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Old 05-17-11, 09:31 PM   #451
Buck_O
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Thanks Markman! much obliged...
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Old 07-21-11, 01:48 PM   #452
axx01
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Quote:
Originally Posted by makman94 View Post
Hi Comet,

if you are 'missing' the x15 zoom that means that you have messed your installation .

i have allready told you once, to check the mods that you have enabled after MaGui and if jsgme is warning you about conflicts...disable them .

a rule when you want to check if something is wrong with a mod is to disable ALL mods and enable ONLY the one that you want to check .its the only way to have valid comments.do that to see if your 'problem' with MaGui insists .

also ,pay attention to that ''roll back'' thing for sh3 commander's users

there is nothing that you must edit at MaGui's files ,all are ok.

bye
Having been stared to use final version of this mod since today.
First thing first it is AWSOME. I must learn the maual first, but no doubt these are the actual tools, without which manual targeting is just pain in the ass.
By the way, attack periscope is somewhat messy for me. So, I sorted this in
cameras.dat using silent3ditor.

Node - _Dummy_Cam_Periscope
Optical
ZoomLevels
[0] = 1.5
[1] = 6
[2] = 12

It was like [1] = 12 some thing. Maybe, this is just me, but I think it works better this way.
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Old 07-21-11, 02:01 PM   #453
Wolfstriked
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Makman has anyone ever tried to bring over the more realistic stadimeter from SH4?
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Old 07-21-11, 05:47 PM   #454
axx01
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Default sound mod

pls tell me what sound mod is there on The Ultimate Hydrohunt Video.
drives me crazy, i must have that too.
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Old 07-24-11, 03:45 PM   #455
rudewarrior
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makman,

This is an absolutely wonderful mod, I love using it.

I am trying to add a personal mod that would add two more bearing tables to the GUI, one for 28 kts, since I am using the crappy version of the T-II torpedo, and one for 45 knots to be used with the T-V torpedo.

I know how to add the tables using menu_1024_768, and I have the numbers calculated on a spreadsheet, I just have no idea how to import the numbers into the .tga file. One thing about your mod is its visual appeal, and my artistic and GIMP skills are pretty limited. I am wondering if you (or any others) might have some advice on how to proceed?

Thanx for the help, and the wonderful mod!!!
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Old 07-25-11, 09:27 PM   #456
makman94
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Quote:
Originally Posted by axx01 View Post
Having been stared to use final version of this mod since today.
First thing first it is AWSOME. I must learn the maual first, but no doubt these are the actual tools, without which manual targeting is just pain in the ass.
By the way, attack periscope is somewhat messy for me. So, I sorted this in
cameras.dat using silent3ditor.

Node - _Dummy_Cam_Periscope
Optical
ZoomLevels
[0] = 1.5
[1] = 6
[2] = 12

It was like [1] = 12 some thing. Maybe, this is just me, but I think it works better this way.
hello Axx01,

no...leave them as i have them .there is a reason for this ( it is eliminating the hardcoded reticles from player's view) . all that you need is to get used to it..thats all

Quote:
Originally Posted by Wolfstriked View Post
Makman has anyone ever tried to bring over the more realistic stadimeter from SH4?
you mean the fact that with sh4's stadi you don't need to place the scope's horiz line to waterline or the fact that sh4's stadi is directly linked to range ring ? for both the answer is no but there are good reasons for not be done till today . both are hardcoded but especially for the second it is a dial controler that doesn't exist in sh3's code . i hope some day someone to give us these code lines in sh3's code and manage to make the stadi like the one in sh4

Quote:
Originally Posted by axx01 View Post
pls tell me what sound mod is there on The Ultimate Hydrohunt Video.
drives me crazy, i must have that too.
Cortoz a ran (BlackHawkDown soundtrack)

Quote:
Originally Posted by rudewarrior View Post
makman,

This is an absolutely wonderful mod, I love using it.

I am trying to add a personal mod that would add two more bearing tables to the GUI, one for 28 kts, since I am using the crappy version of the T-II torpedo, and one for 45 knots to be used with the T-V torpedo.

I know how to add the tables using menu_1024_768, and I have the numbers calculated on a spreadsheet, I just have no idea how to import the numbers into the .tga file. One thing about your mod is its visual appeal, and my artistic and GIMP skills are pretty limited. I am wondering if you (or any others) might have some advice on how to proceed?

Thanx for the help, and the wonderful mod!!!
Hello Rudewarrior,
thank you for your words,

about your question:

what you are asking is not difficult to learn do it.
you will need to learn some basic stuff on using of graphical programs.

first , learn how to create a layer on your image (this is not necessery for the work you want to do in this case but it is very usefull to start from learning how to apply a layer on the image).you will work on this layer

second ,search in interface (of graphical programm) for a tool called 'text' and clic on it .now your coursor will write whatever you want.

third ,search at interface again and you will find (probably at upper side) windows for choosing fonts and size (and color if you want to)

i am using paint.net and look at this pic to see where all the above are located :





also ,you will need a 'clear' bearing plate for writting your values.get it from here :
http://www.speedyshare.com/files/295...te_-_Proto.rar


bye
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Old 07-26-11, 12:16 AM   #457
axx01
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nice.

thx for the tip for music. btw, i am curious about the game sounds. i can't find a good english sound mod.

about the optics. i thougth so, and i am a great fun of accuracy, but first time i had some trouble even finding the 3rd zoom level. maybe i'll use it your way sometime.

till then, i have troube with the stopwatch, small arm stucks at 12 min.

here's the most usefull info i found
http://www.subsim.com/radioroom/show....php?p=1713152

Last edited by axx01; 07-26-11 at 12:38 AM.
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Old 07-26-11, 09:26 AM   #458
rudewarrior
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Hi Makman,

Having the bearing plate template will make it much easier now. I wasn't expecting to get that, hence the questions about what to do. I was expecting to have to work on one of the ones that already had the numbers on it, so things would be much more complex than my skill set. Now doing a simple layer will be much easier achieve, so thanx for the template.

I guess I only have one more question so that I can reduce my time spent:

What font did you use for the lettering? I should be able to figure out sizes just by comparing, but actually chasing down the font can be time consuming.

Again, thank you for all the hard work.
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Old 07-26-11, 12:26 PM   #459
axx01
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@rudewarrior

i'd put together, i you gave me those numbers.
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Old 07-26-11, 05:00 PM   #460
makman94
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Quote:
Originally Posted by axx01 View Post

nice.

thx for the tip for music. btw, i am curious about the game sounds. i can't find a good english sound mod.
it is a mix of many sounds by many modders and sounds from internet.

Quote:
Originally Posted by axx01 View Post
till then, i have troube with the stopwatch, small arm stucks at 12 min.

here's the most usefull info i found
http://www.subsim.com/radioroom/show....php?p=1713152
at Hitman's post is exactly the answer to your question .

look at entries for minutes of clocks (there are four clocks in MaGui so you must search for four entries for minutes of clocks and additionally four entries for the estimate minutes--this is the red small needle for minutes--dial 26,28,32,34,75,77,122 and 124)
these are the current values at these eight (8) entries :

DialVal=0,360
RealVal=0,60; minutes

the '360' is giving us one full circle(and stop) of minutes needle and the '60' is giving us 12 minutes for this one full round.

so, first you have to decide how many minutes you want your stopwatch to count in one full round.
if you replace the '60' with 120 ['60'x2] ..the stopwatch will count 24 minutes [ 12x2 ] in this one round.
if you replace the '60' with 150 ['60'x2,5] ..the stopwatch will count 30 minutes [ 12x2,5 ] in this one round and so on...that way you set how many minutes the stopwatch will count in one full round of minutes needle.

then if you want your stopwatch's minutes needle not to stop in one full round you simply multiply the '360' AND '60' with the SAME factor. if this factor=2 then the stopwatch's minute needle will make 2 full round and then will stop.

examples:

DialVal=0,360
RealVal=0,150; minutes
this will give you one full round(and stop) of 30 minutes.

DialVal=0,720
RealVal=0,300; minutes
this will give you two full rounds(and stop) of 30 minutes each.

DialVal=0,7200
RealVal=0,3000; minutes
this will give you twenty full rounds(and stop) of 30 minutes each.

finally ,don't forget to edit the clock's image in order to have printed on it and showing the altered values

Quote:
Originally Posted by rudewarrior View Post
Hi Makman,

.....

What font did you use for the lettering? I should be able to figure out sizes just by comparing, but actually chasing down the font can be time consuming.

.....
sorry Rudewarrior....can't remember this ! but by changing in graphical programm the fonts you can see in real time the letters changing shape so it will not take you so long to find out
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Old 07-26-11, 08:26 PM   #461
rudewarrior
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Quote:
Originally Posted by makman94 View Post
sorry Rudewarrior....can't remember this ! but by changing in graphical programm the fonts you can see in real time the letters changing shape so it will not take you so long to find out
Hi Makman,

Thanks anyway, just thought I might be able to skip a step. I'll figure it out!

Thanx for all the great work.
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Old 07-26-11, 11:14 PM   #462
axx01
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i've just posted my solution at the other thread.
it took some time to work it out.
couldn't ubisoft give us the source? it'd spear a lot of s
id software did the quake's code. and by now some bad ass programers made it run in a flash player.
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Old 07-28-11, 12:52 PM   #463
makman94
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Quote:
Originally Posted by rudewarrior View Post
Hi Makman,

Thanks anyway, just thought I might be able to skip a step. I'll figure it out!

Thanx for all the great work.
...have in mind this Rudewarrior: when you create the tables for 28kts or 45kts ..don't forget to delete the torpedo.sim (in library folder) FROM THE FILES OF MaGui F before enable it via jsgme. i am saying you this becuase this file exists in MaGui's files (thanks to LGN1) exactly for this reason ...it is altering the 28kts torps to 30kts and the 45kts torps to 44kts so player can use the existing tables with all torps (exeptions are the acoustics and the fat-lut torps).

Quote:
Originally Posted by axx01 View Post
i've just posted my solution at the other thread.
it took some time to work it out.
couldn't ubisoft give us the source? it'd spear a lot of s
id software did the quake's code. and by now some bad ass programers made it run in a flash player.
.....
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Old 07-28-11, 04:21 PM   #464
rudewarrior
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Quote:
Originally Posted by makman94 View Post
when you create the tables for 28kts or 45kts ..don't forget to delete the torpedo.sim (in library folder) FROM THE FILES OF MaGui F before enable it via jsgme
Actually, I have it enabled and edited through the HAHD mod enabled over yours, but thanx for the tip.
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Old 08-04-11, 03:53 AM   #465
BogdaNz
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I calculate the distant and angle with stadimeter
But how i calculate the speed?
and what should i do with that ring ?
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