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Old 12-26-07, 10:54 AM   #451
onelifecrisis
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Quote:
Originally Posted by onelifecrisis
I'm in the US right now (spending xmas with pa, who lives over here). I'll be back home in the UK on January 2nd, and OLC GUI v2.0 (GWX2 compatible) will follow shortly, I promise.

Happy xmas folks.

OLC
I've just read some of the (many) posts in this thread that I've missed over the last few weeks (something I should really have done before posting the quoted post) and - thanks in part to a nudge in the right direction from Joe - I spotted the planned/active work by The Bad Wolf. TBW, good to hear you're working on a proper V2 of the mod though I must say it sounds more like TBW GUI V1 than OLC GUI V2 from what I've read so far :hmm:. At any rate, my own v2 is just going to be a GWX2-compatible version of V1.1 with a red mask aka night filter and whatever other minor tweaks are in popular demand, so instead of naming it v2 I'll just call it 1.1.5, so as to avoid any conflict with your own work . I'm planning no other updates - GWX2 compatibility is the only thing niggling at me - so this shouldn't cause any kind of problem as far as I can see.
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Old 12-26-07, 11:50 AM   #452
gclarkso
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Quote:
Originally Posted by onelifecrisis
At any rate, my own v2 is just going to be a GWX2-compatible version of V1.1 with a red mask aka night filter and whatever other minor tweaks are in popular demand, so instead of naming it v2 I'll just call it 1.1.5, so as to avoid any conflict with your own work . I'm planning no other updates - GWX2 compatibility is the only thing niggling at me - so this shouldn't cause any kind of problem as far as I can see.
OLC,

Any chance a more historic-looking chronograph might make it in?
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Old 12-26-07, 12:47 PM   #453
onelifecrisis
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Quote:
Originally Posted by gclarkso
Quote:
Originally Posted by onelifecrisis
At any rate, my own v2 is just going to be a GWX2-compatible version of V1.1 with a red mask aka night filter and whatever other minor tweaks are in popular demand, so instead of naming it v2 I'll just call it 1.1.5, so as to avoid any conflict with your own work . I'm planning no other updates - GWX2 compatibility is the only thing niggling at me - so this shouldn't cause any kind of problem as far as I can see.
OLC,

Any chance a more historic-looking chronograph might make it in?
I'm loath to lose the quick-calc speed lines from the chrono. Taking them out results in what can only be described as a loss of functionality for a (debtatable) gain in cosmetic appeal. Furthermore, replacing a single TGA is all that is required from players who want to change it, so I'd rather leave it as it is.
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Old 12-26-07, 01:15 PM   #454
gclarkso
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Quote:
Originally Posted by onelifecrisis
I'm loath to lose the quick-calc speed lines from the chrono. Taking them out results in what can only be described as a loss of functionality for a (debtatable) gain in cosmetic appeal. Furthermore, replacing a single TGA is all that is required from players who want to change it, so I'd rather leave it as it is.
I see...OK.
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Old 12-26-07, 01:16 PM   #455
Julius Caesar
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Quote:
Originally Posted by looney
I would like to have a bearing overlay in it... cause somehow I can't get pato's to work.
Go to SilentHunterIII\data\Menu\cfg
edit Maps.cfg
to get the bearing overlay for nav map, change:
[Map0]
MapID=Navigation_map
bla bla
SymbolZoom=1;units are drawn as symbols from this zoom up

to

[Map0]
MapID=Navigation_map
bla bla
SymbolZoom=10;units are drawn as symbols from this zoom up

to get the bearing overlay for attack map, change:
[Map1]
MapID=Attack_map
bla bla
SymbolZoom=1;units are drawn as symbols from this zoom up

to
[Map1]
MapID=Attack_map
bla bla
SymbolZoom=20;units are drawn as symbols from this zoom up
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Old 12-26-07, 02:58 PM   #456
Friedl9te
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Quote:
Originally Posted by onelifecrisis
Furthermore, replacing a single TGA is all that is required from players who want to change it, so I'd rather leave it as it is.
I played a little bit with the clockfaces, and now I use this ones.


And you can get both, for the periscope and for the UZO, there --->
http://hosted.filefront.com/Friedl9te/2129136
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Old 12-26-07, 05:40 PM   #457
looney
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Quote:
Originally Posted by Julius Caesar
Quote:
Originally Posted by looney
I would like to have a bearing overlay in it... cause somehow I can't get pato's to work.
Go to SilentHunterIII\data\Menu\cfg
edit Maps.cfg
to get the bearing overlay for nav map, change:
[Map0]
MapID=Navigation_map
bla bla
SymbolZoom=1;units are drawn as symbols from this zoom up

to

[Map0]
MapID=Navigation_map
bla bla
SymbolZoom=10;units are drawn as symbols from this zoom up

to get the bearing overlay for attack map, change:
[Map1]
MapID=Attack_map
bla bla
SymbolZoom=1;units are drawn as symbols from this zoom up

to
[Map1]
MapID=Attack_map
bla bla
SymbolZoom=20;units are drawn as symbols from this zoom up
I think I found my error goin to test that tomorow..

I misplaced the cfg folder.. there are 2 of those in the game
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Old 12-26-07, 07:56 PM   #458
joegrundman
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You don't like the U-jagd stoppuhr then change it, but at least some were used on board U-boats, as the one shown at this site here was captured on a surrendered U-boat in 1944.

Seems they were used for timing torpedo runs, whatever they mean by that exactly.

http://www.atlantik-pirat.com/Gallery1.htm
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Old 12-26-07, 09:35 PM   #459
The Bad Wolf
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Hi onelifecrises,
Nice to hear from you again and hope you and the family had a very merry xmas.

I have great admiration for the hard work and ingenuity of your and joegrundman's mods. My only aim is to make this excellent sub sim even more realistic and enjoyable for the community. I didn't intend on trying to make a new GUI but working on the mod gave me new ideas due to overcoming problems in the previous posts. Each time I overcame a problem another would arise which has caused me to have to rethink the GUI layout. As I stated before I'm new to modding and having to learn the hard way by trial and error, but am gradually overcoming the problems and had some successes. As you realise it is made more difficult by the limitations in the sim's design.
I'm glad you are releasing an update for GWX 2.0 as this will allow me to continue trying to implement the new ideas, and then design the GUI with them. I hoped the mod could still be called OLC in gratitude of the work you have put in.
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Old 12-27-07, 10:24 AM   #460
onelifecrisis
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Quote:
Originally Posted by The Bad Wolf
I hoped the mod could still be called OLC in gratitude of the work you have put in.
Well when you put it like that
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Old 12-27-07, 08:36 PM   #461
The Bad Wolf
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Hi OLC,

Call your mod V2 and then people will know it's for GWX 2.0 (It won't cause conflict)
If you wish to use any of my idea's feel free to do so.

I have now got to the last trials stage of what will work, officer icon button in G26 & G28. Didn't want to hit snags while constructing the GUI.
While testing the interaction seemed really good, being able to switch dials from officer to officer, but we'll see better when its a working model. The other advantages are the saving of space and only having TDC & Torpedo Settings in Attack Periscope, UZO and Attack map view. With the introduction of the small ShipID manual page as well (via WO) there is a full view of the AOB Disc. Wanted to put the attack disc in navigation map only, but will have to compromise.
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Old 12-29-07, 04:49 AM   #462
looney
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Quote:
Originally Posted by looney
Quote:
Originally Posted by Julius Caesar
Quote:
Originally Posted by looney
I would like to have a bearing overlay in it... cause somehow I can't get pato's to work.
Go to SilentHunterIII\data\Menu\cfg
edit Maps.cfg
to get the bearing overlay for nav map, change:
[Map0]
MapID=Navigation_map
bla bla
SymbolZoom=1;units are drawn as symbols from this zoom up

to

[Map0]
MapID=Navigation_map
bla bla
SymbolZoom=10;units are drawn as symbols from this zoom up

to get the bearing overlay for attack map, change:
[Map1]
MapID=Attack_map
bla bla
SymbolZoom=1;units are drawn as symbols from this zoom up

to
[Map1]
MapID=Attack_map
bla bla
SymbolZoom=20;units are drawn as symbols from this zoom up
I think I found my error goin to test that tomorow..

I misplaced the cfg folder.. there are 2 of those in the game
Tested it and works like a charm Finally
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Old 12-30-07, 11:01 AM   #463
Julius Caesar
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After playing a few days with this great mod I have one request:
If someone is making a new version of this mod, PLEASE, if it is possible, add stopwatch also to the observation scope.
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Old 12-30-07, 12:34 PM   #464
The Bad Wolf
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I have always considered that the Stopwatch is a "transportable" item and as such, should be available at anytime.
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Old 01-02-08, 12:14 PM   #465
Wilcke
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Bump!
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