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Old 09-17-12, 02:35 PM   #466
gap
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Originally Posted by DrJones View Post
ok that's looking good...that can be realized with the materials i have...

what do you think @gap,@silent steel, aso???
That's not bad, but makes me to think about another issue:

the panel edited by me looks inconsistent with other panels used in your UI.

Here we risk to generate an unwanted patchwork effect that could diminish the beauty of the UI. Personally, I would replace the rusty metal surfaces that it currently features, with scratched paint coated surfaces (like the above mentioned T-lampentafel).

It is a matter of taste, indeed, but I think as well that real WWII U-boat interiors would have been painted with some antirust coating anyway.

A good compromise could be keeping the current style, and releasing an alternative skin pack for optional "coated" textures.

What do you guys think?
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Old 09-17-12, 03:30 PM   #467
DrJones
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Quote:
Originally Posted by gap View Post
That's not bad, but makes me to think about another issue:

the panel edited by me looks inconsistent with other panels used in your UI.

Here we risk to generate an unwanted patchwork effect that could diminish the beauty of the UI. Personally, I would replace the rusty metal surfaces that it currently features, with scratched paint coated surfaces (like the above mentioned T-lampentafel).

It is a matter of taste, indeed, but I think as well that real WWII U-boat interiors would have been painted with some antirust coating anyway.

A good compromise could be keeping the current style, and releasing an alternative skin pack for optional "coated" textures.

What do you guys think?
That sounds not bad....feel free if you are able to make a design keeping the current style...i have still not the ability for desiging something like that...everybody who has a suggestion is inveted to do something like that...i've got the feeling that here is growing a fantastic thing..

Regrads
Yours

DrJones
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Old 09-17-12, 03:41 PM   #468
gap
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Originally Posted by DrJones View Post
That sounds not bad....feel free if you are able to make a design keeping the current style...i have still not the ability for desiging something like that...everybody who has a suggestion is inveted to do something like that...
Okay

I ask you to send me any dds file used in your UI. I will:

1. Use currently featured rusty textures as templates for reskinning the T-lampentafel, in order to make it consistent with the rest of your UI.

2. With my time, I will reskin those textures, for creating an alternative "painted surfaces" theme pack

Quote:
Originally Posted by DrJones View Post
i've got the feeling that here is growing a fantastic thing..
Let's hope so!
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Old 09-17-12, 03:48 PM   #469
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Quote:
Originally Posted by gap View Post
Okay

I ask you to send me any dds file used in your UI. I will:

1. Use currently featured rusty textures as templates for reskinning the T-lampentafel, in order to make it consistent with the rest of your UI.

2. With my time, I will reskin those textures, for creating an alternative "painted surfaces" theme pack



Let's hope so!
Feel free to use what you got from me and try your very best
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Old 09-17-12, 04:13 PM   #470
gap
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Originally Posted by DrJones View Post
Feel free to use what you got from me and try your very best
I will
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Old 09-17-12, 05:23 PM   #471
TheBeast
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I like everything I am seeing and hearing.

Here is another option to think about as well.

Why create complete new Topedo Select Panel?
Can the Torpedo Select Panel located Top Center be revised?

Using new graphic pieces Gap has produced.
Make it so it displays like it does now but mouse over has panel slide in showing toggle switches.
Indicator lamps can also be Torpedo Select buttons.
This will help keep Optics clear of extra clutter.

Grey = Tube Empty
Green = Tube Loaded - Doors closed (Weapons Safe)
Red = Tube Loaded - Doors Open ready to fire. (Weapons Hot)
Flashing Yellow = active process - Doors Open/Close, Tube Loading.

EXAMPLE:
Can flash Yellow and Red for flooding tube but indicator lamp stays solid yellow until doors are opened. flash yellow red again and then stay solid red when ready to fire.
Flash Yellow and Green for loading Tube until loading is complete then solid green because tube is not flooded and outter doors are closed.

Cool lightshow
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Last edited by TheBeast; 09-17-12 at 05:39 PM.
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Old 09-18-12, 01:01 AM   #472
Silent Steel
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Quote:
Originally Posted by TheBeast View Post


Make it so it displays like it does now but mouse over has panel slide in showing toggle switches.
Indicator lamps can also be Torpedo Select buttons.
This will help keep Optics clear of extra clutter.

Grey = Tube Empty
Green = Tube Loaded - Doors closed (Weapons Safe)
Red = Tube Loaded - Doors Open ready to fire. (Weapons Hot)
Flashing Yellow = active process - Doors Open/Close, Tube Loading.

EXAMPLE:
Can flash Yellow and Red for flooding tube but indicator lamp stays solid yellow until doors are opened. flash yellow red again and then stay solid red when ready to fire.
Flash Yellow and Green for loading Tube until loading is complete then solid green because tube is not flooded and outter doors are closed.

Cool lightshow
Great ideas that lead me to a few suggestions;

As I like Gap's T-Lampentafel so much I'd like to see it implemented and to keep it as much as possible as it looked from start.
This should mean the panel could either;

a) Be 'extended', size-wise', and be a mouse over/sliding panel not to clutter.
Contain three lamps for the three states plus switches for each torpedo on the same panel.
As for colors I leave it to others to decide.


or (if feasible)


b) (This would keep Gap's panel just like it was from start. I.e. like the photo).
Make it a mouse over/sliding panel not to clutter and, to lose those switches, make the lamp itself a button/switch (i.e. just as it looked from start) and make it changing colors step by step when you press it (no switches needed).

If you should decide not to launch the torpedo you can close the doors by keeping the button pressed (for some seconds).


After launching the torpedo I'm sure those mates attending to the tubes understand they should close the tube doors and the lamp button goes back to the starting mode.


Just some thoughts.
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Old 09-18-12, 03:44 AM   #473
Captain73
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Photo grid periscope!




With respect Captain73!

Last edited by Captain73; 09-18-12 at 04:40 AM.
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Old 09-18-12, 03:46 AM   #474
Silent Steel
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Quote:
Originally Posted by Captain73 View Post
Photo grid periscope!
With respect Captain73!

Prekrasno!
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Old 09-18-12, 04:07 AM   #475
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I would like to see a pair of binoculars CSP Magui Interface v2.0 beta!



Not bad add this:


Kriegsmarine


Coastal battery


http://www.sukhoi.ru/forum/showthrea...=50826&page=10

Last edited by Captain73; 09-18-12 at 05:07 AM.
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Old 09-18-12, 10:23 AM   #476
gap
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Quote:
Originally Posted by Silent Steel View Post
Make it a mouse over/sliding panel not to clutter and, to lose those switches, make the lamp itself a button/switch (i.e. just as it looked from start) and make it changing colors step by step when you press it (no switches needed).
This was exactly my idea: making the indicator lamps clickable objects, so to keep the UI as clean as possible, avoiding the need for a torpedo switches panel.

Quote:
Originally Posted by TheBeast View Post
Using new graphic pieces Gap has produced.
Make it so it displays like it does now but mouse over has panel slide in showing toggle switches.
Indicator lamps can also be Torpedo Select buttons.
This will help keep Optics clear of extra clutter.
This is another neat solution


Talking of it, this is the new version of the T-lampentafel:



As you can see, I've reskinned the panel to match the style of other MaGui panels. Looking at them, I've also noticed that several of them got an external shadowing effect around their borders. If you like it I can do the same with the T-lampentafel. Finally, I will move/resize the wiring as soon as you will decide the final on screen position of the panel.
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Old 09-18-12, 11:59 AM   #477
Silent Steel
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Quote:
Originally Posted by gap View Post
This was exactly my idea: making the indicator lamps clickable objects, so to keep the UI as clean as possible, avoiding the need for a torpedo switches panel.



This is another neat solution


Talking of it, this is the new version of the T-lampentafel:



As you can see, I've reskinned the panel to match the style of other MaGui panels. Looking at them, I've also noticed that several of them got an external shadowing effect around their borders. If you like it I can do the same with the T-lampentafel. Finally, I will move/resize the wiring as soon as you will decide the final on screen position of the panel.

Oh dear, due to my substandard reading and short memory I didn't remember you already had this idea. Sorry.

But, on the other hand, now we're at least two little Kaleuns with the same idea.

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Old 09-18-12, 01:48 PM   #478
DrJones
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@gap: outstanding...that is really good what you made there...oh yes a little shadow arround it would be fantastic

I think the Wire should be on top or on the right side...i am still not shure what will be the best..because i have in mind to add an additions tool for the stadimeter...

i have still not an idea how it will look like but i think i like to do it the way that the mast height has to be set manually by a rotaing dial.

Because of the Marking Lines i will make to styles...one original as it is seen in the pictures and one as i did because mine is usefull for the raobf by reaper7.

The Bino will be included as an addon that you can make your choice before playing.

Today i dont have the time to work on it, but i will work on it the next days.

Best Regards

DrJones
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Old 09-20-12, 01:03 PM   #479
DrJones
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Hey Mate,

just tried to generate a nightlayer for the navigationmap



What do you think?
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Old 09-20-12, 01:05 PM   #480
gap
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Quote:
Originally Posted by DrJones View Post
Hey Mate,

just tried to generate a nightlayer for the navigationmap

What do you think?
Maybe a bit too bright
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