anyone else enjoying this feature other than me? I'm very curious to know how/whether folks are liking it.
I managed a night time surface attack in bad weather (high seas , no rain) took out 3 freighters and a Southhampton Class crusier. the escorts tried to find me but no luck. Got to within 1800 meters before launching.
Nice one.
I almost tried to get in closer, but I chickened out.
Still four hits out of four shots ain't bad.

Later I got to 1500 meters of an ore carrier without being spotted, same conditions only earlier in the night this time. I think I like the new night spotting
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Old 04-30-08, 04:16 PM   #426
onelifecrisis
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Originally Posted by treblesum81
As a side note to that though, it might prove to be more versitile, as you could possibly use "2 of 3" for GUI required improvements, and "3 of 3" for strict realism improvements.
lol isn't that what I just said?
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Old 04-30-08, 04:24 PM   #427
treblesum81
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Well, not in as many words, but yes, it is what you just said. :p
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Old 04-30-08, 04:37 PM   #428
onelifecrisis
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Default Ubermod v2.0.1 released.

Exactly the same as v2.0.0, except that the new "realistic map contact updates" bit can now be enabled (or not) seperately.
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Old 04-30-08, 04:55 PM   #429
treblesum81
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here's an idea for greater realism, if its possible that is:

Stop recieved contact reports from automatically updating to the map, instead giving a grid reference and a set of lat / long coords or possibly a grid+subgrid so that the commander must calculate its possible location and make further calculations as to where it will be in the future from there, and also base the decision to attempt an intercept on how confident the commander is in their calculations.

Again, not sure if its possible, but that is another item which didn't seem all that realistic... here's a contact report and magically it appears where its supposed to be in that grid...

It would probably require some way to really get at lat/long in game at least, but considering what you've already done with the GUI, I'm pretty sure you'd be capable of it.

Just a thought,
Greg
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Old 04-30-08, 05:10 PM   #430
onelifecrisis
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Quote:
Originally Posted by treblesum81
here's an idea for greater realism, if its possible that is:

Stop recieved contact reports from automatically updating to the map, instead giving a grid reference and a set of lat / long coords or possibly a grid+subgrid so that the commander must calculate its possible location and make further calculations as to where it will be in the future from there, and also base the decision to attempt an intercept on how confident the commander is in their calculations.

Again, not sure if its possible, but that is another item which didn't seem all that realistic... here's a contact report and magically it appears where its supposed to be in that grid...

It would probably require some way to really get at lat/long in game at least, but considering what you've already done with the GUI, I'm pretty sure you'd be capable of it.

Just a thought,
Greg
I think you've not quite understood the way those reports work. There are two kinds: 1) reports from BDU (which appear in your radio messages, giving you a grid, direction, and speed) and 2) those markers that appear on your map, which I assume to be radio transmissions intercepted by your radioman, because whether or not he is qualified and his level of experience both affect the probability of those markers appearing.

These two often come at exactly the same time, giving the impression that they are the same thing, but they're not, which is why sometimes you will get a message from BDU but no marker (meaning you have to search for the convoy based on little more than a grid reference) whereas other times you get the marker but no radio report from DBU.

I don't think that bit needs changing.
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Last edited by onelifecrisis; 04-30-08 at 05:21 PM.
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Old 04-30-08, 05:49 PM   #431
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2.0 already!! I just...oh bugger...oh well, never mind!
I guess JScones was right huh. 2.0 before he gets back friday! :rotfl:

Anyway cheers!
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Old 04-30-08, 06:58 PM   #432
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I guess JScones was right huh. 2.0 before he gets back friday! :rotfl:
Well I could have named it 1.9 just to prove the naysayers wrong but, nah!
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Old 04-30-08, 09:02 PM   #433
Samwolf
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OLC,

Noticed some strange behavior with my submarine wakes and since your OLCE and Rubini's waterstream mods are the only ones I'm using that change the submarine .val files. I'd thought I'd ask here. I noticed that the U-boat doesn't leave a wake unless there's another ship also visible. If I go to external view while cruising around alone I only get the bow spray and a short propeller wake. If there is another ship around like in a harbor or a target, I get the normal wake alongside the U-boat and behind it. Any ideas?
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Old 04-30-08, 09:59 PM   #434
onelifecrisis
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Originally Posted by Samwolf
OLC,

Noticed some strange behavior with my submarine wakes and since your OLCE and Rubini's waterstream mods are the only ones I'm using that change the submarine .val files. I'd thought I'd ask here. I noticed that the U-boat doesn't leave a wake unless there's another ship also visible. If I go to external view while cruising around alone I only get the bow spray and a short propeller wake. If there is another ship around like in a harbor or a target, I get the normal wake alongside the U-boat and behind it. Any ideas?
Ask Rubini. The wakes are part of his mod.
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Old 04-30-08, 10:20 PM   #435
Philipp_Thomsen
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Quote:
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Quote:
Originally Posted by Myxale
I guess JScones was right huh. 2.0 before he gets back friday! :rotfl:
Well I could have named it 1.9 just to prove the naysayers wrong but, nah!
You own me a box of beers!
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