View Full Version : [REL]U-jagd tools mod 1.3
joegrundman
10-12-07, 02:28 AM
This is a mod that introduces historical tools for plotting and data gathering.
Version 1.3 now available!
Version 1.3 is the final version of the U-jagd mod, although if necessary a patch may be released.
Versions available
U-jagd tools mod 1.3 for Stock SH3
U-jagd tools mod 1.3 for NYGM
U-jagd tools mod 1.3 DIY kit for stock SH3
U-jagd tools mod 1.3 for GWX2.0
U-jagd tools mod 1.3 DIY kit for GWX 2.0
ALL VERSIONS AVAILABLE FROM
http://hosted.filefront.com/joegrundman/
For GWX 1.03, either use U-jagd 1.2, or use the GWX 2.0 DIY kit.
Use the DIY kits if you have any of the mods based on dials.cfg or menu_1024_768 installed. If you try the non DIY kit first and JSMGE tells you there is a clash with another mod, then you will probably have to either choose one or the other mod, or else use the DIY kit to combine the mods yourself.
Changes in U-jagd 1.3
-Added a three wheel circular slide rule, modeled on the speed omnimeter of the American SACF converted for metric distances, and coloured to keep the Kriegsmarine flavour. This is a slideout tool attached to the weapon officer.
-Added a Vorhalt arm to the attack disk.
-Some other minor graphical improvements to the attack disk.
-Bearing indicator arm on attack disk may now be used directly, so side panel of U-jagd1.1 and 1.2 has been removed as obsolete.
-Attack disk moved to new location on the Navigation officer for reduced intrusiveness. Thanks to The Bad Wolf for the idea!
-New AOB finder with increased accuracy, precision and a wider field of vision through it.
-Added AOB finder to the Observation scope.
-Added marks on AOB finders for alternative target speed measurement, thanks to Pisces for the idea.
-moved the compass bearing indicator in the scope to take advantage of the greater field of vision.
-New U-jagd Stoppuhr with increased accuracy, and a new background courtesy of Dimitrius07.
-Optional new Stoppuhr to include scale for 75m targets.
-New reticule markings to permit manual height measurement.
-Reduced the brightness of the periscope reticule markings to avoid dazzle at night.
-Included Pdf guide to attack disk and circular slide rule by klh. Many thanks.
-Included guide to Lead Angle (vorhalt) slide rule calculation by Hitman.
-Updated manual.
NOTE: This mod is not the same as the excellent OLC_GUI mod. Although that mod contains the older U-jagd tools 1.0, it is a complete GUI overhaul that includes many,many other features. The U-jagd 1.3 mod is ONLY the tools. No other changes have been made and all original functionality is unaltered.
This mod has been the work of joegrundman, Hitman and from about halfway through the project Onelifecrisis. Hitman has an encyclopaedic knowledge of all things U-boat and it was his interest that led me to the idea of trying to incorporate the tools in-game. Onelifecrisis’ distinctly superior understanding of how the menu file works and remarkable propensity for lateral thinking enabled this product to reach you in a far more polished state than it otherwise would have. Thanks U-jagd team!
We also thank Kpt. Lehmann for permission and support with elements involving adaptation to GWX. Neil Stevens for running the fantastic Subsim.com that has provided a perfect space for such a fertile and friendly community to develop.We’d also like to thank Ubisoft and the Silent Hunter developers for building such a fantastic product and making it so moddable that the simulation has become a hobby rather a game.
Additionally I’d like to thank the forerunners in modding the menu and dials files, Jonz with his ubiquitous draggable chrono which we have taken the liberty of adapting for this game, and also FLB Sale U-99 whose work on producing periscope TDC dials helped me to understand the workings of the files enough to get going.
Lastly, I'd like to thank my wife, Abigail for aesthetic judgements, trigonometrical assistance, German language help and patience beyond all human endurance.
First is U-jagd Stoppuhr, used for estimating speed based on the fixed wire method.
http://img140.imageshack.us/img140/8480/subsimchrono1do2.jpg
Next is the Zielkurswinkel Rad, or AOB finder
http://img168.imageshack.us/img168/5627/subsimaobf1bt4.jpg
Next is the Angriffsscheibe, or Attack disk, which helps solve the problem of target course, ideal submarine courses for a 90 degree shot, and also for general plotting. Can also be used to conduct a WW1 style attack to simulate the effects of TDC failure.
http://img168.imageshack.us/img168/2793/subsimattack1da3.jpg
Finally the circular slide rule, modelled on the Speed Omnimeter of the USN SACF, but converted for metric distances
http://img136.imageshack.us/img136/1/subsimsliderule1mw2.jpg
joegrundman
10-12-07, 02:29 AM
Get it from the filefront in my sig
EDIT! Something i forgot to mention! I included the well known firebutton fix. To fire torpedoes you now need to press ctrl+enter, not just enter. I always implement this first thing otherwise my 20 month old daughter fires off all my eels!
Gute jagd!
Joe
Kaleu_Mihoo
10-12-07, 03:06 AM
Thats absolutely stunning!
Thank you VERY MUCH for your hard work! Thats one of THE mods :up: :up: :up: :up:
It's an amazing job by Joe and OLC, I'm proud of having been able to collaborate with them :up:
One precision to the user manual: For fixed line speed measuring with the U-jagd chrono, the manual tells you to reduce speed as much as possible. That's correct, but precision is improved even more if you set your heading to the enemy ship whose speed you are measuring. That will ensure your "fixed wire" (The vertical line of the scope crosshair) moves less when compared to the target, and doesn't influence the result.
Happy hunting everyone:arrgh!:
coronas
10-12-07, 05:13 AM
Don't forget NYGM 2.6 version, please! Great work! :up:
Absolutely stunning :o :up:
But I have small problem :oops: Can someone make (video) tutorial how to use this ? :oops:
EZeemering
10-12-07, 05:33 AM
Damn this is what I was waiting for!!! Ill await the GWX release and hope Ill get some time soon to play SH3 again, I desperatly need to go hunting again!!
Uber Gruber
10-12-07, 06:11 AM
WOW....i've been waiting for these, thankyou modding god like type people. Now I just have to ring the girlfriend and cancel our romantic dinner this eve :yep:
u.Prestige
10-13-07, 09:28 AM
@joegrundman:
I spent several hours to combine this mod and "Racerboy's HUD for milkman" together, it seems to be a success but there are 2 problems remained.
1, How to use the 45 degree line in the AOB finder tool?
2, U-Jagd tools worked fine with "Racerboy's HUD for milkman", but the Attack Disc slides with the rudder big dial and its position was too high. How to fix it?:yep::know::oops:
http://jackly.cpgl.net/bbs/attachment.php?attachmentid=7952&stc=1
joegrundman
10-13-07, 11:10 AM
@u.Prestige
thanks for your questions!
The first question tells me that the manual is not adequately clear.
The answer is that reticule markings are there to help you measure the length of the target. You can either just count the horizontal markings that the target covers, or else you can lock the target and using the up/down cursor keys move the target until one end of it just touches the diagonal line. At this point read off the number.
The number on the diagonal line is basically a repeat of the horizontal markings, but doubled. This is because when you lock onto a target, the lock is focused on the center, therefore you just need to measure out from one side and double it to get a length reading. The diagonal scale is already doubled so you can just read off the correct optical length.
The second issue is more complicated.
I am not familiar with this mod, but I am guessing taht the 6-dials have been replaced with larger slideout dials.
The reason it slides out with the rudder is that i attached it to the rudder page in order to avoid slideouts. Such a large object sliding out can become a nuisance, so attaching it to the rudder page felt to be a better approach. I wasn't really thinking about the consequences of attaching it to a slideout rudder dial when i did it.
So the best solution is to ask you where you would like it to be. If you are happy for it to slide out with the rudder, then the issue is one of repositioning. If you can post a screenshot I can advise the necessary edit to have it in a usable positioni
Good luck:D
joe
I downloaded it, looks grat.
Is is GWX compatible?
joegrundman
10-13-07, 11:18 AM
@looney
no it isn't sorry. It's set for the periscope zoom of x6, not the x10 of GWX. Expect a GWX version early next week
joe
coronas
10-13-07, 01:24 PM
I'm confused , sorry. Is it NGYM compatible? Or do you make a NGYM compatible version? Thanks in advance.
It's currently only for stock SH3 1.4
In the near future there will be a GWX compatible version, and also a NYGM (Joe is finishing it and we need also to request permission to Teddy Bear and Stiebler) :up:
This IS excellent work! :up: Thank you!
Mast
coronas
10-13-07, 03:49 PM
It's currently only for stock SH3 1.4
In the near future there will be a GWX compatible version, and also a NYGM (Joe is finishing it and we need also to request permission to Teddy Bear and Stiebler) :up:
Gracias, compatriota! Y a todo el equipo, :up: por la respuesta y por un excelente trabajo.
Thank you:up: Hitman,Joe and OLC. Its make SH3 even better -great job.
Oldhat
:sunny:
Klaus_Doldinger
10-13-07, 05:08 PM
It's currently only for stock SH3 1.4
In the near future there will be a GWX compatible version, and also a NYGM (Joe is finishing it and we need also to request permission to Teddy Bear and Stiebler) :up:
Waiting for it...
Thank you!:yep: :up:
CapitanPiluso
10-13-07, 09:01 PM
Excellent Job !!!
Thanks A Lot ;)
Venatore
10-13-07, 09:05 PM
Very impressive mod :o
u.Prestige
10-14-07, 08:55 AM
@u.Prestige
thanks for your questions!
The first question tells me that the manual is not adequately clear.
The answer is that reticule markings are there to help you measure the length of the target. You can either just count the horizontal markings that the target covers, or else you can lock the target and using the up/down cursor keys move the target until one end of it just touches the diagonal line. At this point read off the number.
The number on the diagonal line is basically a repeat of the horizontal markings, but doubled. This is because when you lock onto a target, the lock is focused on the center, therefore you just need to measure out from one side and double it to get a length reading. The diagonal scale is already doubled so you can just read off the correct optical length.
The second issue is more complicated.
I am not familiar with this mod, but I am guessing taht the 6-dials have been replaced with larger slideout dials.
The reason it slides out with the rudder is that i attached it to the rudder page in order to avoid slideouts. Such a large object sliding out can become a nuisance, so attaching it to the rudder page felt to be a better approach. I wasn't really thinking about the consequences of attaching it to a slideout rudder dial when i did it.
So the best solution is to ask you where you would like it to be. If you are happy for it to slide out with the rudder, then the issue is one of repositioning. If you can post a screenshot I can advise the necessary edit to have it in a usable positioni
Good luck:D
joe
Thank you very much joegrundman!:up:
I have understood the usage of the 45 degree line last night when I read the documentation carefully.
I just wanted to see and keep the attack disk in the center of the screen with no slide out when click the rudder toggle button:oops:
I have studied the menu_1024_768.ini, here is my config of the attack disk:
;;;;;;;;;;;;;;;;Angriffsscheibe
[G3F I369]
Name=KM whizwheel
Type=1026; Menu Group
ItemID=0x3F4E1000
ParentID=0x3F1C0000;3F000000
Pos=-550,600,800,600
Color=0xFFFFFFFF
[G3F I370]
Name=indicator
Type=1031;Stat bmp array
ItemID=0x3F4E1005
ParentID=0x3F4E1000
Pos=267,-47,68,507
Materials=1
Display=5;Linear&Rotation
Mat 0=data/menu/gui/layout/indicator.tga
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
BmpState=0
NeedFocus=true
SelOne=false
IDGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF
[G3F I371]
Name=KursRad
Type=1031;Stat bmp array
ItemID=0x3F4E1001
ParentID=0x3F4E1000
Pos=69,-69,462,462
Materials=1
Display=5;Linear&Rotation
Mat 0=data/menu/gui/layout/Kursrad.tga
Crop 0=0,0,1,1
MatFlags=0x29;21
TexFmt=0x9
BmpState=1
NeedFocus=true
SelOne=false
IDGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF
[G3F I372]
Name=PeilungRad
Type=1031;Stat bmp array
ItemID=0x3F4E10FE
ParentID=0x3F4E1000
Pos=0,0,600,600
Materials=1
Display=0;no stretch;2;linear
Mat 0=data/menu/gui/layout/peilungrad.tga
Crop 0=0,0,1,1
MatFlags=0x29;21
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IDGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF
[G3F I373]
Name=PeilungRad
Type=1031;Stat bmp array
ItemID=0x3F4E10FF
ParentID=0x3F4E1000
Pos=0,0,600,600
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/layout/peilungrad.tga
Crop 0=0,0,1,1
MatFlags=0x21
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IDGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF
[G3F I374]
Name=LageRad
Type=1031;Stat bmp array
ItemID=0x3F4E1002
ParentID=0x3F4E1000
Pos=140,-140,320,320
Materials=1
Display=5;Linear&Rotation
Mat 0=data/menu/gui/layout/lagerad.tga
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
BmpState=1
NeedFocus=true
SelOne=false
IDGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF
[G3F I375]
Name=LageRad
Type=1031;Stat bmp array
ItemID=0x3F4E1003
ParentID=0x3F4E1000
Pos=140,-140,320,320
Materials=1
Display=5;Linear&Rotation
Mat 0=data/menu/gui/layout/lagerad.tga
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
BmpState=1
NeedFocus=true
SelOne=false
IDGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF
[G3F I376]
Name=bearingcontroller
Type=1031;Stat bmp array
ItemID=0x3F4E1006
ParentID=0x3F4E1000
Pos=640,-175,30,98
Materials=1
Display=5;Linear&Rotation
Mat 0=data/menu/gui/tdc/tdc.tga
Crop 0=0.830078,0.185547,0.0585938,0.189453
MatFlags=0x9
TexFmt=0x9
BmpState=0
NeedFocus=true
SelOne=false
IDGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF
[G3F I377]
Name=background
Type=1031;Stat bmp array
ItemID=0x3F4E10FD
ParentID=0x3F4E1000
Pos=439,-139,350,180;610,-180,221,156;100,100
Materials=1
Display=0;no stretch
Mat 0=data/menu/gui/layout/bearingcontrollerbackground.tga;/tdc/tdc.tga
Crop 0=0,0,1,1;0.822266,0.00195313,0.175781,0.175781
MatFlags=0x29;0x9
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IDGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF
;;;;;;;;;Angriffsscheibe
Jimbuna
10-14-07, 12:43 PM
Looking very promising :up:
joegrundman
10-14-07, 08:00 PM
GWX version now available.
joegrundman
10-14-07, 08:19 PM
@u.Prestige
OK I d/l'ed and looked at the HUD for Milkman to get a look at the problem, and yes the problem is because of the slideout dials.
I'll have a play around and see if i can come up with a fix. I don't think getting it exactly how you want it will be very easy and i'm going away for a couple of weeks soon.
If you can pm me a screenshot of the problem i'll send you a quick work around for the meantime
joe
EZeemering
10-15-07, 12:12 AM
GWX version now available.
Wheeh!! Downing now. I will try it out tommorow. It will come in handy; Im chasing a very large convoy and i need to shoot down alot before it reaches Rijkjavik :D
joegrundman
10-15-07, 01:03 AM
The tools are very accurate, but if I were you I'd practice a few times first. It can be a bit tricky before you are used to what you need to do. I\d try the Happy times mission just to get the hang of it.
Gute Jagd
Thanks Joe. DL the GWX version now. Looks like it will be quite useful.
abel29a
10-15-07, 09:09 AM
This mod looks really promising (not to mention good) - however, I'm using the 6 slide out dial mod and I was wondering if this mod will be compatible if I merge the relevant files from the two mods?
joegrundman
10-15-07, 09:40 AM
To be honest there are problems with the 6 slideout dials (the other aspects of FLB Sale's work, such as the periscope TDC and torpedo settings do not cause a problem)..
I'll try to come up with a fix for this but it probably won't be for a few weeks as I'm going to be away for a while.
Why don't you try using this mod instead of the 6-dials for a little while to see how you like it
u.Prestige
10-15-07, 10:15 AM
Wish to get your U-JAGD HUD soon:up:
Salute!
Hmm installing seems to be a bit difficult...
I'll have to look into that ltr
Hey am I reading this ok??? I need to take the 3 steps only if I make use of other mods wich change the menu file???
I'm only using GWX with some minor image mods.
abel29a
10-15-07, 02:11 PM
To be honest there are problems with the 6 slideout dials (the other aspects of FLB Sale's work, such as the periscope TDC and torpedo settings do not cause a problem)..
I'll try to come up with a fix for this but it probably won't be for a few weeks as I'm going to be away for a while.
Why don't you try using this mod instead of the 6-dials for a little while to see how you like it
Sounds most promising. I'm uninstalling 6-dials as we speak and will be giving the jagd mod a spin tonight. If you do manage to make som workaround tough, you'd be my new modder hero :) A whiz wheel ingame AND retaining the ability to give accurate HDG orders would be a little slice of uboat heaven.
Klaus_Doldinger
10-15-07, 02:55 PM
Downloaded. Training this night.
KrvKpt. Falke
10-15-07, 04:48 PM
So, i inderstand there will be problem if i will use this mod with TDC in Peri/UZO?
Im going to install and try it anyway, but it seems like i have to change position of the dial in left upper corner?
http://i187.photobucket.com/albums/x185/Infanticide_81/SH3Img8-10-2007_225659_984.jpg
To be honest there are problems with the 6 slideout dials (the other aspects of FLB Sale's work, such as the periscope TDC and torpedo settings do not cause a problem)..
I used the "do it yourself" version on my modded game that includes Poor Sailor's Favourite Dials (6 sliding dials + UZO/Periscope TDC), and it seems it works well. The only thing I had to change was the position of the Angriff disk because its parent is one of the dials (the compass/rudder one) so only a small portion was visible. Will make some more tests tomorrow but at first sight it seems it's working.
Great job!!!!! :up:
Maraz
abel29a
10-15-07, 05:19 PM
To be honest there are problems with the 6 slideout dials (the other aspects of FLB Sale's work, such as the periscope TDC and torpedo settings do not cause a problem)..
I used the "do it yourself" version on my modded game that includes Poor Sailor's Favourite Dials (6 sliding dials + UZO/Periscope TDC), and it seems it works well. The only thing I had to change was the position of the Angriff disk because its parent is one of the dials (the compass/rudder one) so only a small portion was visible. Will make some more tests tomorrow but at first sight it seems it's working.
Great job!!!!! :up:
Maraz
Ah sounds good. How did you merge the files? I noticed the numbers of differences in the menu 1024 file was relatively daunting...
Kpt. Lehmann
10-15-07, 05:24 PM
Hitman, JoeGrundman, and Onelifecrisis... Awesome work you guys! Great mod!!! :up: :up: :up:
joegrundman
10-15-07, 06:16 PM
Hmm installing seems to be a bit difficult...
I'll have to look into that ltr
Hey am I reading this ok??? I need to take the 3 steps only if I make use of other mods wich change the menu file???
I'm only using GWX with some minor image mods.
Then there shouldn't be a problem. You do not need the DIY kit. Just the regular U-jagd1.2_GWX download. :up:
joegrundman
10-15-07, 06:19 PM
To be honest there are problems with the 6 slideout dials (the other aspects of FLB Sale's work, such as the periscope TDC and torpedo settings do not cause a problem)..
I used the "do it yourself" version on my modded game that includes Poor Sailor's Favourite Dials (6 sliding dials + UZO/Periscope TDC), and it seems it works well. The only thing I had to change was the position of the Angriff disk because its parent is one of the dials (the compass/rudder one) so only a small portion was visible. Will make some more tests tomorrow but at first sight it seems it's working.
Great job!!!!! :up:
Maraz
Maraz, if you could post your solution, that would be great! Thanks for your effort!
:D
Fantastic mod Joe. :up: ~S!~
Ah sounds good. How did you merge the files? I noticed the numbers of differences in the menu 1024 file was relatively daunting...
You must download the "DIY" version and follow closely the installation instructions. They are very detailed, you cannot do anything wrong.
This evening I will post the change to the menu_1024_768.ini I made, but basically you should only look at this entry:
;;;;;;;;;;;;;;;;Angriffsscheibe
[G3F I426]
Name=KM whizwheel
Type=1026; Menu Group
ItemID=0x3F4E1000
ParentID=0x3F1C0000;3F000000
Pos=-550,600,800,600
Color=0xFFFFFFFF
(the Ixxx entry might be different in your numbering) and change the "Pos=" line, IIRC I put values as follows:
Pos=-800,-20,800,600
or something like that.
The Angriff disk will slide with the compass/rudder dial, it's a "quick and dirty" solution but it works for me :)
Maraz
Hitman, JoeGrundman, and Onelifecrisis... Awesome work you guys! Great mod!!! :up: :up: :up:
Coming from you it's a great compliment! We're honoured :sunny:
abel29a
10-16-07, 10:04 AM
Thanks Maraz - I'll give it a go tonight.
As for the mod itself - wow this is good. It's never been this easy and fun to set up for attacks. I did an attack on a convoy, launching from 7000m at a less-than-optimal angle (approching the convoy from nearly head on, with a slight offset to port), and every torpedo found it's mark. And the operation is so fast you can easily recalculate AOBs and such quickly, getting a good feel for whatever zig-zags the merchants throw your way.
I feel like a U-Jäger indeed :)
The only thing I'll probably remove is the wiz-wheel, seeing as it's not needed, and I use the rudder extensively, so it gets in the way. But it looks so good, I'll be sorry not to have it for eye candy :)
EZeemering
10-16-07, 10:08 AM
Fantastic mod. Exactly what I needed. The default tools in the game are not really logical for me. To use them I always need some PDF or tuturial to figure out how to use it precisely. This mod makes it all makes sence to me. Plus its more realistic.
Imo mod of the year!! :up:
poor sailor
10-16-07, 10:18 AM
First I must to say that this mod looks great!:up: I also tried this mod in combination with "My favourite dials mod" and Maraz solution for problem with whizwheel is good and works o.k. Thanks!;)
joegrundman
10-16-07, 10:45 AM
I'm glad people are having success with the tools. Thanks for the positive feedback :D
@abel
The attack plate isn't really the primary instrument that one would have expected, it's true, but as you say it looks great. It is more helpful at longer range for really getting into a good position for a convoy attack, but as you imply, getting a good position isn't as important as before.
Still if you would like to keep it, one thing that could be done is to port the whole tool over to the attack map screen, but that would be quite time consuming.
An alternative would be to have it as a slideout function, but as you have a screen full of slideouts, finding a spare spot to keep it could be difficult.:hmm:
If you give me a suggestion I'll put it there.
On a more positive note, in the near future Onelifecrisis' complete new GUI with U-jagd could be the solution to all problems!
abel29a
10-16-07, 12:16 PM
[QUOTE=joegrundman]An alternative would be to have it as a slideout function, but as you have a screen full of slideouts, finding a spare spot to keep it could be difficult.:hmm: [QUOTE]
Hehe indeed :) If possible placing it at the center top screen would work for me at least, as I have nothing sliding out there. (just to the left of the Stop Watch) I'll see if I can get a screenshot tonight showing a good place for it. As for porting it to the NAV or Attack map screen, that would have been the ideal solution - I'll have a look and see if I can get it to work. (Altough, with my complete lack of modding experience this will probably take months :) )
onelifecrisis
10-16-07, 12:21 PM
As for porting it to the NAV or Attack map screen, that would have been the ideal solution
Adding dials to the Attack Map screen (using the TDC page) is easy enough, but Joe and I have been unable to get any dials working in the navmap page. :(
Just adding a dial in the normal way doesn't work. I tried adding a new page and making that page a child of the navmap page but that doesn't work either; in fact the number of pages ("groups") and the functions allowed on each page, seem to be hardcoded! If anyone knows if/where these settings can be hex-edited (or any other method of getting a dial to work on the navmap page) please let us know!
Maraz, if you could post your solution, that would be great! Thanks for your effort!
:D
Ok this is the only modification I made at the menu_1024_768.ini for make it work with "Poor Sailor's Favourite Dials + Integrated Orders" mod (this includes the large 6 dials as well as the Peri/UZO TDC:
;;;;;;;;;;;;;;;;Angriffsscheibe
[G3F Ixxx]
Name=KM whizwheel
Type=1026; Menu Group
ItemID=0x3F4E1000
ParentID=0x3F1C0000;3F000000
Pos=-800,-10,500,400
Color=0xFFFFFFFF
The one in bold is the only line I changed.
I must say that the installation instruction for the DIY version are quite easy and srtaighforward, so having some complicated mods already installed should not discourage anyone from trying this excellent mod.
Thanks very much for your work
Maraz
abel29a
10-16-07, 06:13 PM
The mod is working perfectly with the slide out dials now. Thanks for the tip, Maraz.
And the Wiz wheel is not that obtrusive at all, so thats a keeper as well, since I am already used to clicking away the rudder right away after making corrections. Excellent all around :)
Hey guys, great mod, had a ball with the GWX version doing the "happy times" mission! LOL! What a turkey shoot with the Jagd-tools! How quickly one can get the 25000 tons!
I have a challenge, I tried to integrate Jagd Tools into Ducimus "Flavored to Taste Final" version using the GWX DIY kit. It was a dismal failure! I rechecked all my work a ton of times with no luck. Am I just wasting my time?
I am going to try again today. Oh just so that you know when I launch the game the progress bar moves along and then stops short 3/4 of the way, you hear a beep and you get a menu ID error and you have to shut down SH3 through the Task Manager.
Oh and Jagd Tools does work with Ducimus' FTT Final if you JSGME it right over the top.
Wilcke
joegrundman
10-17-07, 10:38 AM
Hi,
the menu ID error is something I became very familiar with when building this mod:D
If it works fine with Ducimus' FTTusing JSGME, then i don't see what the problem is. But anyway...
I'm assuming you haven't changed any of the Parent IDs or Item IDs. If so, then the error is most likely one of sequencing.
If you follow these steps you should hopefully find the source of the error
Firstly double check Dials.cfg that you have correctly continued the numbered sequence of dial numbers. Also check that you increased the DialsNo= Line at the beginning of the file to be the same is the value of the last entry+1.
The error was unlikely to be there, so move on to the next stage. Open the menu_1024_768 and double check that all the new entries are numbered correctly. Watch out for those entries that are G26 and those that are G3F. You need to number them to continue from their respective sections, rather than from each other. I.e. the first entry of the AOB finder should follow on from the last section of G26. The first section of the Attack disk should follow on from the last entry of G3F.
If all this appears correct, the look at the end of the menu file, but just before where you pasted this mod. Look to see if any other entries to the G3F or G26 files are there. This is where the FLB Sale Navmap mod is kept, for example, and if you have it, you may have missed it when trying to find the final entry of the variuos sections.
Hope this does it for you :up:
Joe
Thanks Joe,
Another detailed look today, revealed my errors. Man its tough to catch sequence errors on an LCD. My eyes are just toast! LOL:damn:
I am literally going to keep hacking at it here at work and then try it tonight. Thanks for the help, I feel pretty certain that I have a handle on it!:sunny:
Take care man!
Wilcke
Klaus_Doldinger
10-17-07, 06:43 PM
The mod is wonderful, and Maraz modification in the menu_1024_768 to bring the whizz-wheel to the screen center using Poor Sailor´s dials works perfectly!:yep: :up:
The only (very minor) problem I find is a reflection on top of the new draggable Stoppuhr; it seems the reflection of the old draggable chronometer. I´m almost sure to have copied all the modifications OK...
Thanks for this mod!:up:
joegrundman
10-17-07, 07:26 PM
Hi Klaus Doldinger.
Hmm I thought i'd removed that annoying reflection. It's like a ^%$^%$ bad penny. I feel like i've removed it a hundred times and it still comes back! Are you using U-jagd 1.1? If so, it might be better to use 1.2.
Go to the U-jagd chrono section in the menu_1024_768, and find the entry that says. (Oh, now i can see, it's still there! :damn: )
Name=Reflection
Type=1030;Static bmp
ItemID=0x3FF00006
ParentID=0x3FF00000
Pos=0,80,260,260
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/Reflex.tga
MatFlags=0x29
TexFmt=0x9
Comment out the tga so it looks like this
;Mat 0=data/menu/gui/Reflex.tga
that should do it
joe
joegrundman
10-17-07, 07:55 PM
Hitman, JoeGrundman, and Onelifecrisis... Awesome work you guys! Great mod!!! :up: :up: :up:
Coming from you it's a great compliment! We're honoured :sunny:
Indeed we are :yep: :D
onelifecrisis
10-17-07, 08:33 PM
Hitman, JoeGrundman, and Onelifecrisis... Awesome work you guys! Great mod!!! :up: :up: :up:
Coming from you it's a great compliment! We're honoured :sunny:
Indeed we are :yep: :D
Oh crap Joe, now I look like the odd one out! :p
Thanks Kpt L :up: and to everyone else.
And while I'm here I'd like to say that almost all the credit for these tools belongs to Hitman and Joe; I didn't make a single image or write a single line of "code" - my role here was... well I would call it "technical advisor" :)
Klaus_Doldinger
10-18-07, 02:13 AM
Hi Klaus Doldinger.
Hmm I thought i'd removed that annoying reflection. It's like a ^%$^%$ bad penny. I feel like i've removed it a hundred times and it still comes back! Are you using U-jagd 1.1? If so, it might be better to use 1.2.
Go to the U-jagd chrono section in the menu_1024_768, and find the entry that says. (Oh, now i can see, it's still there! :damn: )
Name=Reflection
Type=1030;Static bmp
ItemID=0x3FF00006
ParentID=0x3FF00000
Pos=0,80,260,260
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/Reflex.tga
MatFlags=0x29
TexFmt=0x9
Comment out the tga so it looks like this
;Mat 0=data/menu/gui/Reflex.tga
that should do it
joe
Many thanks for the quick answer! In fact I´m using version 1.2.
I´ll try this modification in menu as soon as I´ve finished less important things like working!:D
Yes, this is the mod so many we were waiting for. Absolutely wonderful.
Great Mod!:up:
I am trying to merge the U-jagd mod with Ducimus' Flavored to Taste Final version. I am hitting the brick wall, still getting the menu id error and then SH3 stops loading.:damn:
Anyone else frustrating themselves needlessly, just PM me and maybe we can do this together.:rotfl:
Thanks,
Wilcke out....
Klaus_Doldinger
10-18-07, 02:47 PM
@Joegrundman
Thank you!
Now the reflection has disappeared!:yep: :up:
supposedtobeworking
10-18-07, 04:51 PM
I have GWX with JCWolfs U-boat for GWX 1.3 installed. Can anyone tell me if I do the DIY install over the U-boat for GWX mods menu1024 if there will be problems? I did notice that the readme for this mod says it is for the 10x scope, but if I remember right, the u-boat mod changed this zoom to 6x I believe. If thats the case, will that be a big problem with the operation of these tools? I also think I installed some TDC slideout dials into the menu1024 before as well (it's been a while). Will that be okay or do I have to uninstall the TDC slideouts in the attack scope view for this mod to work?
thanks
p.s. another curiousity of mine is that in the readme pdf for the GWX version, it mentions that the camera.dat has been changed, yet I cannot find a new camera.dat file included in the mod I downloaded..both DIY and regular (for GWX). Did I get a bad download or am I misunderstanding something else?
onelifecrisis
10-19-07, 01:42 AM
I have GWX with JCWolfs U-boat for GWX 1.3 installed. Can anyone tell me if I do the DIY install over the U-boat for GWX mods menu1024 if there will be problems? I did notice that the readme for this mod says it is for the 10x scope, but if I remember right, the u-boat mod changed this zoom to 6x I believe. If thats the case, will that be a big problem with the operation of these tools? I also think I installed some TDC slideout dials into the menu1024 before as well (it's been a while). Will that be okay or do I have to uninstall the TDC slideouts in the attack scope view for this mod to work?
thanks
p.s. another curiousity of mine is that in the readme pdf for the GWX version, it mentions that the camera.dat has been changed, yet I cannot find a new camera.dat file included in the mod I downloaded..both DIY and regular (for GWX). Did I get a bad download or am I misunderstanding something else?
You should be able to do the DIY on U-boat V1.2, but U-Jagd Tools for GWX is designed to work with 10X magnification. At one point I believe Joe was planning to include an edited cameras.dat file, but decided in the end not to (I guess he must have forgotten to update the documentation - he was in a rush to release the mod before going away on a long trip).
I didn't check if there is one, but see if Joe has made a DIY for stock - if he did, I suggest you apply that to U-boat V1.2, as the only difference between the two IIRC is the scope zoom adjustment.
Hope this helps :up:
OLC
WOW, I am such a thick head but after two beers, 50 tries, I finally got the GWX DIY correct. Have successfully merged Ducimus' FTT Final, Longer Repair Times, and Jagd Tools and it works!:up:
Again fabulous work.....now I have a monstrous headache!:damn: :rotfl:
Wilcke
supposedtobeworking
10-20-07, 04:07 PM
Ok thank you ONL, if I understood you correctly, I think I will just reinstall over my GWX U-boat 1.2 the UJAGd tools DIY for stock...I thought I saw a DIY for stock...but okay will do. thanks again.
edit: just checked the first page and there does appear to be a DIY for stock, but it says right after it..."not compatible with GWX". I think you said I can go ahead and do it anyways so I'll do that...but if you get a chance and its a bad idea, please let me know.
onelifecrisis
10-20-07, 04:30 PM
Ok thank you ONL, if I understood you correctly, I think I will just reinstall over my GWX U-boat 1.2 the UJAGd tools DIY for stock...I thought I saw a DIY for stock...but okay will do. thanks again.
edit: just checked the first page and there does appear to be a DIY for stock, but it says right after it..."not compatible with GWX". I think you said I can go ahead and do it anyways so I'll do that...but if you get a chance and its a bad idea, please let me know.
Yes, I think it should be fine (remember I didn't make this mod ;)). It's "not compatible with GWX" because GWX has a 10X scope, but you have a 6X scope so you should be OK :up:
Good luck and let us know if it works!
supposedtobeworking
10-20-07, 05:44 PM
Well everything seems to show up for me regarding the tools in my U-Boat GWX install..I did use the stock DIY. Now I have to figure out how to use the dang things to see if they are accurate in my install. Thanks again!
edit: Okay I am confused--reading the instructions for finding AOB, it says to measure apparent length with the diagonal markings in the attack scope lined up with the bow or stern, but it then says in a note underneath that those markings are "double" the horizontal markings since it is only measuring half the ship....yet in the example the result of '9' marks is not doubled...so should the reading from the diagonal scale be doubled or not?
Well everything seems to show up for me regarding the tools in my U-Boat GWX install..I did use the stock DIY. Now I have to figure out how to use the dang things to see if they are accurate in my install. Thanks again!
edit: Okay I am confused--reading the instructions for finding AOB, it says to measure apparent length with the diagonal markings in the attack scope lined up with the bow or stern, but it then says in a note underneath that those markings are "double" the horizontal markings since it is only measuring half the ship....yet in the example the result of '9' marks is not doubled...so should the reading from the diagonal scale be doubled or not?
The marks are already doubled so you can use the reading as is, without doubling it
Maraz
supposedtobeworking
10-21-07, 03:06 AM
thank you Maraz. I am getting the hang of it. I am still tripping up on getting speed from the stopwatch which makes zero sense to me. I understand the scales (100 150 200 m etc), but I took a speed reading of a slow moving ship in the Torpedo academy mission and it gave me a reading of about 7 knots when the ship was clearly moving at 3-4 kts. or slower. It seems to me like another piece of data needs to be added into the process, like Range, or a time limit...otherwise the hand just stops randomly when the stern passes, but the reading does not seem to be accurate at all..I am sure I am missing something, but I cannot figure out what...I followed the instructions:
-scope in front of bow...start watch when bow touches vertical line. stop when stern passes through vertical line. find the scale for the ship length and see where the hand is pointing...thats it right? It seems like there needs to be another piece of data to make the reading less random...?? :-?
it gave me a reading of about 7 knots when the ship was clearly moving at 3-4 kts. or slower
You probably used the 150 metres scale for a ship that was exactly half that length. Dividing the resulting speed by 2 you would have the proper result (3.5 knots).
Using the chrono doesn't require anything else than start/stop and read the result. But you must pay attention that you are using the proper scale, and if the ship you measured isn't the same length as one of teh scales (F.e. small merchants are 78 metres, which doesn't match with any of the three scales 100/150/200) you must choose the scale that has the easiest division and also divide the result.
In that example: 78x2=156 metres so you use the 150 metres scale but divide the resulting speed by 2 :yep:
I would have liked to put a fourth scale for small ships (75 metres), but there was simply no more space available, and the division by 2 of the 150 metres scale is easy enough for everyone.
Take a look at Joe's Youtube video,second part in the other thread, makes all very easy to understand.
Good hunting
joegrundman
10-21-07, 05:15 AM
I'm at an internet cafe in Haifa and just have time to answer a couple of questions.
the difference between GWX and stock is the fact that the AOB finder scale has been adjusted to account for the increased scope magnification. If you have already reduced the magnification back to x6, then yes, you need to obtain the tga.s for the stock aob finder and paste them over the relevant images in the GWX version. The particular tga is IIRC data/menu/gui/zielkurswinkelmitte.tga :hmm: Or else you can do it yourself with the stockDIy kit.
Originally there was going to be a change in cameras.dat but that was omitted in order to get the mod released early. I forgot to remove that entry from the documentation, sorry.
One last thing, the video is OLC's not mine :) You can find it from OLC's new GUI thread.
joe
supposedtobeworking
10-21-07, 10:53 AM
Thanks Hitman for the suggestions, but the ship I was tracking had a length of about 140m or so, so I used the 150m scale and choped off a tiny bit and it still read 6-7 knts when she was going about 2-4. I'll have some more goes at this, but I am not understanding how this can work everytime esp if the ship is going really slow...then it takes a relatively long time for the ship to pass and who is to say whether the needle will land on 2knts or 18 kts...I don't understand how exactly the chrono calculates the speed, but that doesn't mean I won't keep trying to find out.
Is there any kind of time limit, i.e. what if the ship takes more than 1 minute to pass (say it takes just over a minute and a half to pass...this would suggest a slow speed to me, but the needle would be over on a higher number of the scale (say 5-10kts, when it should be about 2kts.) Wouldn't the range also affect the time/speed relationship? Is there a range limit? also what about AOB--?
Is there any kind of time limit, i.e. what if the ship takes more than 1 minute to pass (say it takes just over a minute and a half to pass...this would suggest a slow speed to me, but the needle would be over on a higher number of the scale (say 5-10kts, when it should be about 2kts.) Wouldn't the range also affect the time/speed relationship? Is there a range limit? also what about AOB--?
Ah I think I understand now :)
When the ship is slower than the lower limit of the scale, -3,4 and 5 knots respectively for the 100, 150 and 200 metres scales respectively- you will no longer get a correct result, as the needle in the chrono will go past the first 60 seconds into another turn, and will point wrong result in the end. If you see that the needle goes past the lower limit of the scale, disregard the result and pick any number of knots at random below that limit. For your 140 metres ship that should have been abot 2-3 knots.
Also, in the Naval Academy the ships start at zero speed, and then accelerate, so the results will never be accurate enough, as they are correct when constant speed is held.
Hope that clarifies it all :up:
I also think there is something incorrect about those chronometer shiplength scales.
1 knot =1.852 km/hour ("." means decimal)
so 1 knot= 1.852 *1000(meter)/3600(seconds)= 0.5144... m/s ("..." means repeating fraction)
Thus (for the yellow scale), if 100m takes X seconds @ 3 knots you get the following equation:
100(m)/x(seconds) = 3(knots)*0.5144...m/s= 1.5433...m/s, then x=100/1.5433...=64.79 seconds (stopwatch shows about 62)
So the yellow scale is about 3 seconds short.
For the red scale: 150(m)/x(seconds)=4(knots)*0.5144...=2.0577...(m/s) ; x=150/2.0577...= 72.89seconds (stopwatch shows about 68, 5 seconds short)
For the blue scale: 200(m)/x(seconds)=5(knots)*0.5144...=2.5722...(m/s) ; x=200/2.5722...= 77.75 seconds (stopwatch shows about 74, 4 seconds short)
It may not be much (5-7%), but it is not anything like german manufacturing precision. ;)
Another issue that needs mentioning is AOB. In the thread of the other mod that uses this Ujagd mod Onelifecrissis said the following:
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.This is true in principle. However a small AOB may hide the true stern behind the side of the ship's hull and makes measurements somewhat difficult to time precisely. An 90 degrees AOB view gives the best accuracy as the ship is rendered with the maximum amount of pixels wide. However you need to make due with what the situation provides. It's just something to take into consideration.
You are right, Pisces, but in the real chrono values were rounded up to 2000 metres per sea mile, probably to compensate something. Look for yourself:
http://aycu14.webshots.com/image/31773/2003354842722692262_rs.jpg
I made it a bit more precise than the real thing, mainly because the SH3 chrono has only a 60 seconds sphere instead of 100 seconds. But still I left the tendency there, as it must somehow have a reason, probably experience told them it was easy to overestimate or underestimate, and they compensated it like that.:hmm:
TheDarkWraith
10-21-07, 05:31 PM
I made it a bit more precise than the real thing, mainly because the SH3 chrono has only a 60 seconds sphere instead of 100 seconds. But still I left the tendency there, as it must somehow have a reason, probably experience told them it was easy to overestimate or underestimate, and they compensated it like that.:hmm:
why not make the SH3 chrono 100 seconds instead of 60?? :hmm:
Ganz verrückt if you ask me. :damn: (meaning "totally crazy")
Actually from the picture I conclude they approximated 1 knot to 1.8km/hour.
100(m)/100(sec)=1 m/s =2(knot)*x*1000(m)/3600(s) , so x=(1*3600)/(2*1000)=1.8 (km/nm) ("x" is a km per naut. mile factor this time)
Which is 3% off from 1.852km/h, so I guess a good approximation in itself. But still, the km/nm factor is completely hidden for the user of the watch because of those scales. I mean, you don't need to calculate with it. I don't see the need for such a simple number. If the shiplength intel is good, speed is also good. And if you over-estimate speed (which is what this does) than you'll just end up hitting forward of the intended position. Purposefully miss-aiming!?! I don't get it.
Unless the stopwatch maker had to draw it by hand, and make it easier on him. Cheapskate Dönitz! :p
supposedtobeworking
10-21-07, 10:28 PM
Ah okay, so then If i understand correctly, the measurements must be taken within one minute or they are invalid. To be honest I still don't see how one can get an accurate speed this way with no regard to range or AOB but I'll take your word for it. Shoot for measurements under 60 seconds...got it...thanks.
skookum
10-22-07, 02:04 AM
AOB doesn't matter because you're measuring the time it takes for the ship to pass a stationary point in space (the crosshair), not the time it takes to make an angular change relative to to your boat. Think of it this way. When you superimpose the crosshair on your target, imagine it represents a piece of floating debris in the water next to the ship. The timer starts when the bow of the boat passes the debris and ends when the stern passes the debris. As long as you can guestimate the length of the ship properly, you can calculate a reasonably accurate speed.
If the ship is at 90 degrees AOB or at 10 AOB, the crosshair takes the same amount of time to travel from bow to stern. This is because at small AOB, even though the apparent length of the ship is smaller, it's agular velocity is proportionally smaller too. Conversely, at a perpendicular AOB, though it's apparent length is bigger, so to is its angular velocity.
If the ship is at 90 degrees AOB or at 10 AOB, the crosshair takes the same amount of time to travel from bow to stern. This is because at small AOB, even though the apparent length of the ship is smaller, it's agular velocity is proportionally smaller too. Conversely, at a perpendicular AOB, though it's apparent length is bigger, so to is its angular velocity.
Now that's the right choice of words :up: I wouldn't have expressed myself better.
In the end, a 150 metres long ship will take the same time at 5 knots or whatever speed to go past a fixed line, only it will seem to move faster if you see more of the ship. But that's perceived speed, and not real speed.
Bow and stern will go past the fixed line at the same moment no matter the AOB (Which is logic if you consider that no matter where you place yourself to observe, the ship will be doing the same speed)
If the shiplength intel is good, speed is also good.
It's difficult to explain, but intel was not always that good. The recognition manual was used in real life, that's true, but normally the dimensions of a ship were calculated rather differently.
For example: A commander observed a cargo ship through the scope. The number of cranes shows the number of cargo bays, and in turn that number of cargo bays can be multiplied by around 1500-2000 GRT to determine total gross tonnage (Including machiney and such). Once the tonnage is figured out, the length of the ship can be estimated using naval construction mathematical formulas (Ships tend to keep the same proportions no matter the size). By such means did the U-Boat crews approach the length of the ships normally.
And, as we know, like their American counterparts they tended to overestimate a lot, so it is not completely mad that the clock had a tendency to compensate that. Of course that's only a rough guess :hmm:
UPDATE 22 Oct 2007:
Now also a NYGM compatible version: http://files.filefront.com/U+jagd112+NYGM7z/;8859757;/fileinfo.html
Thanks to Stiebler and Teddy Bär for giving permission :up:
Important note: This is still a Beta. It works well, everything is functional and there are no crashes, but it will currently disable the precision periscope bearing indicator, and put the old one back. Joe will look into this somewhen when he comes back from his business trip, but right now this is what we have.
Good hunting
And, as we know, like their American counterparts they tended to overestimate a lot, so it is not completely mad that the clock had a tendency to compensate that. Of course that's only a rough guess :hmm:Yeah, I guess I'm the mad one here. I'm a sucker for precision. Even when I can't get it. :88)
java`s revenge
10-22-07, 11:25 AM
I have installed the Favorite to taste and 3 scopes mod from jcwolf.
Can i use also this mod?
FIREWALL
10-22-07, 02:21 PM
I use GWX1.03 and it installed fine after i removed integrated orders.
Unfortunatly only the watch installed nothing else. Is there something I missed ? Btw i'm useing a VII IN 1941
FIREWALL
10-22-07, 09:03 PM
I guess i'll just stick with gwx 1.3 It really doesn't need modding :D
joegrundman
10-23-07, 04:32 AM
I made it a bit more precise than the real thing, mainly because the SH3 chrono has only a 60 seconds sphere instead of 100 seconds. But still I left the tendency there, as it must somehow have a reason, probably experience told them it was easy to overestimate or underestimate, and they compensated it like that.:hmm:
why not make the SH3 chrono 100 seconds instead of 60?? :hmm:
why not indeed :hmm: I think i'll try to include it for 1.3.
@Firewall, you sure you installed the right version, and have no other mods using the menu-file?
The GWX version should work as advertised coz that's the one i use.
joegrundman
10-23-07, 04:33 AM
@java's revenge
you'll have to use the DIY kit and read some of the other posts in this thread. Others have done it succesfully
coronas
10-23-07, 05:23 AM
UPDATE 22 Oct 2007:
Now also a NYGM compatible version: http://files.filefront.com/U+jagd112+NYGM7z/;8859757;/fileinfo.html
Thanks to Stiebler and Teddy Bär for giving permission :up:
Important note: This is still a Beta. It works well, everything is functional and there are no crashes, but it will currently disable the precision periscope bearing indicator, and put the old one back. Joe will look into this somewhen when he comes back from his business trip, but right now this is what we have.
Good hunting
Downloading now! I had waited years for this tool. To the masters involved: Thanks!
mikaelanderlund
11-06-07, 05:25 PM
Thanks Maraz - I'll give it a go tonight.
As for the mod itself - wow this is good. It's never been this easy and fun to set up for attacks. I did an attack on a convoy, launching from 7000m at a less-than-optimal angle (approching the convoy from nearly head on, with a slight offset to port), and every torpedo found it's mark. And the operation is so fast you can easily recalculate AOBs and such quickly, getting a good feel for whatever zig-zags the merchants throw your way.
I feel like a U-Jäger indeed :)
The only thing I'll probably remove is the wiz-wheel, seeing as it's not needed, and I use the rudder extensively, so it gets in the way. But it looks so good, I'll be sorry not to have it for eye candy :)
How do you remove the wiz-wheel in this great mod? I also using the rudder extensively and think the wiz-wheel is in the way of the rudder.
joegrundman
11-07-07, 06:42 AM
To remove the attack disk, go to your U-jagd1.2 mod folder. Open data/menu/menu_1024_768 and select find. Type in "Angriffsscheibe". Delete or comment out (with ; ) the entire section.
The open data/menu/cfg/dials.cfg and do the same
Hope this is clear
joe
mikaelanderlund
11-07-07, 11:02 AM
To remove the attack disk, go to your U-jagd1.2 mod folder. Open data/menu/menu_1024_768 and select find. Type in "Angriffsscheibe". Delete or comment out (with ; ) the entire section.
The open data/menu/cfg/dials.cfg and do the same
Hope this is clear
joe
Yes it is. Thanks:)
Mikael
TheDarkWraith
11-07-07, 02:38 PM
To remove the attack disk, go to your U-jagd1.2 mod folder. Open data/menu/menu_1024_768 and select find. Type in "Angriffsscheibe". Delete or comment out (with ; ) the entire section.
The open data/menu/cfg/dials.cfg and do the same
Hope this is clear
joe
From my experiences it's safer to comment out anything you don't want or need. If you delete a [G3F xxx] for example and it's in the middle of a run, like inbetween [G3F I60] and [G3F I62], you will lock up the game on loading. The game will load up to [G3F I60] and then sit there looking for [G3F I61] but since it was deleted you get a hang. You have to ensure the number sequence continues in numerical order even if you comment out or delete a 'rung' :yep:
Friedl9te
11-07-07, 03:12 PM
Btw. just tried to make the Chrono slower. No problem at all.
Tell the chrono that one round (360°) should last 100 seconds. And it works.
[Dial25]
Name=PerChronoSec
Type=13; DIAL_CHRONO_SEC
Dial=0x0
CrtVal=0x26020002
NewVal=0x0
DialVal=0,360
RealVal=0,100; seconds
Circular=Yes
joegrundman
11-07-07, 09:34 PM
Hi Friedl9te
Were you successful with this? When i tried it, it worked until 60seconds had passed, and then skipped forward to the 0 position to start the next minute
joe
Friedl9te
11-08-07, 02:24 AM
:oops: Sorry to disappoint you, I became a victim of my own impatience.:damn:
Thank you very much for this great tools :up::up:
I can't seem to find the link for DIY kit.. where can I download the DIY kit?
The link to the files was at the bottom of joegrundmans post(s).
http://hosted.filefront.com/joegrundman/
Castout
12-01-07, 04:12 PM
I'm currently using the OLC GUI mod. What's the difference between this mod and that of OLC's GUI mod?
In OLC GUI mod I had to double the mast height of the new mod ships. Does by installing this mod I would have to halve the mod ships' mast value again?
Thanks this mod looks very cool
Pisces, thanks a lot!
Castout, you can't have U-jagd tools if you're using OLC interface. They're mutely exclusive. There's no need to double the mast height with U-jagd tools mod if you use stock stadimeter. You can think of OLC interface is the expanded U-jagd tools plus new UI which integrates the expanded tools. With OLC interface you'll no longer have stock "notepad" thingy.
U-jagd tools basically works with the notepad except almost useless speed mesuring page of it. With either mods what you gonna be doing is basically the same, the difference is essentially what you see as tools and their operation.
Castout
12-01-07, 09:20 PM
Thx Jimmie. I've downloaded this U-jagd tool but I'm sticking with OLC GUI. I must admit the rotating wheels of U-jagd is prettier than in OLC GUI mod.
If the shiplength intel is good, speed is also good.
It's difficult to explain, but intel was not always that good. The recognition manual was used in real life, that's true, but normally the dimensions of a ship were calculated rather differently.
hitman, can you precise that "rather differently"? when submerged, i can use the "kreisrechenschieber" included in the olc gui. but how to determine the distance to target when surfaced? i found a formular: distance = mastheight of target / tanA. the problem is: how to solve it without a calculator (they didnt have one in ww2)? or are there other possibilities to find the range? how did they do it in ww2 when surfaced?
greetz, Jaeger
Friedl9te
12-05-07, 12:30 PM
They had linear sliderulers I presume or printed tables or such stuff.
Remember Saturn V and Apollo, the maths were mainly done with sliderulers. No pocket calculators in the sixties.
Dimitrius07
12-05-07, 01:09 PM
joegrundman
I made a glass on the stopwach instead of the standart reflextion.tga. I can show you screenshot and install info (it will take no more that 1 min to install), or i can PM you if you have time ;) . I don`t want to bother you too much ;)
hitman, can you precise that "rather differently"?
The first thing a Kaleun or IWO did was count the number of cargo/fuel (If a tanker) bays in a ship. The number of cranes gives away that, as there is a cargo bay before/behind a crane/ in the middle of two cranes. Multiplying the number of cargo bays by 1500 GRT he figured out the approximate tonnage of the ship. Then a simple formula was used to determine the length of the ship, since ship proportions follow rather similar mathematical formulas in naval ship construction/design. That's because the lebgth versus width versus tonnage of a ship has an ideal proportion, and beyond that one the hydrodinamic profile is not optimal :)
Believe it or not, using those methods together with the "seaman's eye" they came to reasonably close results, as 10-20 metres difference didn't change that much the speed measuring.
Trefoil
12-05-07, 06:51 PM
Hitman - Your knowledge on how the germans collected data for their firing solutions is amazing.:up: I understand you've done a massive amount of research & that it was your intention, a few months back, to make available a long article on this subject, with pictures. Did you ever do so? I would love to read it.:yep:
joegrundman
12-06-07, 12:05 AM
joegrundman
I made a glass on the stopwach instead of the standart reflextion.tga. I can show you screenshot and install info (it will take no more that 1 min to install), or i can PM you if you have time ;) . I don`t want to bother you too much ;)
Sounds great Dimitrius! By all means PM me and I'll take a look at it
joe
Hitman - Your knowledge on how the germans collected data for their firing solutions is amazing.:up: I understand you've done a massive amount of research & that it was your intention, a few months back, to make available a long article on this subject, with pictures. Did you ever do so? I would love to read it.:yep:
Yes it is available in spanish here: www.u-historia.com (http://www.u-historia.com) Sadly real life and other projects have kept me away from translating it to english :cry: but I will do it some day :88)
Trefoil
12-13-07, 06:51 PM
joegrundman
I made a glass on the stopwach instead of the standart reflextion.tga. I can show you screenshot and install info (it will take no more that 1 min to install), or i can PM you if you have time ;) . I don`t want to bother you too much ;)
Sounds great Dimitrius! By all means PM me and I'll take a look at it
joe
I've read in another thread that you are working on v1.3 of your mod - I hope the stopwatch glass will be included. I was using OLC's brilliant GUI, but for various reasons, I've returned to your mod - Glad you're continuing to develop it.:up:
Dimitrius07
12-13-07, 07:17 PM
Trefoil
The only thing i work right now is how to get rid of that damn DS :lol:. First meating with him in GWX 2.0 and i end up in the buttom. Seems like i learn another lesson in hard way. Nevermind, i finish working on my two small projects (Obs Periscope with larger view) and i added a glass to U-jagd stopwach. I can`t post the second one to a public unless i get a premision from the original creator of the mod.
Her is a screenshot of what a talking about
http://static2.filefront.com/images/personal/d/Dimitrius0077/70930/pkokcdiuew.jpg
This is something i made for my personal taste. Hope you will like it ;)
Trefoil
12-13-07, 08:03 PM
Trefoil
The only thing i work right now is how to get rid of that damn DS :lol:. First meating with him in GWX 2.0 and i end up in the buttom. Seems like i learn another lesson in hard way. Nevermind, i finish working on my small project (Obs Periscope with larger view) and i added a glass to U-jagd stopwach. I can`t post it to a public unless i get a premision from the original creator of the mod.
Hi Dimitrius07 - Nice screenshot, I hope joegrundman gives you permission to release your stopwatch glass, or you give joegrundman permission to include it in v1.3 of his U-Jagd tools mod.;) I've been reading the thread on your other mod - the observation periscope with a larger view. I'd like to try it.:yep: Have you posted a download link?
Dimitrius07
12-13-07, 08:16 PM
I can give it to him, or wait for his respond :) . Its not a hard job if you compare to other moders work.
Offtopic
I will post Larger Obs scope mod as soon as i will finish writing manual. ;)
joegrundman
12-13-07, 09:03 PM
:D Hi Dimitrius
I would love to see it, and i will certainly incorporate it into version 1.3. Thanks very much:up: Please PM me the link to it
1.3 isn't a big change, the tools will be increased in accuracy and a new 3 wheel circular slide rule will be included, as well as Dimitrius graphical contribution.
cheers
joe
rascal101
12-13-07, 10:48 PM
Just wondering if this mod is compatable with the new GWX2
:D Hi Dimitrius
I would love to see it, and i will certainly incorporate it into version 1.3. Thanks very much:up: Please PM me the link to it
1.3 isn't a big change, the tools will be increased in accuracy and a new 3 wheel circular slide rule will be included, as well as Dimitrius graphical contribution.
cheers
joe
yay! I'm now a fan of U-Jagd tools. Thanks for updating. Please keep coming :rock:
joegrundman
12-13-07, 11:56 PM
Trefoil
The only thing i work right now is how to get rid of that damn DS :lol:. First meating with him in GWX 2.0 and i end up in the buttom. Seems like i learn another lesson in hard way. Nevermind, i finish working on my two small projects (Obs Periscope with larger view) and i added a glass to U-jagd stopwach. I can`t post the second one to a public unless i get a premision from the original creator of the mod.
Her is a screenshot of what a talking about
http://static2.filefront.com/images/personal/d/Dimitrius0077/70930/pkokcdiuew.jpg
This is something i made for my personal taste. Hope you will like it ;)
looks good:D
joegrundman
12-14-07, 12:05 AM
Just wondering if this mod is compatable with the new GWX2
I haven't D/L'd GWX2 yet, so i can't answer that, but I understand that GWX2 includes a large slideout compass, which probably has changed the menu file, and so the GWX version probably will need to be updated.
You can always try it and see. If it doesn't work, the game will have an error in loading saying menu item ID 3Fxxxxxx not found. it won't cause any permanent harm assuming you are using JSGME to enable and disable mods.Actually it most likely will work, but you won't have the new GWX compass tool or the new nomo if it is a draggable version.
However, you can adapt it for GWX2.0 yourself by using the U-jagd 1.2 GWX DIY kit. That should work fine
UPDATE 22 Oct 2007:
Now also a NYGM compatible version: http://files.filefront.com/U+jagd112+NYGM7z/;8859757;/fileinfo.html
which version of NYGM is this compatible with?
Just wondering if this mod is compatable with the new GWX2
I haven't D/L'd GWX2 yet, so i can't answer that, but I understand that GWX2 includes a large slideout compass, which probably has changed the menu file, and so the GWX version probably will need to be updated.
You can always try it and see. If it doesn't work, the game will have an error in loading saying menu item ID 3Fxxxxxx not found. it won't cause any permanent harm assuming you are using JSGME to enable and disable mods.Actually it most likely will work, but you won't have the new GWX compass tool or the new nomo if it is a draggable version.
However, you can adapt it for GWX2.0 yourself by using the U-jagd 1.2 GWX DIY kit. That should work fine
http://www.b3tards.com/u/57a418c694bc7c6296b3/wooyaysm.gif
which version of NYGM is this compatible with?
AFAIK all since 2.4 up to 2.6B (Currently most recent version available), because the menu_ini was not modified since that 2.4.:hmm:
How about integrating B-side of Whiz-wheel as a horizontal sliderule in the map?
Like, since it's gonna more or less clutter the map (5 scales), clean the map first. Then draw the fix scales (upper S scale and the lower "minite" and "second" scales) on the map tga, then middle slide scale ("meter" and "knot") as draggable (it can't fixed vertically but that's compromise).
Perhaps additional small draggable rectangle piece for the hairline of sluderule. This will make easier to read the sliderule and thus can allow ommition of redundant "meter" scale.
Edit:
Kinda tried, not really good... forget it...
Dimitrius07
12-23-07, 11:51 AM
joegrundman
Look like i will have to bother you again with my "not so perfect" ideas.
I working on my small project right now and i desided to make thise changes on your U-Jagd tool (just a cosmetic work).
Take a look and tell me your opinion
http://static2.filefront.com/images/personal/d/Dimitrius0077/70930/bacmpzsoed.jpg
Wow - this one looks like a UBERCOMPASS !!!;) :up: :up:
Could you place some little link to this one?:rock: :rock:
Dimitrius07
12-23-07, 03:32 PM
Offtopic
I working on My own improve TDC system (not a big deal) , the u -jagd stopwach as you can see in the picture, realistic Observation scope and i also planing to give it all in one pack.
The main problems are
Get promision from the GWX project manager, promision from joegrundman (manners come first) and time for testing.
After all the procedures i will give it to everybody so don`t worry lutzow ;)
joegrundman
12-23-07, 07:58 PM
How about integrating B-side of Whiz-wheel as a horizontal sliderule in the map?
Like, since it's gonna more or less clutter the map (5 scales), clean the map first. Then draw the fix scales (upper S scale and the lower "minite" and "second" scales) on the map tga, then middle slide scale ("meter" and "knot") as draggable (it can't fixed vertically but that's compromise).
Perhaps additional small draggable rectangle piece for the hairline of sluderule. This will make easier to read the sliderule and thus can allow ommition of redundant "meter" scale.
Edit:
Kinda tried, not really good... forget it...
I've already built the B-sde of the whiz wheel. It is fully functional and will be included in U-jagd1.3:D
@Dimitrius
I love it! Maybe I can use it? I will send you some PM's with some additional information
Joe
I've already built the B-sde of the whiz wheel. It is fully functional and will be included in U-jagd1.3:D
WOW!! That sounds interesting!
I've incorporated NYGM's slideout TDC dials into U-jagd. I'm quite sure it's a piece of cake for you to do that but in case you don't have parts and want to save time a bit I can give it to you (well, of course if you ever want to build it in).
BTW, I also made a quick range finder (the yellow one) for 10x scope of GWX2.0. It's not too accurate (I didn't make it scientifically :know: but brute force attack) but you can mostly make out if a target is at 5.5km or 6km, where "locking" of attack periscope is often too hard so can't use stadimeter.
The integrated attackdisk is one of the most must-have tools :up:
It's not only historical tool but because it is integrated into the game, the disk makes target plotting on the map so much simpler than before. No memtal arithmetic from perisope bearing needed. And it also makes finding AOB from target course or vise versa so easily.
..and is it possible to make helper gauges like crosshair, meaning black in daylight and illumi green (though it's silly for the historical perspective) in the night?
...any status reports on this? Just looking!
joegrundman
01-09-08, 07:44 PM
Sorry, yes! I took time off from this project over the holiday season, but restarted now.
I'm now testing the improvements. I've been having to find new locations to store the attack disk and the sliderule so that they don't get too much in the way when you don't use them.
I also have a new AOB finder wheel that provides increased accuracy while permitting a greater field of vision.
And now I have to update the manual - boy is that time consuming!
Should be released next week:up:
Sorry, yes! I took time off from this project over the holiday season, but restarted now.
I'm now testing the improvements. I've been having to find new locations to store the attack disk and the sliderule so that they don't get too much in the way when you don't use them.
I also have a new AOB finder wheel that provides increased accuracy while permitting a greater field of vision.
And now I have to update the manual - boy is that time consuming!
Should be released next week:up:
Hi Joe!
No hurry man....take your time....its tough to get going after the holidays. Looking forward to this fine mod for my second install of GWX 2.0
Take care man!
joegrundman
01-17-08, 07:54 AM
Hi all
U-jagd 1.3 is now released. See the first post for pictures.
This is essentially the final version of the U-jagd mod.
I hope you enjoy it :up:
If there are issues, i will of course patch them, so please do inform me.
Joe
Canovaro
01-17-08, 09:28 AM
I've been waiting for your gwx2 update :lol:
just :rock:
Thanks for your time!
mikaelanderlund
01-17-08, 10:03 AM
Thanks! Will try it this evening:rock:
Hi Joegrudman. Your mod seems amazing but I don't figure out if I can install it with my current configuration GWX2.0 + SHcmdr2.7. I wouldn't brake my actual game and be forced to make a full re-install of the game. By the way, I'm not confident enough to try your DIY version with its readme I don't fully undersand.
Your mod is really great. Hope it works with GWX2.0 !!!
Thanx 4 the reply.
YIPPEE SKIPPEE! :rock: :up: :yep: :lol:
Wait a sec! I am at work and cannot download it...:cry: :down: :shifty:
I feel a case of the flu bug coming on.....:roll: :huh: :doh:
Thanx Michayl. So if I understand well, I just can install the U-jagdt 1.3 (simple, not the DYIone) and all will fit well.
Yeepee. Installing now !
Thx 4 the reply
Me again.
I just install this mod and I'mvery satisfied with the result.
However, since I use it, I'm unable to zoom in to 10x mode with the attack periscope.
Observation peri is ok.
Is it a normal way the mod is working ?
Is it a bug ?
Has the zoom function moved to another key ?
Is there a hidden button that I wouldn't have noticed ?
Thank you 4 your replies. I worry about that point a lot.
Edit : Problem corrected -> seems to come from frenche trad... Came back to english text and it's OK now.
Klaus_Doldinger
01-17-08, 02:22 PM
I´ve downloaded the GWX 2.0 DYI version, but I don´t find the install instructions readme; only the 75 meters variant... Earlier version 1.2 had a long install instructions. Is there any missing?
ejhawk56
01-17-08, 04:33 PM
I´ve downloaded the GWX 2.0 DYI version, but I don´t find the install instructions readme; only the 75 meters variant... Earlier version 1.2 had a long install instructions. Is there any missing?
The DYI instructions were mistakenly put in the regular GWX download.
Thanks Joe for the updated version. Your hard work is appreciated.
Hope someone will be able to incoporate these updated tools into the olc gui
Thanks again Joe :up:
Eric
Klaus_Doldinger
01-17-08, 04:36 PM
Thank you!
joegrundman
01-17-08, 06:14 PM
Oops! Thanks for pointing that out, I'll get on it
joe
I´ve downloaded the GWX 2.0 DYI version, but I don´t find the install instructions readme; only the 75 meters variant... Earlier version 1.2 had a long install instructions. Is there any missing?
The DYI instructions were mistakenly put in the regular GWX download.
Thanks Joe for the updated version. Your hard work is appreciated.
Hope someone will be able to incoporate these updated tools into the olc gui
Thanks again Joe :up:
Eric
joegrundman
01-17-08, 07:16 PM
Hopefully, the DIY kit now includes the instructions:D
Dimitrius07
01-17-08, 10:15 PM
Hopefully, the DIY kit now includes the instructions:D
Yes i cheked 5 minutes ago and everything is alright :up:.
Now i have some idea for a possible nice addition if its okay with you.
How about making couple of additional backgrounds for the chronometer? I`am not a fotoshop master but attleast i enjoy making some new stuff ;) and learn some new things in the way.
For my opinion thise mod is must have, so thank you joegrundman for your hard work :up: :rock:
Klaus_Doldinger
01-18-08, 03:39 AM
Hopefully, the DIY kit now includes the instructions:D
Thanks!:up:
Klaus_Doldinger
01-18-08, 03:43 AM
For my opinion thise mod is must have, so thank you joegrundman for your hard work :up: :rock:
This mod is a must have. I use manual targeting since a long time ago, and with these tools I enjoy even more playing. I am specially happy with the chronometer!! You can estimate AoB by observation and experience, you can identify the target even with close eyes by experience, you can estimate distance by your experience, but... you need to know speed and this chronometer is, really, a must have in this must have mod.
Thanks again:yep:
CapitanPiluso
01-18-08, 12:53 PM
Thanks , you ve improved so much this mod, excellent work !!!
The Munster
01-18-08, 02:23 PM
D/Loaded and tried this, have the U-jagd Stoppuhr but can't find the other Dials ?
Abd_von_Mumit
01-18-08, 02:30 PM
D/Loaded and tried this, have the U-jagd Stoppuhr but can't find the other Dials ?
Same here, BUT I think it's because I installed it mid-patrol - I was uncertain if it's going to work or not, so I gave it a try. I'll retry again after coming back to base.
joegrundman
01-18-08, 07:41 PM
It doesn't make any difference whether you install mid-patrol or not.
Did you use the DIY kit or the stock/GWX ready install version?
The dials are hidden from view under normal circumstances so as not to get in the way.
To get the AOB finder, you hhave to click on AOB/Lagewinkel on the Notepad in the periscope view.
To get the attack disk, you must FIRST select the Navigator office and THEN it slides out from the bottom of the screen - you can just see it when you hit the navigator officer at the bottom, then move your cursor tot he bottom and it will pop up.
To get the sliderule, do the same but with the Weapon Officer.
These officers must therefore be at their posts to find these tools
Hope this helps
Joe
Abd_von_Mumit
01-18-08, 10:26 PM
Thanks for assistance. :up:
I'll retry installing ASAP. I used the no-DIY version, as I don't get any warnings about the mod from JSGME when installing.
It IS possible, that I just didn;t know, how to find the tools. But I didn't find that info in the "U-jagd tools mod 1.3" doc. - if it is somewhere there, it's a bit hard to find. :) a special subsection "How to find the tools" would be helpful.
By the way: the doc. states, that the rar contains:
- Hitman's manual on conducting a sliderul attack,
- your description how to use the slide rules to do a passive sonar approach,
but I don't have them. I got the Hitman manual from other source, but would be happy to read your no-visual approach one.
Thanks for the mod. :up:
joegrundman
01-18-08, 11:05 PM
Damn it i forgot to include it. I'll get ot that, but you can d/l it as a separate pdf from my filefront. it's called "using the SACF to make a passive sonar approach" It's quite technical, and makes extensive use of the attack disk and sliderule to get you into a good firing position on a target you have never seen.
You still need to have a visual before firing though.
PS. just had a look. Hitman's article should be there. It's called NoTDC tutorial for S-boats. It's written with the American SACF and the SH4 S-boats in mind, but basically it is identical to using the U-jagd sliderule and attack disk for a ww1 style attack
PPS Generally I'll take another look at the manual and implement the changes you recommend
thanks
joe
joegrundman
01-19-08, 11:05 PM
OK there will be a patch for this mod. Apart from the missing guides, since I've finished this update and played a patrol of GWX, I've come to the conclusion that even more graduations on the AOB finder would be useful.
You can see what I mean by this sample of the inner ring of Zikuwi:
http://img208.imageshack.us/img208/2169/zikuwirad10x2nx4.jpg
u.Prestige
01-19-08, 11:24 PM
Finally the circular slide rule, modelled on the Speed Omnimeter of the USN SACF, but converted for metric distances
http://img136.imageshack.us/img136/1/subsimsliderule1mw2.jpg
This must be great in estimating target's range!:up:
Is this historically realistic in U-Boats?
Abd_von_Mumit
01-19-08, 11:26 PM
What I especially like in your mod are the original German names of the tools. That really adds to immersion, keep that that way! :up:
joegrundman
01-19-08, 11:34 PM
Finally the circular slide rule, modelled on the Speed Omnimeter of the USN SACF, but converted for metric distances
http://img136.imageshack.us/img136/1/subsimsliderule1mw2.jpg
This must be great in estimating target's range!:up:
Is this historically realistic in U-Boats?
They used all manner of sliderules for all sorts of problems, but i didn't have good images of them and i wanted to avoid having too many specialised sliderules.
This one is, as i said, modelled on the sliderule on the back side of the USN ISWAS.
Basically, sliderules are sliderules no matter which country made them. they do the same things really. I chose this design because firstly i had clear templates, secondly it provides accurate measurment of degrees 1-6, thirdly because this slide rule +the aob finder (which is also a slide rule) pretty much cover all your slide rule needs.
There really is no liimit to the problems that can be solved by the use of these two tools, but the manuals in the mod package deal with the main uses you will come across.
joegrundman
01-19-08, 11:35 PM
What I especially like in your mod are the original German names of the tools. That really adds to immersion, keep that that way! :up:
Okeydokey:)
joegrundman
01-20-08, 08:57 PM
OK I released a patch that will convert your 1.3 to 1.3.1
The patch is some minor graphical adjustments to increase the number of graduations on the scales of the AOB finder, and it also includes a slightly modified manual, klh's version2 of the attack disk handbook and my own guide to using passive sonar and the attack disk and sliderule to make an effective approach in bad weather.
It's at the filefront
NOTE: If you already have 1.3, the patch is all you need. Watch for whether you need the GWX version or not.
If you don't have 1.3, then you may download 1.3.1 and then you do not need the patch.
joe
schnorchel
01-20-08, 09:37 PM
Finally the circular slide rule, modelled on the Speed Omnimeter of the USN SACF, but converted for metric distances
http://img136.imageshack.us/img136/1/subsimsliderule1mw2.jpg
This must be great in estimating target's range!:up:
Is this historically realistic in U-Boats?
They used all manner of sliderules for all sorts of problems, but i didn't have good images of them and i wanted to avoid having too many specialised sliderules.
This one is, as i said, modelled on the sliderule on the back side of the USN ISWAS.
Basically, sliderules are sliderules no matter which country made them. they do the same things really. I chose this design because firstly i had clear templates, secondly it provides accurate measurment of degrees 1-6, thirdly because this slide rule +the aob finder (which is also a slide rule) pretty much cover all your slide rule needs.
There really is no liimit to the problems that can be solved by the use of these two tools, but the manuals in the mod package deal with the main uses you will come across.
Hi I want to say great work!:up:
Is it possible to change this tool by that the origanal type german use?
http://img61.imageshack.us/img61/7144/img3264dd2.jpg
Abd_von_Mumit
01-21-08, 05:48 AM
I think "U-jagd1.3.1_GWX.7z" (no patch, not DIY) is missing on your site. :)
The packages contain 2 U-jagd manuals, I believe.
joegrundman
01-21-08, 07:24 AM
The U-jagd1.3.1GWX should be up now. thanks for the heads up.
@Schnorchel
There are two things I wish to say.
Firstly I'm not 100% sure here, but from my discussions with Hitman, I understand that the tool you show is also not 100% authentic KM equipment. I believe, but i'm not certain, that it is a hybrid that Hitman made between a KM whiz wheel for determing speed/aob on a constant bearing and the time wheel from the US Navy Speed Omnimeter that I based the in game circular slide rule on.
Secondly, it will be very easy to change the in game sliderule to resemble the one that you made from Hitman's templates. you could do it yourself in fact, if you feel like trying. But anyway, for me it would only be half an hour's work, so I'll make a conversion and offer it as an optional download. How's that?:D
joe
Kumando
01-21-08, 08:50 AM
Great mod i think its more easy to learn thant The OLC Gui, il give it a try:up:
...is it just my end of the world or is anyone else experiencing slow response times with the SubSim webpage and File Front download speeds!:nope:
I tested my pings and bandwidth and my speeds are normal.
CapitanPiluso
01-21-08, 05:03 PM
...is it just my end of the world or is anyone else experiencing slow response times with the SubSim webpage and File Front download speeds!:nope:
I tested my pings and bandwidth and my speeds are normal.
In my PC Subsim works OK ( as Usual) but filefront is not so good.
Greets
...all back up to speed and File Front is downloading well again...
joegrundman
01-21-08, 08:09 PM
Here's the alternative sliderule that schnorchel wanted. It's at my filefront. Look for U-jagd_alternatve_sliderod.7z.
It's a DIY installation. You must make three edits to the menu file yourself.
Gute Jagd
joe
http://img147.imageshack.us/img147/4723/sliderulenewqx2.jpg
ejhawk56
01-21-08, 08:48 PM
Here's the alternative sliderule that schnorchel wanted. It's at my filefront. Look for U-jagd_alternatve_sliderod.7z.
It's a DIY installation. You must make three edits to the menu file yourself.
Gute Jagd
joe
http://img147.imageshack.us/img147/4723/sliderulenewqx2.jpg
Thanks for taking the time to provide us with the alternative. Looking forward to trying both.
Also, thanks for all the great documentation you provided in your latest releases. Really makes a nice package.
Eric
joegrundman
01-21-08, 09:14 PM
Thanks!
joegrundman
01-21-08, 09:19 PM
Achtung!
British Intelligence Agents have infiltrated the Kriegsmarine Press and have sabotaged key documents in order to mislead new kaleuns.
We have found this sabotage and are now hunting the agents responsible.
Fortunately intelligent and experienced Kaleuns will not have been fooled by the sabotaged references in the manual titled Passive Sonar Approach using Sliderules and ISWAS. In this text all original references to the target presenting a Backbord (Port) AOB were switched to say Starboard.
This childish sabotage attempt does not bode well for the Britischers if that represents the best they can do!
Gute Jagd!
Kumando
01-23-08, 08:55 AM
I have some questions Joe, first im using GWX 2.0 and testing the mod in the torpedoes training mission to take the stationary tramp steamer i cant read in the Zielkurswinkel because its not numbered in the left half so i cant take the AOB number the other question is how do we shoot targets at 1.5x Zoom?
joegrundman
01-23-08, 10:13 AM
For stationary targets, AOB isn't relevant. Only range and bearing, but I guess that's not your point.
The AOB should always be on the right side. If it isn't then you have a badly wrong range estimate, or else you have the scope on the wrong magnification, or finally you have the wrong magnification for the tool. For example, if you are using the GWX version, this is set for a high power magnification of 10x.
Some mods will change the GWX magnfiication back to x6. Sergbuto's free camera mod, forexample. If this is so, then the settings are no longer correct. Do you have other mods which affect the magnification of the scopes?
As to your final point, again you need to know what you scope magnfication settings are.
If you have stock then it is x1.5/x6 if GWX it is x1.5/x10 on the attack scope.
The tool is always calibrated for the scope on high power. If you wish to use it on low power, you must multiply the measured length of the target to scale it to high power. So for stock, youmust multiply the measured length by 4, if for GWX by 6.6
This multiplication can be done with the AOB finder, as described in the manual. It takes just a second.
Gute Jagd
Joe
Storabrun
01-24-08, 10:46 AM
AOB will not be messed up if you use the wrong magnification setting, either by ingame choice or camera settings. The AOB calculation is basically to compare:
1. Known relation between real height and real length of target. (nothing short of torpedoes can change this relation:lol:)
2. Relation between observed height and observed length of target, which is also unaffected by magnification.
Range will be wrong if some other magnification is used and no correction for that is made, but not AOB as long as everything else is done correctly.
joegrundman
01-24-08, 07:00 PM
I'm afraid this is not correct, because the method you mention is not actually how the wheel does it, although the effect is the same (the manual is misleading in this respect, but i only actually learned how it works when i built the new version from scratch, rather than using templates). In order to make wheels for GWX and stock i've had to make three different wheels. If you use the wrong one, you get the wrong answer.
However, in the appendix of the manual, there is a section which shows how to correct for using low magnification. You use the AOB finder to do it and the process takes less time than it does to type into a digital calculator, because as we all know sliderules operate by the power of black magic...
schnorchel
01-24-08, 07:06 PM
Here's the alternative sliderule that schnorchel wanted. It's at my filefront. Look for U-jagd_alternatve_sliderod.7z.
It's a DIY installation. You must make three edits to the menu file yourself.
Gute Jagd
joe
http://img147.imageshack.us/img147/4723/sliderulenewqx2.jpg
Hi Joe,
Great work! :up: I will try to sink more ships by this new tool.
Abd_von_Mumit
01-24-08, 07:40 PM
I'm afraid this is not correct, because the method you mention is not actually how the wheel does it, although the effect is the same (the manual is misleading in this respect, but i only actually learned how it works when i built the new version from scratch, rather than using templates). In order to make wheels for GWX and stock i've had to make three different wheels. If you use the wrong one, you get the wrong answer.
:hmm: I can't understand that to be honest. The Zielkurswinkelrad (the "no arms" side of the tool) works just like a regular circular slide rule, based on logarithmical calculations. If you skip the "marks" scale and stick to degrees, speeds and distance, it has to work like any other instance of similar slide rule. In the above example the mark scale is not used at all, as it's the proportions that are taken into consideration, not number of marks, so... why it shouldn't work?
Correct me if I'm wrong, I'm still not accustomed to these tools, using your manual as one of sources of reference (really good job, I think the manual is the best part of your mod + Zielkurswinkelrad in the periscope view).
EDIT: I've been trying to write a comprehensive opinion about your mod for a few days, but still some other things distract me - like playing with your mod that I really enjoy much. But I have a major problem with it and I can't find a solution. Screenshot follows:
http://img81.imageshack.us/img81/5993/sh3img2012008231712116xm8.png
The same with "yellow range scale". I've checked the files - yellowrangescale.tga and optischelange.tga are where they should be, files are not corrupted. It can have a connection with my very low spec. PC, and in fact I had similar problems with other files, like bearing overlay. But I don't have them anymore now BUT with these two.
Any ideas?:hmm:
Storabrun
01-24-08, 07:59 PM
I'm afraid this is not correct, because the method you mention is not actually how the wheel does it, although the effect is the same (the manual is misleading in this respect, but i only actually learned how it works when i built the new version from scratch, rather than using templates). In order to make wheels for GWX and stock i've had to make three different wheels. If you use the wrong one, you get the wrong answer.
Unless your wheels function in some way fundamentally different from the one in OLC GUI I'm correct and you are wrong;)
I'm not saying that it was a waste of time to make different wheels, because you get the range wrong if it's not scaled to the magnification. But the AOB will always be correct if your measurements and handling is correct.
The thing is that the range is NOT important if you just want AOB.
1. You measure range by aligning observed marks with 90
2. Read range at mast height (or double mast height in OLC GUI)
3. Turn range to real length of target.
4. Read AOB at the observed ship length (or half ship length in OLC GUI)
The thing is that in part 3 it doesn't matter if the range is correct or not if all you want is the AOB. What you really do is turn the wheel from mast height (on outer scale) to ship length (on outer scale). Both of those values are independent of magification and therefore you always turn that wheel an set number of degrees for a specific target.
Joe
Just want to make sure I have this right...as there are so many versions now...its a bit fuzzy for me.
If I want to run this on a stock SH3 1.4b patched game...I need U-jagd1.3.1.7z ..right?
...do I also need U-jagd1.3.1patch.7z ??
Thanks!
joegrundman
01-25-08, 12:00 AM
@donw
you don't need the patch. the patch simply converts 1.3 to 1.3.1:D
Otherwise you are correct.
@Storabrun and Abd_von_mumit
Unless your wheels function in some way fundamentally different from the one in OLC GUI I'm correct and you are wrong
So there you go! I guess that's unlikely as I made them both, is it not? That said, I retract my previous assertion completely and now affirm the opposite!:)
Anyway, the difference between the different available disks is about the number of marks that represent 1 degree in the differing magnifications. As i tend to use the in-game rangefinder it still makes a difference to me which scale i use.
Anyway thanks for the sliderule update:lol:
@Abd_von_Mumit
There are clearly issues you have with alpha channels. Strange that the alpha channels on the rest of the AOB finder work OK.
You can comment out the yellow range scale completely, or just rename the image or something, and the same for the optische lange scale, but then you'll have to use the original periscope markings for measuring and that means the measurement will have to be done while the AOB finder is not in use.
Apart from that, i can only suggest maybe there was a download failure or else as Mikayl says could be other backgorund programs
Sorry i can't help more with this particular problem
joe
Abd_von_Mumit
01-25-08, 04:12 AM
Thanks for replies.
No, I run nothing in the background, and I mean it - I use FS Autostart to exit all possible programmes and processes (otherwise my game wouldn't launch or would CTD often). It's probably low spec. problem. :damn: Will report to you if I find the solution.
Thanks!
joegrundman
01-25-08, 08:10 AM
Hi Abd_von_mumit
While I cannot solve the problem, I can provide a work around for you that ought to yield a satisfactory result. Actually i can think of two work arounds.
Firstly, if this goes wrong, you may well have to reinstall the mod, OK?
Workaround 1. The better version.
AIM: To integrate the optische lange and AOB finder graphics into one graphic image.
You need to have an image editor capable of handling tga's, such as photoshop or the freeware program Gimp.
Using the image editor merge the two files, zikuwibasisrad.tga and optischelange.tga
You should use layers and also screenshots to make sure you align the two files exactly correctly.
If you need detailed instructions about how to do this, I can provide it by PM.
Then go into the menu file. Look for the optische lange entry and comment it out using ; like this:
;Name=Optische Lange
;Type=1031;Stat bmp array
;ItemID=0x26030016
;ParentID=0x26030010
;Pos=49,-124,533,206;93,-185,415,160
;Color=0xFFFFFFFF
;Materials=1
;Display=0;no stretch
;Mat 0=data/menu/U-jagd/optischelange.tga
;Crop 0=0,0,1,1
;MatFlags=0x29
;BmpState=0
;NeedFocus=true
;SelOne=false
;IDGroup=0
;StatesColors=0xFFFFFFFF, 0xFFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF
Now comment out the Rangescaleyellow entry in the same way.
If this doesn't work, then try approach 2
Workaround 2:
AIM: to eliminate the troublesome tga's and move the AOB finder to allow the use of the original scope markings.
Comment out the two tga's as mentioned above.
Now look for this entry at the top of the zikuwi section:
Name=ZiKuWiRad
Type=1026;Menu Group
ItemID=0x26030010
ParentID=0x260E0000
Pos=-742,60,627,627
Color=0xFFFFFFFF
We wish to make more room for seeing the original markings, so change the Pos line to read:
Pos=-757,75,627,627
If you are not satisfied with this adjustment (I haven't actually tried it), try giving a different set of numbers for the first two numbers of the Pos entry.
Good luck
Joe
Abd_von_Mumit
01-25-08, 08:47 AM
Thanks a lot. I'll try it tonight or tomorrow for sure. Would be great to have it working. :88)
Abd_von_Mumit
01-25-08, 02:36 PM
@joe: Tryng to apply your fix I opened optischelange.tga in Photoshop and it looks very weird - maybe this is the reason of the problem?
http://img257.imageshack.us/img257/779/dziwyls5.png
In Total Commander preview it looks like that:
http://img257.imageshack.us/img257/4555/dziwy2pe4.png
I have never edited/saved this files before, so the strange 'stains' are not mine. Could the game save to tga file? :hmm:
onelifecrisis
01-25-08, 02:41 PM
Corrupted download? :hmm:
Redbrow
01-25-08, 02:41 PM
seriously you should contract a platics factory to produce that hand computer shown in your pics. I'd buy one.
seriously you should contract a platics factory to produce that hand computer shown in your pics. I'd buy one.Nah!, why bother if you can make one yourself easily and have the possibility to customise it.
http://www.subsim.com/radioroom/showthread.php?t=114351
Though you are right in some sense, every noob in target tracking could use one I'm sure. ;)
joegrundman
01-25-08, 07:37 PM
seriously you should contract a platics factory to produce that hand computer shown in your pics. I'd buy one.
I've made several of them, certainly all of the ones you have seen here except the U-jagd chrono. It was my love of these tools that prompted me to make these available in-game.
Now that they are ingame I never use the hand-held ones. I find the in-game ones more convenient.
joegrundman
01-25-08, 07:39 PM
@Abd von mumit
Yeah i have to agree with OLC here. Those are not the original tga's. Try redownloading the mod.
joe
Abd_von_Mumit
01-26-08, 06:47 AM
@Abd von mumit
Yeah i have to agree with OLC here. Those are not the original tga's. Try redownloading the mod.
joe
I have just downloaded 3 vatious U-Jagd 1.3.1 packages, the file looks exactly the same in any of them. :/
Maybe it gets corrupted during unpacking? For viewing I Use Total Commander 6.54 or Photoshop 6.0, for unpacking 7-Zip 7.42.
Is it possible that you upload this file standalone so that I can DL it without packing?
joegrundman
01-26-08, 07:22 AM
Here is the optischelange.tga
http://www.mediafire.com/?7t1o0pmixzt
tell me how that goes
best wishes
Joe
Abd_von_Mumit
01-26-08, 07:41 AM
Here is the optischelange.tga
http://www.mediafire.com/?7t1o0pmixzt
tell me how that goes
Thanks.
But it's still exactly the same file. :doh: Must be something really weird with my machine TGA handling, or I just don't know what. My PC haunted and myself not much better. :-? I'm absolutely not into graphics (I know who Picasso was and that's all - you know, this famous graphics programmer ;)).
http://img299.imageshack.us/img299/1989/dziwy3bo1.png (http://imageshack.us)
joegrundman
01-26-08, 09:32 AM
Very strange. Then my best suggestion is that you try workaround 2. Remove the optische lange and yellow range scale tgas and then reposition the AOB finder slightly to expose the original scope markings.
Joe
onelifecrisis
01-26-08, 09:37 AM
:hmm:
Joe, did you use GIMP to create the file?
joegrundman
01-26-08, 09:52 AM
Hi OLC,
I used photoshop. I have to say I'm really quite stumped. Also it appears that the AOB finder displays correctly when using the OLC-GUI, and additionally it is just plain wierd that those two files should be screwed up when the much larger AOBfinder wheels work fine despite also having large transparent areas...:88)
OK these are the rest of my thoughts:
There appear to be three features in the image that are not as they should be.
Firstly, and most importantly, it appears that the alpha channel just isn't coming through. The backgound in those images should be the checker-board style pattern. Instead it is plain white.
Secondly there are some shadows. These are left overs from where I have used the eraser. When the thing is working properly these shadows are invisible. Don't worry about them.
Thirdly there is the large blue rectangle that shouldn't be there, although in the image taken from Total Commader it showed the checker-board transparency image in that area. I don't know what to make of it.
My suggestion, Abd_von_Mumit is that you make a replacement image yourself.
To do that in photoshop, click select all on the image, then copy. Then create new file. Photoshop will automatically open a file with the correct dimensions. Make sure that the background is transparent. Paste in the image.
Now create a layer.
USe select by colour to pick up the red, green and yellow markings and paste them into separate layers. Move them until they superimpose the images on the base layer. Forget about the blue markings for now.
Once done, discard the base layer with the downloaded image, merge the remaining layers and save as your new optische lange tga.
Please tell me at this point the trancparency is working correctly :D
joe
Abd_von_Mumit
01-26-08, 10:21 AM
Will try it for sure with my mate's help, but unfortunately not tonight. I assume "layers" are not the hens that put eggs. ;)
joegrundman
01-26-08, 07:30 PM
:D
On the main toolbar at the top of photoshop, it reads from left to right:
file, edit, image, layer, select, filter, view, window, help
You'll need for this operation,
file -> new - to open a new document with a transparent background
file -> save as - to save the finished document as a tga
Select -> select all
Edit -> copy
Edit -> paste
Layer -> New layer - to create new layers
Layer -> Delete layer - to delete the downloaded image from your new document
Layer -> Merge visible - to combine your new layers into one image
You can navigate through the different layers using the Layer box in the bottom right
joe
joegrundman
01-26-08, 08:42 PM
Here's the alternative sliderule that schnorchel wanted. It's at my filefront. Look for U-jagd_alternatve_sliderod.7z.
It's a DIY installation. You must make three edits to the menu file yourself.
Gute Jagd
joe
http://img147.imageshack.us/img147/4723/sliderulenewqx2.jpg
It's been pointed out to me that the indicator on the centre wheel of this is still based on the American SACF. For those who prefer one that is more similar to Hitman's original format you need to download either the specific tga and dump it in the U-jagd folder yourself
That is here:
http://www.mediafire.com/?0dmod09zjjp
Or else go to my filefront and replace the whole sub-mod with the one named
U-jagd_alt_sliderule2.7z
Puster Bill
01-27-08, 08:05 PM
Finally the circular slide rule, modelled on the Speed Omnimeter of the USN SACF, but converted for metric distances
http://img136.imageshack.us/img136/1/subsimsliderule1mw2.jpg
Would it be possible for you to make this more amenable to printing out?
I use a physical version Hitman's wheel, but I sometimes find it more convenient to use the US version (I pause the game, convert the ranges from meters to yards, then use the wheel). This generally happens with either very small AOB values, or when I only have time to make two quick observations because of bad weather or such.
Also, using this version would also make the AOB more than 90 degrees issue easier, in that I don't have to do the math in my head, it's right there.
I like having the physical wheel in my hands though. Using a virtual one is like kissing your sister: You go through the motions, but it just isn't the same.
I am sure I am not the only one who would like a version that can be printed out. Really, all you would need to do is place a small cross in the exact center of the three wheels.
Pretty please!
PS: Your wheel is slightly off. The conversion for meters per second to knots is .51444, you have it set at about .52. Probably not enough to make you miss close up, but certain it might at longer ranges when you consider rounding issues. When I use my linear rule, I use .515 which is close enough.
joegrundman
01-27-08, 08:36 PM
Hi Puster Bill
I'm sure you could do it yourself. It would only take ten minutes of your time with a decent image editor such as photoshop or the freeware program, Gimp.
Thanks for the heads up about the accuracy. I don't think an error of 0.05 is really going to be a limiting factor at even long range situations, but I'll take a look at it if i release another update.
joe
Venatore
01-27-08, 08:39 PM
I'll take a look at it if i release another update
The life of a modder, you got to love it.............:doh:
joegrundman
01-27-08, 08:43 PM
I'll take a look at it if i release another update
The life of a modder, you got to love it.............:doh:
:rotfl:
joegrundman
01-27-08, 09:24 PM
It didn't take long to put in crosses so here it is:
http://www.mediafire.com/?4mc1mwaohck
note that these images are "weathered". This is important so that it doesn't look out of place on screen, but it may not work so well on a card tool
joe
Puster Bill
01-28-08, 09:46 AM
It didn't take long to put in crosses so here it is:
http://www.mediafire.com/?4mc1mwaohck
note that these images are "weathered". This is important so that it doesn't look out of place on screen, but it may not work so well on a card tool
joe
I'm sure it will work fine. Using a 'weathered' tool will make it just a tad more authentic feeling.
Thank you kindly. It would have taken me at least an hour to figure out how to do it in Gimp (not including the time spent to download it).
I've downloaded it to my home machine, and when I get a chance in the next few days I'll go ahead and build it. I'll put a picture up so you can see what it looks like.
As for the speed correction, don't worry about it too much. The only time I can see it making a difference is for long shots at high value targets like carriers and battleships. You know, those that are worth a salvo even if the odds of hitting are slim.
Sailor Steve
01-28-08, 11:08 AM
WOW! I'm just getting back into gaming after many months without my computer. I see that OLC's GUI has more functions, but I like the way this one looks! Also I like the fact that it works with the 6-Dials Simfeeling mod. I might even give Poor Sailor's Favorite a try along with it. Maybe now I can actually hit something from further out than 500 meters!:rotfl:
One quick question: are there any differences between the regular and GWX versions besides the periscope magnification? Because I will be using GWX2 but I prefer the 6x myself.
Awesome work, guys!:rock:
joegrundman
01-28-08, 07:35 PM
Hi Sailor Steve
OLC GUI utilises most of the U-jagd tools, but not the slide rule and not the Vorhalt arm of the attack disk, but is as you noticed a complete interface overhaul. This mod here, apart from the tools, does not change the interface or functions of the game.
To make it work with Simfeeling tools, you will have to merge the mods yourself, as both mods utilise the dials and menu files.
As you have additionally converted the scope magnifications back to stock values, then you will need the Stock 1.3.1 DIY modification, and assemble the mod with simfeeling yourself.
However, if you wish to forego the simfeeling mod, you will still need to use the DIY kit because otherwise the GWX menu file will be overwritten with the modified stock menu file. There are several differences between the stock menu file and the GWX2.0 menu file.
Good luck and gute jagd
joe
joegrundman
01-28-08, 08:47 PM
Thank you kindly. It would have taken me at least an hour to figure out how to do it in Gimp (not including the time spent to download it).
You are very welcome:) . Btw, you should download Gimp anyway. It's well worth having:up:
Hi, Joegrundman,
Anyway you could release a version compatible with Internal Orders mod ?
I really appreciate your work but I can't get rid of my internal orders cause what I prefer in that game is the immersion feeling.
Maybe does it exist a trick to permit the use of the 2 mods together without any special work...
Tanx 4 the reply
Puster Bill
01-29-08, 07:31 AM
Thank you kindly. It would have taken me at least an hour to figure out how to do it in Gimp (not including the time spent to download it).
You are very welcome:) . Btw, you should download Gimp anyway. It's well worth having:up:
You are right, I should. I just don't get the time to mess around with stuff like that.:damn:
Anyway, I built it last night. It came out quite nice, although I didn't have any inkjet transparencies left, so I made the Zeit wheel out of cardstock like the others.
Each individual wheel is 3 thicknesses of cardstock, held together with Elmer's gluestick. I laminate the front and back of each wheel with self-stick lamination.
As soon as I get the chance, I'll post a picture of it.
The Elmer's glue stick won't make the cardstock go all wavy? Gonna try that next time, if I can only steal one from the children!:nope:
Oh, I invested in a circle cutter, after you print the "watchamacallits", and stick the pin through the centers, this little gizmo has a metal spike that you push down, and a blade on an arm that extends. You set the blade at the edge of the circumferance, spin and your done!
See here: http://www.nextag.com/Fiskars-Circle-Cutter-Cuts-503019682/prices-html
See here: http://www.save-on-crafts.com/makingmemories.html?productid=makingmemories&channelid=NEXTA
:sunny:
joegrundman
01-30-08, 11:42 PM
Hi, Joegrundman,
Anyway you could release a version compatible with Internal Orders mod ?
I really appreciate your work but I can't get rid of my internal orders cause what I prefer in that game is the immersion feeling.
Maybe does it exist a trick to permit the use of the 2 mods together without any special work...
Tanx 4 the reply
I take it you are using GWX. with integrated orders.
You can use IO and U-jagd together no problem, but you have to merge them yourself. You need to download
U-jagd 1.3.1_GWX_DIY
This contains instructions for merging the two mods. (If I were you, I would copy the IO mod first, rename the copy to Integrated Orders + U-jagd and use this copy for the mod merge rather than the original)
Joe
Sailor Steve
01-31-08, 01:01 PM
I have another question. Over on the SH4 boards WernerSobe has created a periscope that fills up the entire screen, http://www.subsim.com/radioroom/showthread.php?t=129941 and OLC's GUI has one for at least one of its options. I prefer to use U-jagd because it allows for the 6-Dials Simfeeling mod, and I like the way it looks. I know the rings around the lens are important, but is there some way to enlarge it so it fills the screen? It would make viewing a lot cooler, as well as easier.
Aye, I love the large periscope view as well and would love to have it in U-jagd.
ejhawk56
01-31-08, 04:33 PM
Achtung!
British Intelligence Agents have infiltrated the Kriegsmarine Press and have sabotaged key documents in order to mislead new kaleuns.
We have found this sabotage and are now hunting the agents responsible.
Fortunately intelligent and experienced Kaleuns will not have been fooled by the sabotaged references in the manual titled Passive Sonar Approach using Sliderules and ISWAS. In this text all original references to the target presenting a Backbord (Port) AOB were switched to say Starboard.
This childish sabotage attempt does not bode well for the Britischers if that represents the best they can do!
Gute Jagd!
Hi Joe
Has this been corrected in the latest download?
Thanks
Eric
joegrundman
01-31-08, 07:05 PM
No!:) Too expensive a waste of valuable KM resources. The error is only found in the illustrated example using screenshots using U-jagd 1.3. So long as you know which is starboard and which is port, it's actually pretty easy to spot.
There may be another patch before long which will make some minor display imrpovements. If so I'll inculde the corrected manual then. But as you mention it, in fact I'll post the corrected manual as a standalone. You should be able to download it later today
Best wishes
Joe
joegrundman
01-31-08, 07:21 PM
I have another question. Over on the SH4 boards WernerSobe has created a periscope that fills up the entire screen, http://www.subsim.com/radioroom/showthread.php?t=129941 and OLC's GUI has one for at least one of its options. I prefer to use U-jagd because it allows for the 6-Dials Simfeeling mod, and I like the way it looks. I know the rings around the lens are important, but is there some way to enlarge it so it fills the screen? It would make viewing a lot cooler, as well as easier.
A much increased scope view is something I've also wanted, but that is not part of the U-jagd mission statement, I'm afraid. U-jagd 1-series only provides the tools - it makes no other changes. It is up to other GUI projects to sort out changes in scope view size, and I gladly permit full use of U-jagd tools to anyone who wishes to implement them into their own projects, as OLC has done so brilliantly.
Enlarging the rings is a simple matter of opening them with a capable image editor, such as photoshop or Gimp, and resizing the images. You of course then have to note the new dimensions and edit the relevant Pos entries in the menu_1024_768 file accordingly. Einfach!
But this will not greatly change the basic scope view and magnfiication effect(although you may improve the field of view through it). Already the U-jagd 1.3 field of view is vastly increased from the earliest versions!
To change the original scope view in the way that OLC did with the Obs scope and Werner SObe has with SH4 is a different project that opens up different issues. If you wish to have a much bigger scope view, then you need to reorganise the entire GUI space to make room for it.
Then you need to edit your AOB finder images to fit the new scope.
It's certainly doable, and in fact it's something I have in my mind to do as my next project, but it'll be a lot of work.
So in the meantime, sorry.
Puster Bill
01-31-08, 07:30 PM
The Elmer's glue stick won't make the cardstock go all wavy? Gonna try that next time, if I can only steal one from the children!:nope:
No, it doesn't make it wavy. Regular Elmer's glue WILL do that, but I found that the glue stick won't.
Some tips, though:
1. Get 100% even coverage of the glue.
2. Glue the pieces *BEFORE* trimming them to final shape. It makes handling them easier.
3. Place the glued pieces under some heavy, even pressure. I use my copies of "Hitler's U-Boat War", volume 1 + 2 ;).
4. The pieces will still 'warp'. They will be like a shallow 'Pringles' chip. That's OK, you can straighten them by hand. Once you have them all straightened, then you can assemble them.
I'll have to look into getting a circle cutter.
ejhawk56
02-01-08, 07:35 AM
There may be another patch before long which will make some minor display imrpovements. If so I'll inculde the corrected manual then. But as you mention it, in fact I'll post the corrected manual as a standalone. You should be able to download it later today
Best wishes
Joe
Thanks Joe...I'll keep an eye out for it. I finally had time to print off and start reading the other manual to the U-jagd tools last night. Good stuff. I like that you included the german terminology for the tools and their various parts. Added them to my list of German words to know.
joegrundman
02-01-08, 09:57 AM
I've posted the corrected version of the Passive sonar approach using sliderules and Iswas tutorial. The correction is very small - you may not even be able to see it:D
Sailor Steve
02-01-08, 10:25 AM
It's certainly doable, and in fact it's something I have in my mind to do as my next project, but it'll be a lot of work.
So in the meantime, sorry.
Thanks for the apology, but I know you have a lot on your plate. Thanks for all the hard work.:sunny:
ReallyDedPoet
02-01-08, 10:27 AM
Nice to see you back playing the game Steve :roll::yep::up:
RDP
Sailor Steve
02-01-08, 10:35 AM
Thanks, RDP. Not really 'playing' yet, as I'm busy fooling around with GWX2 and adding and changing things to my liking. Also working on my own little addition, which is taking a lot of time and research. Still, it's nice to sit at my own computer again while I'm typing this.:sunny:
Sailor Steve
02-15-08, 04:43 PM
Hi, I'm back with questions.
I want to use the DIY version to have this along with the 6-Dials Simfeeling mod, and maybe the periscope tools as well, but Every time I read the instructions I get nervous. Is anyone actually using all this together, and how is it working?
Secondly, I use GWX, but I would rather have the smaller 6x attack scope back. Will it work if I just use the regular U-jagd version, or will that mess everything up?
joegrundman
02-17-08, 11:58 PM
Hi Sailor Steve
Don't be nervous! :D Remember, faint heart never won fair lady :)
A couple of tips: make sure you still have the original unpacked files for both U-jagd and Sim feeling. If there's a foulup you can always just throw away what you've done and reinstall the mods again
Secondly, make sure you've disabled both the relevant mods using JSGME before you start operating. Then remeber only make adjustments in the mod folders - never touch the main SH3/GWX install.
Then just go for it.
To answer the scope magnification question:
U-jagd tools does not change the scope magnifications. The scope magnifications are as they were in SH3 (x6/x4) or GWX (X10/x4.5).
This is the main difference with the different versions of U-jagd. The scales on the AOB finder are set to give the correct range for the appropriate magnification.
If you wish to use x6/x4, then you must make these changes yourself using mini-tweeker. After that, the you must use the U-jagd_DIY kit. Otherwise you use the U-jagd1.3.
seYou know what: just answer these two questions for me.
Firstly, have you already reset the magnification back to x6/x4?
Secondly, can you show me the link to the Simfeeling mod for GWX 2.0?
If so, I'll make the mod for you and send it to you. It'll only take me 10 mins.
joe
Hi, I'm back with questions.
I want to use the DIY version to have this along with the 6-Dials Simfeeling mod, and maybe the periscope tools as well, but Every time I read the instructions I get nervous. Is anyone actually using all this together, and how is it working?
Secondly, I use GWX, but I would rather have the smaller 6x attack scope back. Will it work if I just use the regular U-jagd version, or will that mess everything up?
:rotfl:
I am trying to do the same with NYGM V2.6B!!!
Will get there...
Sailor Steve
02-18-08, 11:21 AM
A couple of tips: make sure you still have the original unpacked files for both U-jagd and Sim feeling. If there's a foulup you can always just throw away what you've done and reinstall the mods again
Not a problem there; I save everything.
Secondly, make sure you've disabled both the relevant mods using JSGME before you start operating. Then remeber only make adjustments in the mod folders - never touch the main SH3/GWX install.
Oops! I used the original Simfeeling, in which FLB-Sale says that since other mods change the files all the time, it has to be installed manually...so I installed it by hand myself. Of course I suppose it's easy enough to just go back and remove all the files. After all, I never throw anything away.:rotfl:
To answer the scope magnification question:
U-jagd tools does not change the scope magnifications. The scope magnifications are as they were in SH3 (x6/x4) or GWX (X10/x4.5).
This is the main difference with the different versions of U-jagd. The scales on the AOB finder are set to give the correct range for the appropriate magnification.
If you wish to use x6/x4, then you must make these changes yourself using mini-tweeker. After that, the you must use the U-jagd_DIY kit. Otherwise you use the U-jagd1.3.
So what happens if I use the one for stock SH3 on top of GWX. Will it give me the 6x scope, or will it torpedo the whole game?
seYou know what: just answer these two questions for me.
Firstly, have you already reset the magnification back to x6/x4?
No, because I have no idea how.
Secondly, can you show me the link to the Simfeeling mod for GWX 2.0?
As I said, I used the original. I didn't know someone had done one especially for GWX 2.0.
If so, I'll make the mod for you and send it to you. It'll only take me 10 mins.
joe
Actually I have no idea what I'm doing. I just play it by ear and hope for the best. I guess that's why I have two big slide out compasses; because I can't get rid of the one that came with GWX.:rotfl:
Sailor Steve.
I tried to re-add the 6 Dials and got massive errors due to the TDC this time. What did I change? The order I added entries into the menu_1024_768.ini.
When I put all the new entries at the end, got an error on the Gyro Compass. Added the new entries this time at the end of the G3F section and got TDC errors.
It seems that where you add has a bearing...
joegrundman
02-18-08, 07:30 PM
@ matt
menu errors are almost always because of sequencing errors. Please double check that you have the sequence continuing from the last entry in that G...category. If those aren't your errors, could you elaborate on them?
@ Sailor Steve
Don't worry about uninstalling the modded file, justy copy it and use that as the base for the U-jagd file, but still, why don't you email me a copy of your menu_1024_768 file and the dials.cfg? I'll sort it out for you. (I'll remove the extra dial for you too)
If you use the stock tools with the GWX magnification, your readings will be wrong - unless you personally change the settings for the cameras back to x6/x4 yourself in the cameras.dat. However i can sort that out for you too, if you wish and put it all in one mod for you.
If you don't want to do that, then you need to use the GWX compatible tools.
best wishes
joe
Sailor Steve
02-18-08, 09:44 PM
That's really nice of you. They're on their merry way.
And yes, I think I'd rather have 6x, even though 10 is probably more accurate as far as what you can see. Thanks.
joegrundman
Was a sequencing error. There was a batch of 20 elsewhere in the file that screwed me.
Now all I have to get rid of is the black bar above the messages group. It does not slide and is present in all screens. Any ideas what ID(s) this mother is???
joegrundman
02-18-08, 11:58 PM
Hmm, could you show me a screenshot of this?
This thread http://www.subsim.com/radioroom/showthread.php?t=89213&page=4&highlight=simfeeling JonZ has a screenie.
joegrundman
02-19-08, 12:02 AM
Yes i just saw it actually. I'm sorry, i don't know off-hand what to about that. Seems like it was never cured, whatever it was.
Fixed!!! See the 6 Dials thread :cool:
Hi all.
I have installed mode for GWX.
I cant provide the screen image now. But the problem is the folowwing.
The AOB marks are in the center of periscope, but the view is some how shifted to the right.
So if I lock the target, it is locked a bit to the right.
Thanks for any help.
http://www.imageno.com/o8w6aki9pygzpic.html
http://www.imageno.com/5vcqx1ulo52lpic.html
scren
joegrundman
04-12-08, 06:09 AM
I've never seen that before :hmm:
I don't know exactly what to suggest except uninstalling the mod and checking that everything is back to normal with again, and then reinstalling the mod.
To be honest I have no idea what this could be. What other mods are you running?
Tell me if the problem persists after reinstalling the mod, and make sure it doesn't happen with the mod disabled
Sorry i can't be more help
joe
Hi all.
Thanks for reply.
I've tried reinstallation of mods. It did not help.
There was no complains during installation by mod enabler.
Bul I'll try to reinstall the game. I've been modding and unmodding it so many times, that it is hard to track it, even I'm using mod enabler.
I jast hope it is not problem with ATI card. I;ve had many problems with it on many games.
OLC's GUI works fine in my game.
Hi,
I had some problem installing the 1.3.1 DIY yourself version for GWX 2.0 over Poor Sailor's Favourite Dials with Integrated Orders. I found that the inner ring of the AOB fider was missing in the attack scope, and the whole AOB finder was completely off in the Obs scope.
Maybe the DIY instructions are not up-to-date concerning the portions of text to be copied into menu_104_768.ini, because when I copied these portions of text from the mod's actual menu_104_768.ini file (instead than taking them from the instruction text) all problems disappeared. So now all is OK.
Anyway thanks again a lot to joegrundman and Hitman for this very good (and historically accurate) mod.
Maraz
The Bad Wolf
04-18-08, 05:12 PM
Hi Piter
I agree with Mikhayl, it's the camera.dat file. The background is to the right. In OLC GUI the attack periscope water guage was on the left, and comparing the old OLC GUI with your's the movement is the same. Therefore I guess that OLC moved it to make room and somehow you are using it.
I'm having a problem merging Integtrated orders with U-Jagd tools. I followed the instructions (twice :oops:), but always get the same results: missing the inner ring and horizontal marks, and displaced vertical marks. Everything else seams fine.
http://img295.imageshack.us/img295/3512/sh3img1382008151150296dk9.png
What am I doing wrong?
I'm using GWX 2.1 and 1.3 U-Jagd.
i have merged integrated orders, u-jagd-tools and TW-PeriTDC to one combimod. for me it workes well, but i do not know if it will work for you, because i play in german.
perhaps you want to try it out?
http://hosted.filefront.com/hennings/
http://www.subsim.com/radioroom/showthread.php?t=140680
joegrundman
08-13-08, 09:00 AM
i was just about to start scratching my head on this matter...i noticed that Maraz seemed to have a similar problem before
glad you sorted it out h.sie
There should be no problem with German language - all the tools are named only in German, and the actual game files don't matter which language you use
if my mod-merging works well in english game version too, it could be an idea to add it to the list of sh3-mods? but first, some people have to test it out.
joegrundman
08-13-08, 09:21 AM
Well, how about i add your file to the front page? Would that be OK with you?
h.sie, your solution works well, thanx.
But, it seams that the TW_Peri_TDC mod removes the GWX sliding compass rose ,and I'm kind of grown fond of it.
Now I either have to remove TW_Peri_TDC from your combined mod (which i'm not sure how to), or I'm back to square one. :cry:
I'd appreciate any help. :up:
edit: the Maraz's solution also didn't help, as I could find the relative data in my menu_1027_768.ini
Well, how about i add your file to the front page? Would that be OK with you?
oops, suddenly i start to hesitate a little bit. first, this combination-mod was for my private use only, so that there was no reason to follow the modding etiquette, which i have discovered just now. i did not even know about that modding etiquette.
but as i saw, that the mod-combination worked well for me, i wanted to share it with other people (who often helped me), so that they don't have to do the time-consuming editing work in the menu1024.ini and dials.cfg.
but now, it seems to become official, so that i think, that i have to follow the modding etiquette belated. that means, i have to ask the creators of the underlying 3 mods for permission to merge their mods; especially Ducimus, because i have modified his mod a little, little bit.........am i right?
another thought: i have no time and no knowledge to give good support for that thing.......
h.sie
no, meduza, i have "removed" the compass rose, because i dont like it. you can easily reactivate it.
in the menu1024_768.ini you will find the following:
[G3F I339]
Name=Heading; FLB Sale`s 6 Anzeigen, Kompass
Type=1026;Menu group
ItemID=0x3F010021; 0x3F1D0000
ParentID=0x3F010020; 0x3F010000
;Pos=0,0,344,344
Pos=10000,0,344,344 <------ !!
Color=0xFFFFFFFF
you only have to comment-out the line "Pos=10000,0,344,344" with an ";"
and to reactivate the original line "Pos=0,0,344,344" by deleting the ";" in front of it.
joegrundman
08-13-08, 09:54 AM
Aah yes! The minefield, well you can leave it as it is, if you prefer;)
if it works well for some of the people here, i will add an short english readme, and then it's okay for the mods list.
Thanx, h.sie! Everything now works as is supposed to. :up: I still don't know what I messed up when I tried to merge two mods.
And of course, thanx to joegrundman for creating the mod in the first place.
Now that I'm equipped with the right tools, I can go on my next patrol. :arrgh!:
Thanx, h.sie! Everything now works as is supposed to. :up: I still don't know what I messed up when I tried to merge two mods.
And of course, thanx to joegrundman for creating the mod in the first place. Now that I'm equipped with the right tools, I can go on my next patrol. :arrgh!:
nice to read that. in the meantime i tried to contact Ducimus in order to (belatedly) ask for his permission to (slightly) modify and integrate his mod in "my" combimod, but in his subsim-profile i found no email-address or any other way to contact him. his website http://www.ducimus.net/ does also not offer any way to contact. his last post in this forum was 5-6 weeks ago.
does anybody know how to contact him???
h.sie
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