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Old 10-08-09, 06:13 PM   #1
Rafael
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Default WAC GUI look for GWX 3.0 released.

After hard working and endless editing, I managed to make the WAC DSK GUI mod compatible for GWX 3.0.

The main steering is the most important thing in a simulation, what genre ever. And I didn't like the small and inaccurate dials in GWX 3.0.

Now you have the option to play GWX 3.0 with the WAC GUI look. Big dials and TDC-dials are always on hand in this GUI.

I added sound too, when loading new shells for your deck gun, your crew will shout "LOSSSS" ....

Optional:

I made this mod compatible with Anvart's flag and antenna mod "DFa_UpDnRot_Flags_final", no Commands_en.cfg file errors anymore.

Just click on the link below and read more if you are interested.

http://www.subsim.com/radioroom/down...o=file&id=1380

Binocular with hands and bearing indicator as in WAC because GWX has disabled it.



The main dials, which are large and will give you a feeling that you are really playing a simulation. Now you can work with the main dials precise, accurate and more comfortable.

The console is as in WAC and all integrated orders are working correctly in GWX 3.0.

Maybe you should give this mod a chance and just try it just once.

Anyway I loved it!
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Old 10-08-09, 08:12 PM   #2
irish1958
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Thanks a lot. I will give it a try one my next patrol
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Old 10-08-09, 09:54 PM   #3
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Old 10-09-09, 08:11 AM   #4
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Quote:
Originally Posted by reallydedpoet View Post
Thanks mate I forgot to PM you! Sorry ...

I promised to keep you updated. But I forgot ...

Quote:
Originally Posted by irish1958 View Post
Thanks a lot. I will give it a try one my next patrol
Yes Irish, give it a try! And you're welcome ... I hope you like it

Sink those "bastards"
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Old 10-09-09, 08:46 AM   #5
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Quote:
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Thanks mate I forgot to PM you! Sorry ...

I promised to keep you updated. But I forgot ...
No worries, hope to try this out in the next few days
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Old 10-09-09, 12:37 PM   #6
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Downloaded and really enjoying this mod Thanks
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Old 10-09-09, 02:29 PM   #7
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Quote:
Originally Posted by murdock View Post
Downloaded and really enjoying this mod Thanks
Great!

As I said, a lot of work to get it corrected for GWX 3.0, but it makes me happy when people here on subsim.com are enthusiastic!

Thanks for the feedback!
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Old 10-09-09, 03:32 PM   #8
java`s revenge
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Quote:
Originally Posted by Rafael View Post
Great!

As I said, a lot of work to get it corrected for GWX 3.0, but it makes me happy when people here on subsim.com are enthusiastic!

Thanks for the feedback!
Heh Rafael, great work !!

I heared or read a long time nothing from you. You
were too busy to make this mod.

I do use the olc gold and gui. I think i don`t can use your mod
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Old 10-09-09, 04:18 PM   #9
Rafael
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Quote:
Originally Posted by java`s revenge View Post
Heh Rafael, great work !!

I heared or read a long time nothing from you. You
were too busy to make this mod.

I do use the olc gold and gui. I think i don`t can use your mod
Hi Java,

No it was not because working on the mod, I had plastic surgery and wanted the same face as you!

Just kidding, no you cannot combine the OLC with this DSK GUI, if you want to see (and test) it, use a fresh install with multish3 and another GWX 3.0 version.

I don't know if you would like this GUI, anyway I find the big dials (6 because you can switch them) and TDC quite interesting.

The original vanilla console (those 6 dials at the right bottom) will be deactivated by this mod, because they are replaced by this one. The toggle function stays the same (switching), the text also adjust the positions and some smaller things are changed.

You will also have a new scroll field for the messages, which is drag & drop. Also a new font used for the text messages in the text field and an enlarged one, which goes completely to the right screen to have longer texts visible there. Because now there is enough space at the right bottom, so an enlarged text field to use that 'new' free space there.

And those who wants much more precise course settings, can do this now with the new rudder. Placed behind those TGA a second compass, which you can see now through a small window in the rudder. There you will be able to see which course you are running or going to run, when working with the rudder. Because in the original game, I was never able to see which course I was sailing, when I set rudder to 20 degrees Bkb or Stb .... so for what do I have a rudder? Now you can work properly with the rudder.

Text field is a drag & drop system, now you can scroll the complete text field with the drag & drop principe. You just move somewhere on the text field and press left button, hold it, and move up or down. So you scroll it very easy and don't have anymore to do this on those small, ugly sliders which are really too small and nasty to scroll with in my opinion.

Big dials, because at my age (52) I need reading glasses. Furthermore you can really set course and speed with drag-able pointers, much more precise course and speed settings.

Anyway you can always give it a try ... and maybe you get used of the simfeeling in this mod.

Take care mate!
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Old 10-09-09, 05:45 PM   #10
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Rafael,
I have wanted some bigger dials for sometime now.Many Thanks for the Mod................. SVS
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Old 10-09-09, 06:21 PM   #11
kiwi_2005
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Silly question i know but will this work for NYGM as well?
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Old 10-09-09, 07:20 PM   #12
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Thanks SVS, I like the big dials too!

Quote:
Originally Posted by kiwi_2005 View Post
Silly question i know but will this work for NYGM as well?
On subsim.com there are no silly questions.

No it won't work for NYGM. If I would like to make it work for NYGM, I need to change several things, which will be a lot of work. But nothing is impossible.

I forgot to write in the readme_first.txt (included in the download), that you still can use the binoculars as stated below:

For example, when you (or your crew) spot a ship/vessel you won't see the red + mark in your binoculars, but you still can order (with the space bar) to attack the ship. You will see a small (yellow) mark in the binocular that will indicate crew firing at your target.

If you change view to another ship, just hit the space again and your crew will fire at the ship you ordered.

On the bottom menu you will have several integrated orders, just try them out. Your Chief Engineer (LI) can maneuvering the U-Boat to different angles. Look at the big rudder dials when doing so!

You also can ask him (CE) to send you to your bed.

Furthermore, the DSK GUI mod works fine with WB's decks awash too.

Happy hunting and many thanks for the feedback.
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Old 10-10-09, 02:46 PM   #13
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INFORMATION

Please download again if you use Anvart's German (swastika) flag and antenna mod. Reason: Commands_en.cfg updated.

http://www.subsim.com/radioroom/down...o=file&id=1380

Angriff, ran, versenken!
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Old 10-11-09, 04:12 PM   #14
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@ Rafael This mod was what I've always wanted.

Everything is a mouse click or movement away as well as keyboard funciality.

I have all I want now, well.... Wolfpacks ?

I been useing this for 3 hrs, single missions and career without a problem except... being too happy.

Thx again. FIREWALL

p.s. The guys with less than perfect eyesight will LOVE this mod.

p.s.s. Anybody that doesn't try this mod is missing the "BOAT" (PUN INTENDED)
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Old 10-12-09, 03:17 AM   #15
kiwi_2005
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Quote:
Originally Posted by Rafael View Post
Thanks SVS, I like the big dials too!



On subsim.com there are no silly questions.

No it won't work for NYGM. If I would like to make it work for NYGM, I need to change several things, which will be a lot of work. But nothing is impossible.

I got impatient and enabled the mod with NYGM . So far it works im expecting a major crash or something as you state it wont work with NYGM. But atm everything is fine, i ran a few patrols last night in my running campaign and had one crash which wasn't related to your mod - error about a sound file Homeworld music mod was the problem.

One thing the main bottom bar unless i have the mouse over it the bar will disappear is this how the mod is meant to be and if so is there a button we can click on to lock the bar so its always showing.

If my campaign goes belly up and my saves become corrupt the fault will be mine for enabling this mod with NYGM even though its not suppose to work. So i don't recommend anyone do what im doing. Unless your not too worried about your campaign then go for it
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