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Old 08-26-09, 04:07 PM   #16
h.sie
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Here you can see what I mean:

http://www.mediafire.com/?l0yogwm1dir
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Last edited by h.sie; 08-27-09 at 02:19 AM.
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Old 08-26-09, 09:51 PM   #17
LiveGoat
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Nice work, Karamazovnew. Thanks for everything.

---LG
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Old 08-27-09, 09:11 PM   #18
Oskar Meier
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Kara,

I like your mod, with the exception of one feature. I think (?) you've removed the ability of the WO to provide the range to contacts, along with the bearing. Is there any way that can be restored?
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Old 08-28-09, 05:23 AM   #19
karamazovnew
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Open the data\menu\en_menu.txt or data\menu\en_menu.txt, depending on which language you use for the text and change the following line:

for en_menu.txt:
change this 4616=Nearest visual contact at bearing %03.0f!
into this 4616=Nearest visual contact at bearing %03.0f, range %.0f meters!

for de_menu.txt:
change this 4616=Nächster Sichtkontakt auf Kurs %03.0f!
into this 4616=Nächster Sichtkontakt auf Kurs %03.0f, Entfernung %.0f Meter!

To bad we can't make the range less precise.
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Old 08-28-09, 12:29 PM   #20
LiveGoat
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Sorry if this has been covered already but I'm currently using the first version of ACM Reloaded with GWX3 and the 20km mod. Will your new version of ACM Reloaded work as well or should I just stick with the first one?

Thanks
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Old 08-28-09, 02:41 PM   #21
Oskar Meier
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Thanks Kara....you're super helpful. I'll try that later. And yes, I agree, it would be nice to have a happy medium - "Estimated range 6,000 meters!"....and the ACTUAL range could be anywhere from, say, 5,000 to 7,000 meters. Or something like that, to allow approximate, but imprecise, course plotting.
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Old 08-29-09, 01:04 AM   #22
bybyx
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Hello Karamazovnew, or should i say: Salut de la Otopeni!
I have downloaded the mod but I am not such a hardcore player an I was wondering if you could release a "lite" version in which we can have back the contacts with the lines that shows the course of the ship, the 360 degrees bearig around the sub and everything else that came with the game and if it is all right also the notepad.I was doing only half of the manual targeting (Speed, Range, and AOB), the course of the target being already provided on the map and I was kinda happy with that, being to lazy to use the Attack Disk. I want to use the OLC mod for the environment it has and your GUI is the only one that works with it.

Thanks/Multumesc

Florin.
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Old 08-29-09, 10:36 PM   #23
karamazovnew
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Salut Florin . Nice to see a brother fighting for the fatherland .
Well, OLC's environment also comes with the OLC gui . ACM is a variant of that gui. Both come without notepads and there's nothing I can do about it. In theory, you could delete all files related to the interface from these mods(BOTH of them) and you'll keep the original GWX interface. That means deleting the following:
- the entire Data\Menu folder
- Data\Library\Cameras.dat file
- Data\Cfg\Commands_en.cfg and Commands_de.cfg
Not sure why you'd want to do that but, your choice...

However if you want to keep the ACM interface, I've got something for you:
http://www.filefront.com/14426793/ACM%20Lite%20Map.zip
What it does is:
- brings back the GWX bearing overlay on the sub
- brings back the coloured contacts (neutral, enemy, friendly)
- restores all map settings to the GWX default.
- brings back the speed tails on the contacts (if you use Map Contact Updates)

Just enable after ACM. This should not be regarded as an optional for the ACM reloaded, which is why I won't bother placing this link on the first post. These are just original GWX files that have been overwritten by the OLC mod. I for one choose using the map as little as possible, and the TDC as much as possible.

A little explanation:
1. Both the speed tail and the hydrophone lines are actually the same file. The left part of the file is used for the speed tails. Since the hydrophone lines need to be coloured to distinguish merchants from warships, then the speed tail will also be coloured. To preserve aspect I had to make all ship units coloured. No choice there.
2. The bearing overlay is just a weird rotatable unit image that is visible from a certain zoom level down. The size of the file determines the zoom levels at which it will be visible at, as it gets larger as you zoom in and smaller as you zoom out. So I had no choice but to reuse the GWX map settings to allow you to view it. In case one would like to have the overlay but nothing else changed, the size of the file would be huge.
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Old 08-30-09, 02:44 AM   #24
bybyx
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Wow! It's alive, It's alive!!
Works great man! Thanks a lot for this.
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Old 08-30-09, 04:22 AM   #25
karamazovnew
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Hehe

Got some great news, Stormfly has made an awesome job with his Extended Free Camera mod so make sure to try it. I've updated the first post and comment 3 with info...
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Old 08-31-09, 12:39 PM   #26
bybyx
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How do I do at normal zoom on the attack periscope with the wheel?
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Old 08-31-09, 01:18 PM   #27
karamazovnew
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I don't understand what you mean...
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Old 08-31-09, 01:31 PM   #28
bybyx
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Quote:
Originally Posted by karamazovnew View Post
I don't understand what you mean...
I mean when I take the range
At 6x is one and at 1.5 is another. Do i divide by 3? In Olc tutorial's it was a different procedure for each zoom level
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Old 08-31-09, 01:44 PM   #29
karamazovnew
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Quote:
Originally Posted by bybyx View Post
I mean when I take the range
At 6x is one and at 1.5 is another. Do i divide by 3? In Olc tutorial's it was a different procedure for each zoom level
Did you check this post? http://www.subsim.com/radioroom/show...&postcount=191
As it says there all calculations should be made at 6X zoom.


ACM's minimum zoom level is not 1.5X, but 2X. The reason for this is that SH3 has hardcoded periscope lines that would show up at 1.5X and look weird.

Just in case you want to make calculations for the 2X zoom, just multiply the number of "degrees" (angle, if you want to call it that) by 3. If a ship is 9 "degrees" high at 6X zoom, it will be 3 "degrees" at 2X zoom. So if a ship is 1 "degree" high at 2X zoom, ofc, it will be 3 "degrees" high at 6X zoom (multiplied by 3) etc... So let's say a ship is so close that it extends beyond the top of the screen and you can't count the "degrees" at 6X zoom. WHen you go to 2X zoom you see that it covers 10 "degrees" in height. To calculate the range, use a value of 30 (10x3) "degrees". Simple.

Why do i say "degrees" instead of simply degrees or marks?
In ACM the marks are the lines that you see. The fifth marks are numbered as 10. So the 1 space between 2 marks is 2 "degrees". But actually, at minimum zoom level, the marks are perfectly aligned to the game's degrees. So the 5'th lines are actually 5 game degrees, even though you use thae as 10 "degrees" in this mod. Don't bother too much with this, it's not important. Just follow the instruciton on that post and you'll do great. I've never used 2X zoom for calculations.

Last edited by karamazovnew; 09-06-09 at 07:24 AM.
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Old 09-01-09, 01:00 AM   #30
bybyx
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Thanks Kara. And another thing. I used "HsGui TypeVII salvo selector" with your Gui and it seems to work so far but if I use this:
http://www.subsim.com/radioroom/showthread.php?t=155579
the dials on the TDC can not be used as they become frozen.
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