View Full Version : [WIP] New GUI with U-Jagd tools (for Stock/GWX1.03)
onelifecrisis
10-11-07, 12:03 AM
Important Note
This is not the same as the U-Jagd Tools mod! That is a seperate mod (and has its own thread) however the U-Jagd Tools will be included in this GUI. :up:
This mod will initially be released for Stock and GWX1.03. When GWX1.04 is released I will release a new version of the mod.
This mod is very much aimed at the player looking for highly realistic manual targetting.
I used the GWX1.03 GUI as a starting point for the GUI and I would like to give credit and thanks to the GWX team for this (a full list of names will be given in the readme credits when the mod is released). I also used JCWolf's shortcut icons - thanks and credit to JCWolf for those.
Mod highlights:
Redesigned GUI with no slideouts; all dials and tools can be shown or hidden using buttons.
All dials and tools can fit on the screen at once for maximum player awareness and control.
Fully functional TDC (including TDC auto update switch) in the attack scope and UZO. TDC switch and solution dials (Bearing, Range, AOB, Speed) can be set from any screen (e.g. Navigation Map, Hydrophones, etc).
Historical U-Jagd tools for much more accurate and realistic measurement of the target's range, AOB and speed. Note that this required the resetting of the scope magnifications to stock (real life) values (so the GWX scope, for example, is back to 1.5X/6X magnification). Note also that the (now-useless!) notepad has been removed. I would like to give credit to Hitman and joegrundman for the creation of these tools!
Redesigned obs. scope; the two scopes now have very different uses! The new obs. scope has no attack functions but fills the screen allowing the player to use it to search for planes, see ship flags, etc. with much greater ease. It has also been changed to 1.5X/6X magnification (historically accurate according to some sources). It now actually makes sense to use the obs. scope for observation and the attack scope for attack.
Players now have the option to allow the Weapons Officer to be able to ID ships without being able to provide a firing solution. There is no realism hit for this.The new attack periscope looks like this:
http://farm3.static.flickr.com/2159/1539713938_5723994c2a_o.jpg
http://farm3.static.flickr.com/2126/1539715138_5f8b86d930_o.jpg
The new observation scope looks like this (inset, the same view as seen through the attack scope):
http://farm3.static.flickr.com/2386/1628729149_1607b808f1_o.jpg
Demo Video Part 1
http://www.youtube.com/watch?v=fdRH2KHFFFo
Demo Video Part 2
http://www.youtube.com/watch?v=t5YTbDVeTSA
More screens and details to follow soon. :D
OLC
nautilus42
10-11-07, 12:45 AM
@OLC
Big nice Work, from me five Stars *****:up:
Best I ever saw !!!!!
Can`t wait for Release !!!!!
onelifecrisis
10-11-07, 12:50 AM
Thanks!! :up:
It will be my honor to use your mod to sink the whole british merchant fleet :up:
1941 will never be the same :D
I must say OLC, coming along very well!:up:
joegrundman
10-11-07, 01:57 AM
Hi OLC. New GUI with U-jagd tools...I think you need a more exciting name :D
Koondawg
10-11-07, 02:22 AM
I give that 2 snaps with a Z, good looking, well set....ill be putting in an order for one...:up:
Klaus_Doldinger
10-11-07, 02:37 AM
Absolutely incredible.
Thanks, thanks, thanks for your work. :up: :up: :up:
waiting to test it...
Alyebard
10-11-07, 03:11 AM
Fantastic ! Awesome ! :up:
wwwwwoowwww
i will finish tocome back to SH3 ^^!
mkubani
10-11-07, 05:48 AM
Looks very interesting. Thanks. :up:
I apologize for my ignorance and lack of knowledge about uboats, but could you tell me how historical accurate these tools are? What is spot on historical and what has to be adjusted for gaming purposes? Thanks.
Huskalar
10-11-07, 06:41 AM
Looks very good, OLC! :up:
hobnailboot
10-11-07, 06:48 AM
OMG:rock:
yep, This is what I thought it would happen when you add a guy like OLC,
and some permisions toghether, and then mix the all stuff with the right
objects to mod and his skill, the result is this!
Now isn't this better then the adapted version of the TDC controls in
the uzo and periscope ???
I think it's way past better, it's outstanding work, and very usefull for
the ones who use the manual targeting sistem!
damn cool work mate!:yep: :up:
mkubani
10-11-07, 07:35 AM
OLC, please take your time and make a good manual for this tools. It would be great to have a youtube instructional video too...:know:
don1reed
10-11-07, 07:53 AM
Marvelous.
This is why we all congregate at the altar of genius.
It's absolutely amazing, a huge improvement compareg to what we have now.
Only a small request: would it be possible to have the large compass wheel (see Simfeeling's Sliding Dials Mod, or Poor Sailor's favourite dials) at least in the Navigation Map?
The standard compass is not good and large enough when you have to set your course or make conversione between relative and absoulte bearing.
Other dials can work well even in stock size, but the compass is a problem IMHO.
Anyway thanks a lot for your work !!!!!
Maraz
mkubani
10-11-07, 09:59 AM
Very true what Maraz says. Actually if OLC could introduce a button that would allow us to switch between chronometer and a high definition compass, it would be perfect IMHO. The GUI area for chronometer is large enough to accomodate a decent compass.
What do you think guys?
onelifecrisis
10-11-07, 10:40 AM
OLC, please take your time and make a good manual for this tools. It would be great to have a youtube instructional video too...:know:
You read my mind mkubani ;)
Only a small request: would it be possible to have the large compass wheel (see Simfeeling's Sliding Dials Mod, or Poor Sailor's favourite dials) at least in the Navigation Map?
The standard compass is not good and large enough when you have to set your course or make conversione between relative and absoulte bearing.
Other dials can work well even in stock size, but the compass is a problem IMHO.
I've thought of a way of allowing the player to see their exact course at any given time, without having to have a giant compass filling the screen. This doesn't allow you to set your course with super accuracy, it just allows you to read it, but I don't think a large compass is needed for accurate course setting; the new tools allow you to setup an accurate firing solution from an innacurate approach, and there's always the already-in-game "set course to view" command for fine tuning...
That said, I guess it wouldn't hurt to add one. :hmm: It depends how the mod progresses. :up:
onelifecrisis
10-11-07, 11:40 AM
I apologize for my ignorance and lack of knowledge about uboats, but could you tell me how historical accurate these tools are? What is spot on historical and what has to be adjusted for gaming purposes? Thanks.
Hitman has extensively researched these tools (and much much more - he's a walking u-boat encyclopedia :lol: ) and IIRC according to him:
The chrono speed-finding method and Range/AOB-Finder tool are both 100% historically accurate (the Range/AOB Finder was literally laid over the scope as you see it in the screenshot above). However IRL the Range/AOB finder was only used to find the AOB; although it could just as easily be used to find range, the german u-boats in WW2 had a more accurate method: the split prism scope stadimeter (which you've probably seen in SH4). However a split prism stadimeter mod for SH3 is probably not possible without an SDK (and would anyway certainly be out of the scope of this mod) so the Range/AOB finder is used instead.
could you tell me how historical accurate these tools are? What is spot on historical and what has to be adjusted for gaming purposes? Thanks.
Judge for yourself :D
Picture of an Attack scope from the original user manual (Wiz wheel visible around the upper eyepiece in the right picture):
http://aycu10.webshots.com/image/29209/2001253430524945330_rs.jpg
Picture of a real attack scope, currently in the Vessikko:
http://aycu16.webshots.com/image/30855/2001268233396455947_rs.jpg
Klaus_Doldinger
10-12-07, 03:35 AM
Very true what Maraz says. Actually if OLC could introduce a button that would allow us to switch between chronometer and a high definition compass, it would be perfect IMHO. The GUI area for chronometer is large enough to accomodate a decent compass.
What do you think guys?
I agree, if this splendid work could be combined with large dials... wow...
mkubani
10-12-07, 03:45 AM
:o Fantastic, thanks Hitman. Will be a must once finished!
onelifecrisis
10-15-07, 10:08 PM
I've made a video showing how the new GUI and tools are supposed to work. The video is 14 minutes long (sorry) so I had to split it into two 7-minute halves because of the YouTube 10-minute limit.
My voice is a bit hard to hear over all the racket in the first 30 seconds of part one :oops: but it gets easier to hear after that, cos I dive to PD and everything quiets down.
Please note this is still WIP and things may yet change before release; some things may be added, others removed.
I'm also posting a new screen so you can see the new heading tool (extreme bottom left corner of the screen) and popup toolbar (which appears in the messages box when visible) more clearly than you can see them in the video.
Cheers!
OLC
P.S. The shortcut icons (Command Room, NavMap, etc...) are by JCWolf (taken from his "Tool&Dials" mod) and will be included in my mod (thanks JC :)). Also, I used JCWolf's "3D Officer Icons" in this screeny and video; however, although I do recommend them, these officer icons will not be included in my mod (nor will any other officer icons) so that you may use whatever officer icons you wish with the GUI. :up:
Demo Video Part 1
http://www.youtube.com/watch?v=fdRH2KHFFFo
Demo Video Part 2
http://www.youtube.com/watch?v=t5YTbDVeTSA
http://farm3.static.flickr.com/2207/1583490692_93b2739b3d_o.jpg
onelifecrisis
10-15-07, 11:23 PM
A couple of things I forgot to mention about my GUI and Joe/Hitman's U-Jagd tools in the video:
When measuring target speed with the U-Jagd chrono it doesn't matter whether the target is moving towards or away from you, and it doesn't matter what their AOB is. All that matters is that you're moving as slow as possible, preferably with the target straight (more or less) ahead of you.
If you know the range it's a simple matter to get the AOB; you don't have to go through the process of measuring the range first, you can just line up the range value on the middle ring with the length-of-ship value on the outer ring and count the horizontal marks.
I will probably include the old method of finding the range as well (I just need to add a button for it, which I'll be doing soon).
KrvKpt. Falke
10-16-07, 05:19 AM
Demo Video Part 1
http://www.youtube.com/watch?v=fdRH2KHFFFo
Demo Video Part 2
http://www.youtube.com/watch?v=t5YTbDVeTSA
:o Now i am excited even more! Amazing job you've done there, really cant wait.
Reworking all the gui... it must have been a lot of work; i respect you for that, sir.:up:
Excellent video:up: Your torpedo got slightly behind the center of the ship probably due to having fired directly and not previously opened the torpedo tube door :hmm:
But hitting the merchant at 2000+ metres range shows pretty well the efectiveness of the method :|\\ I myself have achieved some hits at 4000 metres when shooting at slow merchants (Speed errors matter less).
Very good OLC,:up: a little hard on the ears though! a bit of advise for the future ... Speak up!:lol: Hee Hee. You always get someone having a whinge!!:yep:
Hitman has got it right I think. If the tube was open before firing you probably would have been bang on target. Nice piece of work. I like the clean interface and the Jagd tools make light work of the calculations for manual targetting.:up: Top work fellas.
poor sailor
10-16-07, 10:24 AM
Nice work! :up:
Huskalar
10-16-07, 10:27 AM
Very nice videos, OLC. :up:
onelifecrisis
10-16-07, 10:27 AM
Thanks guys :)
Yeah sorry its hard to hear - I was tired when I made the video and forgot to turn down the game volume settings :oops:
As for that torpedo being off target, maybe it's cos I was talking while doing the solution :roll: but anyway its not like I can guarantee a centre hit every time, I was just hoping for one cos it would look good ;)
@Hitman - 4 clicks? Nice! But I can easily believe it cos before using the tools you and Joe made I would struggle to hit the broadside of a C2 at 800m :roll: but now I can "Sink 'em all!" :up:
Jimbuna
10-16-07, 11:02 AM
Great stuff :up:
I allways bellieved you could do it,
and this is the proof of mi bellieves!
Most outstanding progress in the sub tools,
Shortcuts that you asked me are on the Dev...
and will send to you as I finish mate!
Great work bro!:rock: :yep:
Hakahura
10-16-07, 11:51 AM
Outstanding work.
You've ticked all the boxes...
Historically accurate,
Improves gameplay,
More eyecandy!
A+ and then some.
Excellent video as well. I can actually understand this.
Can't wait to get using it.
Mod of the month !!!!!
unless...
onelifecrisis
10-16-07, 12:00 PM
unless...
:rotfl:
I'm also waiting for it with baited breath mate ;)
@JC you mean they aren't done yet? :stare: ;) Looking forward to getting them :yep: thanks for helping me out!
Hakahura
10-16-07, 01:26 PM
unless...
:rotfl:
I'm also waiting for it with baited breath mate ;)
Joking aside this is awesome work.
What you joegrundman, Hitman and JCWolf have done here is excellent.
This is something quite original, the game was crying out for it. I think most of never just never realised till you showed us.
I'm really looking forward to release of this mod. Not sure what else you want to change, from the video it looks great. Well done.
bigboywooly
10-16-07, 01:40 PM
Just a suggestion
http://www.subsim.com/radioroom/showthread.php?p=668432&posted=1#post668432
Tis a novel idea to adding these mods to the ini
Nice work all :up:
onelifecrisis
10-16-07, 03:49 PM
Just a suggestion
http://www.subsim.com/radioroom/showthread.php?p=668432&posted=1#post668432
Tis a novel idea to adding these mods to the ini
Nice work all :up:
Thanks for the tip! I didn't know about that but it looks like a good idea. It'll take a bit more work so if I do it I'll make it a second release, time permitting :)
What you joegrundman, Hitman and JCWolf have done here is excellent.
This is something quite original, the game was crying out for it. I think most of never just never realised till you showed us.
LOL it was the germans in the 1930s who did it :lol: I just re-discovered it and Joe and OLC brought it to the game!
What is really amazing is that what worked so well in real life also does in the game. Despite all its bugs, problems and specially, limitations, the basics of the game is good. That you can use real life methods and get real life results proofs it :up:
I got a question.
I made myselve a 1 degree bearing "mod". Can I use that with this one?
This is great work. Nice an tidy, all the required tools at a mouse move away. Just what I wanted. I do have some little things I'd like to see included though. If at all possible ofcourse.
1. Please include the attackdisk. Maybe use it also as large compass dial to set and read course (the small course readout bottom-left is a splendid idea though). And I don't know, maybe it is possible to link it's wheels automatically to the compass and TDC bearing and AOB dials. If you need slideout space I think on top of the Ujagd Stopuhr is a good (temporary) place.
2. Please don't make me 'learn' artificial mastheights. Keep the original mastheights in the book and incorporate neccesary multiplications in the logarithmic scales of the AOBfinder wheels.
3. (Not really something to add. More like a question.) Did I hear correctly in the video that showing the tube-selection dial requires installation of SH3Commander? Not that I don't want that, as it's usefull anyway. But why?
I know nothing about modding sh3/4 so I may be wanting the impossible.
onelifecrisis
10-16-07, 06:39 PM
This is great work.
Thanks :up:
1. Please include the attackdisk.
What is an attack disc?
2. Please don't make me 'learn' artificial mastheights. Keep the original mastheights in the book and incorporate neccesary multiplications in the logarithmic scales of the AOBfinder wheels.
You may possibly have misunderstood me - you won't have to "learn" anything at all. Take a look at the mast value in the screenshot in the first post (the one which has the recognition manual shown) and hopefully you'll see what I mean.
If I have misunderstood you, please explain :)
3. (Not really something to add. More like a question.) Did I hear correctly in the video that showing the tube-selection dial requires installation of SH3Commander? Not that I don't want that, as it's usefull anyway. But why?
The video shows the mod running without SH3 Commander. If you have SH3 Commander you'll have the option of showing the Tube Number Labels on the (Salvo) Tube Selection Dial. As for the "why" well basically adding the labels cannot be done by normal means (which is why no GUI mod to date has done it) but I worked out a way around the problem by using SH3 Commander.
joegrundman
10-16-07, 07:09 PM
The attack disk is the Angriffsscheibe, the other big tool, OLC:D
onelifecrisis
10-16-07, 07:15 PM
The attack disk is the Angriffsscheibe, the other big tool, OLC:D
FFS :doh: :rotfl:
Angriffsscheibe, ISWAS, Wiz-Wheel, Course-finder... and now "attack disk"! How many names does this thing have!? :88) :lol:
Yes, Pisces, that tool is definitely going to be included! :up:
java`s revenge
10-17-07, 12:36 PM
I want to have the download link immediatly.......:)
And a good youtube tutorial with a clear spoken english understandable
for foreigners just like me.
joegrundman
10-17-07, 07:57 PM
:hmm: The video is already posted Java's revenge . It's very good too:up:
onelifecrisis
10-17-07, 08:28 PM
Joe is right. However I will record a shorter and easier-to-hear version when the mod is finished. :yep:
java`s revenge
10-18-07, 12:13 PM
Ooops, indeed in another link.
I have already installed this mod yesterday evening but i want to see a
better youtube movie.
onelifecrisis
10-18-07, 12:37 PM
I have already installed this mod yesterday evening...
You mean the U-Jagd tools mod? There's a different thread for that mate :up:
IIRC Joe is planning to do a video tutorial for it, but he's away travelling for a few weeks so it probably won't appear anytime soon.
MONOLITH
10-19-07, 12:08 AM
OLC, this is a truly amazing piece of work.
Cheers to you. :up:
supposedtobeworking
10-19-07, 12:23 AM
Wow, well i just installed this and I am not seeing this slick interface gui on these screenshots and the videos...I did the DIY and I followed instructions carefully. 2 possibilities:
I did not install the commands_en because I have custom commands..I did not think this would affect much, but maybe i am wrong?
Also, I am using U-boat 1.2 by JCWolf for GWX 1.03 and I have Large Dials and Simfeeling TDC Slideouts installed in the menu1024 file. Thing is I added everything the DIY readme said to add, so I am confused as to why there is not some conflict and my computer didn't blow up. instead I get the tools but keep my old interface...not bad, but I kinda would like the new interface...any idea where I went wrong?
Also, U-boat 1.2 makes the scope 6x not 10x when zoomed in....is this a problem??
onelifecrisis
10-19-07, 12:34 AM
Wow, well i just installed this and I am not seeing this slick interface gui on these screenshots and the videos...I did the DIY and I followed instructions carefully. 2 possibilities:
I did not install the commands_en because I have custom commands..I did not think this would affect much, but maybe i am wrong?
Also, I am using U-boat 1.2 by JCWolf for GWX 1.03 and I have Large Dials and Simfeeling TDC Slideouts installed in the menu1024 file. Thing is I added everything the DIY readme said to add, so I am confused as to why there is not some conflict and my computer didn't blow up. instead I get the tools but keep my old interface...not bad, but I kinda would like the new interface...any idea where I went wrong?
Also, U-boat 1.2 makes the scope 6x not 10x when zoomed in....is this a problem??
You seem to be the second person who is confused about this :hmm: so I'll edit the first post in the thread to make it clear that this is not the U-Jagd tools mod, it just includes the U-Jagd tools. :)
The U-Jagd Tools mod is by joegrundman and Hitman, and can be found (surprisingly enough) in the "U-Jagd Tools mod" thread. This thread is a WIP thread for my own GUI which has been in the making for some time now and includes, among many other changes, the aforementioned tools. :up:
Regarding U-boat 1.2...
To all: this mod, when released, will not initially be compatible with JCWolf's U-boat mod :(. However, combining the two mods should be a very straightforward process :yep: so if JC agrees I'll see if he will host a version of U-boat which includes the new GUI!
onelifecrisis
10-19-07, 01:18 AM
I've changed the observation scope so that it has an actual use - namely, observation! :cool:
Both scopes now have the same zoom levels (1.5X and 6X - which is historically accurate according to some sources) but the obs scope now fills the screen so that it can be used to look at ships and their flags before an attack, or for spotting planes... or whatever else you like :D
This not only gives the two scopes different and realistic uses, it also gets around the problem of not having 10X magnification (for flag spotting) in GWX.
The image below shows the new obs scope and (inset) the same view as seen through the periscope - you'll see they are both the same, but one screen allows you to setup an attack and the other has much better clarity of view. Both scopes are at 6X magnification in this screen.
http://farm3.static.flickr.com/2386/1628729149_1607b808f1_o.jpg
Sailor Steve
10-19-07, 10:57 AM
Amazing work!:rock: I can't get over how people keep coming up with new ways to do things for this game!
I do have one question, though: you mention the split-prism stadimeter. I was under the impression that the Germans did NOT have one. I'm sure there is ample evidence; can you show it, please. I just gots to know.
I've changed the observation scope so that it has an actual use - namely, observation! :cool:
Oh No!!! Mercy! You know what you are doing to me?? :o
I will stick my nose directly to my screen, just to be more in-scene!
My nose will hurt , my screen will show nose-marks... Please... Stop!!!!
:oops: ;)
onelifecrisis
10-19-07, 12:01 PM
Amazing work!:rock: I can't get over how people keep coming up with new ways to do things for this game!
I do have one question, though: you mention the split-prism stadimeter. I was under the impression that the Germans did NOT have one. I'm sure there is ample evidence; can you show it, please. I just gots to know.
My source of info was Hitman... I don't know where he gets his info from, but he seems very knowledgable. He knows all about german subs and I know all about menu_1024_768.ini and between us we make a pretty good team :up:
onelifecrisis
10-19-07, 12:24 PM
I got a question.
I made myselve a 1 degree bearing "mod". Can I use that with this one?
Sorry I forgot to answer this...
If I understand correctly what you mean by a "1 degree bearing mod" then the answer is you will probably not be able to use it with my GUI, but, this GUI already includes a 1 degree bearing tool and I'm currently implementing a button which allows the player to switch between the normal 6 dials (as shown in the screens already posted) and Sale's 6 large sliding dials (which will all slide in from the left... screenies coming soon) so hopefully you won't need your 1 degree bearing mod :up:
mikaelanderlund
10-19-07, 01:44 PM
Amazing work!:up: :up: :up: . Are you going to release a highres version?
Mikael
I do have one question, though: you mention the split-prism stadimeter. I was under the impression that the Germans did NOT have one. I'm sure there is ample evidence; can you show it, please. I just gots to know.
I can show it to you if you can read german. It comes from the original user manual of the scope :D
Here's another amazing piece of info: The german commander had on his right eye the main eyepiece to look at the target, but on his left eye he had another eyepiece through which he saw a representation in moveable scales of the firing triangle. Closing or opening the corresponding eye he could switch between target view and integrated mechanical computer for a 2D representation of the current firing solution :o
EZeemering
10-19-07, 04:43 PM
[quote]Here's another amazing piece of info:
Thats more advanced as I ever thought!
So when can we expect this in a mod? :P
onelifecrisis
10-19-07, 04:53 PM
Here's another amazing piece of info:
Thats more advanced as I ever thought!
So when can we expect this in a mod? :p
You mean the other eye piece? No problem! Expect it by 2099. :lol:
Here's another amazing piece of info:
Thats more advanced as I ever thought!
So when can we expect this in a mod? :p
You mean the other eye piece? No problem! Expect it by 2099. :lol:
oooohhh i cant wait:rotfl:
though i think i might have to eat more healthy food and excersise some more if i want to be alive when its released:rotfl: :rotfl:
onelifecrisis
10-20-07, 01:11 PM
This might not seem like a big deal to some, but to others (myself included) it's been an annoyance for some time.
Well I am pleased to announce that in my GUI the marking lines on the scopes now stay black at night-time, like they should, instead of turning luminous green! :rock:
The scope bearing indicator can also be made to stay black, but its important to be able to read that so I may move it. :hmm:
That's all for now :)
OLC
onelifecrisis
10-20-07, 01:35 PM
Got a PM from Hitman... apparently, the lines really did turn green at night! :o
Change reversed. :oops:
Thanks Hitman. :ping:
Cheers :up:
Though historical accurancy shouldn't always guide you if the solution is better when not keeping with it, or your taste demands something different :yep:
onelifecrisis
10-20-07, 03:12 PM
Cheers :up:
Though historical accurancy shouldn't always guide you if the solution is better when not keeping with it, or your taste demands something different :yep:
It only annoyed me because I thought, no way did they have glowing green lines in the 1940s! :88) :roll:
Bulleye
10-20-07, 04:44 PM
WOW, OLC!!
I just have one question for you, when will it be finished???:D:D
OLC Sorry for the late reply. I had a post made up but lost it before I could post and then other stuff got in the way.
1. Please include the attackdisk.
What is an attack disc?
I figured the english translation of 'angriffscheibe' made more sense to you. (Judging by your accent ;) )
2. Please don't make me 'learn' artificial mastheights. Keep the original mastheights in the book and incorporate neccesary multiplications in the logarithmic scales of the AOBfinder wheels.
You may possibly have misunderstood me - you won't have to "learn" anything at all. Take a look at the mast value in the screenshot in the first post (the one which has the recognition manual shown) and hopefully you'll see what I mean.
If I have misunderstood you, please explain :)That is what I was not hoping for. I see you identified the value is double the 'real' value (by the "x2"). The recognition manual is supposed to give meaning full characteristics about the target. Editing this for (operating) convenience detracts from historical realism. Especially if a multiplication by 2 could easily (if you don't mind redoing the graphic) be incorporated in the AOB finder scales. Just a certain angular offset.
3. (Not really something to add. More like a question.) Did I hear correctly in the video that showing the tube-selection dial requires installation of SH3Commander? Not that I don't want that, as it's usefull anyway. But why?
The video shows the mod running without SH3 Commander. If you have SH3 Commander you'll have the option of showing the Tube Number Labels on the (Salvo) Tube Selection Dial. As for the "why" well basically adding the labels cannot be done by normal means (which is why no GUI mod to date has done it) but I worked out a way around the problem by using SH3 Commander.Ok, I currently have PoorSailor's My favourite Dials mod installed but not SH3Commander. I can still see and use the (Salvo)Tube-Selector dial. So then I wonder why you can't get it to work if he can. But not a biggy.
One more minor thing. I noticed in the lower left compass dial there is a tiny mark. It's hardly noticeable. Any chance you can make it more prominent? Like a little red line across the dial so you can better read the fraction of degrees.
As for black scope markings during the night. I can't imagine how those Kaleuns managed to aim and get hits if it didn't light up. Good you left it as-is.
onelifecrisis
10-20-07, 06:58 PM
Ok, I currently have PoorSailor's My favourite Dials mod installed but not SH3Commander. I can still see and use the (Salvo)Tube-Selector dial. So then I wonder why you can't get it to work if he can. But not a biggy.
Using his mod, switch to a sub type other than Type VII and you'll see the problem with Poor Sailor's "solution" - he has "hardcoded" the labels for the Type VII sub. For all other sub types, the labels shown in his mod are incorrect. So unless you only ever use a Type VII sub, that solution doesn't really work.
One more minor thing. I noticed in the lower left compass dial there is a tiny mark. It's hardly noticeable. Any chance you can make it more prominent? Like a little red line across the dial so you can better read the fraction of degrees.
:lol:
There's no tiny mark, and certainly no need to add one - I think knowing your course to 1 degree is quite accurate enough.
onelifecrisis
10-20-07, 07:11 PM
That is what I was not hoping for. I see you identified the value is double the 'real' value (by the "x2"). The recognition manual is supposed to give meaning full characteristics about the target. Editing this for (operating) convenience detracts from historical realism. Especially if a multiplication by 2 could easily (if you don't mind redoing the graphic) be incorporated in the AOB finder scales. Just a certain angular offset.
I don't think I will be changing this.
FYI no angular offset of the Range/AOB Finder disc(s) would be required, just a change in the numbering of the vertical yellow marks (from 2 each to 1 each) shown in the Range/AOB finder. However, this would result in the player being forced to open, close, and re-open the Recognition manual when finding the Range and AOB. From my point of view, considering the limited time that it is "safe" to leave the scope up, this problem far outweighs the "negative" (if you can even call it that) of having the mast values doubled in the manual, especially seeing as the manual is still historically accurate after the change thanks to the addition of the "(x2)" text.
The facts and figures in the recognition manual may be "interesting" in their own right to some people, but IMO the book is there for the sole purpose of allowing you to get a firing solution, and the way I have it now allows the player to do just that as quickly as possible.
Ok, I currently have PoorSailor's My favourite Dials mod installed but not SH3Commander. I can still see and use the (Salvo)Tube-Selector dial. So then I wonder why you can't get it to work if he can. But not a biggy.
Using his mod, switch to a sub type other than Type VII and you'll see the problem with Poor Sailor's "solution" ....I guess I didn't do that yet then :oops:
There's no tiny mark, and certainly no need to add one - I think knowing your course to 1 degree is quite accurate enough.I swear I'm seeing a small black dot below the dial on the latest screendump you showed (page 3, with attackscope inset). But you are right. Zooming in with an image editor there's nothing to be seen. Must be my browser then. :doh:
Oh Well, was worth a try, wasn't it!?!
I do have one question, though: you mention the split-prism stadimeter. I was under the impression that the Germans did NOT have one. I'm sure there is ample evidence; can you show it, please. I just gots to know. They actually had one even BEFORE WWI. Including the device that is subject of this mod :yep:
onelifecrisis
10-21-07, 08:30 PM
-deleted-
bruschi sauro
10-22-07, 06:17 AM
Hey Boss is a beutyfull mod.....:rock: :rock: :rock:
Where i can get it please?
WOW...................
java`s revenge
10-22-07, 11:53 AM
I use the flavored to taste mod. So maybe.....
onelifecrisis
10-22-07, 02:51 PM
OK I think I have enough beta testers now; thanks Friedl9te, KrvKpt. Falke, MONOLITH, and Mueller72!
If all goes well the mod should be released very soon. :rock:
This initial version is complete in that it includes everything that I personally set out to do. However since starting this thread there have been various requests which, if there is enough continued interest, I will endeavour to accomodate in the next version of the mod (which will likely be a Stock/GWX1.04 version).
To summarise, this version will include:
A redesigned space-saving console with no slide-outs, (some) integrated orders, new tools, and TDC firing solution controls available at all times.
New Navigation/Attack Map layouts with improved tools and charts.
A new ATK-scope/UZO layout with TDC torpedo controls and Hitman/joegrundman's U-Jagd tools.
A new OBS-scope/Binoculars layout with greatly improved clarity of view.
Plus a host of minor changes which you might not even notice, which increase the realism and immersion of the mod!Future version(s) may include:
FLB Sale's large dials.
Hitman/joegrundman's Attack Disc a.k.a. ISWAS a.k.a. Wiz Wheel a.k.a Course Finder.
More integrated orders.Thanks :)
OLC
Samwolf
10-22-07, 03:39 PM
This mod lookls great!! I love the interface, one question though, for those of us who don't use manual targetting, other than asking for a firing solution from the WO, will there be a place for reading the range and AOB since there is no longer a "notepad" ?
Hakahura
10-22-07, 04:06 PM
Looking forward to this:up:
onelifecrisis
10-22-07, 04:15 PM
This mod lookls great!! I love the interface, one question though, for those of us who don't use manual targetting, other than asking for a firing solution from the WO, will there be a place for reading the range and AOB since there is no longer a "notepad" ?
:hmm:
Well to be honest I had assumed that people who use auto targetting would not want to use this mod, and so I designed with manual targetting very much in mind... but I guess I was wrong!
To answer your question, the only place you can "see" your firing solution range, AOB, etc is on the TDC dials. If you flip the TDC switch you should be able to read them... but I've no idea what will happen to your solution when Auto-targetting is on and the TDC Auto-update switch is off! :doh:
MONOLITH
10-22-07, 06:16 PM
OLC, you do still have the "Show solution on Map" button under the WE, which then pops you to the Attack map. But I didn't check to see if he had actually done the job, but I assume so...
So the auto-targeting guys could still have that feature work, they just don't have the notepad.
So the only difference is, they read a dial instead of a notepad, but they still don't have to manual target.
It should be fine I think. Will test.
onelifecrisis
10-22-07, 06:33 PM
OLC, you do still have the "Show solution on Map" button under the WE, which then pops you to the Attack map. But I didn't check to see if he had actually done the job, but I assume so...
So the auto-targeting guys could still have that feature work, they just don't have the notepad.
So the only difference is, they read a dial instead of a notepad, but they still don't have to manual target.
It should be fine I think. Will test.
I always wondered what "solution on map" was supposed to do. :lol:
I'll remove that button. If people want to auto-target they can deselect "manual targetting" in the realism options and it should work. For me, I don't want the temptation of a button that could solve a difficult shot for me in one click!
OLC
Samwolf
10-22-07, 06:54 PM
This mod lookls great!! I love the interface, one question though, for those of us who don't use manual targetting, other than asking for a firing solution from the WO, will there be a place for reading the range and AOB since there is no longer a "notepad" ?
:hmm:
Well to be honest I had assumed that people who use auto targetting would not want to use this mod, and so I designed with manual targetting very much in mind... but I guess I was wrong!
To answer your question, the only place you can "see" your firing solution range, AOB, etc is on the TDC dials. If you flip the TDC switch you should be able to read them... but I've no idea what will happen to your solution when Auto-targetting is on and the TDC Auto-update switch is off! :doh:
Thanks for your answer. I'll try your mod anyway with auto targeting and see how it works. Of coursae this may just be the mod to get me into manual targetting.:up:
Did I say I'd try manual targetting!!??!! :o
onelifecrisis
10-22-07, 07:12 PM
Did I say I'd try manual targetting!!??!! :o
:lol:
sharkattack76
10-23-07, 03:26 PM
I can hardly contain my self. to try this superrrrr mod out. :rock: :rock:
THX
MONOLITH
10-23-07, 04:29 PM
Since OLC posted who the testers were, I guess it's okay to comment.
Simply to say, the layout and functions of this thing are simply brilliant. It's ideal and I much prefer this over slideouts. Everything is positioned beautifully. A click of one or two buttons conveniently bring you everything you need.
And the U-Jagd tools bring manual targeting to a whole new level.
Clicking on a notepad and still having calculations done for you even in 'manual mode' still had an arcadish feel to it, in terms of a true simulation game. The U-Jagd tools make manual targeting and using a uboat TDC exactly how it should be in a true sim.
This brilliant combination of new streamlined GUI and U-jagd tools, with their new placement and use, is just superb.
I couldn't imagine playing SH3 without this now. It's a whole new game.
Been blowing stuff up now with this for 2 days, and my shots are far more accurately placed now than with the stock game tools, even though the process is more complex.
Using this is a truly enjoyable experience. Brilliant stuff. :up:
Might be just personal preference, but I also recommend using JCWolf's 3D officer buttons. They just seem to go much more naturally with this GUI than pictures do.
onelifecrisis
10-23-07, 05:46 PM
And on that note... I'm releasing the mod :D
Please see the new [REL]eased thread, and post any further comments in there so that this thread can die (and so I don't have to type in two threads :lol:)
Cheers,
OLC
:cool:
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