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onelifecrisis
10-23-07, 06:35 PM
(also available for Stock SH3 1.4b)

V1.1.0 is now available.

I've made a FF page (click here (http://hosted.filefront.com/onelifecrisis/)) where you can download this mod. I've put my other mods there too.

The complete list of credits can be found in the readme but here in this thread I want to give a big thanks to joegrundman and Hitman for their U-Jagd tools, and to Hitman again for answering my endless questions in search of historical accuracy.

To everyone else: I hope you like the mod!
OLC

:|\\

http://farm3.static.flickr.com/2214/1880773974_e3a3923230_o.jpg

ReallyDedPoet
10-23-07, 06:44 PM
Thats a nice piece of work there OLC, very nice :yep::up:


RDP

CaptainNemo12
10-23-07, 06:52 PM
:rock:

I've noticed that this mod conflicts with Sergbuto's Camera mod... could something be done about this? I kinda liked being able to walk around the bridge.

onelifecrisis
10-23-07, 07:03 PM
I've noticed that this mod conflicts with Sergbuto's Camera mod... could something be done about this?

:hmm:

Possibly. I'll take a look at his cameras.dat file. It also depends on permissions, of course. :roll:

EZeemering
10-23-07, 07:10 PM
Looks awesome! Ill try it on my next patrol in the nord atlantic !
Its missing one thing tho,... ;)

Wolfehunter
10-23-07, 07:20 PM
Ok I haven't tried GWX yet. But "Bleep" man that is some high quality work.:rock: :rock:

Priceless dude truelly priceless.:yep:

Mast
10-23-07, 07:43 PM
Wow...downloading and will try this out! :up:

Mast

GoldenEagle8
10-23-07, 08:09 PM
Excellent work!
I just Finished Downloading!
Can't wait to try it out!
Great Work!

MONOLITH
10-23-07, 08:28 PM
OLC, may I suggest putting the two links to the tutorial videos on your FF page as well. I think those are really necessary the first few times people use this. I know I needed to watch the second part several times. :smug:

MONOLITH
10-23-07, 08:29 PM
Now to work on adding the attack disk from U-jagd tools. :yep:

onelifecrisis
10-23-07, 08:33 PM
OLC, may I suggest putting the two links to the tutorial videos on your FF page as well. I think those are really necessary the first few times people use this. I know I needed to watch the second part several times. :smug:

I put a link to the videos in the readme file... didn't know I could put links on the FF page though! :doh:

I'll look into it :up:

Edit: Nope, I can't see how to link from my FF page to YouTube... :doh: but anyway like I said there's a link in the readme.

MONOLITH
10-23-07, 08:41 PM
One more thing, I'm not sure if I saw this specifically mentioned anywhere;

But while this works with GWX, it is absolutely NOT compatible with the Integrated Orders from GWX.

I learned that the hard way during the first test. :oops:

u.Prestige
10-23-07, 08:42 PM
Superb job:up:
Can I use original UZO and Binoculars in this mod? How to do it?:oops:

onelifecrisis
10-23-07, 08:49 PM
One more thing, I'm not sure if I saw this specifically mentioned anywhere;

But while this works with GWX, it is absolutely NOT compatible with the Integrated Orders from GWX.

I learned that the hard way during the first test. :oops:

Again, stated in the readme. :up:

The mod does include some of the integrated orders, but nowhere near all of them, so if anyone who uses this mod is missing out on an icon that IO normally provides them, please say so and if there is room I will add it (this is a very quick change). :yep:

Superb job:up:

Thanks :D

Can I use original UZO and Binoculars in this mod?

Nope :p

u.Prestige
10-23-07, 09:46 PM
@OLC, I have some questions with your mod:
1, I used to have original binocular and UZO textures and square obs_periscope texture in my game, if I import them into your mod, will there be any major bugs?
2, What are binocular, UZO and obs_scope magnification levels in your mod, how to change them? ( If I use some other textures, I may have to change binocular and obs_scope magnification levels to 1X/10X to compensate for the difference in visual quality between the in-game graphics and the Mk 1 Eyeball)

onelifecrisis
10-23-07, 09:53 PM
@OLC, I have some questions with your mod:
1, I used to have original binocular and UZO textures and square obs_periscope texture in my game, if I import them into your mod, will there be any major bugs?
2, What are binocular, UZO and obs_scope magnification levels in your mod, how to change them? ( If I use some other textures, I may have to change binocular and obs_scope magnification levels to 1X/10X to compensate for the difference in visual quality between the in-game graphics and the Mk 1 Eyeball)

Restoring the old textures won't work I'm afraid :( but you could always edit the new textures in an image editor - they're in the data\menu\OLC folder and they're called UZO.tga and Binoculars.tga :up:

The UZO and binocs are at 7X magnification.

Kpt. Lehmann
10-23-07, 11:05 PM
Nice work OLC! Top shelf! :up: :up: :up:

Koondawg
10-24-07, 02:34 AM
Ill get this tomorow morning when I get home...looks outstanding, gonna have to do a full patrol in the f3 screen now...:up:

JCWolf
10-24-07, 03:19 AM
great job mate!:rock: :up:


Thanks for the sharing!:yep:

Huskalar
10-24-07, 03:28 AM
Great work, thanks OLC. :rock: :up:

Klaus_Doldinger
10-24-07, 03:29 AM
Excellent work!:up:

But... You mean that it is not compatible with AOTD german merchants, SH4 merchants for SH3, M35B and M36B, DD cutter, and so on...? What a pity, my recognition book looks like the Encyclopaedia Britannica ;) :oops: .

Einsman
10-24-07, 04:24 AM
Excellent!!!:up::up::up:

joegrundman
10-24-07, 05:07 AM
Congrats on a successful launch OLC :D

onelifecrisis
10-24-07, 05:15 AM
Excellent work!:up:

But... You mean that it is not compatible with AOTD german merchants, SH4 merchants for SH3, M35B and M36B, DD cutter, and so on...? What a pity, my recognition book looks like the Encyclopaedia Britannica ;) :oops: .

No, it's not compatible... but it can be if you don't mind doing a little text file editing :up: in which case you can make any new ship compatible with my GUI. All you have to do is open the .cfg file of the new ship and double the "Mast" value.

Hope this helps :ping:
OLC

KrvKpt. Falke
10-24-07, 05:32 AM
At last! Great job, OLC:up:

Klaus_Doldinger
10-24-07, 06:57 AM
Excellent work!:up:

But... You mean that it is not compatible with AOTD german merchants, SH4 merchants for SH3, M35B and M36B, DD cutter, and so on...? What a pity, my recognition book looks like the Encyclopaedia Britannica ;) :oops: .

No, it's not compatible... but it can be if you don't mind doing a little text file editing :up: in which case you can make any new ship compatible with my GUI. All you have to do is open the .cfg file of the new ship and double the "Mast" value.

Hope this helps :ping:
OLC

Many thanks for your quick answer!:up:

Cap'n Spanky
10-24-07, 07:31 AM
:up: Thanks man!! Now kick back and slam down a few!

jbt308
10-24-07, 08:07 AM
Kudos on the great work. I think this is going to bring a lot of people back to SH3 whether they left for SH4 or just being burned out.

I've been wanting to try my hand at manual targetting, and this is a perfect way for me to start.


Thanks!

MONOLITH
10-24-07, 08:51 AM
From the original beta thread that will soon be gone.....

Simply to say, the layout and functions of this thing are simply brilliant. It's ideal and I much prefer this over slideouts. Everything is positioned beautifully. A click of one or two buttons conveniently bring you everything you need.

And the U-Jagd tools bring manual targeting to a whole new level.

Clicking on a notepad and still having calculations done for you even in 'manual mode' still had an arcadish feel to it, in terms of a true simulation game. The U-Jagd tools make manual targeting and using a uboat TDC exactly how it should be in a true sim.

This brilliant combination of new streamlined GUI and U-jagd tools, with their new placement and use, is just superb.

I couldn't imagine playing SH3 without this now. It's a whole new game.

Been blowing stuff up now with this for 2 days, and my shots are far more accurately placed now than with the stock game tools, even though the process is more complex.

Using this is a truly enjoyable experience. Brilliant stuff. :up:

mkubani
10-24-07, 10:10 AM
Hi OLC, great job. Thanks.

One question: Is it possible to remove that green submarine icon? It indicates whether u r being detected or not, correct? I would prefer a version without it. Thanks.

TheDarkWraith
10-24-07, 10:16 AM
Hi OLC, great job. Thanks.

One question: Is it possible to remove that green submarine icon? It indicates whether u r being detected or not, correct? I would prefer a version without it. Thanks.

You'll have to edit the menu_1024_768.ini file to remove this. It's a simple change that you can do via notepad. OLC can tell you which [xxx xxxx] you'll need to look at.

onelifecrisis
10-24-07, 10:19 AM
Hi OLC, great job. Thanks.

One question: Is it possible to remove that green submarine icon? It indicates whether u r being detected or not, correct? I would prefer a version without it. Thanks.

I'm shocked. It's just the stealth meter! Don't you know how to disable the stealth meter!?

Go into Realism settings and tick the No Stealth Meter option. Job done.

TheDarkWraith
10-24-07, 10:22 AM
Hi OLC, great job. Thanks.

One question: Is it possible to remove that green submarine icon? It indicates whether u r being detected or not, correct? I would prefer a version without it. Thanks.

You'll have to edit the menu_1024_768.ini file to remove this. It's a simple change that you can do via notepad. OLC can tell you which [xxx xxxx] you'll need to look at.

I'm shocked. It's just the stealth meter!

mkubani, go into Realism settings and tick the No Stealth Meter option. Job done.

darn. I always take the hard approach.....good call on the realism settings! I always forget about them :up:

onelifecrisis
10-24-07, 10:27 AM
darn. I always take the hard approach.....good call on the realism settings! I always forget about them :up:

Mate you must be tired or something to have missed that! :doh: :D

u.Prestige
10-24-07, 11:18 AM
@OLC
Problems with connecting to Youtube, would you mind uploading the tutorial on your FF page?:oops:

java`s revenge
10-24-07, 12:32 PM
Installed over the favorite to taste mod and its no problem at all.

Watch that second movie several times but still don`t understand how to find
the aob. And i do mean how to use that ring.
Range and speed are easy.

Sorry i am a dutchman.

But played already in the practise torpedo mission. Shot 4 torpedoes, 3 were hits....

But i do miss the tools in the f6 map screen.

ALTEN
10-24-07, 12:53 PM
OLC
I've noticed that the periscope is no longer linked to the TDC bearing indicator.
Is it the case that i always have to set it to match the periscope bearing or
can it be linked to the periscope ?
Great mod ,thanks.

Friedl9te
10-24-07, 12:55 PM
Installed over the favorite to taste mod and its no problem at all.

Watch that second movie several times but still don`t understand how to find
the aob. And i do mean how to use that ring.
Range and speed are easy.


maybe you should go there http://www.subsim.com/radioroom/showthread.php?t=123373 dl the UJagd Tools. There comes a pdf file with a good explanation.

mkubani
10-24-07, 12:57 PM
:up: LOOOL. Ok, simple enough. I haven't checked the realism options. :) Thanks boyz.

Friedl9te
10-24-07, 01:58 PM
Installed over the favorite to taste mod and its no problem at all.

Watch that second movie several times but still don`t understand how to find
the aob. And i do mean how to use that ring.
Range and speed are easy.

Sorry i am a dutchman.

But played already in the practise torpedo mission. Shot 4 torpedoes, 3 were hits....

But i do miss the tools in the f6 map screen.

I have some Problems to finde the range. Speeed and AOB is easy for me. There is something different compared to the original U-Jagd Tools. Lets watch the video again.

mrbeast
10-24-07, 03:10 PM
This looks very good will DL ASAP.

Finally a realistic binocular image too.:up:

I wish they would stop using that kind of 'movie binocular' image in games as its very unrealistic. Whenever I look through a pair of binoculars I always see one circular image not two!:nope:

U49
10-24-07, 03:24 PM
I wil NOT:
clean the citchen (as I promised)
call a friend for a good drink in the pub
fix that broken wardrobe of my mother
read that book I needed to read for my work
tidy up the room in the basement
:rock:

I've just got something better to do ..... :ping:

Friedl9te
10-24-07, 04:01 PM
Für alle die deutsch können, ich habe anhand OLCs Film versucht eine Anleitung zu verfassen.
1.Schiff identifizieren
2.Geschindigkeit mit Chrono messen. Wie lange braucht das Schiff um an der senkrechten Linie vorbeizufahren. Auf der Skala des Chrono, die der Schiffslänge entspricht Geschwindigkeit ablesen und am TDC einstellen.
3.Die Anzahl der Höhenmarken auf der inneren Skala des mittleren Rings mit der 90°Marke des inneren Rings zur Deckung bringen.
5.Am Außenring die doppelte Masthöhe suchen und an der Stelle an der äußeren Skala des mittleren Ringes die Entfernung ablesen (x100) Am TDC einstellen.
6.Man dreht den Pinkt des mittleren Ringes der die Entfernung gezeigt hat auf den Wert des äußeren Ringes der der Schiffslänge entspricht.
7.Man zählt die horizontalen Segmente(Rot/Grün) die der halben Schiffslänge entsprechen, sucht diesen Wert auf der inneren Skala des mittleren Rings und kann an dieser Stelle am inneren Ring den AOB ablesen. AOB Am TDC einstellen.
Ist der gefundene AOB unter 90° der AOB aber sicher darüber(Schiff fährt vom UBoot weg) so muss man den Wert von 180 abziehen.
8.Fertig ist die Ziellösung.

Works absolutely great, just torpedoed and sank a freighter from a distance of about 4200 m AOB 140°. Incredible !!!

Slang
10-24-07, 04:41 PM
Hey guys,

New poster here. I've been following this mod for awhile now and can say it looks great. Unfortunately i'm having problems with it and could use some help.

I installed the mod and loaded up the game, and went straight to the naval academy torpedo mission to learn how to use it. no problems there. It works perfectly and I scored all direct hits. But now when I try to load a career save I get a CTD.

I've tried several different things to try to eliminate the problem with no luck.

*I uninstalled the mod and loaded up my Career save. It loaded fine.

*I tried creating then loading a new Career. CTD.

*I've tried loading with and without SH3 Commander. ( SH3 Commander was Rolledback prior to installation and the U boat folder copied over).

*Unloaded all non GWX specific mods and tried again.

I'm stumped as to what to try next.

Its so weird that it worked in the training mission but not a campaign.

Any suggestions would be appreciated.

Cheers.

Jhereg
10-24-07, 04:45 PM
First off, awesome mod OLC:up:

Was wondering if it was your intent to have the Engineer reports remain on screen and not be dismissed by clicking on the report area again. I can only get it to hide by clicking on a Officer icon.

Also I have adjusted SB's camera.dat to work with your mod, if you like I can send you the .dat and you can try it and if you like then ask SB if you can include it.

Thank you so much for the hard work:rock:

edit: Oh, also while adjusting the camera.dat I noticed the Attack Scope mag was still Minzoom 1 Maxzoom 10 in optical properties, is this correct?

onelifecrisis
10-24-07, 10:21 PM
OLC
I've noticed that the periscope is no longer linked to the TDC bearing indicator.
Is it the case that i always have to set it to match the periscope bearing or
can it be linked to the periscope ?
Great mod ,thanks.

A couple of people seem to be confused about this so I'll explain:
It is not the case that the TDC bearing indicator is "no longer" linked to the scope... it was never linked to the scope when the TDC is on manual. If you don't believe me then disable my mod, load a mission and flip the TDC to manual. You'll have to switch between the scope and attack map screen a couple of times to see what I mean.

When you switch the TDC back to auto (after setting up the range, AOB and speed) then the bearing will automatically be updated to whatever the scope is point at, so you don't have to set the bearing dial if you don't want to, you just have to flip the switch before firing (like I did in the video). However in some cases players may want to set bearing manually before firing (i.e. when firing with the scope down e.g. using hydrophones) so for those players there is the option of not fipping the switch, and setting the bearing manually.

I hope this is clear now :know:

onelifecrisis
10-24-07, 10:24 PM
But i do miss the tools in the f6 map screen.

What tools are you talking about? I've not removed any tools from the attack (F6) map.

onelifecrisis
10-24-07, 10:26 PM
Slang, welcome to subsim! :D

About your CTD :hmm: I honestly don't have a clue.

Out of the 200+ downloads so far, yours is the only reported bug.

skookum
10-25-07, 12:34 AM
I must say I'm quite impressed with this mod. It really transforms SH3 into a different game. Excellent work!

It'll take some time for me to get used to the new positions of the some of buttons (nav tools for instance). Nonetheless this mod will remain a permanent part of my game, so I'll learn.

A couple of questions:

1. When I installed the mod, JGME noted a conflict with CameraMod (allows bridge walk around). I disabled CameraMod and everything is fine, but I sure miss the privilege of walking around on the deck of my ship (esp. for screenies). If you ever consider an doing an update, this feature would certainly be welcomed. I'll happily live without though. The new GUI is a fair trade.

2. I too was curious about the engineers information panel. Not annoying in any way, but that the panel doesn't disappear when I click the button again is interesting, given the other buttons (TDC and gauges) act as on/off toggles.

Kaleun's note: Sure is hard to get an accurate range measurement in rough seas. Very realistic.:up:

Thank you for this 'must have.'


Cheers

onelifecrisis
10-25-07, 01:27 AM
I found the problem which stopped the mod from working with stock, and will be releasing the 'OLC GUI for SH3 1.4b' (stock) mod soon! :rock:

Kaleun's note: Sure is hard to get an accurate range measurement in rough seas. Very realistic.

I presume you're playing without periscope stabilisation...

Although the RL kaleuns did have this mod's range-finding method available to them, they also had another, better method - the split prism stadimeter - which was more accurate and somewhat immune to the effect of the scope rolling around.

To compensate for this difference between RL and my mod, my mod changes the realism hit for the persicope stabiliser to 0%, so the player can decide for themself what 100% realism is on that setting. :up:

Jhereg
10-25-07, 01:29 AM
If you are running SB's Camera Mod I have adjusted the .dat file to work with OLC's GUI. If you want it PM me and I will get it to you.:yep:

onelifecrisis
10-25-07, 01:36 AM
If you are running SB's Camera Mod I have adjusted the .dat file to work with OLC's GUI. If you want it PM me and I will get it to you.:yep:

A word of warning to players thinking of doing this:
Using other cameras.dat files will very likely mess up the firing solution.

Jhereg, please email me the cameras.dat file and I will check your changes and verify that the file won't have any adverse effects. Until then, I advise manual targetting players not to use any modified versions of cameras.dat with my mod if you want your torpedos to hit anything! :lol:

Jhereg
10-25-07, 01:44 AM
No prob, do you want it now, if so I'll put just the dat up on my filefront page.

The only thing I did was ensure that all the optical views (Peri, Obs Peri, and UZO) matched your dat file. You will need SB's Camera mod though to test so I will put an unaltered version of that up too.

Is the min and max zoom supposed to be 1 and 10 on the Attack Peri as I enquired above? Or should it match the Obs Peri 1 and 6?

onelifecrisis
10-25-07, 01:49 AM
No prob, do you want it now, if so I'll put just the dat up on my filefront page.

The only thing I did was ensure that all the optical views (Peri, Obs Peri, and UZO) matched your dat file. You will need SB's Camera mod though to test so I will put an unaltered version of that up too.

Is the min and max zoom supposed to be 1 and 10 on the Attack Peri as I enquired above? Or should it match the Obs Peri 1 and 6?

I've sent you a PM :up:

BTW, FYI, MinZoom and MaxZoom do not set the two scope zoom levels... they just set the range that they can fall within. In my cameras.dat, for example, the scope min zoom and max zoom are 1 and 10 respectively, but the scope magnification settings are actually 1.5 and 6.0 :yep:

Jhereg
10-25-07, 02:00 AM
Cool, thanks for the info, always learning:up:

My FF for the whole camera mod is http://hosted.filefront.com/TheJhereg

onelifecrisis
10-25-07, 02:23 AM
I got your email :up:

I only checked the periscope camera, as all other settings are non-essential to the functioning of the mod, and it looks fine except for one problem which is that your zoom levels are 1 and 6, and they need to be 1.5 and 6.

The lower number affects the marking lines (and the firing solution when using low zoom) and they need to be correct, so, fix that and the mod should work :yep:

Jhereg
10-25-07, 03:56 AM
I apparently need to learn more LOL as I can not find a difference between my dat settings for the optics and yours.:damn:

Mayhap I am looking in the wrong place, if you could tell me what parameters adjust the mag level I will fix it and put it up.:hmm:

Thanks again!

PS: Did you try SB's mod it is great!

slipper
10-25-07, 04:14 AM
Thanks for a really great mod, been looking forward to this for a while. I was wondering though if it would be possible to add the depth charge shake mod, and SB camera mod to the cameras .dat. I would try myself but i really dont have a clue how to do it.

Thanks again for a great mod, happy hunting

regards slipper

onelifecrisis
10-25-07, 04:42 AM
Jhereg, I'll take a look.

With regards to mod conflicts in general:

I'm sorry this GUI conflicts with other mods which some players like. I knew this would happen and I would not have edited cameras.dat (or any other file for that matter) if it hadn't been IMO absolutely necessary to get the desired changes in my mod.

In some cases of mod conflict I'm working towards merging my mod with mods other people have done / are doing, but in most cases I'm afraid you'll just have to choose one mod or the other (or wait for someone helpful like Jhereg to do a merge).

I have (today, for the first time) tried serbuto's camera mod and - for reasons I'd rather not go into - I'm not going to include it in future versions of the GUI, sorry.

As for the camera shake mod, unless I am mistaken the camera already shakes when depth charged in GWX (not sure about stock) so why do we need the camera shake mod? :doh:

Jhereg
10-25-07, 04:50 AM
Trust me, more than likely you are right....I just futz around till I figure stuff out:D

Yeah, I think we are all just tweak happy. In SH4 the latest version of TM made the Gramophone and Chrono disappear at my 2560x1600 res so I had to worry out a fix for that and it was my first intro to the 1024x768.ini.

I have great respect for your acommplishment here, knowing how tough it is for my simple tweaking....look what you have done:up:

onelifecrisis
10-25-07, 04:57 AM
My bad Jhereg :oops: sorry! :-?

Your zoom setting are in fact correct :D :up:

I think you should post a [REL]eased thread :yep: in which, if you like, I'll put a post certifying that the mod causes no problems with the GUI.

I guess you might want to ask permission first... although...

I was talking to subsim staff about this permissions thing... well actually someone else was talking to them and showed me the PM's... cos it seems a bit daft (surely credit is the important thing, not permission) and anyway, it turns out that the modding etiquette guidelines are recommended, not enforced or even necessarily expected by subsim themselves, so I wouldn't sweat it if you don't get permission.

That said, sergbuto is probably a reasonable guy and will give you permission right away. :up:

Jhereg
10-25-07, 05:07 AM
Yeah, I well remember the great near fiasco!

Funny how hard it is to communicate using the written word on these boards, must use proper smileys etc.......:p

I do not think it is worth a REL as I just tweaked it to get it to work and not interfere with your outstanding addition.

I will ask Sergbuto if it is ok for me to post the fix on my FF, or maybe he can release it as a submod. Its all for the good of the sim anyhow.

Thank you for the quick replies!

Einsman
10-25-07, 05:11 AM
Hi onelifecrisis!

Thanks for your great work:up::up::up:.

You have uplodad two tutorials in youtube. I have seen them, but my English listened is very poor (for the most of nonEnglish community it is much more easy to read English language).

Could you make a small writing tutorial in English?

Thank you very much.

Sorry for my english.

onelifecrisis
10-25-07, 05:11 AM
Yeah, I well remember the great near fiasco!

Funny how hard it is to communicate using the written word on these boards, must use proper smileys etc.......:p


Yeah, after that "fiasco" I went nuts on smileys. Did you know there is actually a limit on how many smileys you can put in a post here at subsim? I'm not kidding! I hit it! :lol:

onelifecrisis
10-25-07, 05:42 AM
How to get a firing solution using the U-Jagd Tools in the OLC GUI







Speed

To get the speed of a ship you need to first identify it and then move directly towards it at slow speed. The easiest way to do this is piont the scope somewhere in front of the target and click the CE's Heading to View order.

Before measuring the target speed, check these three things:

The target is more or less directly ahead of you i.e. the bearing shown in the centre of the scope, or UZO, is near to 0 when the scope is pointed at the ship. This doesn't need to be exact. Anywhere between 330 and 030 is fine.
You are moving slowly (check your speed is 2 knots or less).
Your are not turning (check your rudder is at exactly 0 degrees).Once all these things are done, point the scope in front of the vessel and when the bow of the vessel touches the vertical line down the centre of the scope, start the U-Jagd Chronometer. When the stern of the vessel crosses the same line, stop it. You must not move the scope left or right, nor turn your U-boat, inbetween starting and stopping the chrono. You can lower and raise the scope if you like (useful when measuring the speed of a slow ship) but be sure not to miss the ship's stern crossing the line!

Once the chrono is stopped you can read the target's speed by looking at the scale that matches the length of the target (100m, 150m, or 200m). If the target it, say, 125m, just average the readings from the 100m scale and the 150m scale. If it is, say, 75m, use the 150m scale and divide the result by two. You get the idea, I hope.

Note that the direction the target is moving in makes no difference. The vessel can be moving towards you or away from you at any angle and this will still work.


Range

Again, the target needs to have been identified.

I will refer to the rings on the range/AOB finder as Basis, Range, Marks and AOB.

The Basis ring is the outer ring, with metres marked up to 300.
The Range is the ring just inside that, and is marked in hundreds of metres (so the 2km mark is labelled "20" for example).
The Marks ring is next, and shows numbers up to a maximum of 30.
And finally, the innermost ring is the AOB ring, with values up to 90 degrees.

To ascertain range to the target lock the scope to it, line up the bottom of the target ship with the horizontal line across the centre of the attack scope, and lower the range/AOB finder. Now count the number of vertical marks to the top of the ship's mast. Now rotate the Marks ring until the number of marks you counted lines up with the "90" mark on the AOB ring. Once this is done the range to the target (shown on the Range ring) will be lined up with the point on the Basis ring which corresponds to the "Mast(x2)" value shown the recognition manual.


AOB

Once you have found the range, you need to line up the range to the target (on the Range ring) with the Length of the target (on the Basis ring) to get the AOB. If you've just used the range/AOB finder to get the range then a nice easy way to get ready to measure the AOB is to click-and-hold on the Basis ring at the point where it equals the "Mast(x2)" value, and drag it around until your mouse is pointing at the place on the Basis ring which equals the "Length" value, then release. So for example if the ship has Mast(x2)=30m and Length=75m, you would click-and-hold on the basis ring at the 30m mark, drag your mouse to the 75m mark, and release.

Now that range to target is aligned with the target length on the range/AOB finder, you can get the AOB. Count the number of horizontal marks between the centre line and either end of the target, and the AOB (on the AOB ring) will be lined up with that number of marks (on the Marks ring).

Einsman
10-25-07, 05:51 AM
Hi onelifecrisis.

Thank you very much for your reply. :up:

I am going to practise for the Baltic sea. :yep:

MONOLITH
10-25-07, 05:57 AM
Its so weird that it worked in the training mission but not a campaign.

Any suggestions would be appreciated.



That is weird. It has to be something with your game files though. Of all the downloads so far, yours is the only CTD. It's working fine for me in all game modes.

Kaleu. Jochen Mohr
10-25-07, 07:55 AM
VEERRY COOL! :rock:
watching the tutorial to become a better kaleun :up:

Slang
10-25-07, 08:25 AM
Slang, welcome to subsim! :D

About your CTD :hmm: I honestly don't have a clue.

Out of the 200+ downloads so far, yours is the only reported bug.
That is weird. It has to be something with your game files though. Of all the downloads so far, yours is the only CTD. It's working fine for me in all game modes.


ha, leave it to me to get the only bug.

I will try uninstalling the whole game then starting over.

Crosses fingers.

MONOLITH
10-25-07, 08:54 AM
Slang, with a lot of interchanging of various mods, and pulling things in and out repeatedly with JSGME, it's not uncommon for a couple of left over files to corrupt things.

Sometimes a fresh install is a good way to go every once in awhile to clear up any "can't figure it out" issues.

There are two versions of the OLC GUI now, one for GWX, and one for Stock SH3 1.4b.

Choose the right version, and try it over a clean install before adding any other mods. Then it should certainly work for you. :up:

Ping Panther
10-25-07, 09:34 AM
One Life C.,

WOW! Thanks! :up:

It is rock solid. It gives an entirely new (and so much better!) feel to the sim., all the right updates, and all the best in screen icon positioning.

One super surprise on top of all my most recent praise for your work, talents & determination on this mod. And the way you brought the reference maps & charts (minefield/subnet location charts, convoy route maps, etc.) into each of the edges of the map screen. Very innovative!

All you do is bump the mouse to one of the edges at map view and the full chart pops up, then as quick, it goes away! Super! Super full screen views to the scopes, and the quick-down scope icon insets work great! :p

funkmaat
10-25-07, 10:19 AM
Fantastic mod,now i,m forced to learn this Trigonometry lark.:arrgh!:

ALTEN
10-25-07, 11:08 AM
Now i get it.
Thanks OLC :up:

rucirruz
10-25-07, 12:57 PM
Hello All.

As a long time lurker I admire and appreciate all the talented modders assembled here and the work they have done. Onelifecrisis, you have created a new and beautiful GUI for SHIII. I am wondering if a version is available where an automatic solution can already be set for you with a ship lock on. I love the new screens, but would like to have that option back for now.:D

waste gate
10-25-07, 01:19 PM
Super nice work onelifecrisis:up: :up: !!!!!

I seem to be having a problem with the range/AOB finder. What is the trick to get it to drop into the periscope view finder? I'm using the 1.4 patch version.
Again top notch mod!

wg

onelifecrisis
10-25-07, 01:26 PM
Hello All.
As a long time lurker I admire and appreciate all the talented modders assembled here and the work they have done. Onelifecrisis, you have created a new and beautiful GUI for SHIII. I am wondering if a version is available where an automatic solution can already be set for you with a ship lock on. I love the new screens, but would like to have that option back for now.:D

Yes, you are a long time lurker! 1 year! Thank you very much for the praise :D

To answer your question: this version can do that. :yep:
Just go into realism options and turn off "manual targetting" and you're all set!

Or if I misunderstood the problem, please explain further.

Happy hunting kaleun :up:

onelifecrisis
10-25-07, 01:28 PM
Super nice work onelifecrisis:up: :up: !!!!!

I seem to be having a problem with the range/AOB finder. What is the trick to get it to drop into the periscope view finder? I'm using the 1.4 patch version.
Again top notch mod!

wg

You just click on it.

Note: if you have "manual targetting" turned off in the realism options then it will not do anything when you click on it. Turn on manual targetting and it will work :up:

waste gate
10-25-07, 01:52 PM
Super nice work onelifecrisis:up: :up: !!!!!

I seem to be having a problem with the range/AOB finder. What is the trick to get it to drop into the periscope view finder? I'm using the 1.4 patch version.
Again top notch mod!

wg

You just click on it.

Note: if you have "manual targetting" turned off in the realism options then it will not do anything when you click on it. Turn on manual targetting and it will work :up:

Thank you for the quick reply onelifecrisis. Will I still be able to use the WE on occasions when I get lazy or am watching the World Series?

onelifecrisis
10-25-07, 01:59 PM
Thank you for the quick reply onelifecrisis. Will I still be able to use the WE on occasions when I get lazy or am watching the World Series?

I'm afraid not.

I didn't think this would be an issue... I never saw the point in having two realism options which allow you to get a firing solution, so now in my mod you have just one. The other (Weapons Officer Assistance) now has a 0% realism hit, and allows the weap. officer to ID the ships for you, but he can't give you a firing solution.

But, now that I think about it, you can work around this if you like. Download a tool called "set keys" (or something like that) if you can find it, and assign a KB shortcut to the weap. officer firing solution, and that will work :up:

waste gate
10-25-07, 02:18 PM
Thank you for the quick reply onelifecrisis. Will I still be able to use the WE on occasions when I get lazy or am watching the World Series?

I'm afraid not.

I didn't think this would be an issue... I never saw the point in having two realism options which allow you to get a firing solution, so now in my mod you have just one. The other (Weapons Officer Assistance) now has a 0% realism hit, and allows the weap. officer to ID the ships for you, but he can't give you a firing solution.

But, now that I think about it, you can work around this if you like. Download a tool called "set keys" (or something like that) if you can find it, and assign a KB shortcut to the weap. officer firing solution, and that will work :up:

I found the set key tool. I'll try that. Thanks wg
http://hp-h.com/p/cavalier88/

java`s revenge
10-25-07, 02:23 PM
But i do miss the tools in the f6 map screen.

What tools are you talking about? I've not removed any tools from the attack (F6) map.

Oops, you`re right. I was looking above for the tools but had to look
under the map....

rucirruz
10-25-07, 03:07 PM
That did the trick onelifecrisis. Thank you so much. :up:

waste gate
10-25-07, 03:10 PM
Hey onelifecrisis,

I used the Set key program and mapped the solution to target to the NumPad 5 (x65) and it works great while giving me the full functionality of you mod. Thanks man!!

wg

cody6
10-25-07, 03:17 PM
Nice work OLC,I run a heavily modded GWX 1.03,found only one conflict,an old dials mod,disabling that no problems.It makes GWX more immersiable than it already is.Once again nice work:up::up::up:-Cody

wildchild
10-25-07, 03:30 PM
O MY GOD HOW GOOOOOD DOSE THAT LOOK :rock::rock::rock::rock:

OOOOO LA LA:|\\

YOU THE MAN

Oldhat
10-25-07, 04:33 PM
http://www.subsim.com/radioroom/smartdark/post_old.gif 10-24-2007, 09:41 PM #44 (http://www.subsim.com/radioroom/showpost.php?p=675758&postcount=44) Slang (http://www.subsim.com/radioroom/member.php?u=237376) vbmenu_register("postmenu_675758", true);
Bilge Rat
http://www.subsim.com/radioroom/images/ranks/bilgerat.jpg

Join Date: Oct 2007
Posts: 2


http://www.subsim.com/radioroom/images/icons/icon1.gif
Hey guys,

New poster here. I've been following this mod for awhile now and can say it looks great. Unfortunately i'm having problems with it and could use some help.

I installed the mod and loaded up the game, and went straight to the naval academy torpedo mission to learn how to use it. no problems there. It works perfectly and I scored all direct hits. But now when I try to load a career save I get a CTD.

I've tried several different things to try to eliminate the problem with no luck.

*I uninstalled the mod and loaded up my Career save. It loaded fine.

*I tried creating then loading a new Career. CTD.

*I've tried loading with and without SH3 Commander. ( SH3 Commander was Rolledback prior to installation and the U boat folder copied over).

*Unloaded all non GWX specific mods and tried again.

I'm stumped as to what to try next.

Its so weird that it worked in the training mission but not a campaign.

Any suggestions would be appreciated.

Cheers.
I have the same problem as Slang - please help

Oldhat

onelifecrisis
10-25-07, 05:03 PM
I have the same problem as Slang - please help

Oldhat

Really!? Hmmm :hmm:

OK first please try a clean install if you didn't already.

If that fails please tell me your system specs.

Thanks
OLC

Jhereg
10-25-07, 05:12 PM
OK folks, I have received all relevant permissions to make public my fix for SB's Camera Mod to work with this groundbreaking mod of Onelifecrisis's.

The .dat file and SB's mod are on my FF page http://hosted.filefront.com/TheJhereg

Just read the descriptions for the instructions.

Enjoy:yep:

Quick edit: Click on the "more details about this file" link to read the instructions.

Phoenix3000
10-25-07, 05:20 PM
Hi OLC, I can see you have put a lot of time into this mod, great piece of work!

I have a question about using it though - and keep getting stuck.....

I unistalled all my added mods then put this on and a few other graphics mods - nothing conflicted. Always a good sign.

Anyway, I tried the naval academy convoy mission using your new mod - and within a few tries I was able to hit 4 ships one after the other very quickly. Being a convoy if you get the speed, distance and AOB from one of the merchants you only need make slight adjustments to the AOB as it goes past and you can hit others pretty much every time.

So, feeling confident that I understood this I continued with my 3rd patrol starting out at Thalia supply ship and headed towards the entrance to the Gibraltar Strait - then I got a surprise - a Nelson class battleship with cruisers and destroyers as escorts moving very fast.

I was able to creep up to within 4-5km of her without being seen, but this is where it went wrong for me. As the ship was moving so fast she crossed the line from bow to stern very quickly and I think I got a speed of around 16kts (later to prove wrong).

During taking all the measurements I notice she is over 216m in length - the chrono scale goes to 200 - I didn't know how to keep up with it all.

Suffice to say I balls'd the whole thing up! - Torps were nowhere near the mark and she escaped unhurt - I didn't - every destroyer had a go at me for my efforts.....!:o

In a situation like this where the ship is very fast, and longer than the chrono scale what are you to do? - Is it a case of doubling up or dividing somewhere?

EDIT - Forgot to add. When taking all the measurements, should the periscope be at normal or zoomed in level? And is there anything to take into consideration if it is (or isn't) zoomed?

Also, many of the Integrated Orders Icons on my screen are all jumbled (corrupted) if you know what I mean. I did already have the GWX Integrated Orders installed via JSGME (thought that one was safe as it came with GWX) - does yours replace this? If so should I remove that mod?

Another EDIT: I also play with full manual targeting and no officer assistance. Everything disabled except external views (for the eye-candy...)

Hope you can help me out with this.

Cheers!
Px3000

onelifecrisis
10-25-07, 06:06 PM
Hi OLC, I can see you have put a lot of time into this mod, great piece of work!

I have a question about using it though - and keep getting stuck.....

I unistalled all my added mods then put this on and a few other graphics mods - nothing conflicted. Always a good sign.

Anyway, I tried the naval academy convoy mission using your new mod - and within a few tries I was able to hit 4 ships one after the other very quickly. Being a convoy if you get the speed, distance and AOB from one of the merchants you only need make slight adjustments to the AOB as it goes past and you can hit others pretty much every time.

So, feeling confident that I understood this I continued with my 3rd patrol starting out at Thalia supply ship and headed towards the entrance to the Gibraltar Strait - then I got a surprise - a Nelson class battleship with cruisers and destroyers as escorts moving very fast.

I was able to creep up to within 4-5km of her without being seen, but this is where it went wrong for me. As the ship was moving so fast she crossed the line from bow to stern very quickly and I think I got a speed of around 16kts (later to prove wrong).

During taking all the measurements I notice she is over 216m in length - the chrono scale goes to 200 - I didn't know how to keep up with it all.

Suffice to say I balls'd the whole thing up! - Torps were nowhere near the mark and she escaped unhurt - I didn't - every destroyer had a go at me for my efforts.....!:o

In a situation like this where the ship is very fast, and longer than the chrono scale what are you to do? - Is it a case of doubling up or dividing somewhere?

EDIT - Forgot to add. When taking all the measurements, should the periscope be at normal or zoomed in level? And is there anything to take into consideration if it is (or isn't) zoomed?

Also, many of the Integrated Orders Icons on my screen are all jumbled (corrupted) if you know what I mean. I did already have the GWX Integrated Orders installed via JSGME (thought that one was safe as it came with GWX) - does yours replace this? If so should I remove that mod?

Another EDIT: I also play with full manual targeting and no officer assistance. Everything disabled except external views (for the eye-candy...)

Hope you can help me out with this.

Cheers!
Px3000

Well regardless of what tools you use, you are going to have a hard time hitting something that's going faster than 16 knots! But to answer your question...

216m is admittedly an awkward length. If it was 250m I would add together the readings from 150m scale and the 100m scale. If it was 225 I would multiply the 150m scale reading by 1.5. At 216m... I'd use the 200m scale and, if the result was a high number (as in your case) then I'd add 1 knot... but obviously that wouldn't be exact.

All your other questions are answered in the readme file :p but I'll be nice:

The instructions I've written for the range/aob finder are for when the scope is at 6X zoom. When the scope is at 1.5X zoom the process is exactly the same except that you have to multiply the number of marks you count vertically (for the range) and horizontally (for the AOB) by 4.

This OLC GUI is not compatible with integrated orders. If there is an order in the IO mod which you would like added to the OLC GUI, just ask.

Hope this helps.

OLC

Oldhat
10-25-07, 07:28 PM
Tanks for quick responce OLC.

I have downloadet both versions of your mod for stock 1.4 and GWX.

It runs fine in stock 1.4 after cleen install

But in GWX i still got a CTD -also cleen install.

My comp spec.OS Windows XP Intel 2.4,-2G ram,-GF-6800XTreme

Oldhat

Phoenix3000
10-26-07, 03:24 AM
Hi OLC, thanks for the reply.

I'll give your suggestion a try over the weekend and see if I can hit faster vessels.

Although I use full manual I previously scored 3 hits on an aircraft carrier steaming out of the Gibraltar Strait under heavy escort, and I clocked her doing over 20kts at a range of 2km, so it is possible. I used the stopwatch and nomopgraph method on that one. As the juicy targets are often in the task forces (battleships, carriers etc.) being able to hit at that speed is often necessary.

Thanks for pointing out the scale issue. I typed my last message before going to bed - yes, I should have read the manual.....sorry....;)

I will also re-install the mod by first removing the GWX Integrated Orders from JSGME.

Thanks again!

Px3000

onelifecrisis
10-26-07, 04:18 AM
As the juicy targets are often in the task forces (battleships, carriers etc.) being able to hit at that speed is often necessary.

The U-Jagd chrono does, in many cases, require some numerical mental agility to get the exact speed of the ship, but the method is sound.

I've had an idea for the next version of the GUI: I'll include a pull-out chart which has a table showing ship lengths vs "time to cross the line" and gives the exact speed of the ship. Sound good?

U49
10-26-07, 04:32 AM
I will start my first OLC GUI patrol this afternoon.
I just enabled it with JSGME and came to the GMX integrated orders conflict, too. I removed IO and installed OLC. This is the intened way to solve the conflict, right?

I will post my experiences here...

Phoenix3000
10-26-07, 04:42 AM
Hi OLC, thanks for the quick reply.
Lke me are you sitting in the office on a quiet Friday busy at your desk....;)

The idea of the chart sounds a good idea, but I do like to work things out at the same time. Keeps the grey matter ticking over.

Somewhere on these forums I recently saw an image of the u-Jagd chronometer that had 100 seconds rather than 60 around it's outer edge. Forgive me if it's unrelated, but would that help in this situation - longer ships, more range markers etc.??

Anyway, keep up the excellent work mate - SH3 just gets better and better!

Px3000

Friedl9te
10-26-07, 05:23 AM
As the juicy targets are often in the task forces (battleships, carriers etc.) being able to hit at that speed is often necessary.

The U-Jagd chrono does, in many cases, require some numerical mental agility to get the exact speed of the ship, but the method is sound.

I've had an idea for the next version of the GUI: I'll include a pull-out chart which has a table showing ship lengths vs "time to cross the line" and gives the exact speed of the ship. Sound good?


Well I think it should not be overloaded with features. From my point of view I`d prefer this table as a paper hardcopy to look at, rather than a popping out table. I am happy that we got rid of this automatically sliding stuff so far.

Trefoil
10-26-07, 08:51 AM
Congrats on your work from another lurker - A long, long time since my last post. It' s surprising how quickly using the tools becomes second nature. One question about calculating the AOB - Does it matter if the target ship is moving away from you. ie. the AOB is more than 90°? Would the angle be off the scale on the innermost AOB ring, or am I (probably) missing something?:hmm:

I hope you will still be including the Attack Disc a.k.a. ISWAS a.k.a. Wiz Wheel a.k.a Course Finder in a later version. I use manual navigation with no ships' icons on the map, including my own, so I need all the help I can get to calculate a decent intercept course. Besides, it just looks very cool!:|\\

onelifecrisis
10-26-07, 09:01 AM
One question about calculating the AOB - Does it matter if the target ship is moving away from you. ie. the AOB is more than 90°?

When the target is moving away from you, calculate the AOB as normal and then subtract it from 180. Example: if you caculate an AOB of 20, then the AOB is actually 160.

Yes the attack disc should be in the next version. I need help with it because the way I want to implement it involves the kind of hex editing skills that I don't have. Fortunately Racerboy has agreed to look into it, time permitting, and if it is possible he will develop that part of it. :rock:

MONOLITH
10-26-07, 09:13 AM
Yes the attack disc should be in the next version. I need help with it because the way I want to implement it involves the kind of hex editing skills that I don't have. Fortunately Racerboy has agreed to look into it, time permitting, and if it is possible he will develop that part of it. :rock:

Awesome job guys.

Thank you.

onelifecrisis
10-26-07, 09:28 AM
I accidentally edited my last post instead of posting a new one :doh: so I've deleted it. Anyway...

Yes [a 100s chrono] would pretty much solve the problem... I'll find out whether SH3 can manage a 100s chrono and, if it can, it'll be in the next version of the GUI instead of a pull-out chart. :yep:

Slight problem... I just checked, and the 100s chrono also only goes up to 15 knots. The extra 40 seconds add to the slower end of the scale. It could be changed, possibly... :hmm:

But a chart would be less effort ;)

I will have a think.

onelifecrisis
10-26-07, 09:37 AM
I've exchanged some PM's with Slang regarding the CTD issue and I think we have found the problem.

When I first posted the mod I posted the wrong version. :oops: Within 5 minutes I had posted the correct version and I didn't think anyone had downloaded it in that first 5 minutes, nor did I think that it would cause CTD's if they had! So, my bad, and if anyone who downloaded the mod within minutes of it being posted is suffering from a CTD problem, the fix is simply to re-download the mod.

OLC

Cap'n Spanky
10-26-07, 09:42 AM
Sweet mod OLC! Thanks man.

Hitman
10-26-07, 09:55 AM
Somewhere on these forums I recently saw an image of the u-Jagd chronometer that had 100 seconds rather than 60 around it's outer edge. Forgive me if it's unrelated, but would that help in this situation - longer ships, more range markers etc.??


That was an image of the REAL chrono, but unfortunately SH3 has a hardcoded chrono of only 60 seconds :damn: thus we can't display the full scales seen in the real one.

Trefoil
10-26-07, 09:57 AM
Many thanks for the speedy reply, OLC.:up:

I' ve not bought SH4 yet, because SH3 has been transformed from an OK game into an outstanding one by modders like you and Racerboy.

Slang
10-26-07, 09:58 AM
I've exchanged some PM's with Slang regarding the CTD issue and I think we have found the problem.

When I first posted the mod I posted the wrong version. :oops: Within 5 minutes I had posted the correct version and I didn't think anyone had downloaded it in that first 5 minutes, nor did I think that it would cause CTD's if they had! So, my bad, and if anyone who downloaded the mod within minutes of it being posted is suffering from a CTD problem, the fix is simply to re-download the mod.

OLC
Yes hopefully this will fix everything. Once i get home from work i will download the correct version, give it a try and let you know when it works.

I guess i was overly eager. I had been checking the forums nonstop looking for a release. :oops:

onelifecrisis
10-26-07, 10:01 AM
Somewhere on these forums I recently saw an image of the u-Jagd chronometer that had 100 seconds rather than 60 around it's outer edge. Forgive me if it's unrelated, but would that help in this situation - longer ships, more range markers etc.??


That was an image of the REAL chrono, but unfortunately SH3 has a hardcoded chrono of only 60 seconds :damn: thus we can't display the full scales seen in the real one.

That's that then!

Thanks Hitman you just saved me some unnecessary work :up:

So I guess we're back to the chart... unless someone has a better idea?

TheDarkWraith
10-26-07, 10:26 AM
Somewhere on these forums I recently saw an image of the u-Jagd chronometer that had 100 seconds rather than 60 around it's outer edge. Forgive me if it's unrelated, but would that help in this situation - longer ships, more range markers etc.??


That was an image of the REAL chrono, but unfortunately SH3 has a hardcoded chrono of only 60 seconds :damn: thus we can't display the full scales seen in the real one.

How are you sure about this? The chrono has to be a TGA image I'm thinking.....and the chrono itself should be a dial.....seems like it can be changed...:hmm: Hitman, can you tell me where you looked to find this information? I'd like to have a look see for myself.

skookum
10-26-07, 10:36 AM
Hi Onelifecrisis,

Noticed something,

Though JGME noted no conflicts with the 360 plotter mod, I noticed the RB compass rose around my sub is no longer visible. Any thougthts?

Just curious though. Don't bother with a fix if your going to include the attack disc in the next update.


BTW, just sank 40,000 tons in twenty minutes (real time) with this awesome mod (no periscope stablization either).:rock::rock::rock:

onelifecrisis
10-26-07, 10:40 AM
Hi Onelifecrisis,

Noticed something,

Though JGME noted no conflicts with the 360 plotter mod, I noticed the RB compass rose around my sub is no longer visible. Any thougthts?

Just curious though. Don't bother with a fix if your going to include the wizwheel in the next update.

Sorry but I've never heard of the 360 plotter mod. I did a search just now and found nothing. *shrug*

Out of curiosity, what does it do?

Jhereg
10-26-07, 11:34 AM
Hi Skookum, I can help you with that.

In the mod, in folder OLC GUI for GWX 1.03\data\Menu\cfg the maps.cfg file has an entry:

[Map0]
MapID=Navigation_map
Position=0,0
Resolution=1024,656
MajorSqrs=4,2.52
MinorSqrs=5,5
PixPerUnit=50
ZoomLevels=1,2,5,10,20,50,100,200,500,1000,2000,40 00,7000,10000,20000,40000; meters per pixel
InitialZoom=500
SymbolZoom=1;units are drawn as symbols from this zoom up
GroupsZoom=100;units are drawn in groups from this zoom up
CityZoom=10000;city names are displayed from this zoom down
KriegZoom=2000;krieg labels are separated displayed from this zoom up
HarborZoom=50;harbors will be displayed from this zoom up

the SymbolZoom at that setting disables the 1500 meter bearing overlay.
If you change it to:
SymbolZoom=10;units are drawn as symbols from this zoom up
any overlays you use will show up again.

Hope that helps you.

OLC, just trying to save you time LOL so you can get the GUI ready for GWX 1.04:arrgh!:

skookum
10-26-07, 11:37 AM
Thanks! Made the change, works great!

OLC please disregard my previous post.

Ta.

Friedl9te
10-26-07, 01:00 PM
I did some maths this afternoon, and as a result came out the theoretical clockwork of the stopwatch. I put it in an excel file.

Left side you have the seconds, in the title line there ist the shiplength and in the middle the resulting speed of the ship.
You can download it from the filefront link.

Three Versions are available.

This one is mathematically correct it equals 1 mile with 1,852 km
http://files.filefront.com/Speed1knt+1852mphxls/;8895573;/fileinfo.html

This one is historically correct because the template http://www.subsim.com/radioroom/showpost.php?p=673187&postcount=75 shows the same behaviour, it equals 1 mile with 2km
http://files.filefront.com/Speed1knt+2kmphxls/;8895571;/fileinfo.html

The third on is something in between and should give equal results to the SH III chrono reading.
http://files.filefront.com/Speed+U+Jagd+Toolsxls/;8895731;/fileinfo.html

It is not known why the original chrono shows this rounding.
The chrono is running a little bit faster, thus indicating a little less speed.
The ship moves a little bit faster as the chrono tells us.
Hmmm ...
Wouldn`t it be better the other way round ?

Anyway enyoy !

U49
10-26-07, 01:37 PM
I'm back from my first OLC GUI patrol, and I need to go back to torpedo school...
It must be, that I'm to much accustomed to that old fashioned SH3 shooting, I shot a lot of misses :(
I need to watch the training video again and make the naval academy for torpedos a few times more.
Anyway, as soon as I work out, how to use that attack disk in the right way, I will go back to war...

Friedl9te
10-26-07, 03:37 PM
Hallo U49 auf meinem Hilfethread, Link siehe Sig. ist eine deutsche Anleitung für die Zillösungsermittlung mit diesem Mod. Vielleicht hilft dir das ein wenig.

U49
10-26-07, 03:52 PM
Hallo U49 auf meinem Hilfethread, Link siehe Sig. ist eine deutsche Anleitung für die Zillösungsermittlung mit diesem Mod. Vielleicht hilft dir das ein wenig.
Tanks a lot! Now I've got myself a little bit more to read before I go to sub school tomorrow :D

Oldhat
10-26-07, 04:33 PM
I've exchanged some PM's with Slang regarding the CTD issue and I think we have found the problem.

When I first posted the mod I posted the wrong version. :oops: Within 5 minutes I had posted the correct version and I didn't think anyone had downloaded it in that first 5 minutes, nor did I think that it would cause CTD's if they had! So, my bad, and if anyone who downloaded the mod within minutes of it being posted is suffering from a CTD problem, the fix is simply to re-download the mod.

OLC


http://www.subsim.com/radioroom/images/icons/icon10.gif
OLC -I will wait and see Slangs report

NealT
10-26-07, 05:39 PM
This is an interesting and different interface. Not 100% sure I am gonna like this one cause it is obvious it is going to take a lot of getting used to. However, I am GONNA TRY.

Well done...well done...

BzT
10-26-07, 07:33 PM
Great mod, onelifecrisis. I installed the GWX version this morning and did a quick famil on the Torpedo academy mission with favourable results.

However, I fired it up again later on the convoy training mission, and it seems my TDC controls got 'reversed' - I can't enter the needed parameters. I checked my key settings with SetKeys, the entry for Toggle TDC Autoupdate is empty (the only added entries I have are conning tower camera and attack periscope column camera).

Also, would it be possible to re-implement the secondary '360/0 degree up' draggable protractors in the Nav and Attack maps? Would some simple text-editing magic fix that?

onelifecrisis
10-26-07, 07:59 PM
...my TDC controls got 'reversed' ... I checked my key settings with SetKeys, the entry for Toggle TDC Autoupdate is empty...

That's very strange... I've never seen that happen... if you find out how to replicate this problem, please let me know! In the meantime, in case it happens again, you might want to assign a keyboard shortcut to the TDC autoupdate. I know I said in the readme not to do that, but that was in order to prevent people from having the problem you're having. Since you've somehow gotten the problem anyway, you'll need the shortcut to get out of it if it happens again.

Also, would it be possible to re-implement the secondary '360/0 degree up' draggable protractors in the Nav and Attack maps? Would some simple text-editing magic fix that?

Yes it could be re-implemented. If you want to DIY, open the menu_1024_768.ini file and add this to the end:

[G31 I23]
Name=Target;Neuer Eintrag für Kompass1
Type=1031;Stat bmp array
ItemID=0x31000012
ParentID=0x31000000
Pos=945,945,256,256
Color=0xFFFFFFFF
Materials=1
Display=2;Linear
Mat 0=data/Menu/Gui/Layout/Kompass.tga
Crop 0=0,0,1,1
MatFlags=0x9
TexFmt=0x9
Drag=true
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

:up:

OLC


Edit: that will just do the nav map. I don't think there ever was a draggable protractor/compass thing in the attack map... :hmm:

BzT
10-26-07, 09:56 PM
Thanks for the prompt reply, OLC. I'll add that in SetKeys. As for why/how it happened, I have no idea either... I hadn't changed or added anything between sessions.

I found the entry for the Attack map protractor entry in the back up of the .ini file. The protractor was in the upper left corner in GWX. Not quite as useful as there's no drawing tools in the attack map, but nonetheless...

[G32 I32]
Name=Target;Neuer Eintrag für Kompass
Type=1031;Stat bmp array
ItemID=0x32030007
ParentID=0x32030000
Pos=-100,610,256,256
Color=0xFFFFFFFF
Materials=1
Display=2;Linear
Mat 0=data/Menu/Gui/Layout/Kompass.tga
Crop 0=0,0,1,1
MatFlags=0x9
TexFmt=0x9
Drag=true
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

Hitman
10-27-07, 01:44 AM
The chrono has to be a TGA image I'm thinking.....and the chrono itself should be a dial.....seems like it can be changed...

By hardcoded I meant that the chrono dial is programmed to do one turn in 60 seconds, I have no idea if this can be changed by tweaking the menu ini, it's out of my skills to do that. But it sure would be nice if someone could :up:

BzT
10-27-07, 02:16 AM
Just reporting back - retraced my steps with no problems this time, and the end results of the patrol were pleasing. And I got my protractors back, so I'm a very happy man.

I used SetKeys and programmed Autoupdate TDC to Shift+T, an out of the way combo in case that weird problem crops up again.


:up:

Lible
10-27-07, 06:43 AM
I only tested this briefly yesterday, but I had the same problem: CTD when starting campaign (almost as fresh as can be install with a couple of sound mods, GWX - No medals on crew and Racerboy's effects.

The academy worked fine. I'll report back as soon as I get to SH3. (Don't have time for it, 'cause the loading times.

onelifecrisis
10-27-07, 06:47 AM
I only tested this briefly yesterday, but I had the same problem: CTD when starting campaign (almost as fresh as can be install with a couple of sound mods, GWX - No medals on crew and Racerboy's effects.

The academy worked fine. I'll report back as soon as I get to SH3. (Don't have time for it, 'cause the loading times.

I'm sad to report that re-downloading did not fix it for Slang, so this issue is still unresolved, but I'm trying to find the cause. Lible would you please PM me with your OS and system specs?

Thanks,
OLC

JCWolf
10-27-07, 07:04 AM
I only tested this briefly yesterday, but I had the same problem: CTD when starting campaign (almost as fresh as can be install with a couple of sound mods, GWX - No medals on crew and Racerboy's effects.

The academy worked fine. I'll report back as soon as I get to SH3. (Don't have time for it, 'cause the loading times.

I'm sad to report that re-downloading did not fix it for Slang, so this issue is still unresolved, but I'm trying to find the cause. Lible would you please PM me with your OS and system specs?

Thanks,
OLC


Relax mate, tell him to redoanload the Mod mate,
most of the times that this isues happend is due to corrupted files during
download, so maybe the best option is for him to redownload the Mod and test it again !:yep: :up:

Pisces
10-27-07, 08:45 AM
I found something weird about the Range/AOB finder scales. (sorry to be a pain in the stern. Can't help it :p ) I don't know if this is restricted to this OLC Gui mod or if it is also in the other Ujagd mod (as I haven't tried that one). But as it seems to be a different graphic (texture and font) I suppose not.

If you look at the following screendumps I made you'll see the 'Range'-scale alinged with the 'Basis'-scale in the first picture. All the marks seem to line up correctly. Or pretty much. However when I swing the inner wheel 180 degrees around in the second picture (which should correspond to a multiplication (CW) or division(CCW) by 10) the marks do not line up anymore. 300m basis aligned with 30(hm) range results in a misalignment of the 30m basis with the 3(hm) range, and all the other marks in between. This distortion (about 31.5 versus 3 hm = 5%) should not happen in a true logarithmic scale. It should line up neatly. Otherwise it might corrupt calculations of Range or even worse AOB (compound effect).

Neatly aligned:
http://members.home.nl/rico.v.jansen/Range_Over_Basis_unity.jpg
Distorted:
http://members.home.nl/rico.v.jansen/Range_Over_basis_factor10.jpg

onelifecrisis
10-27-07, 08:51 AM
I'll see what I can do about that for the next version, Pisces. :yep:

U49
10-27-07, 09:18 AM
After more than 2,5 years of SH3 patrols, I just finished my torpedo academy again.
I did the academy 4 times today, and in the last both, I was good enough to pass the primary and secondary missions.
Before OLC's GUI I had the tendency to shoot to much in front of the target, now all my shots go a little bit to much behind them.
For example instead of hit at the center my shot went to the funnel of that little tanker.
I'm still wondering what I do wrong, but could that discovery of pisces could be the reason or is it me doing still something wrong?
My workaround for my next mission (april 40) is to add always a knot to the estimated target speed.

Hitman
10-27-07, 09:20 AM
However when I swing the inner wheel 180 degrees around in the second picture (which should correspond to a multiplication (CW) or division(CCW) by 10) the marks do not line up anymore.

You are right, and I knew it.

Reason: I used as template a picture of the real wiz wheel, and since the picture was not properly aligned, I carried the error over to the template. While small, it is there but I had no time to do a better one and left it for a future update. :doh:

onelifecrisis
10-27-07, 09:24 AM
After more than 2,5 years of SH3 patrols, I just finished my torpedo academy again.
I did the academy 4 times today, and in the last both, I was good enough to pass the primary and secondary missions.
Before OLC's GUI I had the tendency to shoot to much in front of the target, now all my shots go a little bit to much behind them.
For example instead of hit at the center my shot went to the funnel of that little tanker.
I'm still wondering what I do wrong, but could that discovery of pisces could be the reason or is it me doing still something wrong?
My workaround for my next mission (april 40) is to add always a knot to the estimated target speed.

The lower end of the range/basis scale is the only part of it which is not entirely accurate, and since that only matters at very short range and/or very small targets (the former being a turkey shoot anyway, and the latter being something you won't ever shoot torps at) it shouldn't be a real problem.

More than likely it's the speed-finding method which is causing you to hit behind the target. After making the tutorial video I found out that the chrono reports a slightly (very slightly) lower speed than is actually accurate. This is because that's what the RL U-Jagd chrono did! I suggest players "round up" any speed measurements to account for this innacuracy, e.g. if the chrono reports a speed of 7.5 knots then enter 8 knots in the TDC.

At some point I'll have to release an updated manual and/or tutorial.

Friedl9te
10-27-07, 09:27 AM
After more than 2,5 years of SH3 patrols, I just finished my torpedo academy again.
I did the academy 4 times today, and in the last both, I was good enough to pass the primary and secondary missions.
Before OLC's GUI I had the tendency to shoot to much in front of the target, now all my shots go a little bit to much behind them.
For example instead of hit at the center my shot went to the funnel of that little tanker.
I'm still wondering what I do wrong, but could that discovery of pisces could be the reason or is it me doing still something wrong?
My workaround for my next mission (april 40) is to add always a knot to the estimated target speed.

Here you can find a link to an excel file with the mathematically correct values.
http://www.subsim.com/radioroom/showpost.php?p=677366&postcount=112
Try it instead of reading the speed from the scales.
As Hitman stated the Chrono is not absolutely accurate.
Why ...


100m in 100 seconds = 3,6 km/h speed.
To get knots you have to divide by 1,852, but what the manufacturer of this U-Jagd chrono did, was to cancel the last two digits.

He dividided 3,6 by 1.8(52) equals 2. This makes the result a little bit inaccurate. And the scales looked much more pretty 2 3 4 lined up in a row.
http://www.subsim.com/radioroom/showpost.php?p=673187&postcount=75
The purpose this chrono was originally built for was not so sensitive and this little error caused no problem.
It seems as if it was orignally intended to hunt Subs. (U-Jagd is german marine slang and means ASW)
It had something to do with depthcharges, but I dont know exactly.

onelifecrisis
10-27-07, 09:36 AM
I've updated post #1 and will continue to do so as the mod progresses. :up:

Oldhat
10-27-07, 10:03 AM
I only tested this briefly yesterday, but I had the same problem: CTD when starting campaign (almost as fresh as can be install with a couple of sound mods, GWX - No medals on crew and Racerboy's effects.

The academy worked fine. I'll report back as soon as I get to SH3. (Don't have time for it, 'cause the loading times.

I'm sad to report that re-downloading did not fix it for Slang, so this issue is still unresolved, but I'm trying to find the cause. Lible would you please PM me with your OS and system specs?

Thanks,
OLC




Hi OLC

I'm sure I found the problem. - I have only installet the GWX-mod and forgotten
the GWX-Patch.:oops: :oops:
It runs fine now, and perhaps the problem is the same for Slang and Lible.

I'm sorry :damn:

But it is "the Mod of the Year" Thank you very must OLC. :up:

Hitman
10-27-07, 10:06 AM
It seems as if it was orignally intended to hunt Subs. (U-Jagd is german marine slang and means ASW)
It had something to do with depthcharges, but I dont know exactly.

Friedl is right, the KM used this chrono for ASW procedures. The method of speed finding through fixed wire is from the UBoats, however, and using the chrono it becomes much easier than having to do divisions and multiplications. Telemeter chronos have a varied range of applications, and the U-Boats used some for timing the torpedo runs and such.:up:

Pisces
10-27-07, 10:35 AM
Well, the reason I found this slight scale distortion is because I was actually trying to find a way to (ab-)use the Range/AOB finder scales to do the Length/time=speed calculation. Which I did, but marks that do not entirely match don't make that easy for me. So you don't really need to make a table for speedconversion IMHO. Only a small mark on the Basis-scale would help.

EDIT; Nov 6th 2007: I made a stupid mistake in understanding how the scopemark scale is constructed. I forgot it is based on the tangent formula. The mathematically correct 'speed'-mark is NOT 54 degrees as I initially thought, but the 58th degree on the AOB scale. However, because the scales in the earliest versions (incl. 1.1) of this mod are slightly distorted any speedreading between 60 and 54 degrees is a good ballpark measure.

So to use the Range/AOB finder as a speed calculator do the following:

1. Align shiplength on the Basis-scale with time in seconds on the Range-scale (so outer-midde ring, ignore range is in steps of hundred meters)

[older EDIT: removed old 3-step procedure to just 2. Easier and less prone to calculation error]
2. Read of the speed in knots above the 58th degree mark in the AOB scale. (should work upto speeds of 30 kts as that is the limit of that scale)

Whether or not this was done historically in WW2 I don't know. But a smart Kaleun sure could have figured this out just as I did. .... If he was a bit mathematically inclined. :know:

(I'll try to include some screenshots in this post later. Don't have time now. Stay tuned. )

Hitman
10-27-07, 10:39 AM
Yup another option we had was adding another wiz-wheel for that purpose, however the chrono seemed to do the job alright in most cases, so in the end we chose to avoid overcramping the interface. Adding the scale/mark to the AOB finder is an option, of course. Looking forward to your idea :up:

onelifecrisis
10-27-07, 10:59 AM
Hi OLC

I'm sure I found the problem. - I have only installet the GWX-mod and forgotten
the GWX-Patch.:oops: :oops:
It runs fine now, and perhaps the problem is the same for Slang and Lible.

I'm sorry :damn:

But it is "the Mod of the Year" Thank you very must OLC. :up:

What a relief! Thanks :D

Slang, Lible, is this the same problem you have?

Pisces
10-27-07, 12:48 PM
2. Grab the point resembling 123.5m (this is where the mark should come, actually (240*1852)/3600=123.47 )on the basis-scale. And drag it counter-clockwise to 100m on the same scale.I reconsidered. Edit: removed explanation. See earlier post of mine (#135) for update on the procedure.

The mark doesn't need to be very conspicuous either. Just a carving from your 'army knife' would do. ;)

Friedl9te
10-27-07, 04:39 PM
It seems as if it was orignally intended to hunt Subs. (U-Jagd is german marine slang and means ASW)
It had something to do with depthcharges, but I dont know exactly.

Friedl is right, the KM used this chrono for ASW procedures. The method of speed finding through fixed wire is from the UBoats, however, and using the chrono it becomes much easier than having to do divisions and multiplications. Telemeter chronos have a varied range of applications, and the U-Boats used some for timing the torpedo runs and such.:up:

I agree and second that, I would never miss this method for speed determining.
My suggestion to get rid of the 5% inaccuracy would be to correct the scales.
I made another excel file the same formula but otherway round.
To every speed the appropriate amount of time.

http://files.filefront.com/Chrono+correctedxls/;8903784;/fileinfo.html

I tried myself this afternoon to correct the scales but it looks like a drawing from kindergarten.
Sorry I cannot do that.

Slang
10-27-07, 05:03 PM
I only tested this briefly yesterday, but I had the same problem: CTD when starting campaign (almost as fresh as can be install with a couple of sound mods, GWX - No medals on crew and Racerboy's effects.

The academy worked fine. I'll report back as soon as I get to SH3. (Don't have time for it, 'cause the loading times.
I'm sad to report that re-downloading did not fix it for Slang, so this issue is still unresolved, but I'm trying to find the cause. Lible would you please PM me with your OS and system specs?

Thanks,
OLC



Hi OLC

I'm sure I found the problem. - I have only installet the GWX-mod and forgotten
the GWX-Patch.:oops: :oops:
It runs fine now, and perhaps the problem is the same for Slang and Lible.

I'm sorry :damn:

But it is "the Mod of the Year" Thank you very must OLC. :up:

Woot woot! It worked for me too!

Sorry for being daft. When I installed GWX i thought i was getting 1.03 from all the bin files, and that the update was just there for people using previous versions.

I had to start a new career after loading 1.03, but no big deal there.

So thanks a bunch to OLC for his help, and for creating a great mod. And thanks to OldHat for figuring out the problem for us.

Off to tinker with my new toys.

onelifecrisis
10-27-07, 10:24 PM
Woot woot! It worked for me too!

Sorry for being daft. When I installed GWX i thought i was getting 1.03 from all the bin files, and that the update was just there for people using previous versions.

I had to start a new career after loading 1.03, but no big deal there.

So thanks a bunch to OLC for his help, and for creating a great mod. And thanks to OldHat for figuring out the problem for us.

Off to tinker with my new toys.

Great news! Now I can stop sweating about my mod causing CTDs. :lol: Hope you enjoy it :up:

TheDarkWraith
10-27-07, 11:31 PM
For my two cents on the matter: I agree with their decision to strike a middle ground between the historical chrono (8% error) and perfection (0% error). I like the chrono as it is and, even with the ~5% error, it is still extremely accurate (especially when compared with the old SH3 method). If you get into a good firing position the ~5% error won't matter a jot, and even in a bad firing position it still won't matter except on really tough shots at very fast targets. For those shots, a mathematically clued-up RL Kaleun would have been able to notice, and account for, the error in his tool... I'm sure you guys can do the same. :up: OLC

Given the Germans are most excellent in producing quality items and for precision but manufacturing tolerances are present in everything made. I would say the error mentioned above and being discussed could be thought as manufacturing tolerances in the devices used - the tools, the periscope, everything used to attain a firing solution. In my opinion this seems pretty realistic.

onelifecrisis
10-27-07, 11:33 PM
For my two cents on the matter: I agree with their decision to strike a middle ground between the historical chrono (8% error) and perfection (0% error). I like the chrono as it is and, even with the ~5% error, it is still extremely accurate (especially when compared with the old SH3 method). If you get into a good firing position the ~5% error won't matter a jot, and even in a bad firing position it still won't matter except on really tough shots at very fast targets. For those shots, a mathematically clued-up RL Kaleun would have been able to notice, and account for, the error in his tool... I'm sure you guys can do the same. :up: OLC

Given the Germans are most excellent in producing quality items and for precision but manufacturing tolerances are present in everything made. I would say the error mentioned above and being discussed could be thought as manufacturing tolerances in the devices used - the tools, the periscope, everything used to attain a firing solution. In my opinion this seems pretty realistic.

Thank god you quoted that half of the post I just deleted. :lol:

Friedl9te
10-28-07, 04:57 AM
For my two cents on the matter: I agree with their decision to strike a middle ground between the historical chrono (8% error) and perfection (0% error). I like the chrono as it is and, even with the ~5% error, it is still extremely accurate (especially when compared with the old SH3 method). If you get into a good firing position the ~5% error won't matter a jot, and even in a bad firing position it still won't matter except on really tough shots at very fast targets. For those shots, a mathematically clued-up RL Kaleun would have been able to notice, and account for, the error in his tool... I'm sure you guys can do the same. :up: OLC

Given the Germans are most excellent in producing quality items and for precision but manufacturing tolerances are present in everything made. I would say the error mentioned above and being discussed could be thought as manufacturing tolerances in the devices used - the tools, the periscope, everything used to attain a firing solution. In my opinion this seems pretty realistic.

Thank god you quoted that half of the post I just deleted. :lol:

Thats one of the problems :lol: of my job which affords extreme precision, and sometimes I cannot switch off my struggle for perfection.

But you are right. Nothing is perfect and we need some tolerance and fuzzy behaviour.:up:

Friedl9te
10-28-07, 05:42 AM
2. Grab the point resembling 123.5m (this is where the mark should come, actually (240*1852)/3600=123.47 )on the basis-scale. And drag it counter-clockwise to 100m on the same scale.I reconsidered. A small mark at the 54th degree on the AOB scale (arc sine(100/123.47)=54 deg) might even be better as it is more direct. No need to turn in step 2.

The mark doesn't need to be very conspicuous either. Just a carving from your 'army knife' would do. ;)


Outstanding, you are a genius. http://forums.ubi.com/images/smilies/11.gif

java`s revenge
10-28-07, 07:56 AM
Finally, after playing the torpedo tutorial several times i do begin
now with a campaign. Every shot is a hit.

Jimbuna
10-28-07, 08:14 AM
Congratulations :up:

onelifecrisis
10-28-07, 08:24 AM
2. Grab the point resembling 123.5m (this is where the mark should come, actually (240*1852)/3600=123.47 )on the basis-scale. And drag it counter-clockwise to 100m on the same scale.I reconsidered. A small mark at the 54th degree on the AOB scale (arc sine(100/123.47)=54 deg) might even be better as it is more direct. No need to turn in step 2.

The mark doesn't need to be very conspicuous either. Just a carving from your 'army knife' would do. ;)

I'll add one :up: thanks for this idea!

Friedl9te
10-28-07, 02:43 PM
btw. IF you want to see the instruments for AOB, Target Speed, Bearing and Distance permanently but you want the bearing of the locked target to be autoupdated you can assign a key to activate it.

You can do this easyly with SetKeys.

This is only an example:
[Cmd131]
Name=Toggle_TDC_autoupdate
Ctxt=1
Key0=0x54,,"T"

That would be historically correct, there was connection between the Peilung of a locked target and the TDC.

looney
10-28-07, 05:16 PM
Wow today I did my 1st mission: I hit a medium merchant at approx 4km and a AOB of 45. Dead center, Got to love that :)

Now only figure out a way to get range when on the surface.

Friedl9te
10-28-07, 05:19 PM
Ähhhmmm ... :hmm:

One possibility would be to look through the Attack Peri ?

NealT
10-28-07, 05:38 PM
OLC? I feel stupid.

I cannot, for the life of me, figure out how to get the white wheels to come down so I can use them. I have watched your video over and over, and have clicked in the same spot you do...but it still will not do things right.

You can PM me if you wish instead of replying here...I will check that as well...

I am beginning to like this more and more...I might actually be able to do things manually properly after a whole lot more practice ;)

onelifecrisis
10-28-07, 05:40 PM
Wow today I did my 1st mission: I hit a medium merchant at approx 4km and a AOB of 45. Dead center, Got to love that :)

Now only figure out a way to get range when on the surface.

Nice one!

I must admit, gameplay does suffer somewhat in the name of this "historically accurate" UZO, so I'm considering implementing two zoom levels in the UZO (same as the scopes) instead of one (this is necessary to get the marking lines correct) and putting the range/AOB finder on it. :yep:

onelifecrisis
10-28-07, 05:42 PM
OLC? I feel stupid.

I cannot, for the life of me, figure out how to get the white wheels to come down so I can use them. I have watched your video over and over, and have clicked in the same spot you do...but it still will not do things right.

You can PM me if you wish instead of replying here...I will check that as well...

I am beginning to like this more and more...I might actually be able to do things manually properly after a whole lot more practice ;)

The answer is to be found a bit earlier in this thread ;)

You need to turn on manual targetting in the realism options. Only when manual targetting is turned on will the range/AOB finder be operable. :know:

U49
10-28-07, 08:21 PM
I must admit, gameplay does suffer somewhat in the name of this "historically accurate" UZO, so I'm considering implementing two zoom levels in the UZO (same as the scopes) instead of one (this is necessary to get the marking lines correct) and putting the range/AOB finder on it. :yep:

That would be great! :up:
I'm just back from an early war patrol, where all my attacks took place on surface and at night. The new binoculars are wonderful for observing the sea, but it just doesn't fit if I have to shoot with the periscope instead of my UZO.
By the way: all torpedo's have been wonderful hits :)
Shot ranges were between 1400m and 400m with letter perfect AOB's.
But I still need to try it on a fast-moving warship with more than 2000m :yep:

onelifecrisis
10-28-07, 09:12 PM
I'm just back from an early war patrol...

Me too :up:

In fact it was my first full patrol since I started writing the GUI, and the first of the war for my new Kaleun, Josef Kelz, in his shiny new VIIB.

If this was a historically accurate mission then I'd say a hurricane hit Britain in Sept. '39 :roll: cos I had 3 weeks of extreme storms, with fog thrown in as often as not. Anyway, I'm pleased to boast (er, I mean report) 66,323 BRT with manual targetting and no map updates :D

Not bad if I say so myself, especially since most of the time I couldn't see a damn thing. :roll:

I took a screeny of Bernard pointing at a ship he'd just spotted:

http://farm3.static.flickr.com/2317/1796691304_1cc413fcb8_o.jpg

looney
10-29-07, 10:47 AM
I was thinking, perhaps you could get the wizz wheel (from U-jagd, ie the circular slide ruler) on UZO sight. with some basic horizontal lines for distance.

Would be like doin the calcs by hand instead of using the wheel in Attack scope.

Same with obs scope. Cause if the attack scope gets hit your toast. you can't get range.

onelifecrisis
10-29-07, 10:57 AM
...if the attack scope gets hit your toast. you can't get range.

Yep! Just like IRL :yep:

But also like RL, this won't stop a good kaleun from scoring hits. With accurate map plotting you can get a hit without even using the scope :know:

Assuming I can get past certain technical problems, the attack disc will be on the attack map screen in the next version. I don't want to put it anywhere else or the interface will get cluttered.

Friedl9te
10-29-07, 10:59 AM
I was thinking, perhaps you could get the wizz wheel (from U-jagd, ie the circular slide ruler) on UZO sight. with some basic horizontal lines for distance.

Would be like doin the calcs by hand instead of using the wheel in Attack scope.

Same with obs scope. Cause if the attack scope gets hit your toast. you can't get range.

Maybe "Dertien" could make the circular slideruler as a flash animated item to be used on the second monitor.
His flash KM WhizzWhel is a perfect instrument for calculating intercept course etc.

looney
10-29-07, 12:55 PM
OLC your correct, but IRL it's much easier to guestimate the range of a target. We all got 2 Eye and thus we can see in 3d :)

I'd like a rough substitute for it...

Hitman
10-29-07, 12:57 PM
Now only figure out a way to get range when on the surface

For night surface attacks you just need one range: The range between minimum torpedo arming distance (200 metres, depending on models) and maximum recommended shooting distance (1000 metres). The germans obtained speed and course from the convoy for night surface attacks by paralell course steering during the end-around, and when they turned in towards the convoy and closed to attack they used the fixed line in the UZO to confirm speed estimates of the chose target, as they steered bow on to her slowly turning to always present the bow to the selected victim (Dog leg curve), which would be the closest one -i.e. the one most prone to spot them if a higher profile is shown-. Depending on the estimate about the tonnage, length or height they simply waited until the ship covered one half or the full lense of the uzo to know they were at shooting range, i.e. under 100o metres.

Using the UZO to obtain the target data during the attack is not correct and therefore can't be expected to work. You will need to make an end around the convoy or if it comes to you, use fixed line speed measuring, estimate AOB and get close. Really close! The UZO is nothing but a torpedo director, an element to keep the aim of the TDC updated.

onelifecrisis
10-29-07, 01:02 PM
OLC your correct, but IRL it's much easier to guestimate the range of a target. We all got 2 Eye and thus we can see in 3d :)


Only when you're on the surface! No 3D vision through a scope ;)

On the surface ask your WO to report nearest contact, and he'll use his 3D vision to tell you the approximate range :)

NealT
10-29-07, 04:20 PM
OLC? I feel stupid.

I cannot, for the life of me, figure out how to get the white wheels to come down so I can use them. I have watched your video over and over, and have clicked in the same spot you do...but it still will not do things right.

You can PM me if you wish instead of replying here...I will check that as well...

I am beginning to like this more and more...I might actually be able to do things manually properly after a whole lot more practice ;)
The answer is to be found a bit earlier in this thread ;)

You need to turn on manual targetting in the realism options. Only when manual targetting is turned on will the range/AOB finder be operable. :know:

Of course...I thought I had turned it on but was in serious error...

The simplest of things come back to bite you in the ear...:damn:

looney
10-29-07, 05:52 PM
Thought about the range on the surface some more and I must admit firing point blank sounds lots of fun.

P.s. I just figured out the AoB thingy I always got beyond 90° I need to count only 1 color of horizontal marks.

Also I just managed to miss 4 torps cause I didn't switch on auto tracking in TDC GRRRR lousy 1 DIDO and 1 Large merchant survived.

onelifecrisis
10-29-07, 06:16 PM
This is a very minor update with the following fixes and additions:


Reduced the brightness of the Range/AOB Finder for easier night use.
Made the view through the binoculars, periscopes and UZO a bit clearer for easier night use.
Added new shortcut for Captains Log.
Clicking on Time Compression now reduces TC to 1 instead of pausing the game.
Instead of clicking the CE Reports button, you now just mouse-over it to see the dials (the dials disappear when you move the mouse off the button in any direction). To prevent players accidentally mousing over it, the button has been moved to the lower left corner of the screen.
Removed the incorrect tooltips on the CE Report Dials.
Made the bearing on the binoculars easier to see in daylight.
Very minor graphical improvements.http://farm3.static.flickr.com/2351/1801254742_961a783db9_o.jpg

onelifecrisis
10-29-07, 06:54 PM
Thought about the range on the surface some more and I must admit firing point blank sounds lots of fun.

I am looking into getting the Range/AOB Finder onto the UZO (putting it in menu_1024_768.ini is easy enough, but I need certain changes to the UZO camera which might be more difficult) but I'm not sure yet whether to release a version with it. From my point of view...

Pros: The point-blank surface night attack may have been viable IRL but in SH3/GWX you'll be spotted at that range, except in the worst possible kind of weather. Therefore the player needs the tools necessary to make a night-time surface attack at medium range.

Cons: The player already has those tools! The WO can tell you the range and (if you have tracked the target and put yourself in a good 90-degree firing position) the AOB can be calculated easily based on the target's course.

It's a tough one. :hmm:

Maybe I should post a poll :roll:

Trefoil
10-29-07, 07:04 PM
I like making night surface attacks early in the war and have found if you keep the torpedo's gyroangle close to zero, you can get away with very rough range estimates, even at longer distances, as long as you know the ship's speed, precisely.

OLC, if you do decide to put the range/AOB finder on the UZO, in a future update, could you possibly add it as an optional extra or at least give some instructions on editing the files to disable it? I've always used the WO to give a ship's range on the surface, as you suggested. I like your mod a lot, because it adds reality to the game. Using the range/AOB finder on the surface might spoil the illusion for me. (of course, I know I'm not really Otto Kretschmer.):lol:

As a side note, I' ve tried using Dertien's excellent Flash whizwheel, mentioned by Friedl9te, but using alt-tab during the game often seems to make the game unstable, affecting certain graphics like the charts, etc. Has anyone got any tips for using alt-tab without causing problems?:-?

onelifecrisis
10-29-07, 07:50 PM
I like making night surface attacks early in the war and have found if you keep the torpedo's gyroangle close to zero, you can get away with very rough range estimates, even at longer distances, as long as you know the ship's speed, precisely.

OLC, if you do decide to put the range/AOB finder on the UZO, in a future update, could you possibly add it as an optional extra or at least give some instructions on editing the files to disable it? I've always used the WO to give a ship's range on the surface, as you suggested. I like your mod a lot, because it adds reality to the game. Using the range/AOB finder on the surface might spoil the illusion for me. (of course, I know I'm not really Otto Kretschmer.):lol:

As a side note, I've tried using Dertien's excellent Flash whizwheel, mentioned by Friedl9te, but using alt-tab during the game often seems to make the game unstable, affecting certain graphics like the charts, etc. Has anyone got any tips for using alt-tab without causing problems?:-?

It's great to hear from someone who likes what I've tried to do with the UZO :yep:

I think the idea with the flash thing is to have 2 monitors and put it on the other one, so no alt-tabbing is required... sorry I know that's not much help if you only have one monitor :hmm:

You might find SH3 a little more resistant to alt-tabbing if you set your desktop resolution to 1024x768 before you start the game.

Friedl9te
10-29-07, 07:52 PM
Using an extra monitor could be a solution.
But before starting the game the main monitor resolution should be adjusted to the stock SHIII settings 1024x768 if stock resolution setting is used..

I like OLCs mod very much, its really great. As an appreciation I try to contribute a little bit. Shure, peanuts compared to what OLC did but maybe somebody likes it.

The only thing i was not so happy with, is the chronointerface. You know somebody found that the circular slideruler could easily calculate the speed from the reading of seconds of the speed measurement. So the coloured skales are not necessary.

Therefore I made a simple Junghans clockface, which can be easily copied and pasted in the periscope.tga and the uzo.tga, if somebody wants to try it and is used to work with PSP or similar programs, here is the link. You can regard it as a template to inspire your phantasy.

http://rapidshare.com/files/66145439/JunghansChrono.tga

http://members.aon.at/friedl58/SH3/JunghansChrono.jpg

Trefoil
10-29-07, 09:07 PM
Many thanks for your speedy reply & the update to your mod. I do have an old monitor I can dust off & use, if I can find room for it amongst the PC, printer, scanner, 5.1 surround sound system, headphones, joystick, cat etc. - Nothing wrong with my carbon footprint.:smug:

Good luck with your plan to include the attack disc on the attack map screen, technical difficulties allowing - A great place for it.:up:

In response to your point about the difficulty of making point-blank attacks in SH3/GWX - I do find it makes a big difference if you appoach using decks awash & follow Hitman's tip of presenting your bow to the target(s). However, I do use a modified AI_sensors.dat included in Rubini's Stay Alert Crew Fix mod which may make this easier.

onelifecrisis
10-29-07, 09:16 PM
In response to your point about the difficulty of making point-blank attacks in SH3/GWX - I do find it makes a big difference if you appoach using decks awash & follow Hitman's tip of presenting your bow to the target(s).

*re-reads Hitmans post*

Ahhh... now I get it. I can't say I've ever tried that approach, but now that I understand it, I certainly want to! :D

U49
10-30-07, 08:13 AM
Target was a CL Dido class at night

I shot with AOB 70, 3600m, target speed estimated 32kts. As learned before I added 1 knot to the estimated speed...
First try produced a hit in the stern which sunk that cruiser. :D
Call it luck :)

Next time I will better shoot 2 torpedos with 1 deg spread?

looney
10-30-07, 01:24 PM
Again on surface attacks. I like to make precise attacks. If I set up shots to hit under the funnel I want the torp to hit under the funnel. And thus I need a good guestimate, on range and AoB (speed I got by tracking a target) but the final approach I like to take 2 - 3 range estimates, using stadimeter. Compare them with the track of target I made on the nav screen. and readjust AoB.

But I must admit I useally make my attacks from PD and 90° AoB... takes me like 2 hours realtime to track and make solution just to be precise.

Anyway I love the new GUI, makes the game much more exciting. I GOT to remember to set the TDC back on autotrack :oops:. Made me miss 4 torps again just like yesterday :o. Daylight below surface attacks so nothing to with UZO.

Anyway a convoy is waiting for me :arrgh!:

Jhereg
10-30-07, 03:07 PM
Thank you for the update OLC!:up:

By the way I also like what you did with the UZO as all it did was repeat bearings to the TDC and provide a brighter easier to see presentation of the target in question. Good Job.

I especially appreciate the CE rports fix:rock:

onelifecrisis
10-30-07, 04:15 PM
Jhereg, glad you approve :smug:

Regarding target speed

I too am finding that adding about 1 knot to my firing solution improves my accuracy. However this seems to have nothing to do with the chrono! I can determine target speed by other methods such as charting the target over time and using the speed charts in GWX to determine it's speed, and I get the same result as I do with the chrono... and the same innacuracy on the shots! It seems like a stock behaviour of some kind, which might explain why the solutions provided by the weapons officer, when I used to use him, always used to hit the stern of the target.

So yeah, I agree with adding 0.5 or 1.0 knots to the solution, but I don't think it's the fault of the tools.

Cheers
OLC

looney
10-30-07, 04:37 PM
You guys do open Torp doors b4 firing not??? Cause the delay you guys have sounds like a shot delay. I have no probs on getting good solution.

Trefoil
10-30-07, 07:51 PM
OLC, I noticed when first trying out the mod that the shortcut button for opening the torpedo doors did not seem to be working as I expected it to. ie. the same as pressing the "Q" key on the keyboard to open the selected doors.

I had a look at the Commands_En.cfg and compared it to the one in the GWX integrated orders folder. The original has the shortcut button attached to Cmd310 - Open_sel_torpedo_tube. Yours has the button attached to Cmd308 - Open_torpedo_tube.

This may be causing the shot delay if the shortcut button, as set up, is not actually open the torpedo doors. Of course, if you're using the "Q" key, then ignore all the above.:oops:

onelifecrisis
10-30-07, 10:15 PM
OLC, I noticed when first trying out the mod that the shortcut button for opening the torpedo doors did not seem to be working as I expected it to. ie. the same as pressing the "Q" key on the keyboard to open the selected doors.

I had a look at the Commands_En.cfg and compared it to the one in the GWX integrated orders folder. The original has the shortcut button attached to Cmd310 - Open_sel_torpedo_tube. Yours has the button attached to Cmd308 - Open_torpedo_tube.

This may be causing the shot delay if the shortcut button, as set up, is not actually open the torpedo doors. Of course, if you're using the "Q" key, then ignore all the above.:oops:

Doh! Thanks Trefoil - will be fixed in the next version :up:

onelifecrisis
10-31-07, 02:22 AM
Another very minor update but quite an important one. The open/close tube buttons (which were added after the end of the beta test :oops:) have been fixed. While I was in there I moved the ship identification button to a much more sensible position.

Click the link in my sig to download.

OLC :up:

Friedl9te
10-31-07, 02:23 AM
Regarding the torpedotube issue. You can lock the shoot command easily, it means "Door is closed -> Torpedo can not be released"
"Door ist opened manually -> Torpedo can be released"

You have to use the MiniTweaker
Load file NSS_UBootXX_sim.txt from the directory \Tweakfiles\ in Tweaker
(XX represents boattype, stands for II, VII, IX, XXI)
then change the value auto_open Torpedo from 1 auf 0 . Thats it !

From now on you have to open the tubes manually before shooting.
Prevents also from unwanted shoots, because you touched the "Enter Key" by chance.

Tobus
10-31-07, 05:16 AM
OMG this looks great, dl'ing now to try tonight after work. I have just one question which I have not seen in the 9 pages (10 now)of this thread: is this mod realistic, or just an easier means of targeting from one screen, namely the periscope?

antidotos
10-31-07, 06:28 AM
I just tried this very appealing mod this morning (in Europe) and there were no prob installing in GWX....
Except I discovered I am now unable to give direct orders..... The only way I could was by plotting in the map navigation section and typing the speed key (thing I never do). Now this may be because I never use integrated orders.:damn:
Can someone tell me how you ask for a heading when you cannot click on the gauges ?
(or maybe simply how to access the gauges if they are still present in OLC GUI)
If it is no longer possible where can I find instructions about using integrated orders ?
Sorry for looking dumb....
Something I do not like in this mod is the labelling of contacts in UZO, there should be a way to avoid that but that s an other topic....
Thanks for your precious help, I m sure an experienced Kaleun will allow me to see the light. This mod looks promising, I wouldn't want to lose part of it due to initial misunderstandings.

Friedl9te
10-31-07, 06:42 AM
Yes it ist realistic. The circular slideruler was used, i have seen a photo anywhere here in the forum, and the KM hat a lot of specialized chronometers.

The one with the coloured scales is also historically correct, but was not really used in Uboats but on destroyers ins ASW to hunt Ubouats with depth charges.
http://www.subsim.com/radioroom/showpost.php?p=673187&postcount=75
But as it is very useful for a quick estimate of target speed it is ok to use it.
But you can also use the slideruler for target speed calculation.

Einsman
10-31-07, 06:51 AM
OMG this looks great, dl'ing now to try tonight after work. I have just one question which I have not seen in the 9 pages (10 now)of this thread: is this mod realistic, or just an easier means of targeting from one screen, namely the periscope?

Yes, it's realistc.

Sub Vessikko tipe II-A


http://aycu10.webshots.com/image/29209/2001253430524945330_rs.jpg

http://aycu16.webshots.com/image/30855/2001268233396455947_rs.jpg

onelifecrisis
10-31-07, 07:18 AM
OMG this looks great, dl'ing now to try tonight after work. I have just one question which I have not seen in the 9 pages (10 now)of this thread: is this mod realistic, or just an easier means of targeting from one screen, namely the periscope?

I think it would be fair to describe it as uber-realistic :D

onelifecrisis
10-31-07, 07:20 AM
I've done it! I've finally thought of a way to get it working the way I want! :rock:

I have been :damn: :damn: :damn: over this for what seems like an eternity!

Racerboy, I don't know if you tried to make them yet, but I won't be needing those hex edited dials anymore. In fact what I had in mind with them wouldn't have worked anyway :roll: but I only realised that last night. Thanks for offering to look into it, though :up:

V1.1.0 is about to become a reality :D

onelifecrisis
10-31-07, 07:25 AM
I discovered I am now unable to give direct orders..... The only way I could was by plotting in the map navigation section and typing the speed key (thing I never do). Now this may be because I never use integrated orders.:damn:
Can someone tell me how you ask for a heading when you cannot click on the gauges ?
(or maybe simply how to access the gauges if they are still present in OLC GUI)

They are still present. There is a black button near the lower left corner of the screen. Press it ;)

Then press it again :D

Something I do not like in this mod is the labelling of contacts in UZO, there should be a way to avoid that but that s an other topic....

Huh? Please explain what you mean.

antidotos
10-31-07, 08:13 AM
thanks a lot dear onelifcrisis. It seems I have missed the point.....
Concerning the UZO, I hope I am not again consuming bandwith for peanuts. I am practically certain that in my previous state of GWX (1.3 with only 16 km atmosphere mod) the contacts appearing in the UZO were not labelled (note they are not labelled when you use the binoculars or eyeballs on deck). Perhaps the world "labelled" is not appropriate ? For instance I am cruising out of Lorient in May 1941 (and the GWX envrironment is really wonderful and immersive) when I notice a large contact inbound, I try to identify the ship with binoculars to no avail but when I use the UZO suddenly it reveals "auxiliary cruiser", in white letters on the wonderful setting sun. I m spoiled of the uncertainty, I was not even able to see the flag, it could have been a British suicide DD operation.... SO this labelling is not to my liking, I feel as if I was cheating and it is counter-immersive and graphically ugly (vanilla SH3 vintage).
Now again, your mod may be totally unrelated to this, something may have occured during the install, JSME, SHcommander sessions but I notice the labels are visible in the pictures you posted on the forum.

onelifecrisis
10-31-07, 08:21 AM
thanks a lot dear onelifcrisis. It seems I have missed the point.....
Concerning the UZO, I hope I am not again consuming bandwith for peanuts. I am practically certain that in my previous state of GWX (1.3 with only 16 km atmosphere mod) the contacts appearing in the UZO were not labelled (note they are not labelled when you use the binoculars or eyeballs on deck). Perhaps the world "labelled" is not appropriate ? For instance I am cruising out of Lorient in May 1941 (and the GWX envrironment is really wonderful and immersive) when I notice a large contact inbound, I try to identify the ship with binoculars to no avail but when I use the UZO suddenly it reveals "auxiliary cruiser", in white letters on the wonderful setting sun. I m spoiled of the uncertainty, I was not even able to see the flag, it could have been a British suicide DD operation.... SO this labelling is not to my liking, I feel as if I was cheating and it is counter-immersive and graphically ugly (vanilla SH3 vintage).
Now again, your mod may be totally unrelated to this, something may have occured during the install, JSME, SHcommander sessions but I notice the labels are visible in the pictures you posted on the forum.

Yes, that spoiler was always there (it was on the notepad). I use a seperate modlet to disable this "preview" cos I don't like it either ... :hmm: ... in fact, I'll include that modlet in the next update :up: this is after all supposed to be a realistic mod! ;)

TheDarkWraith
10-31-07, 10:01 AM
I've done it! I've finally thought of a way to get it working the way I want! :rock:

I have been :damn: :damn: :damn: over this for what seems like an eternity!

Racerboy, I don't know if you tried to make them yet, but I won't be needing those hex edited dials anymore. In fact what I had in mind with them wouldn't have worked anyway :roll: but I only realised that last night. Thanks for offering to look into it, though :up:

V1.1.0 is about to become a reality :D

sounds good. I was having a hard time making them. :up:

Tobus
10-31-07, 10:03 AM
Wow, thanks guys, now I'm really trying this out! Looks like a solid piece of work there OLC!

Phoenix3000
10-31-07, 10:07 AM
Hi OLC,

Is it worth me beginning a new career tonight, or waiting for the next release of this cool mod? :hmm:

Quick question though - when adding additional ships do we still need to edit the config files and double the mast heights?

Cheers - keep up the excellent work! :up:

Px3000

onelifecrisis
10-31-07, 10:37 AM
Hi OLC,

Is it worth me beginning a new career tonight, or waiting for the next release of this cool mod? :hmm:

Quick question though - when adding additional ships do we still need to edit the config files and double the mast heights?

Cheers - keep up the excellent work! :up:

Px3000

No need to wait, because nothing much will change. In fact I was just about to post something saying so (see next post).

Yes, you will need to double the mast value of any new ship you add. It's all in the first post mate - keep checking the first post of this thread for updates :up: I am keeping it up to date.

OLC

onelifecrisis
10-31-07, 10:44 AM
Now that I've made my breakthrough I'm in a position to definitively state what will and will not be included in future versions of this GUI.


The attack disc will be included (in the next version :yep:).
Large dials (e.g. FLB Sale's dials) will not be added in any future version.
The range/AOB finder will not be added to the UZO view in any future version.I just wanted to set expectations straight on those three things. If you want to suggest or discuss any other possible changes/additions, feel free! :up:

OLC

KronosMT
10-31-07, 02:50 PM
I'm not sure if this is a problem with ur new mod or w/GWX 1.03, as I found out today I was still running 1.1.. anyway, I installed GWX 1.03, and then your mod aswell, now the battery has an extremely long lifespan. Previously, running at Slow speed, (3 knots) submerging at 6 am then surfacing at 10pm in the VIIB (1939) would run my battery down to roughly 25%. Now its still above 75% after being submerged for the whole 16 hours.

Could anyone else check this to verify?

onelifecrisis
10-31-07, 02:52 PM
I'm not sure if this is a problem with ur new mod or w/GWX 1.03, as I found out today I was still running 1.1.. anyway, I installed GWX 1.03, and then your mod aswell, now the battery has an extremely long lifespan. Previously, running at Slow speed, (3 knots) submerging at 6 am then surfacing at 10pm in the VIIB (1939) would run my battery down to roughly 25%. Now its still above 75% after being submerged for the whole 16 hours.

Could anyone else check this to verify?

That sounds about normal for GWX 1.03. :hmm: Ahead slow is very slow in GWX and your battery will last for days at that speed.

antidotos
10-31-07, 03:05 PM
Yes, that spoiler was always there (it was on the notepad). I use a seperate modlet to disable this "preview" cos I don't like it either ... :hmm: ... in fact, I'll include that modlet in the next update :up: this is after all supposed to be a realistic mod! ;) Great news OLC, keep up the good work (the notepad is less obstrusive than the flying label...). Many thanks again for your hard work and dedication (you should really try to enlist with the GWX team, just my opinion).:D

KronosMT
10-31-07, 03:08 PM
If thats the case, isn't that horribly inaccurate? My knowledge is limited by watching the sub documentaries, and of course playing games, which of course we all know companies dumb them down to appeal to larger audiences, but it was my understanding that the battery life on all subs except the type XXI were limited to less than a day at very slow speeds, while at flank the battery life would be used up in a matter of hours. Hence the need for the snorkel modifications and such.

Please, in no way am I trying to flame the makers of GWX. The mod breathed new life into a game destined for the shelves fast. They have done an awesome job, and continue to do so.

Just trying to correct my own knowledge. Btw, also not trying to hijack this thread. :) You did a great job too, onelifecrisis.

edit :Moved Question to GWX thread.

onelifecrisis
10-31-07, 03:18 PM
If thats the case, isn't that horribly inaccurate? My knowledge is limited by watching the sub documentaries, and of course playing games, which of course we all know companies dumb them down to appeal to larger audiences, but it was my understanding that the battery life on all subs except the type XXI were limited to less than a day at very slow speeds, while at flank the battery life would be used up in a matter of hours. Hence the need for the snorkel modifications and such.

Please, in no way am I trying to flame the makers of GWX. The mod breathed new life into a game destined for the shelves fast. They have done an awesome job, and continue to do so.

Just trying to correct my own knowledge. Btw, also not trying to hijack this thread. :) You did a great job too, onelifecrisis.

Well maybe I exaggerated a bit, but I'm sure it does last a long time. Definitely a question for the GWX thread though. :up:

U49
10-31-07, 06:49 PM
...
This may be causing the shot delay if the shortcut button, as set up, is not actually open the torpedo doors. Of course, if you're using the "Q" key, then ignore all the above.:oops:

Doh! Thanks Trefoil - will be fixed in the next version :up:
I always make sure, that my tubes are open (switch poosition at WO workplace and sometimes external camera :D)
I use my checklists for the major warfare activities... like the real warfare procedures of any sub commander..

By the way, I use a (modified) german comman.cfg.. I can not confirm any problems with the "q" or "w" keys.

Trefoil
10-31-07, 08:14 PM
Glad you were able to remedy the torpedo door bug - I do alter the commands the in the Commands_En.cfg to my taste - Not to complicated in there, unlike the menu_1024_768.ini, which is best left to braver guys like yourself.

I've found a few photos of other U-Jagd watchs almost identical to Hitman's example - His is the most colourful, though.:sunny: As stated by Friedl9te they were manufactured for use on destroyers, hunting submarines, showing the approach in sm and depth in metres of depth charge detonations. They were commonly found on U-Boats, however, so must have been adapted for use in tracking target speed. etc.

I'm glad you were able to work out how to include the attack disk, OLC. Is it stiill going to be on the attack screen? I noticed from another thread, that you were considering part of the precision periscope mod in your GUI - the 1° bearing part of it. This might help those, like myself, who have been used to using the large dial mod. It helps with more precise navigation, as well as tracking ships. etc.

You have asked for requests for shortcuts - I had got used to using a couple of missing Chief Engineer orders, "Level the Dive Planes", in particular. It Tends to be used as an emergency break. eg. When I crash dive & forget the u-boat is in very shallow water.:doh: The "Rudder Amidships" shortcut is also one I use, though this one is no big deal, if you don't want to clutter your GUI up with too many buttons.

Phoenix3000
11-01-07, 05:44 AM
Hi OLC, couple of quick questions....

When using your mod I notice that in the map screens during the night it no longer has the red-light effect to stop the glare, also tools such as protractor and bearing overlay are missing. Can they please be returned in the next update? I still use the protractor etc. for long range plotting and its not the same when they aren't available (or am I not clicking something...?)

Secondly, I agree with an earlier post about removing the ship name that pops up in the middle of the reticle when you have identified a vessel - but is it also possible to remove the bearing degrees scale at the top of the binoculars? I can understand having degrees in the periscope, but with the new (and correct:up: ) binocular view I don't think its necessary. When standing on the bridge, if your watchman says a ship is spotted at 120 degrees for example its easy to work out where that is, and binoculars never had such a feature anyway.

EDIT: Also, I noticed that the 'flaggen' flag chart is no longer available in the periscope screen. Has it been moved, or am I missing something? The other evening I encountered a ship but was unsure of its registration as I couldn't recognise the flag. I decided to leave it alone incase of negative renown. Any chance that can be put back?

Cheers!

Px3000

Pisces
11-01-07, 06:07 AM
Hi OLC, couple of quick questions....

When using your mod I notice that in the map screens during the night it no longer has the red-light effect to stop the glare, also tools such as protractor and bearing overlay are missing. Can they please be returned in the next update? I still use the protractor etc. for long range plotting and its not the same when they aren't available (or am I not clicking something...?)Also, the depth colors attached to the pencil tool that GWX has is not in your mod. I that intentional? I'd like to have an estimate of waterdepth without asking the nav officer for a depth sounding.

onelifecrisis
11-01-07, 08:51 AM
Hi OLC, couple of quick questions....

When using your mod I notice that in the map screens during the night it no longer has the red-light effect to stop the glare, also tools such as protractor and bearing overlay are missing. Can they please be returned in the next update? I still use the protractor etc. for long range plotting and its not the same when they aren't available (or am I not clicking something...?)

Secondly, I agree with an earlier post about removing the ship name that pops up in the middle of the reticle when you have identified a vessel - but is it also possible to remove the bearing degrees scale at the top of the binoculars? I can understand having degrees in the periscope, but with the new (and correct:up: ) binocular view I don't think its necessary. When standing on the bridge, if your watchman says a ship is spotted at 120 degrees for example its easy to work out where that is, and binoculars never had such a feature anyway.

EDIT: Also, I noticed that the 'flaggen' flag chart is no longer available in the periscope screen. Has it been moved, or am I missing something? The other evening I encountered a ship but was unsure of its registration as I couldn't recognise the flag. I decided to leave it alone incase of negative renown. Any chance that can be put back?

Cheers!

Px3000

Also, the depth colors attached to the pencil tool that GWX has is not in your mod. I that intentional? I'd like to have an estimate of waterdepth without asking the nav officer for a depth sounding.

Good questions.

The night-time red glow has been removed from the navmap for two reasons. One is that I plan to include a version of the depth colour chart which used to be attached to the pencil tool - and this tool could not be used at night because of this red glow (try it in normal GWX you'll see what I mean). Another is that the attack map does not turn red, and the inconsistency between the two maps drove me mad. :doh:

I removed the draggable protractor because of a small problem with it but I've found a way around that problem and will be including it in the next version of the mod.

I will not be removing the bearing from the binoculars. I considered this before and these were my thoughts: They don't hurt the realism or the gameplay. They are not supposed to be part of the machinery of the binoculars themselves, they are a substitute for the peripheral vision which the player does not have in the game, which IRL would tell them where they are looking relative to the U-boat.

Lastly, the flaggen chart was removed, partly because I simply never used it. I tried to, but the dazzling array of pictures was too much for me and I switched to flicking through the cover pages of recognition manual instead (my much preferred method). But there was another reason I removed it - you may have noticed that when you pull down the flaggen chart in GWX, it's kinda fooked up in that various buttons and things get drawn over the top of it. Very ugly, and it turns out that one of the things that is on top of it (the bearing) can't be fixed. It's hardcoded.

Have you tried using the cover of the rec manual? How do you find that method?

OLC

Phoenix3000
11-01-07, 09:11 AM
Hi OLC,

Fair comment about the binoculars, but for me personally I'm not that keen on the bearings. So without the chance of breaking anything is there something I can delete/change in a config file somewhere? This is just personal taste I guess.

Looking forward to the new depth chart - always good to know how far we can crash dive! :up:

Glad we're getting the protractor tools back, thanks.

And, to be totally honest, I never once thought to use the recognition manual to check the flags..... after all this time! It really is a straightforward solution! :know: I'll try that tonight.

Thanks for the update mate!

Cheers

Px3000

EDIT - Just reached 170 posts - and my avatar looks like a VERY camp sailor.......! what the hell is that all about!?!?! 'Navy Dude' - with his collar up and dodgy beard....!!!

onelifecrisis
11-01-07, 09:40 AM
I've found a few photos of other U-Jagd watchs almost identical to Hitman's example - His is the most colourful, though.:sunny: As stated by Friedl9te they were manufactured for use on destroyers, hunting submarines, showing the approach in sm and depth in metres of depth charge detonations. They were commonly found on U-Boats, however, so must have been adapted for use in tracking target speed. etc.

I'm not overly concerned with whether or not the picture looks exactly like a real u-boat picture. I'm more concerned with whether or not the method is histoically sound, and it is. I agree with you that Hitman's chrono looks very nice :yep: and see no reason to change it.

I'm glad you were able to work out how to include the attack disk, OLC. Is it stiill going to be on the attack screen?

I'm not sure yet... embarrassingly, I hit more technical propblems after boasting about my breakthrough, and I'm back to the drawing board. I'll get it in there one way or another, even if it just ends up being the same implementation as they have in the U-Jagd mod. The good news is, Joe is back from his travels now and we're knocking our heads together to come up with a better solution.

I noticed from another thread, that you were considering part of the precision periscope mod in your GUI - the 1° bearing part of it. This might help those, like myself, who have been used to using the large dial mod. It helps with more precise navigation, as well as tracking ships. etc.

Someone emailed it to me. I've not tried it yet but I will and if it works I'll include it. :yep:

I guess everyone has different methods in this game (sign of a good game! ;)) but for me personally, when I need to be heading in an exact direction, I either plot a course that-a-way on the navmap, or (rarely) I fiddle with the small course dial until I get the number I want.

While I'm on the subjest, I just want to take this opportunity to say:
Designing an interface like this is like putting together a giant jigsaw. It didn't arrive in its current state overnight, let me tell you that. Adding the 6 big dials is like throwing another 6 pieces (big pieces at that) into the jigsaw, and also uses up certain (very limited) GUI resources which I may want to use on the attack disc, or on other tools. That's why they're not being included. I know some people won't like it. Sorry, but I can't please everyone!

You have asked for requests for shortcuts - I had got used to using a couple of missing Chief Engineer orders, "Level the Dive Planes", in particular. It Tends to be used as an emergency break. eg. When I crash dive & forget the u-boat is in very shallow water.:doh: The "Rudder Amidships" shortcut is also one I use, though this one is no big deal, if you don't want to clutter your GUI up with too many buttons.

These are CE commands and he's run out of space. :-? That said, I too want the rudder amidships command (badly!) and will find somewhere to put it. As for the "maintain depth" command... wouldn't it be better to set your desired depth on the dial?

Friedl9te
11-01-07, 01:33 PM
This mod is a revolution because it is based on historical facts.

I want to thank JoeGrundman and Hitman für developing the "Core technology" and Onelifecrisis for the finetuning and making this method/mod even much better.
For me the chrono with the coloured scales was not so immersive, and thanks to Pisces who found the methode to calculate speed using this genius trigonometric circular slideruler. So for me the scales are not necessary. Therefore I simply exchanged the clockface. Sorry for that modification.

Using this mod is very simple but at the beginning a litttle irritating. So let me contribute with this little pictured manual, to payback a little bit of the joy I had with the mod.

First we have to identify the target.
We can do this manually or with the assistance of the weapon officer.
I presume you all know how to do.

http://members.aon.at/friedl58/SH3/Manuelle_Zielloesung/picture001.jpg

Now unlock the target Bring the crosshaair a little bit in front of the ships bow. As soon as the ship crosses the line, start the chrono. Attention, do not move the peri to the side. In the meantime you can prepare your terpodoshot to save time afterwards.

http://members.aon.at/friedl58/SH3/Manuelle_Zielloesung/picture002.jpg

As soon as the stern crosses the line stop the chrono.

http://members.aon.at/friedl58/SH3/Manuelle_Zielloesung/picture003.jpg

Align the number of seconds with the ships length. 69 seconds/140 meters and read at an angle of 58 Degrees the speed in knots, which is 4 in this case.
Dont ask my why this works. it is some trigonometric stuff.

http://members.aon.at/friedl58/SH3/Manuelle_Zielloesung/picture004.jpg

No lock the target again count the marks that correspond the highest mast of the ship.
We have here 6 marks.
Align 6 with 90°
The double Mast height is now aligned with the distance x100 m, which is 18x100 1800 meters in this case.

http://members.aon.at/friedl58/SH3/Manuelle_Zielloesung/picture007.jpg

Exactly at the target distance value, click and hold your mouse and turn the ring untill it is aligned with the shiplength.
Release the mouse.

http://members.aon.at/friedl58/SH3/Manuelle_Zielloesung/picture008.jpg

Count the number of marks of half the shipslength.
in this case that is 18.
Aligned with 18 is the AOB and we read 80, but we know this cant be true because the ship is moving away from us. In such a case we subtract the reading from 180. The result in this case is 100° for the AOB

http://members.aon.at/friedl58/SH3/Manuelle_Zielloesung/picture010.jpg

Feed the data in the TDC and dont forget either to feed the bearing data manually or let this be done from the system clicking twice on the button down right.
Torpedo los !!!

http://members.aon.at/friedl58/SH3/Manuelle_Zielloesung/picture011.jpg

Bummm ! Jawoll Jungs wir haben ihn !

http://members.aon.at/friedl58/SH3/Manuelle_Zielloesung/picture012.jpg

Well lets do it again !

http://members.aon.at/friedl58/SH3/Manuelle_Zielloesung/picture019.jpg
http://members.aon.at/friedl58/SH3/Manuelle_Zielloesung/picture020.jpg
http://members.aon.at/friedl58/SH3/Manuelle_Zielloesung/picture023.jpg

Pisces
11-01-07, 05:06 PM
Excellent walkthrough Friedl9te! :up:

Align the number of seconds with the ships length. 69 seconds/140 meters and read at an angle of 54 Sekunden the speed in knots, which is 4 in this case.
Dont ask my why this works. it is some trigonometric stuff.In all honesty I don't remember how I figured out to go from aligning shiplength with time to move 123.4 over to 100. (or later: just immediately read at the 54th AOB degree) I pretty much dreamt it up dragging those scales in my mind in bed. I just know that 123.4 was the result of the correction from meter/second to knots and the relationship between the range(entfernung) and scopemark scale (range*scopemark=240). I guess I let my subconcious mind do the heavy work. I don't have a 'reason' for it. But if it works, no need to argue.

Another option could have been first align shiplength with time as you did, but then grab the 51.4 point (centimeters/second for every knot) on the range scale and move it to 100 on the basis scale. Then read of speed in knots on the basis scale above 100 in the range scale. But you would end up in the (slightly) distorted scale section easily (and lack marks between 3 and 5 knots) and I figured it was too confusing. I was inspired by OLCs range-calculation trick of moving scopemarks to 90 degree AOB. (or in other words the number 1) And the scopemark scale was just begging to be used as speed scale. It's the perfect range of numbers! It just required some 'behind the scenes'' number juggling acts. Please forgive me for that. ;)


OLC:
Good you're going for a better pencil depth-colors. I wasn't totally happy with it either. There's that green color that doesn't really seem to match on the map, and there's this region between 90 and 160 meters (iirc) that is a colorbox twice the heigth of the other colors. And then there's the redlight thing also you mentioned. However, better this than nothing I figured and added it in with JGSM. But the cursorpoint doesn't match yet. Let's say (for the sake of my question) you do put the red light back in the maps (anyway to fix the attack map???) wouldn't it be an easy solution to just add a 'red scale' next to the daylight colorscale.

About the bearing scale in the attackscope. I've noticed several occasions in where I mistake the bearing scale for scopemarks (length) and screw up the calculations in the wheels. I'd really appreciate a location not so close to the horizontol scopemarks. Maybe between recognition manual and identification label? I know, we're a tough crowd to please. ;) Also while I'm at it ( :p ) small lines (or a couple of pixels) for the odd marks.

Don't worry, I'll stop asking.... for now.

onelifecrisis
11-01-07, 05:41 PM
OLC:
Good you're going for a better pencil depth-colors. I wasn't totally happy with it either. There's that green color that doesn't really seem to match on the map, and there's this region between 90 and 160 meters (iirc) that is a colorbox twice the heigth of the other colors. And then there's the redlight thing also you mentioned. However, better this than nothing I figured and added it in with JGSM. But the cursorpoint doesn't match yet. Let's say (for the sake of my question) you do put the red light back in the maps (anyway to fix the attack map???) wouldn't it be an easy solution to just add a 'red scale' next to the daylight colorscale.

About the bearing scale in the attackscope. I've noticed several occasions in where I mistake the bearing scale for scopemarks (length) and screw up the calculations in the wheels. I'd really appreciate a location not so close to the horizontol scopemarks. Maybe between recognition manual and identification label? I know, we're a tough crowd to please. ;) Also while I'm at it ( :p ) small lines (or a couple of pixels) for the odd marks.

Don't worry, I'll stop asking.... for now.

It's okay, I don't mind people asking for things, as long as they don't mind me saying "no" sometimes. I use this mod myself, I made it for myself, and I honestly didn't realise it would be so popular, so I'm trying to please people where I can but I won't do something I don't like for the sake of crowd pleasing ;)

I really, really like the bearing scale where it is, and it didn't arrive in it's current position on a whim, so that's a "no" I'm afraid.

Adding small odd-number marks is a good idea so I'll try it out, but if it doesn't work out (too many marks on a scale can make it harder, not easier, to count) I'll not use it. Watch this space.

Having two colour charts (one red, one not) on the navmap is a viable solution but also an ugly one IMO, and there's no way to add a redmask to the attack map.

The whole redmask thing grates on my nerves to be honest. Precision, I would guess, is your bugbear... well, consistency is mine, and I hate the way that redmasks cover some screens and not others. Ideally, I'd put a redmask on everything (including the console) at night, but as this is not possible, I'd rather have it on nothing at all.

If it bothers you, just imagine a white lamp standing over the navmap which you switch on when you go to the map and switch off when you leave it. ;)

KronosMT
11-01-07, 06:25 PM
This mod is fantastic. I especially like the Observation periscope--taking away the attack functions out of it was was great, and now you can actually see the flags of the ships before you're committed to the attack. I used to use the observation scope to run my attacks, because the attack scope pitches too much to get an accurate range--kinda felt like I was cheating abit :). However, I can't do that anymore.

I'm having a problem though--running 100% realism w/GWX, I do not use the scope stabilizer. When I have the wheels in the scope during high seas, it is nigh impossible to get an accurate count on the vertical marks because of the pitching scope. Because the grab and hold function is no longer there, it is really hard to get the count right. Any suggestions?

onelifecrisis
11-01-07, 06:56 PM
I'm having a problem though--running 100% realism w/GWX, I do not use the scope stabilizer. When I have the wheels in the scope during high seas, it is nigh impossible to get an accurate count on the vertical marks because of the pitching scope. Because the grab and hold function is no longer there, it is really hard to get the count right. Any suggestions?

IRL the Germans had a split prism stadimeter on the scope for range-finding (they also had the range/aob finder, but they only used that to get the aob). One of the big advantages of the split-prism is that both images move together when the scope moves up and down, and this pretty much negates the effect of the scope moving.

So, in this mod I have reduced the realism hit for periscope stabilisation to 0%. You can stabilise the scope and it will still say 100% realism, and you don't have to feel like you're cheating because IRL the scope moving up and down did not pose a problem when it came to getting the range.

This is one of several questions which have been asked more than once in this (admittedly now quite long) thread, and so the next version of the mod (which should be pretty much the finished thing) will include a downloadable video tutorial covering everything in the GUI and answering the FAQs. I know I've promised that before but this time it really will get done lest I spend the next few weeks answering the same questions over and over. :lol:

Correction: They did use the range/aob finder to get the range once the number of vertical marks was known, but the split prism stadimeter was used to accurately find out the number of marks.

U49
11-01-07, 07:18 PM
Using this mod very simple but at the beginning a litttle irritating. So let me contribute with this little pictured manual, to payback a little bit of the joy I had with the mod.


As always: your documentary skills excell!
Thanks you again for your work on the howto-use-olcgui-in-the-right-way !

It cost Mr.Churchill up to now about 100k of merchant shipping, a battleship, a light cruiser, and some other stuff, for which I need to get back home and check my log. :D

Pisces
11-01-07, 08:03 PM
Precision, I would guess, is your bugbear... well, consistency is mineI concur, 2nd place for me. And sure I can handle a no. (as long as it is consistant ;) ) I think my bearingscale issue mostly happend after sundown. Because then the scopelines light up and the color is too similar. But it just goes to show I need to concentrate more and get scope viewing into a good habbit.

Lack of a red mask is annoying when you're used to watching it. Especially if a brite surface pops in your face I understand. The red mask is to simulate red light. And that determines if there is something bright enough to see. Not priority/opacity of screenlayers or something. But I never go to the attack map anyway. What business do I have there that your mod (or the others that I used: FLB Sale's TDC mod, My Favourite dials by Poor Sailor) doesn't provide in the scope screen. (ehm, remember I haven't seen the attack-disk in your mod yet :) ) The torpedo track looks like a bit of a cheat IMHO. Not to mention the dials simply rendered onto the map. I want them in an equipment background. Also, no way the navigator or weapon officer could draw that quick/frequent. But as a 'dumb down' feature I understand it was neccessary for Ubisoft.

onelifecrisis
11-01-07, 08:25 PM
Precision, I would guess, is your bugbear... well, consistency is mineI concur, 2nd place for me. And sure I can handle a no. (as long as it is consistant ;) ) I think my bearingscale issue mostly happend after sundown. Because then the scopelines light up and the color is too similar. But it just goes to show I need to concentrate more and get scope viewing into a good habbit.

Lack of a red mask is annoying when you're used to watching it. Especially if a brite surface pops in your face I understand. The red mask is to simulate red light. And that determines if there is something bright enough to see. Not priority/opacity of screenlayers or something. But I never go to the attack map anyway. What business do I have there that your mod (or the others that I used: FLB Sale's TDC mod, My Favourite dials by Poor Sailor) doesn't provide in the scope screen. (ehm, remember I haven't seen the attack-disk in your mod yet :) ) The torpedo track looks like a bit of a cheat IMHO. Not to mention the dials simply rendered onto the map. I want them in an equipment background. Also, no way the navigator or weapon officer could draw that quick/frequent. But as a 'dumb down' feature I understand it was neccessary for Ubisoft.

I agree about the inability of nav/weap officer to draw that fast. That's why I play with no map updates. Do the torps still get drawn on the attack map even with map updates turned off? I'm not at home so I can't check it.

Worry not, work on the attack disc is already underway :up: though it looks like it may not actually end up on the attack map after all :roll:

However that doesn't mean the attack map is completely useless... it's the only place to setup fat/lut torps, and it makes sense to do it there cos you get a nice visual preview of how those torps will run (and that IMO is not unrealistic - the WE would be able to calculate it). I don't use those torps... but for those who do... well... it's there. :doh:

onelifecrisis
11-02-07, 11:26 AM
Okay, I've added the odd number marks to the range/aob finder. I also added a knife scratch at the 54 degree mark. See the preview below. What do you think?

I noticed that the compass (bottom left corner of the screen) was innacurate by 0.375 degrees so I fixed it (not a word Pisces :p ;)).

I've added the protractor (a slightly improved version of it) to the navigation map.

I'm implementing the attack disc as part of the console, with a button to show/hide it similar to the way the 6 control dials are shown/hidden. It differs from the U-Jagd implementation as follows:

The "compass" ring (with "N"orth marked on it) is fixed in position and does not rotate. The outer ring automatically rotates according to your course. The "bearing" and "target course" are both manually modifiable, and neither of them will turn automatically (unlike the U-Jagd mod where the bearing turns with the scope).

The advantages of this implementation are:

The target course, once set, stays correct even when you change course.
"Up" is North at all times, just like the navmap, which makes reading/plotting the true bearing to target and target course easier.
The bearing indicator is not linked to the scope. You can move the scope without moving the bearing, and you can set the bearing anytime (e.g. based on hydrophone readings) without having to move the scope. Flipping the TDC switch will not have any effect either - the attack disc will be "persistent".Still to do:

Add to the officer shortcuts a Rudder Amidships button and, if I can find space, a Maintain Current Depth button.
Add a colour/depth thingy to the navmap.
Did I forget anything???http://farm3.static.flickr.com/2188/1828980180_feaf089a5a_o.jpg

looney
11-02-07, 11:30 AM
1 more question:

I used to shoot ships from around 500m. How do you do that with the new GUI, cause the marks don't change.

onelifecrisis
11-02-07, 11:32 AM
Are you referring to the way that the marks only go up to 30? If so, I agree it's a problem and they need to go higher. I'll add it to the list :up:

looney
11-02-07, 11:43 AM
Yups. but also when in the normal view of the scope (not zoomed in) the marks don't seem to work.... damn just realized I need to multiply the no. of marks I coun't by 4 (1.5x and 6x zoom), means you can only count roughly 8 max 10 marks on range. Cause when you count above 10 it's impossible to guess where 40 or higher is. Best solution would be to have 2 scale rings, allthough tI hink that can't be done (RL meaning having the marks on the changing lenzes depending wich magnification one is looking trhough)

You reply fast :)

Another perhaps offtopic question I'm sure some1 else can explain..

What has 54° todo with speed estimate?.

onelifecrisis
11-02-07, 12:46 PM
Search for posts by Pisces - one of them explains the 54 degree thing.

Yes if I am around I will reply fast :up:

onelifecrisis
11-02-07, 01:31 PM
Guess what... I have found a way to implement SH4-style dials!!! :rock:

They "grow" when you hover the mouse on them. They shrink when you move it away! :rock:

Someone suggested this a while back and its been ticking over in the back of my mind since then. This is a way to implement semi-large dials without cluttering the interface, and without using the reources that I need for the attack disc. :D

That ought to please a few people :up:

looney
11-02-07, 01:52 PM
Search for posts by Pisces - one of them explains the 54 degree thing.

Yes if I am around I will reply fast :up:

So If I understand that post correctly, all the 54° mark does is to allow for ships length and AoB???

Pisces
11-02-07, 02:30 PM
No, the 54th degree (EDIT: Mea culpa! The mathematically correct angle should be 58th) tells the speed in knots after shiplength (in basis scale) is aligned with bow-to-stern time. It's an alternative to using the red yellow and green scales on the chrono. It has nothing to do with calculating AOB or the actual AOB of the target. It just uses the scale to point to the right speed value. The 58th degree just means a value of 0.848 and is the result of conversion factors.

That said, I am working on a similar shortcut in the Range/AOB routine to do the x4 multiplication with the wheels when using the low power setting of the attack scope. If you consider that 0.25 (1/4) is equal to the sine of 14.47 degrees you only need to move the observed mastheight (in low power!) just below the 15 degrees (actually just inside the 'belly' of the 5) instead of 90 degrees and then you get the right range. Luckily the recognition book isn't too high up the scope for that. I haven't figured the AOB calculation yet. Need some more practice. I'm not sure if you need to multiply the observed halve shiplength also by 4. But even that won't be difficult to solve I'm sure.

So OLC, be prepared for another scratch! Did you add an indication of scope magnification? If so, I didn't notice. Anyway, scopemarks look good!

Compass wrong? Oh that's why I scraped the side of the dock! ;)

looney
11-02-07, 02:38 PM
Yups in previous page there is a knife mark on teh scale.

Ok, now I understand

Pisces
11-02-07, 04:32 PM
OLC:

I forgot to mention. Yes, using you version 1.02 (gwx) and only external view, scope stabilisation and weapon officer assistance unchecked, I get a black torpedo track in the attackmap. And it updates when I move the TDC dials. But since there isn't any target mark to aim at it's of limited use.

onelifecrisis
11-02-07, 05:30 PM
So OLC, be prepared for another scratch! Did you add an indication of scope magnification? If so, I didn't notice. Anyway, scopemarks look good!

Scratch #2 coming right up. I really like this speed/range finding method you've come up with, BTW! :D

No, there's no scope magnification number. There wasn't one on the real scope :p ;)

Edit: I half expect Hitman or someone else to jump in and correct me on this... I've asked him to do so if I get something wrong... but I've seen the scope view photos and if there was an indicator of zoom somewhere, it certainly wasn't in the place that Ubisoft put it.

Kpt. Lehmann
11-02-07, 06:08 PM
I finally had an opportunity to at least look into the file content included in Onelifecrisis' GUI mod here, and after talking with OLC I have more good stuff to say just to put a mind or two at ease.

This mod (OLC GUI for GWX) does not change or corrupt any critical physical function in GWX 1.03. Though it will remain separately available, GWX 1.03 users can absolutely feel free to use this mod on top of GWX without such worries. (Apart from maybe those using the Integrated Orders optional mod included with GWX... However, this circumstance is covered elsewhere on this thread. Essentially this is a partial replacement for the IO mod that appears to incorporate its most-used features.)

As OLC already knows, it will need to be updated once GWX 1.04 is available, and that too will happen.

OLC's mod is virtually a TOTAL redesign of the in-game interfaces which incorporates Hitman, JoeGrundman, and OLC's revolutionary targetting interfaces, and does require some learning on the user's part. Be sure to read the directions as well as other posts and responses, and THEN post your questions concerning the OLC GUI mod here.

Sink 'em all!!! :up: :up: :up:

onelifecrisis
11-02-07, 06:19 PM
This mod (OLC GUI for GWX) does not change or corrupt any critical physical function in GWX 1.03. Though it will remain separately available, GWX 1.03 users can absolutely feel free to use this mod on top of GWX without such worries.

Thanks Kpt :up: very much appreciated! :yep:

onelifecrisis
11-02-07, 07:40 PM
Second "knife mark" added. Thanks for this trick Pisces!

http://farm3.static.flickr.com/2129/1834587998_ea028e6c4e_o.jpg

Looks OK?

Friedl9te
11-02-07, 07:41 PM
http://farm3.static.flickr.com/2188/1828980180_feaf089a5a_o.jpg

Btw in German AOB is not Kurswinkel. We call it "Lagewinkel".

onelifecrisis
11-02-07, 07:47 PM
[Edited]

I'm checking with Hitman about the writing on the range/aob finder.

Trefoil
11-02-07, 07:53 PM
Hi, OLC - Only one more question from me. I can see you're hard at work on the new update - Nice news about making the dials bigger. Good news for people with bad eyes, like me.:D

As noted earlier in this thread, some of the scales on the range /AOB finder are not accurate due to Hitman's original picture not being properly aligned. Is this something that can be corrected in your update? As you said it shouldn't be a real problem, as this only affects estimates on very small or very close targets.

However, I'm looking at past posts on these forums about slide rule calculations on target course, bearing. etc. by people like Pusher Bill. If the range/AOB finder in your GUI is used purely as slide rule, I concerned about inaccuracies even if they are at the lower end of the range/basis scale. I'm actually old enough to remember pre-calculator days, when slide rules were used:( ,but my maths isn't good enough to know when inaccuracies in the scales are important or not.

Badger Finn
11-02-07, 08:53 PM
Excellent gui there OLC :yep: This seems to be a bit off topic at mo

Quick ques about doubled mast heights.

Theres a GW skin pack (by Ichneumon, Boris, and Fubar) that can be installed through SHCommander.

This skin pack appears to only dress up the GW ships already present so it shouldnt interfer with ya mod and as far I can tell it dosnt add ships this should be ok ?

Just doing a fresh install. I ask since the pack is installed through SHCommander rather than JSGM...not so easy to uninstall if theres a conflict...and Id rather use ya gui at the mo... :up:

Kpt. Lehmann
11-02-07, 09:19 PM
Excellent gui there OLC :yep: This seems to be a bit off topic at mo

Quick ques about doubled mast heights.

Theres a GW skin pack (by Ichneumon, Boris, and Fubar) that can be installed through SHCommander.

This skin pack appears to only dress up the GW ships already present so it shouldnt interfer with ya mod and as far I can tell it dosnt add ships this should be ok ?

Just doing a fresh install. I ask since the pack is installed through SHCommander rather than JSGM...not so easy to uninstall if theres a conflict...and Id rather use ya gui at the mo... :up:

@Badger Finn- Regarding the GWX skin pack, no worries for you at all. It is a totally independant set of files and is graphic in nature only. There are no conflicts between it and OLC's mod. (Though the skin pack is only fully compatible as long as you are using GWX)

Badger Finn
11-02-07, 09:41 PM
@ Kapt Lehmman

Thanks Kapt :up:

Thought that may be the case always pays to double check tho. Yep GWX since day 1, I dont know what the stock game is like...

Cheers for the quick reply and hope all is Topps for the GWX project team!

:rock:

Pisces
11-02-07, 09:50 PM
Looks OK?Yup. TLAR :) Haven't figured the correct procedure yet though.

onelifecrisis
11-02-07, 09:51 PM
TLAR

I had to look that one up! :o

Kewl, thanks again :up:

Kpt. Lehmann
11-02-07, 10:00 PM
This mod (OLC GUI for GWX) does not change or corrupt any critical physical function in GWX 1.03. Though it will remain separately available, GWX 1.03 users can absolutely feel free to use this mod on top of GWX without such worries.

Thanks Kpt :up: very much appreciated! :yep:

No worries.

Unlike a whole host of other mods... There are no changes made by your mod that interfere with critical game/simulator functions/modifications made by GWX.

The remaining bits we have sorted via conversation and will be in your next update... so all is cool.:up:

onelifecrisis
11-02-07, 11:06 PM
Hi, OLC - Only one more question from me. I can see you're hard at work on the new update - Nice news about making the dials bigger. Good news for people with bad eyes, like me.:D

As noted earlier in this thread, some of the scales on the range /AOB finder are not accurate due to Hitman's original picture not being properly aligned. Is this something that can be corrected in your update? As you said it shouldn't be a real problem, as this only affects estimates on very small or very close targets.

However, I'm looking at past posts on these forums about slide rule calculations on target course, bearing. etc. by people like Pusher Bill. If the range/AOB finder in your GUI is used purely as slide rule, I concerned about inaccuracies even if they are at the lower end of the range/basis scale. I'm actually old enough to remember pre-calculator days, when slide rules were used:( ,but my maths isn't good enough to know when inaccuracies in the scales are important or not.

Okay, alright, I admit this ought to be sorted, it's just a pain that's all. It will be done but it's not a high priority for me right now. I'm close to finishing v1.1 which includes the attack disc and the large dials* among other things. After that release I'll fix the logarithmic scale (along with any bugs that get reported, should there be any).

*well, medium sized, at least ;)

Kpt. Lehmann
11-02-07, 11:15 PM
I dont know what the stock game is like...



Oh heck! You really ought to fire up stock SH3 at least for an hour or two.

Its pretty much unrecognizeable now.:yep:

Sorry for the OT.

@OLC: Concerning the GWX Skin pack, for SH3 Commander, there aren't any ship CFG files in there. Though we be updating it eventually for other reasons. Even then it shouldn't affect your requirements at all.:up:

onelifecrisis
11-02-07, 11:25 PM
One less worry :up:

Hitman
11-03-07, 03:03 AM
Btw in German AOB is not Kurswinkel. We call it "Lagewinkel".

On OLC's request, here's the explanation:

Lagenwinkel is the AOB in the torpedo firing triangle, while Kurswinkel is the AOB in the triangle represented by the two ships course (Own ship and enemy ship). The two ships triangle is used to calculate the speed and course of the enemy vessel, whereas the torpedo firing triangle is used to calculate the torpedo lead angle or "Vorhalt".

Both triangles have one corner (angle) in common: The AOB, but the other corners (angles) will only match if you are shooting with zero Gyro Angle (Straight from the bow).

The TDC calculates the Torpedo firing triangle and gives the Gyro Angle as solution. Our AOB wheel does not calculate anything related to the firing solution, but since the target course angle also serves for that solution we can take it straight.:up:

Friedl9te
11-03-07, 06:41 AM
Hallo Hitman,

sorry I am a little bit confused.

I always thougt:

AOB is the angle between the long axis of the other ship and a line from my sub to the middle of the other ship.
See the the little drawing. Here the AOB (Lagewinkel )is 90°

Kursdifferenzwinkel is here 0°

The term Kurswinkel is the angle between the meridiane (North) and our motion direction. = Heading

The heading is of no relevance programming the TDC because the relative positions and movements are important things for setting the TDC.

http://members.aon.at/friedl58/SH3/Manuelle_Zielloesung/aob.jpg

j_o_nn_y
11-03-07, 06:44 AM
I enabled this mod while in port and JSGME didnt say there was any conflicts, but when i loaded up my career or even a single mission. The command room seemed like it was in slow motion and the mouse was very slow too. When I moved to any other station or the outside view everything went back to normal. The reason for all this is because I had the Elite u-boat crew uniforms enabled in JSGME. :rock: When this was disabled everything went back to normal. Just thought id let people know if they have this mod enabled because it seems to conflict with the OLC GUI.

Einsman
11-03-07, 08:24 AM
One question for Friedl9te.

I am reading your small tutorial about how making the calculations with mod of OLC. Thank you very much by your job for to make the use easier of this mod:up:

In a point of your tutorial you say: Align the number of seconds with the ships length. 69 seconds/140 meters and read AT an angle of 54 Degrees the speed in knots, which is 4 in this marries.

My question is: why you say read AT an angle 54 degrees? Why those data? Can you explain it? It would thank for it to you. :D

It has a scientific base or it is a faith question? It is for putting the humor note.:p

Thank you very much.

PS. My english is bad. I'm sorry

Friedl9te
11-03-07, 08:51 AM
One question for Friedl9te.

I am reading your small tutorial about how making the calculations with mod of OLC. Thank you very much by your job for to make the use easier of this mod:up:

In a point of your tutorial you say: Align the number of seconds with the ships length. 69 seconds/140 meters and read AT an angle of 54 Degrees the speed in knots, which is 4 in this marries.

My question is: why you say read AT an angle 54 degrees? Why those data? Can you explain it? It would thank for it to you. :D

It has a scientific base or it is a faith question? It is for putting the humor note.:p

Thank you very much.

PS. My english is bad. I'm sorry

Yes it is scientific based.
Search for Pisces posts in this thread. It is his founding.:up:

looney
11-03-07, 08:58 AM
One question for Friedl9te.

I am reading your small tutorial about how making the calculations with mod of OLC. Thank you very much by your job for to make the use easier of this mod:up:

In a point of your tutorial you say: Align the number of seconds with the ships length. 69 seconds/140 meters and read AT an angle of 54 Degrees the speed in knots, which is 4 in this marries.

My question is: why you say read AT an angle 54 degrees? Why those data? Can you explain it? It would thank for it to you. :D

It has a scientific base or it is a faith question? It is for putting the humor note.:p

Thank you very much.

PS. My english is bad. I'm sorry

Look here: http://www.subsim.com/radioroom/showpost.php?p=683604&postcount=222

Badger Finn
11-03-07, 08:59 AM
I dont know what the stock game is like...



Oh heck! You really ought to fire up stock SH3 at least for an hour or two.

Its pretty much unrecognizeable now.:yep:


Yes Kapt I have dabbled @ Navel Academy for about a week and a patrol when i scored this sim outta the bin. Ill stick with GWX for the mo :up:

Einsman
11-03-07, 09:07 AM
Thank you by your replys Friedl9te, looney :up:

Hitman
11-03-07, 01:38 PM
Hallo Hitman,

sorry I am a little bit confused.

I always thougt:

AOB is the angle between the long axis of the other ship and a line from my sub to the middle of the other ship.
See the the little drawing. Here the AOB (Lagewinkel )is 90°

Kursdifferenzwinkel is here 0°

The term Kurswinkel is the angle between the meridiane (North) and our motion direction. = Heading

The heading is of no relevance programming the TDC because the relative positions and movements are important things for setting the TDC.


That is correct for the firing triangle, however not for the other triangle. Look at this:

http://aycu34.webshots.com/image/32353/2000674106212530421_rs.jpg



There are TWO triangles here.

Triangle 1 (U-Boot to target triangle):

Angle #1: UBoot bearing to target (Seitenwinkel oder Zielpeilung)
Angle #2: Target bearing to UBoot (Kurswinkel)
Angle #3: Intersect of both U-Boat and Target courses

Triangle 2 (Torpedo-target triangle or firing triangle):

Angle #1: Torpedo lead angle i.e. how much forward of the target must the torpedo aim for a hit (Vorhaltewinkel)
Angle #2: Target bearing to Torpedo (Lagenwinkel)
Angle #3: Intersect of both Torpedo and Target courses (Schneidungswinkel)

Finally, Angle #4 (A subdivision of the Vorhalwinkel): Torpedo turn from its initial position in the tube to achieve the calculated Vorhalt (Gyro Angle or GA winkel)

The confusing part of this all is that both triangles have one side in common, therefore different names were given to understand what you are speaking about (A navigational or a torpedo solution triangle)

In the Periscope wiz-wheel, the name used is "Kurswinkel" because its purpose is to determine target relative heading.

See this close-up picture:

http://aycu19.webshots.com/image/33898/2001592509269570091_rs.jpg

onelifecrisis
11-03-07, 02:29 PM
Thanks Hitman! :up: :up: :up: