Log in

View Full Version : [REL] OLC Ubermod v2.4.3 for GWX 2.1


Pages : 1 [2] 3 4 5 6

Philipp_Thomsen
04-24-08, 01:28 PM
Oh I wish you would do a GUI mod for GWX SH4, i'm sure it would be top class and the existing Stock SH4 GUI is, well, crap in my HUMBLE oppinion.

Quick question mate, which version of the Uber should we use if we don't want the enemy to be too blind at night time....I ask because i'm just about to embark on a WaW patrol and, well, I gotta give them a chance to get me:lol:

All of the currently available versions have this problem. :oops:
I'll release a fix once I'm happy that it doesn't seem to break anything else. If you want to DIY (and take that risk) go into SIM.cfg and in the Visual section set Light factor to 0.4. This is the setting I'm testing with at the moment and it seems to work well. Enemies are more blind (at night) than in normal GWX, but not completely blind, so surface attacks early in the war are quite doable. More so in, say, moderate visibility (9km) than excellent visibility (16km). During the day they're as keen as ever.

@PT, aww, thanks. :smug:

So youre saying that during the night they will be more blind, and during the day they will see even better then they do now?

I think they can see pretty far already in GWX during the day... They are always shooting at me from 8+ km away... By the way, at that distance is virtually impossible to hit a small vessel like an uboat, but in the game their aiming is incredible, even in 1939... That should be fixed!

onelifecrisis
04-24-08, 01:31 PM
So youre saying that during the night they will be more blind, and during the day they will see even better then they do now?

No, I'm certainly not saying that. Where did I say that?

onelifecrisis
04-24-08, 02:25 PM
After a good few hours of testing I'm pretty confident in this fix, so I'm releasing it.
Changes in this version:

Fixed night-time visual sensors of enemy ships. They are no longer blind, but they are not quite as keen as they normally are in GWX. This allows for realistic night-time surface attacks early in the war. During the day, enemy ship visual sensors are the same as before.
Fixed the 'black triangles on the horizon' issue.

Uber Gruber
04-24-08, 03:09 PM
Must have fallen asleep, last thing I remember is sitting here clicking the refresh browser button every 10 seconds or so.....thanks for the fix, am downloading now:up:

As I tend to do a lot of surface attacks at the moment i'll let you know how it all pans out.

onelifecrisis
04-24-08, 03:13 PM
As I tend to do a lot of surface attacks at the moment i'll let you know how it all pans out.

Please do. :up:

Wilcke
04-24-08, 04:07 PM
OLC,

You are a hard working man! Thanks!

Philipp_Thomsen
04-24-08, 04:56 PM
So youre saying that during the night they will be more blind, and during the day they will see even better then they do now?

No, I'm certainly not saying that. Where did I say that?

I'm supposing that KEEN means CLEAVER, SMART, ALERT...

So let me see if I get this straight... They will be LESS blind during the night, but MORE blind during the day?

onelifecrisis
04-24-08, 05:19 PM
So youre saying that during the night they will be more blind, and during the day they will see even better then they do now?

No, I'm certainly not saying that. Where did I say that?

I'm supposing that KEEN means CLEAVER, SMART, ALERT...

So let me see if I get this straight... They will be LESS blind during the night, but MORE blind during the day?

Stop it.

onelifecrisis
04-24-08, 05:46 PM
I just finished a patrol in which the weather was as rubbish as it ever was before RWF came along. The GWX guys claimed that RWF was included in GWX 2.1 and I believed them - I mean, why wouldn't I? But after that patrol I decided to check and make sure.

It turns out that the RWF changes actually have not been applied to the GWX 2.1 campaign files. This is strange, since RWF is included in the 2.1 list of changes and Stiebler is even in the GWX 2.1 credits. I guess it was an accidental omission. Anyway...

Yet another release of the Ubermod will be forthcoming. It'll be the same as 1.5, except that RWF-fixed GWX 2.1 campaign files will be included (like with OLCE1). In the meantime, those of you who know RWF and how to apply it, I suggest you do so. It's already been applied to the OLCE2 scene.dat (in all released versions of the Ubermod) so you just need to apply it to the GWX 2.1 campaign files and you're sorted.

Schwuppes
04-24-08, 06:36 PM
I just finished a patrol in which the weather was as rubbish as it ever was before RWF came along. The GWX guys claimed that RWF was included in GWX 2.1 and I believed them - I mean, why wouldn't I? But after that patrol I decided to check and make sure.

It turns out that the RWF changes actually have not been applied to the GWX 2.1 campaign files. This is strange, since RWF is included in the 2.1 list of changes and Stiebler is even in the GWX 2.1 credits. I guess it was an accidental omission. Anyway...

Yet another release of the Ubermod will be forthcoming. It'll be the same as 1.5, except that RWF-fixed GWX 2.1 campaign files will be included (like with OLCE1). In the meantime, those of you who know RWF and how to apply it, I suggest you do so. It's already been applied to the OLCE2 scene.dat (in all released versions of the Ubermod) so you just need to apply it to the GWX 2.1 campaign files and you're sorted.

What is RWF and how can we apply it? Is it important?

onelifecrisis
04-24-08, 06:49 PM
I just finished a patrol in which the weather was as rubbish as it ever was before RWF came along. The GWX guys claimed that RWF was included in GWX 2.1 and I believed them - I mean, why wouldn't I? But after that patrol I decided to check and make sure.

It turns out that the RWF changes actually have not been applied to the GWX 2.1 campaign files. This is strange, since RWF is included in the 2.1 list of changes and Stiebler is even in the GWX 2.1 credits. I guess it was an accidental omission. Anyway...

Yet another release of the Ubermod will be forthcoming. It'll be the same as 1.5, except that RWF-fixed GWX 2.1 campaign files will be included (like with OLCE1). In the meantime, those of you who know RWF and how to apply it, I suggest you do so. It's already been applied to the OLCE2 scene.dat (in all released versions of the Ubermod) so you just need to apply it to the GWX 2.1 campaign files and you're sorted.

What is RWF and how can we apply it? Is it important?

RealWeatherFix. Do a search. It makes the weather much more realistic. Better than any other weather mod by miles, IMO.

Samwolf
04-24-08, 07:41 PM
OLC, do you have a vesion of WF that will work on the GWX 2.1 files. I get a "buffer size exceeded" error when I use REALWEATHEFIX2.

onelifecrisis
04-24-08, 07:43 PM
OLC, do you have a vesion of WF that will work on the GWX 2.1 files. I get a "buffer size exceeded" error when I use REALWEATHEFIX2.

I'm using REALWEATHEFIX2 also. It works fine for me on the GWX 2.1 campaign files. :hmm:

RWF is not my mod; I've no idea what the problem might be, sorry.

treblesum81
04-24-08, 07:59 PM
OLC I just had a couple of thoughts that I wanted to run by you.

1) Have you thought about possibly putting a recognition manual into the binocs view? I'm not so sure that this is possible, or worth the effort, but I've found that because there is no way to identify ships from that view, I almost never use it, which seems to remove it as a tool, instead opting for either the UZO or the Obs scope (both for submerged and for heavy seas to get above the great wave action you've made possible).

2) Is it at all possible to further randomize wave generation. By this I mean get rid of the lines of identical waves stretched as far as the eye can see at 45 degree angles off of the bow and stern. It may be an engine shortcoming in the way waves are generated, but I thought I'd ask anyway.

Just some thoughts for you to consider... not that this mod isn't spectacular already!

Thanks,
Greg

Samwolf
04-24-08, 08:01 PM
OLC, do you have a vesion of WF that will work on the GWX 2.1 files. I get a "buffer size exceeded" error when I use REALWEATHEFIX2.

I'm using REALWEATHEFIX2 also. It works fine for me on the GWX 2.1 campaign files. :hmm:

RWF is not my mod; I've no idea what the problem might be, sorry.

Thanks, I got around the problem by using the GWX2.0 scene.dat file. It seems the one from 2.1 is so big it uses up all the buffer space.

The GWX 2.1 scen.dat is 4195 kb vs your and GWX2.0 scene.dat of 1167. Realweatherfix craps out after updating the scen.dat and doesn't change the campaign files. Maybe that's why they weren't applied to GWX 2.1 campaign files.

onelifecrisis
04-24-08, 08:04 PM
OLC I just had a couple of thoughts that I wanted to run by you.

1) Have you thought about possibly putting a recognition manual into the binocs view? I'm not so sure that this is possible, or worth the effort, but I've found that because there is no way to identify ships from that view, I almost never use it, which seems to remove it as a tool, instead opting for either the UZO or the Obs scope (both for submerged and for heavy seas to get above the great wave action you've made possible).

It's not possible (AFAIK).

2) Is it at all possible to further randomize wave generation. By this I mean get rid of the lines of identical waves stretched as far as the eye can see at 45 degree angles off of the bow and stern. It may be an engine shortcoming in the way waves are generated, but I thought I'd ask anyway.

Again, not possible. At least, not the way you asked. There are other ways to reduce the appearance of 'tiled' waves (see the "Thomsen's Waves" thread) and there are reasons why I've not done them (search this thread for "waves"). In OLCE2 I've struck a compromise between tiling and horizon detail which I'm happy with (given the alternative options).

Just some thoughts for you to consider... not that this mod isn't spectacular already!

Thanks,
Greg

Thanks Greg. Answers above in blue.

Philipp_Thomsen
04-24-08, 08:36 PM
So youre saying that during the night they will be more blind, and during the day they will see even better then they do now?

No, I'm certainly not saying that. Where did I say that?

I'm supposing that KEEN means CLEAVER, SMART, ALERT...

So let me see if I get this straight... They will be LESS blind during the night, but MORE blind during the day?

Stop it.

WTF???

I'm not joking... I swear I didn't get it... Not sarcasm, I swear!

I got that during the night their visibility has increased, but during the day....... ?

ViperU48
04-24-08, 08:36 PM
I'm afraid the new OLCE2 1.5 does not fix the black triangles for me, they are still very prevalent.

Would it be possible to get an 8km version of OLCE2? As these black triangles do not occur in an 8km environment.

onelifecrisis
04-24-08, 08:43 PM
I'm afraid the new OLCE2 1.5 does not fix the black triangles for me, they are still very prevalent.

Would it be possible to get an 8km version of OLCE2? As these black triangles do not occur in an 8km environment.

To Viper:
Does the GWX 2.1 16km Atmosphere mod give you black triangles?
No, I won't be making an 8km version.

To everyone else who has had black triangles before:
Does 1.5 fix black triangles for you?

JScones
04-24-08, 09:47 PM
Been playing with the OLCE2 and love it. Great work!

With your analysis above re GWX2.1 and RWF, I wonder now if the improved weather I noticed with GWX 2.1 (that I applauded in another thread) is actually moreso a result of your addition. :hmm:

Either way, great stuff. :rock:

ViperU48
04-24-08, 09:53 PM
To Viper:
Does the GWX 2.1 16km Atmosphere mod give you black triangles?
No, I won't be making an 8km version. [damn!]

To everyone else who has had black triangles before:
Does 1.5 fix black triangles for you?

Yes, the GWX 2.1 16km Atmosphere mod still gives me black triangles.

Interestingly enough, there are somewhat fewer artifacts near the horizon in both the GWX2.1 16km mod and with OLCE2 compared to before (still quite noticable though), but in both the GWX 2.1 16km atmosphere and OLCE2 there are a ton of artifacts a little higher in the sky (and especially in the zenith).




(ugh...i can't believe i used to play with those old environmental effects, life without OLCE2 is unbearable.)

ViperU48
04-24-08, 10:05 PM
I wonder: if someone were to send me a version that has a rediculous "overkill" horizon value, would I not be able to essentially see if this problem could even be fixed at all with a 16km atmosphere? It seems to me like the trick is just finding the right "sweetspot" value between the point where the black artifacts are no longer visible, and the possible fudging-up of other elements of the sim...

I'd do it myself if i had any idea on how to do that.

onelifecrisis
04-24-08, 10:23 PM
@JScones
Yes! I got the JS stamp of approval :rock:
About RWF... if you've been playing GWX 2.1 with OLCE2 then you've been playing with half of the RealWeatherFix. I really don't know whether it's the important half or not, nor do I know whether that half even does anything without the other half to complement it. But I can vouch for RWF (when whole) being terrific.

I wonder: if someone were to send me a version that has a rediculous "overkill" horizon value, would I not be able to essentially see if this problem could even be fixed at all with a 16km atmosphere? It seems to me like the trick is just finding the right "sweetspot" value between the point where the black artifacts are no longer visible, and the possible fudging-up of other elements of the sim...

I'd do it myself if i had any idea on how to do that.

It's not rocket science. Download S3D and I'll send you a screenshot showing which variable you need to change (it's not called "horizon" in S3D).

ViperU48
04-24-08, 10:32 PM
It's not rocket science. Download S3D and I'll send you a screenshot showing which variable you need to change (it's not called "horizon" in S3D).

I'm ready to roll when you're available.

[PS: thanks for taking the time to help me out.]



And as OLC asked before, is anyone else with an nvidia board who had black artifacts before, still getting them with OLCE2 1.5?

Schwuppes
04-25-08, 12:38 AM
OLC Ubermod 1.5 = EPIC WIN!

no more black triangles! This is something.... special! :rock:

GoldenRivet
04-25-08, 01:08 AM
OLC you were such a fine help earlier...

got a new one for you :lol:

I have applied 1.5 parts one and two and the flat sun fix... yet the sun still looks like little pan cake up there. what do i need to do? or what do you think i missed?

GWX2.1
GWX no medals on crew
GWX open hatch
OLC Uber mod 1.5 part 1
" " " part 2
flat sun fix

usinga GeForce 8800 GTX

ViperU48
04-25-08, 01:12 AM
I must sincerely apologize: OLCE2 1.5 DOES indeed fix the black triangles in the 16km atmosphere.


As I'm a new SH3 Commander user, I didn't know to rollback my settings before adding in the new OLCE2 1.5 (SH3C was set to edit the scene.dat to modify the water murky level).

SH3C kept amending the scene.dat with an older environment version of somekind, so I didn't get any of the fixes in OLCE2 1.5.

Now all is working fine, and for the first time I can play in a 16km world, and with OLCE2 to boot!!!:arrgh!:


One last question (please don't bludgeon me): to avoid any confusion with SH3C, I edited the OLCE2 1.5 scene.dat myself with S3D. In the EnvData section (where the "camera/horizon" settings are), all i changed was the "Underwater -> Fog -> Zmax =" from 15 to 2, giving me a more realistically murky underwater view. My question is, can you OLC or anyone else forsee this effecting any other elements in the OLCE2 1.5 mod (like sensors or anything)?

Anyway, I think i've been enough of a pill...OLC I must thank-you for making this mod, it's by far my most favorite. I sincerely hope you'll enjoy it as much as we will and already do (when you get a chance between being pestered by people like me)!

Happy Hunting!

Yorktown_Class
04-25-08, 01:38 AM
I too still get the black artifacts on the horizon and higher in the sky,but it does seem to be less than with the old version,I haven't tryed the GWX 16km yet...

But I am not complaining,I love this mod:)

JScones
04-25-08, 01:39 AM
As I'm a new SH3 Commander user, I didn't know to rollback my settings before adding in the new OLCE2 1.5 (SH3C was set to edit the scene.dat to modify the water murky level).
Poor excuse - it does come with a User Guide you know.

SH3C kept amending the scene.dat with an older environment version of somekind...
No it didn't. Because YOU failed to follow the instructions, YOU created a situation where SH3Cmdr was trying to clean up files that YOU had subsequently changed. It was doing it's job correctly.

One last question (please don't bludgeon me): to avoid any confusion with SH3C, I edited the OLCE2 1.5 scene.dat myself with S3D. In the EnvData section (where the "camera/horizon" settings are), all i changed was the "Underwater -> Fog -> Zmax =" from 15 to 2, giving me a more realistically murky underwater view.
See above. Work arounds like this are NOT necessary if you take the five minutes needed to read the User Guide that I put together to ensure that you don't get yourself into messes like this.

If I sound pissed, it's because I'm sick of players being too damn lazy to read the readme files that modders provide in an attempt to make everyone's life easier. Ironically, it's the players that continue to say "be nice, don't post RTFM comments because it's rude boo hoo", when it's actually the players that are being rude by ignoring the information that modders provide, especially when they then come out criticising the mods as being faulty! That's why I no longer respond to SH3Cmdr questions where the answer is in the manual. Rude? Well, right back at'cha.

Apologies for ranting in your thread OLC...

Yorktown_Class
04-25-08, 01:53 AM
I too still get the black artifacts on the horizon and higher in the sky,but it does seem to be less than with the old version,I haven't tryed the GWX 16km yet...

But I am not complaining,I love this mod:)


I just checked,with the GWX 16km,the artifacts disappear,but the game looks more stock than than with the OLC mod..

ViperU48
04-25-08, 01:58 AM
Take it easy Jscones: while I appreciate your work for the community, maybe you should stop for a second before exploding to account for the fact that not everyone has the time to read all the (at times, massive amounts) of material included with the tons of mods that are being made for this sim. After not playing this sim for 3 years then trying to get up to speed, a thorough understanding of other people's creations isn't neccessarily possible within the span of a day. Even if I had read that part of the manual, I may not have been even able to come to that appropriate conclusion considering all the other modifications that one would think, could possibly be effecting this particular mod.

And in no way did i overtly/intentionally critizise your mod Jscones. It would have been nicer to have read this in a PM instead.

[/counter rant]

Now I'll be the first to admit when I'm being a pain, and I certainly am. But one must be mindful of the fact that with the growing convoluted nature of SH3 modifications, and despite the fact that information is sometimes readily available; it may not be neccessarily clear, relevant, or retained when it is needed...

That said, as all these 'malfunctions' (human or software) are worked out and mods finallized, SH3 + GWX 2.1 + OLC Ubermod + JScones' SH3C makes one helluva Uboat experience.

GoldenRivet
04-25-08, 02:15 AM
no rant or hard feelings intended but JSCones has a point - to an extent...

As a firm believer of manual and readme file reading i tend to agree with him.

have i read every manual all the way though? No i have not, but i have read enough of these manuals and enough of these forum threads to know certain key "do's and dont's" with regards to these wonderful mods.

in factm the rollback feature explanation is located on page 3 of the SH3 Commander readme.

Considering page one is a cover page, and page two is the table of contents, technically it is page ONE.

it took me not more than 30 seconds to paruse the table of contents and read anough of pages one, two and three to see big bold letters which read "ROLLING BACK SH3 COMMANDER".

not that im accusing anyone of anything... but i wish to God i had a nickle for every time i saw a question on these forums asked that could have been easily answered with the "search" function of a PDF or Word viewer.

often times members can save a headache by just searching the manuals for key words related to their problems.

its one thing if you have searched and searched for the information, and simply cant find it, our modders are generally friendly and so are the members here and any of them will be happy to point you in the right direction.

also, everyone should be advised, that this mod work is free of charge, and a lot of modders spend a lot of personal time dedicated to making our games better... because of this little projects turn into big projects, and big projects grow into PET projects.

as a result, modders are quick to jump to the defense of their mod if they feel it is being attacked in any way shape or form(at least thats one thing i have noticed since joining this place)

lets try and remember that we are all friends... brethren here... all on the same team :up:

EDIT: (and i did search) can someone please help me figure out why my flat sun fix doesnt seem to work haha

EDIT EDIT: nevermind.... forgot about "shift + page up"

onelifecrisis
04-25-08, 06:57 AM
One last question (please don't bludgeon me): to avoid any confusion with SH3C, I edited the OLCE2 1.5 scene.dat myself with S3D. In the EnvData section (where the "camera/horizon" settings are), all i changed was the "Underwater -> Fog -> Zmax =" from 15 to 2, giving me a more realistically murky underwater view. My question is, can you OLC or anyone else forsee this effecting any other elements in the OLCE2 1.5 mod (like sensors or anything)?

I doubt that setting would affect anything else. Its probably fine to change it.

filefool
04-25-08, 07:08 AM
You're crazy OLC!

I installed OLCE2 1.2 and when i come back to the forums after my first patrol with your awesome enhancements, there's already version 1.5 available!

Do you have something like an "automatic mod updater"? If so, then i wanna have it too!

Just kidding, i really enjoy your work and along with GWX and Rubini's released an upcoming mods it's one of the reasons why SH3 will still spend a long time on my HD.

Einsman
04-25-08, 09:40 AM
Hi!

Yesterday, I had the oportunity to play in SH3 with OLC Ubermod 1.3 and...

... It's hard (waves over scope) ... It's real... It's a great mod. :up: :up: :up:

Living Silent Hunter III with OLC in combination with GWX 2.1 and SH3 Commander ... It's just another game!

Lapazeus
04-25-08, 10:04 AM
Yet another release of the Ubermod will be forthcoming. It'll be the same as 1.5, except that RWF-fixed GWX 2.1 campaign files will be included (like with OLCE1).

Very much appreciated :up:

One can't help but praise your (and other modders') work and dedication to improve people's gaming experience.

Marko_Ramius
04-25-08, 10:51 AM
Incredible :o Now 1.5 and soon 1.6 :up:


OLC, in your next 1.6, with RWF really applied, can you please make 2 sets of campaign files ?

One for regular Campaign files ; And one other for "Merged Campaign".

I can do it myself, but i'm not sure if i will do it correctly ; And to avoid some future complaints about stranges bugs/behaviour .. Cause i don't think i'm the only one guy who use "Merged campaign".

I know it's some works for you, but hé .. you are the artist ;)



And am i the only one who think the water is a little bit too much dark in heavy seas ? :hmm:

onelifecrisis
04-25-08, 10:53 AM
OLC, in your next 1.6, with RWF really applied, can you please make 2 sets of campaign files ?

One for regular Campaign files ; And one other for "Merged Campaign".

I'm just going to put in the Merged Campaign files. It's less complicated that way. If you, or anyone, wants it otherwise, it takes all of sixty seconds to apply the RWF fix yourself.

Samwolf
04-25-08, 11:49 AM
Is it my nVidea card or does anyone else get a bridge watch crew looking like something out of the "Night of the Living Dead" at night? Daylight the faces look fine but at night the faces look awful, just the faces not the hands though.

ViperU48
04-25-08, 02:59 PM
I doubt that setting would affect anything else. Its probably fine to change it.

Thanks OLC, all the best with further developement of this gem! :up:

'Bout time to really enjoy it too!:arrgh!:

onelifecrisis
04-25-08, 03:51 PM
It may be that the RWF fix is alive and well in GWX 2.1 after all. It seems that the differences I found (between GWX 2.1 campaign files before and after applying the fix) simply determine the starting weather conditions, and not the changeability of the weather. This of course means I needn't put any campaign files in the Ubermod and you can disregard my previous comment about RWF in GWX.

I guess I was just unlucky with the weather on that patrol I mentioned. :hmm:

Sorry for any confusion.

At any rate, a new version of the Ubermod will be released soon; it contains a few minor graphical corrections (mostly to how things look underwater at night). I'm also going to try to make a User Guide, as there's quite a lot of undocumented stuff in the mod now.

onelifecrisis
04-25-08, 09:25 PM
Please read the updated readme.

Changes in this version:

Tweaks and fixes to the appearance of underwater 3D objects and bitmap particles, particularly at night.
Included Rubini's Water Stream mod in OLCE2.
Merged the 'flat sun fix' modlet into OLCE2.
The weather report is now given by the Navigation Officer (like in stock SH3) instead of the Watch Officer.
You now have the option to enable map contact updates and/or the event camera without it affecting your realism percentage.
New 'Players Guide' document added.
New loading screens added.

dogshu
04-25-08, 10:16 PM
Thank you onelife. You've done great work, you created the only other mod that I consider essential for SH3, besides GWX.

onelifecrisis
04-25-08, 10:25 PM
Thank you for saying so, dogshu. :)

Philipp_Thomsen
04-25-08, 10:27 PM
Please read the updated readme.

Changes in this version:

Tweaks and fixes to the appearance of underwater 3D objects and bitmap particles, particularly at night.
Included Rubini's Water Stream mod in OLCE2.
Merged the 'flat sun fix' modlet into OLCE2.
The weather report is now given by the Navigation Officer (like in stock SH3) instead of the Watch Officer.
You now have the option to enable map contact updates and/or the event camera without it affecting your realism percentage.
New 'Players Guide' document added.
New loading screens added.

Then we both agree... the map contact update is not unrealistic... they (back in ww2) maybe didn't draw those ship figures on the map, BUT SURE IT'S POSSIBLE! Just observe the target and draw on the map, not that hard.

And its great that you merged Rubini's work with yours... Much easier to enable. Same for the flat sun fix. Great to have new loading screens too! The new particles I'll have to check.

Are you getting in the 2.0 version before May? :lol:

Great to see that you're very concearned about keeping your mod updated with every bug you fix, you're a perfectionist! :up:

onelifecrisis
04-25-08, 10:38 PM
Please read the updated readme.

Changes in this version:

Tweaks and fixes to the appearance of underwater 3D objects and bitmap particles, particularly at night.
Included Rubini's Water Stream mod in OLCE2.
Merged the 'flat sun fix' modlet into OLCE2.
The weather report is now given by the Navigation Officer (like in stock SH3) instead of the Watch Officer.
You now have the option to enable map contact updates and/or the event camera without it affecting your realism percentage.
New 'Players Guide' document added.
New loading screens added.

Then we both agree... the map contact update is not unrealistic... they (back in ww2) maybe didn't draw those ship figures on the map, BUT SURE IT'S POSSIBLE! Just observe the target and draw on the map, not that hard.

And its great that you merged Rubini's work with yours... Much easier to enable. Same for the flat sun fix. Great to have new loading screens too! The new particles I'll have to check.

Are you getting in the 2.0 version before May? :lol:

Great to see that you're very concearned about keeping your mod updated with every bug you fix, you're a perfectionist! :up:

Will you please stop putting words in my mouth? :stare: :arrgh!:

No, I don't think it's realistic for the NO to draw 50 updates per second on the map.

I've wanted for ages to fix map updates. I had a solution that was pretty close to what I wanted... but no cigar. There's a problem with the solution and I can't find a way around it, so I've given up, hence the update to allow it "as it is" in GWX (those guys have done all that can be done with it, I think).

Anyway, glad you like the changes. :p

Philipp_Thomsen
04-25-08, 10:59 PM
Please read the updated readme.

Changes in this version:

Tweaks and fixes to the appearance of underwater 3D objects and bitmap particles, particularly at night.
Included Rubini's Water Stream mod in OLCE2.
Merged the 'flat sun fix' modlet into OLCE2.
The weather report is now given by the Navigation Officer (like in stock SH3) instead of the Watch Officer.
You now have the option to enable map contact updates and/or the event camera without it affecting your realism percentage.
New 'Players Guide' document added.
New loading screens added.

Then we both agree... the map contact update is not unrealistic... they (back in ww2) maybe didn't draw those ship figures on the map, BUT SURE IT'S POSSIBLE! Just observe the target and draw on the map, not that hard.

And its great that you merged Rubini's work with yours... Much easier to enable. Same for the flat sun fix. Great to have new loading screens too! The new particles I'll have to check.

Are you getting in the 2.0 version before May? :lol:

Great to see that you're very concearned about keeping your mod updated with every bug you fix, you're a perfectionist! :up:

Will you please stop putting words in my mouth? :stare: :arrgh!:

No, I don't think it's realistic for the NO to draw 50 updates per second on the map.

I've wanted for ages to fix map updates. I had a solution that was pretty close to what I wanted... but no cigar. There's a problem with the solution and I can't find a way around it, so I've given up, hence the update to allow it "as it is" in GWX (those guys have done all that can be done with it, I think).

Anyway, glad you like the changes. :p

AHA!!! POST #300!!!

Yes, its irrealistic to draw 50 updates per second... But its also irrealistic not been able to point any update at all, as they did... Draw stationary targets is very easy too.

I think that if we could make the NO draw the updates (maximum 10 ships) on an interval of 3-5 minutes between each update, would be good. WOULD... but can't...

JScones
04-26-08, 01:03 AM
Included Rubini's Water Stream mod in OLCE2.
If one wants to run OLCE2 with the S-Boot mod, can one simply remove the Submarine and Textures folders? Or will the remaining Materials.dat cause some conflict?

onelifecrisis
04-26-08, 01:12 AM
Included Rubini's Water Stream mod in OLCE2.
If one wants to run OLCE2 with the S-Boot mod, can one simply remove the Submarine and Textures folders? Or will the remaining Materials.dat cause some conflict?

You can remove those folders, no problem. :up:

onelifecrisis
04-26-08, 01:33 AM
To the people who just downloaded 1.6:
I left a file out! :damn:
I've deleted 1.6 from my FF page and I'm re-uploading it now (with the missing file included this time, and I double-checked to make sure I didn't leave out any others). Sorry about that. :oops:

Venatore
04-26-08, 01:38 AM
To the people who just downloaded 1.6: I left a file out! :damn:
I've deleted 1.6 from my FF page and I'm re-uploading it now (with the missing file included this time, and I double-checked to make sure I didn't leave out any others). Sorry about that. :oops: Onelifecrisis,

You gotta love modding don't ya :D

Ven ;)

onelifecrisis
04-26-08, 01:43 AM
"U-boats were safer than airplanes. Proof was, there were more airplanes at the bottom of the ocean, than there were U-boats in the air during WWII"

But, haven't you seen Dolphin? :rotfl:

Wolfehunter
04-26-08, 01:48 AM
Awesome work OLC I love the enviroment. I can't download it from FF there having issues...:hmm:

onelifecrisis
04-26-08, 01:50 AM
Awesome work OLC I love the enviroment. I can't download it from FF there having issues...:hmm:

It's still uploading. See my previous post.

Wolfehunter
04-26-08, 01:52 AM
Awesome work OLC I love the enviroment. I can't download it from FF there having issues...:hmm:

It's still uploading. See my previous post.:o:nope::damn: ooops I guess I'm too fast... Well you can't blame me for trying.:oops:

onelifecrisis
04-26-08, 01:54 AM
Try it now :up:

Wolfehunter
04-26-08, 01:57 AM
Try it now :up:Thank you.:rock:

Schwuppes
04-26-08, 02:54 AM
OLC I love the new players guide! :rock:

bruschi sauro
04-26-08, 03:44 AM
this mod is ready for jsgme?:D

onelifecrisis
04-26-08, 09:20 AM
this mod is ready for jsgme?:D
Yes.

rulle34
04-26-08, 10:13 AM
@OLC Great work and a great mod:up: Big and many thank´s:up:
I enjoyed you last mod very much.

Though I have two questions:

1. I have installed SH III + 1.4b + GWX 2.1 and then in order applied OLCE2 1.6 + OLC GUI Special. Is that all I have to do? No other mod as in your last OLC 1.2.3? Double mast tool i.e

2. With GWX 2.0 and your OLC 1.2.3 my high resolution fix worked just fine. With GWX 2.1 and your latest OLCE2 1.6 and OLC GUI Special high res fix don´t work at all = CTD during start up process. Do you or anyone else have any ideas why it doesn´t work now and second, any tip that makes it work. I really enjoyed playing SH III in high res

Best to you OLC

mengle
04-26-08, 11:22 AM
this is going fast, installed yesterday 1.5 and now there is a 1.6 already :hmm:

thanks :rock: :rock:

Adriatico
04-26-08, 11:42 AM
OLCE2 can be enabled as a standalone mod, but OLC GUI Special cannot be used without OLCE2.

* * *

OLC, please consider your headline page updating with instruction: what should be done with download - in order to get pure OLCE2 without GUI... there are many sailors who are not familiar with mode structure...

Experienced sailors/moders would assume what to separate (delete)... but one more sentence would polish your front page...

:know:

nik112
04-26-08, 12:21 PM
hi olc
i want to ask if olce2 1.6 its compartible with gwx 2.0 if not just tell me what version is compartible
cheers

ps thanks for this superb mod
;):nope:

Philipp_Thomsen
04-26-08, 01:00 PM
OLCE2 can be enabled as a standalone mod, but OLC GUI Special cannot be used without OLCE2.

* * *

OLC, please consider your headline page updating with instruction: what should be done with download - in order to get pure OLCE2 without GUI... there are many sailors who are not familiar with mode structure...

Experienced sailors/moders would assume what to separate (delete)... but one more sentence would polish your front page...

:know:

Nothing to delete, mate... they are two separated mods! :up:

A6Intruder
04-26-08, 01:26 PM
I like it that you have integrated the great waterspray mod from Rubini, but you should use, of couse with permission, the improved files from Philipp Thomsen. He included the exhaust mod from Racerboy. Than it is nearly perfect!!:rock:
Kind regards:up:

onelifecrisis
04-26-08, 06:05 PM
1. I have installed SH III + 1.4b + GWX 2.1 and then in order applied OLCE2 1.6 + OLC GUI Special. Is that all I have to do? No other mod as in your last OLC 1.2.3? Double mast tool i.e

Yes, that's all you have to do. The mast values are not doubled in OLC GUI Special.

Yorktown_Class
04-26-08, 11:38 PM
I just installed 1.6,and so far I don't have the artifacts on the horizon anymore:up:

Thank you

ryanwigginton
04-27-08, 12:46 AM
First of all thank you. This is a fantastic mod! The thread needs stickying, I accidentally posted in the old v1.2.3 thread yesterday which seems to be redundant now.

What I've noticed is the excellent wave fix (as seen in the last screenshot) isn't occuring with my install of OLCE2. So I'm guessing it must be a part of the GUI. Seeing as this is a scene fix and not part of the interface can it be bundled into OLCE2 (ie Part 1). It would make sense, and also all users of your mod WILL install OLCE2 but not all will necersarily use the GUI. TIA.

skookum
04-27-08, 01:21 AM
OLC, is it possible to include something similar to Sargbuto's SB Camera: some sort of free moving camera for the bridge view? I can't get SB camera to work win OLCE/GWX 2.1.


BTW, all GFX issues I was having before disappeared with GWX 2.1/OLCE uber. THANKS!!!

treblesum81
04-27-08, 03:48 AM
Not sure if this has been covered or if I just missed the posts, but I've had a little trouble with and update from 1.3 to 1.6. I know that one of the alterations between the two was that enemy night blindness was removed (it was nice to play with it for a couple of patrols though ;);)) and that the fix wouldn't have any effect on daytime visual detection. But since the update, daytime detection has become almost instantaneous... if the vis is moderate as soon as I'm past 9km to the target, my detection meter goes red and they immediately start evasive maneuvers. This has happened so far in all weather conditions and no matter how low in the water I run the boat (without actually submerging that is)... as soon as the target or enemy "could" see me, they automatically do and react.

As it is right now, I can't attack anyone during daylight as I can't catch single merchants submerged (unless I plot way ahead of them, which can be difficult as I can't get within visual range to get a good position fix) and I can't even get close enough to a convoy to figure out what I'm up against without 2-3 of the escorts hauling off in my direction.

I remember that you said that the fix would not affect daytime detection ability, so I'm wondering if I'm an isolated case in this or if it is something you've identified and are planning to fix.

Thanks,
Greg

Alex
04-27-08, 03:55 AM
Please read the updated readme.

Changes in this version:
Tweaks and fixes to the appearance of underwater 3D objects and bitmap particles, particularly at night.Your best work so far. Now that's what I call a real looking light underwater. :huh:

You rock, mate ! :rock:

onelifecrisis
04-27-08, 04:49 AM
Seeing as this is a scene fix and not part of the interface...

Wrong.
Read post 1.

onelifecrisis
04-27-08, 04:53 AM
Not sure if this has been covered or if I just missed the posts, but I've had a little trouble with and update from 1.3 to 1.6. I know that one of the alterations between the two was that enemy night blindness was removed (it was nice to play with it for a couple of patrols though ;);)) and that the fix wouldn't have any effect on daytime visual detection. But since the update, daytime detection has become almost instantaneous... if the vis is moderate as soon as I'm past 9km to the target, my detection meter goes red and they immediately start evasive maneuvers. This has happened so far in all weather conditions and no matter how low in the water I run the boat (without actually submerging that is)... as soon as the target or enemy "could" see me, they automatically do and react.

As it is right now, I can't attack anyone during daylight as I can't catch single merchants submerged (unless I plot way ahead of them, which can be difficult as I can't get within visual range to get a good position fix) and I can't even get close enough to a convoy to figure out what I'm up against without 2-3 of the escorts hauling off in my direction.

I remember that you said that the fix would not affect daytime detection ability, so I'm wondering if I'm an isolated case in this or if it is something you've identified and are planning to fix.

Thanks,
Greg

Greg, thanks for the feedback. This certainly concerns me, so I'll do some more testing when I get back home.

ryanwigginton
04-27-08, 05:05 AM
Seeing as this is a scene fix and not part of the interface...
Wrong.
Read post 1.

You misunderstand me. I realise IT IS part of the GUI mod but what I'm saying is doesn't it belong with all the graphical/sceneary part of your mod, OLCE2. Why is it bundled with the GUI?

onelifecrisis
04-27-08, 05:33 AM
Seeing as this is a scene fix and not part of the interface...
Wrong.
Read post 1.

You misunderstand me. I realise IT IS part of the GUI mod but what I'm saying is doesn't it belong with all the graphical/sceneary part of your mod, OLCE2. Why is it bundled with the GUI?

I didn't misunderstand you.
Read post 1.

treblesum81
04-27-08, 05:34 AM
I'm amazed at the level of effort you're putting into this... and very grateful... especially considering you're doing all of this out of your desire to better the community. :lol::lol:

One thing I noticed just now because I've been playing around with the more advanced sub missions is that the GUI doesn't have any support, at least as far as I can tell, for advanced, programmable torpedos. This may have been covered before, and that may be by intention or I may just not know how to get to it, but I just thought I'd bring it to attention.

Thanks again for the great mod,
Greg

ryanwigginton
04-27-08, 05:39 AM
Seeing as this is a scene fix and not part of the interface...
Wrong.
Read post 1.
You misunderstand me. I realise IT IS part of the GUI mod but what I'm saying is doesn't it belong with all the graphical/sceneary part of your mod, OLCE2. Why is it bundled with the GUI?
I didn't misunderstand you.
Read post 1.

My apologies.

onelifecrisis
04-27-08, 05:41 AM
Seeing as this is a scene fix and not part of the interface...
Wrong.
Read post 1.
You misunderstand me. I realise IT IS part of the GUI mod but what I'm saying is doesn't it belong with all the graphical/sceneary part of your mod, OLCE2. Why is it bundled with the GUI?
I didn't misunderstand you.
Read post 1.

My apologies.

Accepted. :up:

rulle34
04-27-08, 05:45 AM
1. I have installed SH III + 1.4b + GWX 2.1 and then in order applied OLCE2 1.6 + OLC GUI Special. Is that all I have to do? No other mod as in your last OLC 1.2.3? Double mast tool i.e

Yes, that's all you have to do. The mast values are not doubled in OLC GUI Special.

Thank´s OLC


2. With GWX 2.0 and your OLC 1.2.3 my high resolution fix worked just fine. With GWX 2.1 and your latest OLCE2 1.6 and OLC GUI Special high res fix don´t work at all = CTD during start up process. Do you or anyone else have any ideas why it doesn´t work now and second, any tip that makes it work. I really enjoyed playing SH III in high res

Is there anyone that have any solution/fix/tip about the resolution fix?

onelifecrisis
04-27-08, 11:32 AM
Not sure if this has been covered or if I just missed the posts, but I've had a little trouble with and update from 1.3 to 1.6. I know that one of the alterations between the two was that enemy night blindness was removed (it was nice to play with it for a couple of patrols though ;);)) and that the fix wouldn't have any effect on daytime visual detection. But since the update, daytime detection has become almost instantaneous... if the vis is moderate as soon as I'm past 9km to the target, my detection meter goes red and they immediately start evasive maneuvers. This has happened so far in all weather conditions and no matter how low in the water I run the boat (without actually submerging that is)... as soon as the target or enemy "could" see me, they automatically do and react.

As it is right now, I can't attack anyone during daylight as I can't catch single merchants submerged (unless I plot way ahead of them, which can be difficult as I can't get within visual range to get a good position fix) and I can't even get close enough to a convoy to figure out what I'm up against without 2-3 of the escorts hauling off in my direction.

I remember that you said that the fix would not affect daytime detection ability, so I'm wondering if I'm an isolated case in this or if it is something you've identified and are planning to fix.

Thanks,
Greg

Greg, thanks for the feedback. This certainly concerns me, so I'll do some more testing when I get back home.

Is anyone else experiencing this problem?

onelifecrisis
04-27-08, 11:35 AM
One thing I noticed just now because I've been playing around with the more advanced sub missions is that the GUI doesn't have any support, at least as far as I can tell, for advanced, programmable torpedos. This may have been covered before, and that may be by intention or I may just not know how to get to it, but I just thought I'd bring it to attention.

They should work exactly the same as they did before i.e. you need to go to the attack map to "program" them.

treblesum81
04-27-08, 11:58 AM
Ok, I found it now, thanks and sorry that I missed that.

Greg

lutzow
04-27-08, 01:38 PM
OLC - you are a wizard:up:

Is it still the same game ? Silent Hunter III ?;)

Great work, Man.

P.S. Please upload your ubermod into Beyond The Shadows immediately;) - i have again troubles with Filefront.
Thank you:yep:

onelifecrisis
04-27-08, 03:58 PM
Not sure if this has been covered or if I just missed the posts, but I've had a little trouble with and update from 1.3 to 1.6. I know that one of the alterations between the two was that enemy night blindness was removed (it was nice to play with it for a couple of patrols though ;);)) and that the fix wouldn't have any effect on daytime visual detection. But since the update, daytime detection has become almost instantaneous... if the vis is moderate as soon as I'm past 9km to the target, my detection meter goes red and they immediately start evasive maneuvers. This has happened so far in all weather conditions and no matter how low in the water I run the boat (without actually submerging that is)... as soon as the target or enemy "could" see me, they automatically do and react.

As it is right now, I can't attack anyone during daylight as I can't catch single merchants submerged (unless I plot way ahead of them, which can be difficult as I can't get within visual range to get a good position fix) and I can't even get close enough to a convoy to figure out what I'm up against without 2-3 of the escorts hauling off in my direction.

I remember that you said that the fix would not affect daytime detection ability, so I'm wondering if I'm an isolated case in this or if it is something you've identified and are planning to fix.

Thanks,
Greg

Greg, thanks for the feedback. This certainly concerns me, so I'll do some more testing when I get back home.

Is anyone else experiencing this problem?

Greg,
I finally got home and I tested this, and I can't find any problems at all with the enemy ship sensors. I'm now out on patrol (one of the best ways to test is to just play ;)) and everything seems fine to me. So I have to ask, what other mods are you using?

treblesum81
04-27-08, 04:42 PM
Ok, here is what I'm running currently.

GWX - English Nav Map and Grid Refs
GWX - Alternative Flotillas
GWX - Axis Mediterranean Aircraft Skins
GWX - Captain America's Officer Icons
GWX - Late War Sensors Snorkel Antennas
GWX - Lite Harbor Traffic
GWX - Main movie - 'Das Boot'
GWX - Merged Campaign
GWX - No Medals on Crew
GWX - Open Hatch Mod
GWX - VIIC41 Player Sub
GWX 2.1 Minor fix's 26th April
GWX_2.1_Location for Holtenau and Brunsbuettal locks
WB's GWX messages
Torpedo damage Final ver2.0
Authentic_Off_Faces #2
OLC GUI Special (OLC Ubermod 1.6 Part 2 of 2)
OLCE2 (OLC Ubermod 1.6 Part 1 of 2)


In addition, I've been trying to get the XXI in 1939 thing to work, mostly for fun while I'm trying to get the rest of this worked out, but that endeavor has only started after my post about being easily detected and I've kept strict backups to revert back to the point where I made the statement.

Not sure if any of those other mods might be causing the trouble, though I'm 100% open to the possibility, as right now I can't really play due to the fact that as soon as I get into range, I'm under attack.

Please let me know your thoughts,
Greg

onelifecrisis
04-27-08, 04:54 PM
Ok, here is what I'm running currently.

GWX - English Nav Map and Grid Refs
GWX - Alternative Flotillas
GWX - Axis Mediterranean Aircraft Skins
GWX - Captain America's Officer Icons
GWX - Late War Sensors Snorkel Antennas
GWX - Lite Harbor Traffic
GWX - Main movie - 'Das Boot'
GWX - Merged Campaign
GWX - No Medals on Crew
GWX - Open Hatch Mod
GWX - VIIC41 Player Sub
GWX 2.1 Minor fix's 26th April
GWX_2.1_Location for Holtenau and Brunsbuettal locks
WB's GWX messages
Torpedo damage Final ver2.0
Authentic_Off_Faces #2
OLC GUI Special (OLC Ubermod 1.6 Part 2 of 2)
OLCE2 (OLC Ubermod 1.6 Part 1 of 2)


In addition, I've been trying to get the XXI in 1939 thing to work, mostly for fun while I'm trying to get the rest of this worked out, but that endeavor has only started after my post about being easily detected and I've kept strict backups to revert back to the point where I made the statement.

Not sure if any of those other mods might be causing the trouble, though I'm 100% open to the possibility, as right now I can't really play due to the fact that as soon as I get into range, I'm under attack.

Please let me know your thoughts,
Greg

None of the mods you listed there could be causing it - except mine, of course, but I'm on patrol right now and visual sensors are working sweet. Are you playing a career (if so, what year?) or single missions?

Lil' Subsim
04-27-08, 05:16 PM
is the mod maker going to make one for sh4 too? i want this mod right now *water coming out of me mouth*.

onelifecrisis
04-27-08, 05:22 PM
is the mod maker going to make one for sh4 too? i want this mod right now *water coming out of me mouth*.

From what I hear, he prefers SH3. I could be wrong, though. You should check with him to make sure. :yep:

treblesum81
04-27-08, 05:33 PM
None of the mods you listed there could be causing it - except mine, of course, but I'm on patrol right now and visual sensors are working sweet. Are you playing a career (if so, what year?) or single missions? 04-27-2008 03:42 PM

Well, I am playing a career which is currently in Jan 1940. Is it possible that this could be an effect of trying to carry the career through without starting a new one with the updated Ubermod?

Greg

onelifecrisis
04-27-08, 05:43 PM
None of the mods you listed there could be causing it - except mine, of course, but I'm on patrol right now and visual sensors are working sweet. Are you playing a career (if so, what year?) or single missions? 04-27-2008 03:42 PM

Well, I am playing a career which is currently in Jan 1940. Is it possible that this could be an effect of trying to carry the career through without starting a new one with the updated Ubermod?

Greg

Jan 1940, that's the exact date I'm patrolling on right now. :hmm:
No, I don't think starting the career without the Ubermod will make any difference to anything.
I'll keep testing and see if I can replicate your problems.
BTW, why do you have the "Late War Sensors" mod enabled in 1940? You should read the GWX Manual on that mod and how it should be used...

Uber Gruber
04-27-08, 06:05 PM
@OLC

Mate, been taking 1.6 for a spin. Had a surface battle with two small merchants, it was great to see them dip in the troughs of the waves at a distance. You've excelled yourself on this one, top notch stuff....thanks:yep:

treblesum81
04-27-08, 06:10 PM
Well, from the looks of it, that mod shouldn't have any effect on this situation as it is only a recieve item... but I'll go ahead and unload it and see if that might make a difference.

Greg

onelifecrisis
04-27-08, 06:14 PM
Well, from the looks of it, that mod shouldn't have any effect on this situation as it is only a recieve item... but I'll go ahead and unload it and see if that might make a difference.

Greg

Sorry, I didn't mean to imply that removing the late war sensors would fix the problem (though I suppose you never know :hmm:) I was just mentioning it, cos AFAIK it's not supposed to be enabled until after you've purchased a specific upgrade late in the war. It was a "by the way" comment.

@Uber, thanks. BTW, have you noticed any problems like those mentioned by Greg?

treblesum81
04-27-08, 06:40 PM
Well, after a quick test, removing that mod seems to have fixed the problem, though I don't really know why... Then again, as I've learned from trying to implement that XXI, these files all seem to act together in weird ways, and SH3 has a habit of rewriting them for no aparent reason.

I'll let you know if the problem comes back, but for now, I think I'm good.

Thanks again,
Greg

onelifecrisis
04-27-08, 06:54 PM
Well, after a quick test, removing that mod seems to have fixed the problem, though I don't really know why... Then again, as I've learned from trying to implement that XXI, these files all seem to act together in weird ways, and SH3 has a habit of rewriting them for no aparent reason.

I'll let you know if the problem comes back, but for now, I think I'm good.

Thanks again,
Greg

Very good to know... I'd better start a late war campaign and do some testing with that sensors mod...

Schwuppes
04-27-08, 08:55 PM
Hi!

Where can I find the OLC stopwatch mod for OLC 1.2.3? Its not on your filefront page anymore. :cry:

onelifecrisis
04-27-08, 08:59 PM
Hi!

Where can I find the OLC stopwatch mod for OLC 1.2.3? Its not on your filefront page anymore. :cry:

I never made a stopwatch mod.

Schwuppes
04-27-08, 09:02 PM
oh lol


But some people here are using one... anyone know where I can get it? :rock:

onelifecrisis
04-27-08, 09:05 PM
http://www.subsim.com/radioroom/showthread.php?p=850577&posted=1#post850577

Due to this, I'll be removing the Water Stream mod from the Ubermod. The Ubermod will still be compatible with it.

That'll be 1.7, then :roll:

rulle34
04-28-08, 03:00 AM
http://www.subsim.com/radioroom/showthread.php?p=850577&posted=1#post850577

Due to this, I'll be removing the Water Stream mod from the Ubermod. The Ubermod will still be compatible with it.

That'll be 1.7, then :roll:

OLC Why just not make 1.7 optional with or without the waterstream mod?

In Rubinis komments to this, it´s not such a big difference

http://www.subsim.com/radioroom/showpost.php?p=850680&postcount=13

Uber Gruber
04-28-08, 03:48 AM
@OLC

Haven't noticed anything untoward as of yet but will certainly keep my eyes open.

As for the waterstream mod, i'd leave it in there mate. Rubini's post sounds good to me.

JScones
04-28-08, 04:04 AM
As for the waterstream mod, i'd leave it in there mate. Rubini's post sounds good to me.
Ditto. :up:

onelifecrisis
04-28-08, 10:06 AM
As for the waterstream mod, i'd leave it in there mate. Rubini's post sounds good to me.
Ditto. :up:

I agree. That's a relief.

Catfish
04-28-08, 10:10 AM
Hello,
i just installed the OLCE mods, with the GUI.
To be exact it was SH3 with patch
GWX 2
GWX 2.1 update
then enabled optional mods from GWX via JSGME (merged campaign and no medals)
enabled Rubinis lifeboat and debris mod v. 1
copied OLCE part and part two into the JSGME folder, and enabled them.
As well copied the Uboat folder in SH3 commander (or better into mods, and then enabled it vis JSGME in SH3 Commander)

When i start SH3 via the SH3 commander all works, but i left the exterior camera on - when i now go for the exterior view via "." the view is going up and down erratically and uncontrolled, and the screen finally switching to F4 bridge view. Leaving the game the screen suddenly displays only 2/3rds from the left, rest is black ... huh ?
I think to have read soewhere it might be a camera adjustment ? - did not find the post.
What did i do wrong ? Is there any other high res mod i would have to apply before OLCE, or is the external camera a no-go with this mod ?
Sorry if i overread something :oops:

Thanks and greetings,
Catfish

Wilcke
04-28-08, 10:11 AM
As for the waterstream mod, i'd leave it in there mate. Rubini's post sounds good to me. Ditto. :up:
I agree. That's a relief.

Leave it in .... non issue.

Catfish
04-28-08, 12:47 PM
Hello,
camera problem with OLCE solved - PC restart and all worked. Why ? Don't ask me :doh:
Now i'm in for learning this attack disk thing ... :arrgh!:
Thanks and greetings,
Catfish

onelifecrisis
04-28-08, 02:42 PM
Changes in this version:

Fixed a problem with the watch crew visual sensors: in certain situations they were blind to enemy ships; now they can always see them. Visual sensors on other ships remain the same as they were in v1.6.

Catfish
04-28-08, 02:54 PM
Hello,
i just installed version 1.6, and it seems to work - however do i need the doublemast tool with version 1.6 ? And with 1.7 ??

I am going crazy, when i enable the built-in mods from GWX2/2.1 it always tells me that some data are being overwritten by the OLCE mods - and whether i want it - NO ! But this way i can only enable the merged campaign, and the no medals mod.

And after installing the 2.1 update fix correcting Calsis and other minor faults, and installing the locks of the Kiel canal (which b.t.w. easily screws up the whole mod folder), i am not even able to install OLCE any more without overwriting files that have already been changed by the GWX 2.1 second update :doh: , or so JSGME tells me.

Guess i'm up for another install. Believe me i like those mods, but it is hard to follow updates and threads, and reading manuals that came out yesterday and do not apply for the "mod of today" lol :lol:

Thanks and greetings,
Catfish

onelifecrisis
04-28-08, 03:01 PM
Hello,
i just installed version 1.6, and it seems to work - however do i need the doublemast tool with version 1.6 ? And with 1.7 ??

I am going crazy, when i enable the built-in mods from GWX2/2.1 it always tells me that some data are being overwritten by the OLCE mods - and whether i want it - NO ! But this way i can only enable the merged campaign, and the no medals mod.

And after installing the 2.1 update fix correcting Calsis and other minor faults, and installing the locks of the Kiel canal (which b.t.w. easily screws up the whole mod folder), i am not even able to install OLCE any more without overwriting files that have already been changed by the GWX 2.1 second update :doh: , or so JSGME tells me.

Guess i'm up for another install. Believe me i like those mods, but it is hard to follow updates and threads, and reading manuals that came out yesterday and do not apply for the "mod of today" lol :lol:

Thanks and greetings,
Catfish

Catfish,
I'm afraid you've done something wrong, but I don't know what.
OLCE2 does not conflict with any of the campaign files/mods. It does not conflict with any of the GWX 2.1 fixes released by BBW (I'm using them all). It does not conflict with the 'no medals on crew' mod.
I'm sorry if you find mods and their threads/readmes to be confusing, but all I can do is document my changes and how they should be used. I've done that.
Regards,
OLC

Catfish
04-28-08, 03:37 PM
Hello,
first thanks for this phantastic mod - really a new sim ! And yes you documented the changes quite well, but you are sure OLCE or the GUI do not interfere with the GWX 2.1 mod, and its recent "GWX_2.1_Minor_bugfixs_26til.7z" update ?

What i did - and all worked:
1. Installed SH3 and latest patch, ran it once.
2. Installed SH3 Commander.
3. Installed JSGME in SH3 commander.
4. Installed GWX 2.0, JSGME installed itself automatically, together with some mods that could be enabled via JSGME.
5. Installed GWX 2.1 update.
6. Installed "GWX_2.1_Minor_bugfixs_26til.7z" update.

Then i enabled some mods that were put into the mods folder from GWX automatically, and the lifeboat mod.

Now i copied OLCE2 (part1) into the mod folder, and the GUI version also (part2), and wanted to enable both.
I found out, or better JSGME told me, that there were some files already changed by the GWX minor update (the last one), and if i wanted to overwrite them.
Apart from the warnings, which i ignored (overwrite yes), the sim starts with SH3 commander and works, i am only not able to roll it back JSGME-wise because of the multiple overwrites.

Before i try a new installation: Do i need the Double mast file, or is it included in OLCE and the GUI files ?
Does the OLCE Ubermod really contain the OLC GUI, or is it another GUI version ?

Thanks a lot and greetings,
Catfish

onelifecrisis
04-28-08, 03:48 PM
Now i copied OLCE2 (part1) into the mod folder, and the GUI version also (part2), and wanted to enable both.
I found out, or better JSGME told me, that there were some files already changed by the GWX minor update (the last one), and if i wanted to overwrite them.

Which files were in conflict, according to JSGME?

Catfish
04-28-08, 03:58 PM
Hi,
it complained about almost all - the only ones that were not mentioned were the "merged campaign", the "no medals" and another one.
Files already changed were in any case the 16 km mod, the extended tools one, and most others - including the last update for the GWX 2.1 update, the basic update one with the new locks and minor fixes "GWX_2.1_Minor_bugfixs_26til.7z".
I did not activate the indian ocean, the black sea and the late war sensor mod for obvious reasons.

I will test it once again thoroughly, and report (if tomorrow) only thing i need to know before i try a new installation:
Do i need the Double mast file, or is it included in OLCE and the GUI files ?
Does the OLCE Ubermod really contain the OLC GUI, or is it another GUI version ?

Thanks and greetings,
Catfish

Samwolf
04-28-08, 04:04 PM
Hi,
it complained about almost all - the only ones that were not mentioned were the "merged campaign", the "no medals" and another one.
Files already changed were in any case the 16 km mod, the extended tools one, and most others - including the last update for the GWX 2.1 update, the basic update one with the new locks and minor fixes "GWX_2.1_Minor_bugfixs_26til.7z".
I did not activate the indian ocean, the black sea and the late war sensor mod for obvious reasons.

I will test it once again thoroughly, and report (if tomorrow) only thing i need to know before i try a new installation:
Do i need the Double mast file, or is it included in OLCE and the GUI files ?
Does the OLCE Ubermod really contain the OLC GUI, or is it another GUI version ?

Thanks and greetings,
Catfish

Don't enable the GWX 16km Mod id you're using OLCE2. OLCE2 is a replacement for the entire GWX 16km Mod.

onelifecrisis
04-28-08, 04:15 PM
Hi,
it complained about almost all - the only ones that were not mentioned were the "merged campaign", the "no medals" and another one.
Files already changed were in any case the 16 km mod, the extended tools one, and most others - including the last update for the GWX 2.1 update, the basic update one with the new locks and minor fixes "GWX_2.1_Minor_bugfixs_26til.7z".
I did not activate the indian ocean, the black sea and the late war sensor mod for obvious reasons.

I will test it once again thoroughly, and report (if tomorrow) only thing i need to know before i try a new installation:
Do i need the Double mast file, or is it included in OLCE and the GUI files ?
Does the OLCE Ubermod really contain the OLC GUI, or is it another GUI version ?

Thanks and greetings,
Catfish

I see.
Post 1 answers all of your questions.

Catfish
04-28-08, 04:37 PM
Hello,
thanks, read and understood. I must have had a problem 1ith 123 and 1.6 also. Will check back tomorrow, any way it looks phantastic and i am really looking forward to it.

B.t.w. where did you get the information of how targeting was done on the german U-boats ? I have read quite some books, but never got the info you used here :up:
Only thing now missing is storing different target setups (up to four targets, one for every t.) in the electro-mechanical torpedo circuits.

Greetings,
Catfish

Uber Gruber
04-28-08, 06:03 PM
@OLC

I'm using 1.6 and have just spent 11 days in BE sighting or detecting not a single ship. So i'm curious....what conditions would cause the watch crew sensors to be blind to ships ? Also, i'm loath to installing mods whilst not in port so tell me, is it okay to upgrade to 1.7 whilst on patrol ? The alternative, if my crew are indeed blind, is to abandon my WaW patrol and start it again :cry:

onelifecrisis
04-28-08, 06:14 PM
@OLC

I'm using 1.6 and have just spent 11 days in BE sighting or detecting not a single ship. So i'm curious....what conditions would cause the watch crew sensors to be blind to ships ? Also, i'm loath to installing mods whilst not in port so tell me, is it okay to upgrade to 1.7 whilst on patrol ? The alternative, if my crew are indeed blind, is to abandon my WaW patrol and start it again :cry:

They're not that blind! :lol: But I understand why you asked.
The answer is: it's the aspect ratio (whether an enemy ship is facing you or is sideways to you).
- In 1.6, in excellent visibility for example, your crew will spot a ship at 16km if it is showing some profile. But if it is perfectly facing you then they won't spot it until maybe 12-14km (depending on other factors). So...
- In 1.7 I've fixed this and now they have perfect visibility at all times. Whatever the NO reports as visibility distance, that's what distance they'll spot at, every time! Also, within that distance they will maintain a perfect "lock" on every ship, so no more repeated "ship spotted" messages over and over when a convoy is near - but not actually on - the edge of visual range. All of this is great IMO except for one thing: at night your watch crew are a bit too uber (no pun intended) so...
- In 1.8 I'll be reducing the watch crew night vision just a little.

As an aside... I originally wanted to stay away from sensors but now I'm quite glad I ended up delving into them, as it looks like I'll be able to get visual sensors exactly as I wanted them (something I've never had, and never attempted to do before because sensors have such a reputation for being difficult to mod). :D :rock:

onelifecrisis
04-28-08, 06:16 PM
B.t.w. where did you get the information of how targeting was done on the german U-boats ?

Hitman! :yep:

Graf Paper
04-28-08, 10:01 PM
Yet again you manage to astound and amaze me with your skills, OLC! Awesome work!

Some real-world things demanded my attention for a while but I'm back in the saddle again and hope to have some work of my own done very soon. ;)

KptLt Lindemann
04-28-08, 11:02 PM
The answer is: it's the aspect ratio (whether an enemy ship is facing you or is sideways to you).
- In 1.6, in excellent visibility for example, your crew will spot a ship at 16km if it is showing some profile. But if it is perfectly facing you then they won't spot it until maybe 12-14km (depending on other factors). So...


Indeed...in my last patrol I had shells hitting the water around me and the watch crew spotted nothing (in excellent visibility)! Turned out it was a DD coming straight at me. I thought they were just having a Bernard moment.:lol:

onelifecrisis
04-28-08, 11:18 PM
Thanks GP :)


The answer is: it's the aspect ratio (whether an enemy ship is facing you or is sideways to you).
- In 1.6, in excellent visibility for example, your crew will spot a ship at 16km if it is showing some profile. But if it is perfectly facing you then they won't spot it until maybe 12-14km (depending on other factors). So...


Indeed...in my last patrol I had shells hitting the water around me and the watch crew spotted nothing (in excellent visibility)! Turned out it was a DD coming straight at me. I thought they were just having a Bernard moment.:lol:

Yah, sorry about that :oops: :lol: :oops:
In 1.7 your watch crew will if be, if anything, a bit too uber, seeing anything and everything with 100% accuracy. On a clear day (or night) they'll spot a Sloop the second it gets within 16,000m of your boat... but at least they won't get you killed! I'm fine-tuning these settings for 1.8, to get at least a little bit of a "grey area" in which the crew might or might not spot an enemy, while still maintaining a sharp crew who will spot anything which is plainly visible to the player.

Uber Gruber
04-29-08, 05:36 AM
They're not that blind! :lol: But I understand why you asked.

Phew...the last 11 days haven't been in vain then, the brits must be on prolonged tea break.

So can I update to 1.7 mid patrol ? If not then i'll stay with 1.6 till end of current WaW patrol and take the risk with low profile shipping.

Good luck with the sensor work, if beery was still around i'm sure he'd be able to give you some valuable insight. You might want to mine the NYGM threads as there was a great deal of discussion re sensors quite a while back.

onelifecrisis
04-29-08, 07:23 AM
So can I update to 1.7 mid patrol ? If not then i'll stay with 1.6 till end of current WaW patrol and take the risk with low profile shipping.

You should be OK to enable it mid patrol. All that changed was some cfg files IIRC.

Catfish
04-29-08, 07:40 AM
Hi,
as far as i understand the new 1.7 GUI does not need the double mast exe files to work ? In the new (short) tutorial mast height is normal (1x) again.
Good tutorials b.t.w. - thanks - so much better to just see it !
I take it there's no way to program different torpedoes with different target solution settings with SH3, but the attack disk is nice - and it is really "original" ?
The UZO had no other purpose (as you said) than sending the current direction of view to the "computer" (if you would call it so), thus adding or substracting it from the boats course, transmitted by the gyocompass.
I wonder if this thing was stabilized, but i doubt it. Is there any internet site dealing with WW2 targeting and german boats ?
Thanks and greetings,
Catfish

Hylarion
04-29-08, 07:40 AM
So can I update to 1.7 mid patrol ? If not then i'll stay with 1.6 till end of current WaW patrol and take the risk with low profile shipping.
You should be OK to enable it mid patrol. All that changed was some cfg files IIRC.

I did that (since from 1.2, I've been patroling at sea, i did all the updates this way).
No problems to report so far.

onelifecrisis
04-29-08, 07:45 AM
Hi,
as far as i understand the new 1.7 GUI does not need the double mast exe files to work ?

Correct.

onelifecrisis
04-29-08, 02:49 PM
Changes in this version:

Fixed a minor cosmetic issue in OLC GUI Special. (1)
Tweaked the brightness of the watch crew hands. (2)
Made the watch crew slightly less uber. (3)
Underwater visibiliy increased from 360m to 500m. (4)
The issue in question is the semi-appearance of the local time when in, for example, the radio messages screen you mouse-over the part of the screen where the time is normally shown.
The difference in brightness between the faces and hands of the watch crew is a stock bug, and is plainly noticable in stock SH3 as "dark hands" during daylight hours. If you brighten the hands to compensate (as has been done in GWX) then you end up with bright hands at night. In OLCE2 I have tried to find a middle ground, but I cannot completely fix the bug.
Specifically, they can see slightly worse at night and will have slightly more difficulty spotting a ship with a low profile (directly facing you) but I stress these tweaks have a very minor impact, and your crew will reliably spot ships in all weather conditions. This tweak is just to make the performance of your watch crew a bit more human.
So you can see ships sinking on the event camera a little bit better.Version 1.8 fixes the last of the issues that I'm currently aware of, and may be considered a "finished" version in so much as that - provided no more problems are found - I don't plan on making any more tweaks for a while. I'm very happy with the visual sensors now; in fact, dare I say, I like them better now than they were in GWX!
:rock:

I hope you enjoy the mod,
Cheers,
OLC
:|\\

Mr.Fleck
04-29-08, 03:10 PM
I just wanted to ask where the daily build remains :arrgh!:

Very nice work! :up: OLC mods are a must for me! :yep:

Cheers!
Mr. Fleck

onelifecrisis
04-29-08, 03:12 PM
I just wanted to ask where the daily build remains :arrgh!:

Very nice work! :up: OLC mods are a must for me! :yep:

Cheers!
Mr. Fleck

Thank you.
And like I said, its finished!

Disclaimer: A finished version is not necessarily the same as a final version. I never said final. ;)

Wilcke
04-29-08, 03:36 PM
I just wanted to ask where the daily build remains :arrgh!:

Very nice work! :up: OLC mods are a must for me! :yep:

Cheers!
Mr. Fleck
Thank you.
And like I said, its finished!

Disclaimer: A finished version is not necessarily the same as a final version. I never said final. ;)

Its never really finished is it...now for some tea and some hobnobs!:up:

Cheers!

onelifecrisis
04-29-08, 03:45 PM
I just wanted to ask where the daily build remains :arrgh!:

Very nice work! :up: OLC mods are a must for me! :yep:

Cheers!
Mr. Fleck
Thank you.
And like I said, its finished!

Disclaimer: A finished version is not necessarily the same as a final version. I never said final. ;)

Its never really finished is it...now for some tea and some hobnobs!:up:

Cheers!

When someone else said that to me recently in PM, I pointed out that OLC GUI did eventually reach a finished state. I didn't get bored with it, it just got to the point where I had done everything that I wanted to do (or rather, I satisfied myself through many attempts that what remained could not be done). There was quite a gap between OLC GUI finishing and OLCE starting, where I felt no urge to tweak it, just a satisfaction in having done something well. So yes, I do think that (for me personally) something can reach a state of being finished, and I like it when it does. But I know what you mean. Some people just can't leave a thing alone. :)

At any rate, the point is that OLC Ubermod players can now start getting used to the mod without fear of gameplay-affecting changes happening every day. :up:

Philipp_Thomsen
04-29-08, 03:49 PM
Final version???

Lets make a bet then... I bet you're gonna go until 2.0 version, by the end of May...

A box of beers on that? :lol:

(just kidding)

Klaus_Doldinger
04-29-08, 04:44 PM
Many thanks for your work! :up:

mkubani
04-29-08, 05:09 PM
OLC,

Just a tiny bug report. When I hit Fire button in periscope view, I get a tiny red line (seems like 1 pixel wide only) just above the sign "Fire" under the button. If you need a screenshot, I can do.

onelifecrisis
04-29-08, 05:10 PM
OLC,

Just a tiny bug report. When I hit Fire button in periscope view, I get a tiny red line (seems like 1 pixel wide only) just above the sign "Fire" under the button. If you need a screenshot, I can do.

I've never seen it so yes a screenshot please.

skookum
04-29-08, 08:44 PM
My earlier request for this got buried in replies. OLC, could you shed light on whether or not it's possible to have something like Sergebuto's SB camera mod working in OLCE2? I've tried activating his mod with no success. I really miss having a free moving camera on the upper deck, but do not want to sacrafice OLCE to get it.


Even if you could PM me with suggested 3ditor changes I could make to my own files would be greatly appreciated.

Marko_Ramius
04-29-08, 09:06 PM
I agree with Shookum,


SB Camera mod is a so nice must-have IMO, it would bo great to have it working with OLC GUI.

I'm still in a way that i don't know which one to sacrifice ; This is a pain.

ViperU48
04-30-08, 05:07 AM
I couldn't be more content with OLCE2 as it is in 1.8! Thanks for this one OLC! :sunny:

Catfish
04-30-08, 05:40 AM
Hello,
just installed your latest mod 1.8, before my first peacetime patrol from Koenigsberg in the baltic sea. The graphics are phantastic ! Only thing i do not like is the missing magnification of the deck gun sight - i mean there was a sight to look through, and without any help you almost cannot hit a ship at the waterline, that is more than 1000 m away.

The anchoring ships are not a challenge, but i needed some more practice and chose the tutorial torpedo mission you also showed in the video.
Now i have seen your tutorial 2 times, and it works submerged, even if my torps seem to get a bit more to the right than i intended it. Another thing is when a ship zizags, i had no problem with the "original" manual targeting, but with the new tools it really is a challenge.

However i have no idea how to set up a solution surfaced - no help in the UZO with the rings in the periscope sight, and i have a problem determining the AOB and such with the UZO. I know i could use the periscope, but i did not want to lol. So how do i find the enemy's course without use of the periscope ?

Thanks and greetings,
Catfish

Letum
04-30-08, 05:53 AM
I am still useing a very old version of your enviroment/tools.

I have not updated because I can not bear to lose the zoom levels.

It's a real shame they had to go.

JScones
04-30-08, 06:09 AM
Wow, I go away for a day and not only is there a v1.7, there's a v1.8. Top stuff. :rock:

Does this mean that I can expect a v2.0 by the time I come back on Friday night, LOL!?!

onelifecrisis
04-30-08, 06:43 AM
I am still useing a very old version of your enviroment/tools.

I have not updated because I can not bear to lose the zoom levels.

It's a real shame they had to go.

Letum,
Since you spend half your time winding people up (not very nice in text :p) I'm not sure whether to answer, but I'll give you the benefit of the doubt:
OLCE2 and OLC GUI Special are two seperate mods. You can download the Ubermod and just install OLCE2 without OLC GUI Special and you'll still have whatever zoom levels you're used to.
Cheers,
OLC

onelifecrisis
04-30-08, 06:44 AM
Wow, I go away for a day and not only is there a v1.7, there's a v1.8. Top stuff. :rock:

Does this mean that I can expect a v2.0 by the time I come back on Friday night, LOL!?!

Har har :p
I think 1.X has ended up being a sort of public beta. :roll: At least it's done now. :D

Letum
04-30-08, 07:45 AM
I am still useing a very old version of your enviroment/tools.

I have not updated because I can not bear to lose the zoom levels.

It's a real shame they had to go.
Letum,
Since you spend half your time winding people up (not very nice in text :p) I'm not sure whether to answer, but I'll give you the benefit of the doubt:
OLCE2 and OLC GUI Special are two seperate mods. You can download the Ubermod and just install OLCE2 without OLC GUI Special and you'll still have whatever zoom levels you're used to.
Cheers,
OLC

They are?!

Whoo! :D

I had no idea! Thanks! *downloads*

Me? Wind people up? really? :huh: Who? When? Where? How?

onelifecrisis
04-30-08, 08:36 AM
So far I've seen not one report of anyone trying a night-time surface attack. :huh:
Is anyone else enjoying this feature other than me? I'm very curious to know how/whether folks are liking it.

Tomcattwo
04-30-08, 09:11 AM
OLC said: So far I've seen not one report of anyone trying a night-time surface attack. :huh:
Is anyone else enjoying this feature other than me? I'm very curious to know how/whether folks are liking it.

For myself, I have been waiting for all of the post-2.1 mods to "settle down" and get to more or less final form before heading out on patrol and wishing two days into patrol that I could put in "that next update to mod XXXX..." I am really glad to hear that OLC Ubermod is about finished with 1.8! I am really waiting now for a published version of LRT/Depth Charge Shake from NVDrifter (due out soon) and maybe an update of Lifeboats from Rubini (though it looks like that one is about done as well).

That having been said, I do intend to give night convoy attack on surface a go next patrol (weather and situation contributing) if possible. That's significantly more realistic than what we had before - thank you for tweaking it to make it more realistic, OLC!

Question: are the visual sensor upgrades:
1) Tied to OLCE?
2) Tied to OLC GUI
3) Independent of either of those two "submods"?

Reason is: I use the OLCE portion of Ubermod, but 1.2.3 OLC GUI (for reasons explained earlier in this thread). I wanted to make sure the visual sensor upgrade will work given that setup.

R/
TC2

onelifecrisis
04-30-08, 09:17 AM
@Tomcattwo
The sensor changes are tied to OLCE2. I've no choice on that. Many files affect sensors, including scene.dat and the envcolor.dat files, so when configuring the sensors I did it to suit/match the OLCE2 scene changes and bundled those files with OLCE2.

Letum
04-30-08, 11:07 AM
So far I've seen not one report of anyone trying a night-time surface attack. :huh:
Is anyone else enjoying this feature other than me? I'm very curious to know how/whether folks are liking it.

Until they get radar I attack on the surface and then run on the surface. So long as the
waves are high enough to hide me.

skookum
04-30-08, 11:10 AM
I bagged an armed cruiser at night off the Orkneys yesterday. Got within 5000 Meters of the taskforce before I chickened out and submerged. But not before I got two good position fixes and plotted the course on the nav map. My crew spotted the group, led by a Fiji Class, at about 7000 meters after I had been tracking it on hydrophone for some time.

Next time I'll save my game and move in close for a shot. I'm all for the surface attack on the lone stragler, but I wonder how fast other ships in a convoy will spot the player sub once the spotlights go up.

Certainly enjoying seeing proper waves through glass now. We'll all just need to let the days of 6000 meter torpedo shots live in the past. OLC you certainly deserve the respect of everyone who downloads and uses OLCE2/ GUI.

onelifecrisis
04-30-08, 11:21 AM
Letum, are you talking about in OLCE1 (which, I now know, essentially broke night time sensors :oops:) or OLCE2?

Skookum, you can get much closer than that quite easily! :yep: :up:

Samwolf
04-30-08, 11:32 AM
So far I've seen not one report of anyone trying a night-time surface attack. :huh:
Is anyone else enjoying this feature other than me? I'm very curious to know how/whether folks are liking it.

I managed a night time surface attack in bad weather (high seas , no rain) took out 3 freighters and a Southhampton Class crusier. the escorts tried to find me but no luck. Got to within 1800 meters before launching. :up:

treblesum81
04-30-08, 12:29 PM
OLC, any chance this is compatable with Racerboy's effects mod?

mkubani
04-30-08, 12:33 PM
Hi OLC,

this is what I mean. Check the red line over "Fire". Maybe one pixel more of alpha channel?


http://img.photobucket.com/albums/v212/mkubani/Mapa%20SK/Fire.jpg

onelifecrisis
04-30-08, 12:59 PM
OLC, any chance this is compatable with Racerboy's effects mod?

Nope.

onelifecrisis
04-30-08, 01:00 PM
So far I've seen not one report of anyone trying a night-time surface attack. :huh:
Is anyone else enjoying this feature other than me? I'm very curious to know how/whether folks are liking it.

I managed a night time surface attack in bad weather (high seas , no rain) took out 3 freighters and a Southhampton Class crusier. the escorts tried to find me but no luck. Got to within 1800 meters before launching. :up:

Nice one. :D

treblesum81
04-30-08, 01:01 PM
LoL, nice and definative! ;)

treblesum81
04-30-08, 01:06 PM
Speaking of rain, was conducting a decks awash approach to a task force last night and the weather conditions seemed to indicate rain (dark, stormy weather... lightning and thunder, heavy waves and winds) but there was no rain and the NO said as much.

Is this correct, or am I missing out on something?

onelifecrisis
04-30-08, 01:14 PM
It should finish uploading in about 20 minutes.

I'd try to pretend that the major version number increase is justified, but you'd all know I just ran out of numbers. :p

So anyway... what's new? Well, I finally cracked map contact updates. :rock:

I'm unhappy with them off, and very unhappy with them on, so I did something about it. The updated readme and players guide have all the info you need, but here is the text from the players guide for your perusal:


OLC GUI Special – Realistic Map Contact Updates

As almost everyone agrees, the map contact updates in SH3 are not very realistic, but turning them off completely leaves the player a bit too blind and deaf. In my opinion it would be ideal to see hydrophone contact lines (which are now slightly inaccurate thanks to GWX) and a general position marker for sighted convoys, and yet not have individual visual contacts marked on the map with 21st century precision. This is the goal of the map changes in OLC GUI Special.


The navigation map can be broadly thought of as having two zoom levels, which I'll imaginatively name “zoomed-in” and “zoomed-out”. The crossover point between these zoom levels is the point at which grid lines start to show on your map.


Fig. 5: A “zoomed-out” view of the navigation map. No grid lines are visible.


In the zoomed-out view all visual and hydrophone contacts are shown, but those that are part of a convoy will be shown “grouped” meaning that the entire convoy will be shown as a single icon (or, when submerged, as a single hydrophone contact line).

Fig. 6: A “zoomed-in” view of the navigation map. Grid lines are now drawn on the map.


In the zoomed-in view, visual contacts on the surface (ships and submarines) will not be shown at all, but hydrophone contacts and visual contacts on land and in the air will all be shown individually.


These changes mean that simply raising your scope and looking at your map will still be a valid method of checking for enemy aircraft (which somewhat reduces the need for a lower zoom level on the observation scope) but the same tactic will no longer provide you with instant, highly accurate torpedo targeting data for enemy ships (especially those sailing in convoys). Meanwhile, tracking the overall movements of enemy shipping remains a straightforward matter, and the situational awareness provided by your sonar man is not lost.

onelifecrisis
04-30-08, 01:15 PM
Speaking of rain, was conducting a decks awash approach to a task force last night and the weather conditions seemed to indicate rain (dark, stormy weather... lightning and thunder, heavy waves and winds) but there was no rain and the NO said as much.

Is this correct, or am I missing out on something?

You can have heavy clouds, thunder, low visibility and high winds without there being any rain.
Edit: Just to be perfectly clear, you can also have them with rain. You'll get both kinds of weather.

treblesum81
04-30-08, 01:17 PM
I agree with that just based on real world knowledge, but there was copius amounts of thunder and lightning, yet still not a drop of rain, and while it is actually possible to have a massive lightning storm with little to no rain, I've never seen any game bother with modelling this.

Edit: Ok, I guess I just wasn't sure if they were both modelled (kudos to you for bothering IHMO). I've just played a total patrol time of about 4 months now and never seen so much as a drop of rain, so I wasn't sure if I was missing out.

onelifecrisis
04-30-08, 01:31 PM
I agree with that just based on real world knowledge, but there was copius amounts of thunder and lightning, yet still not a drop of rain, and while it is actually possible to have a massive lightning storm with little to no rain, I've never seen any game bother with modelling this.

Edit: Ok, I guess I just wasn't sure if they were both modelled (kudos to you for bothering IHMO). I've just played a total patrol time of about 4 months now and never seen so much as a drop of rain, so I wasn't sure if I was missing out.

No kudos to me: it was like that since stock.
I'm getting plenty of both kinds of weather playing the Ubermod. Maybe you were just (un)lucky? :hmm:

Wolfehunter
04-30-08, 01:35 PM
LOL I can't keepup with you dude. :rotfl: Every other day I open this page up and something new in the cookie jar. Thanks OLCs :up:

treblesum81
04-30-08, 02:07 PM
No kudos to me: it was like that since stock.
I'm getting plenty of both kinds of weather playing the Ubermod. Maybe you were just (un)lucky? :hmm:

Could be, as for all I know the rain existed but a few miles away so I could experience the storm, but not the rain...

These changes mean that simply raising your scope and looking at your map will still be a valid method of checking for enemy aircraft (which somewhat reduces the need for a lower zoom level on the observation scope) but the same tactic will no longer provide you with instant, highly accurate torpedo targeting data for enemy ships (especially those sailing in convoys). Meanwhile, tracking the overall movements of enemy shipping remains a straightforward matter, and the situational awareness provided by your sonar man is not lost.

So does this mean I won't have enough map contact accuracy to plot the course lines of individual lines in a convoy? I ask because my favorite convoy attack tactic at this point in time is to arrive ahead of the convoy and infiltrate between the lines (usually the center for the best targets) to make my attack and then use the convoy ships as both sound masking (not sure how well this is modelled, but in theory it should work... if its not modelled, I think it should be... your quiet electric engines and small props should be almost completely drowned out by the big blades of the merchants...) and as obsticals to impede the escorts from easily tracking in on me.

Greg

onelifecrisis
04-30-08, 02:18 PM
So does this mean I won't have enough map contact accuracy to plot the course lines of individual lines in a convoy? I ask because my favorite convoy attack tactic at this point in time is to arrive ahead of the convoy and infiltrate between the lines (usually the center for the best targets) to make my attack and then use the convoy ships as both sound masking (not sure how well this is modelled, but in theory it should work... if its not modelled, I think it should be... your quiet electric engines and small props should be almost completely drowned out by the big blades of the merchants...) and as obsticals to impede the escorts from easily tracking in on me.

Yes and no. Basically you'll have to work a bit harder to determine the indivdual lines, but all the info you need to do that can be obtained from a combination of your map contact updates and the use of your periscope and/or hydrophones.

BTW, sensors in SH3 are obscured when a ship is directly between you and another ship, but AFAIK there is no generalised degradation of hydrophone sensors in the area around/inside a convoy.

onelifecrisis
04-30-08, 02:28 PM
So does this mean I won't have enough map contact accuracy to plot the course lines of individual lines in a convoy? I ask because my favorite convoy attack tactic at this point in time is to arrive ahead of the convoy and infiltrate between the lines (usually the center for the best targets) to make my attack and then use the convoy ships as both sound masking (not sure how well this is modelled, but in theory it should work... if its not modelled, I think it should be... your quiet electric engines and small props should be almost completely drowned out by the big blades of the merchants...) and as obsticals to impede the escorts from easily tracking in on me.

Yes and no. Basically you'll have to work a bit harder to determine the indivdual lines, but all the info you need to do that can be obtained from a combination of your map contact updates and the use of your periscope and/or hydrophones.

BTW, sensors in SH3 are obscured when a ship is directly between you and another ship, but AFAIK there is no generalised degradation of hydrophone sensors in the area around/inside a convoy.

Greg,
A further thought on this: once near/inside the convoy, you can use your attack map. The attack map still shows individual contacts, even in a convoy, even "zoomed-in", my reasoning being that the absence of map tools (like a ruler a compass) on the attack map means that all you can gain from these contact markers is situational awareness and a general idea of what ships are where. This is fine with me so I left it as it was.

treblesum81
04-30-08, 02:31 PM
Yes and no. Basically you'll have to work a bit harder to determine the indivdual lines, but all the info you need to do that can be obtained from a combination of your map contact updates and the use of your periscope and/or hydrophones.
Ok, I just want to make sure I have the whole picture here...

1) This is always in effect, or only in effect if you have the "no map contact updates" option selected (or the opposite)?

2) With this in effect, will the map still be updated with the proper location and icon if I raise the scope and lock onto a surface contact as has been the case previously (I did think it to be way unrealistic that you would get a 360* update of all visible contacts just by raising the scope, but to be able to lock individual contacts and mark their location and distance is not all that unrealistic if you think about it).

3) When you are surfaced, will contacts be updated when tracked either by you or your crew?

Sorry for all of the questions, I just want to be sure I know what I'm getting into before I update to this.

Thanks,
Greg

Edit: Also, is there any possibility that you might release a lighter version of the GUI? I used to use the light version of GUI 1.2.3, but have switched to the dark since its what you've offered with the Ubermod, but I've been having some trouble lately using it because the dark GUI is not all that visible when I'm playing in daytime lighting (IRL).

Edit2: A further thought on this: once near/inside the convoy, you can use your attack map. The attack map still shows individual contacts, even in a convoy, even "zoomed-in", my reasoning being that the absence of map tools (like a ruler a compass) on the attack map means that all you can gain from these contact markers is situational awareness and a general idea of what ships are where. This is fine with me so I left it as it was.

That is understandable, though it would only be useful when close enough to the convoy that you couldn't really maneuver into position fast enough with available speed (slow or 1/3). So it goes back to my last question about map contacts being updated if you are able to visually lock on them with the scope.

onelifecrisis
04-30-08, 02:46 PM
Ok, I just want to make sure I have the whole picture here...

1) This is always in effect, or only in effect if you have the "no map contact updates" option selected (or the opposite)?

If you tick "no map contact updates" then you get no map contact updates.
If you untick "no map contact updates" then you get what I described above.

2) With this in effect, will the map still be updated with the proper location and icon if I raise the scope and lock onto a surface contact as has been the case previously (I did think it to be way unrealistic that you would get a 360* update of all visible contacts just by raising the scope, but to be able to lock individual contacts and mark their location and distance is not all that unrealistic if you think about it).

It's only realistic if you take the time to measure the range and bearing using the "U-Jagd" tools, as they would have had to do IRL. If you take the time to do that, and then mark the result on your map, then that's realistic IMO. Pressing "Lock, F5, Mark" and getting a perfect, exact position in 2 seconds... is not.

3) When you are surfaced, will contacts be updated when tracked either by you or your crew?

Contacts/convoys will be marked on your map in the zoomed-out view, but if you zoom in past the point where grid lines appear then they'll disappear. They re-appear when you zoom out again. The zoomed-out view is more than accurate enough to get an good plot of the ship/convoy position and course.

Sorry for all of the questions, I just want to be sure I know what I'm getting into before I update to this.

Thanks,
Greg

Edit: Also, is there any possibility that you might release a lighter version of the GUI? I used to use the light version of GUI 1.2.3, but have switched to the dark since its what you've offered with the Ubermod, but I've been having some trouble lately using it because the dark GUI is not all that visible when I'm playing in daytime lighting (IRL).

Yeah, probably, not a priority right now though, sorry.

Greg,
Answers above in yellow.

treblesum81
04-30-08, 03:11 PM
Ok, I just want to make sure I have the whole picture here...

1) This is always in effect, or only in effect if you have the "no map contact updates" option selected (or the opposite)?

If you tick "no map contact updates" then you get no map contact updates.
If you untick "no map contact updates" then you get what I described above.

2) With this in effect, will the map still be updated with the proper location and icon if I raise the scope and lock onto a surface contact as has been the case previously (I did think it to be way unrealistic that you would get a 360* update of all visible contacts just by raising the scope, but to be able to lock individual contacts and mark their location and distance is not all that unrealistic if you think about it).

It's only realistic if you take the time to measure the range and bearing using the "U-Jagd" tools, as they would have had to do IRL. If you take the time to do that, and then mark the result on your map, then that's realistic IMO. Pressing "Lock, F5, Mark" and getting a perfect, exact position in 2 seconds... is not.

I agree that its not 100% realistic, but I play at about 50% realism as things stand at this point anyway. By allowing the lock, it would simulate me going through the process of trying to get accurate range and bearing... Though I will say that it is possible to lock a target to get its bearing and then toggle open the auto-TDC to get an approximate range, though I would much prefer the option.

3) When you are surfaced, will contacts be updated when tracked either by you or your crew?

Contacts/convoys will be marked on your map in the zoomed-out view, but if you zoom in past the point where grid lines appear then they'll disappear. They re-appear when you zoom out again. The zoomed-out view is more than accurate enough to get an good plot of the ship/convoy position and course.

I agree that it is plenty of accuracy to plot intercept courses and the like, but, as you've said, in zoomed out mode the convoy is represented by the grouped marker and when you go to "zoomed-in" mode it is removed. I don't argue with removing that, as I've said, it seemed quite unrealistic to pop your scope up and suddenly know where everything is, but it would be nice to still be able to relatively quickly get a picture of your target area when you're still to far to use the attack map, but close enough that you want something more detailed than "here is a convoy". Also, I've tried to use the U-Jagd tools and, at least at this skill level, I'm not yet able to use them effectively in conjunction with much of an attack... by the time I personally finish the calcs, they aren't really valid anymore...

Sorry for all of the questions, I just want to be sure I know what I'm getting into before I update to this.

Thanks,
Greg

Edit: Also, is there any possibility that you might release a lighter version of the GUI? I used to use the light version of GUI 1.2.3, but have switched to the dark since its what you've offered with the Ubermod, but I've been having some trouble lately using it because the dark GUI is not all that visible when I'm playing in daytime lighting (IRL).

Yeah, probably, not a priority right now though, sorry.
Greg,
Answers above in yellow.

Above in Green :p...

Basically I just think that this upgrade might take the Ubermod above my personal abilities at the moment. That doesn't mean its not going to be great for plenty of other people, and I guess I don't expect you to alter it on the statements of one person, but I'll probably be sticking with 1.8 until I move out of the 50% realism relm.

Sorry, just voicing my concerns.
Greg

onelifecrisis
04-30-08, 03:21 PM
Basically I just think that this upgrade might take the Ubermod above my personal abilities at the moment. That doesn't mean its not going to be great for plenty of other people, and I guess I don't expect you to alter it on the statements of one person, but I'll probably be sticking with 1.8 until I move out of the 50% realism relm.

Sorry, just voicing my concerns.
Greg


No problem.

I play high-realism, and I mod for high-realism. It won't please everyone; it's not meant to.

You have the option of using OLCE2 with OLC GUI v1.2.3 and then you'll basically get everything you want out of those mods, with the possible exception of the waves being rendered nicely through the scope.

Wolfehunter
04-30-08, 03:57 PM
Basically I just think that this upgrade might take the Ubermod above my personal abilities at the moment. That doesn't mean its not going to be great for plenty of other people, and I guess I don't expect you to alter it on the statements of one person, but I'll probably be sticking with 1.8 until I move out of the 50% realism relm.

Sorry, just voicing my concerns.
Greg


No problem.

I play high-realism, and I mod for high-realism. It won't please everyone; it's not meant to.

You have the option of using OLCE2 with OLC GUI v1.2.3 and then you'll basically get everything you want out of those mods, with the possible exception of the waves being rendered nicely through the scope.Did you include the new values set by GWX 2.1? Or are you going to wait till Rubini fixes that. What files will I have to remove to make it compatible with GWX 2.1? Is it all the sub folder or just the dat files? I know val files aren't related...:hmm:
thanks OLC.

onelifecrisis
04-30-08, 03:58 PM
I'm having a thought. :hmm:
As it stands now, the realistic map updates bit can easily be separated and made into a 3rd JSGME mod (OLC Ubermod part 3 of 3, I guess). I guess I could release 2.0.1 with that option, since it'll take all of 5 seconds. :hmm:
Why not. But if for any reason it becomes necessary to remerge them for ease of maintenance, I will. :arrgh!:

onelifecrisis
04-30-08, 04:00 PM
Basically I just think that this upgrade might take the Ubermod above my personal abilities at the moment. That doesn't mean its not going to be great for plenty of other people, and I guess I don't expect you to alter it on the statements of one person, but I'll probably be sticking with 1.8 until I move out of the 50% realism relm.

Sorry, just voicing my concerns.
Greg


No problem.

I play high-realism, and I mod for high-realism. It won't please everyone; it's not meant to.

You have the option of using OLCE2 with OLC GUI v1.2.3 and then you'll basically get everything you want out of those mods, with the possible exception of the waves being rendered nicely through the scope.Did you include the new values set by GWX 2.1? Or are you going to wait till Rubini fixes that. What files will I have to remove to make it compatible with GWX 2.1? Is it all the sub folder or just the dat files? I know val files aren't related...:hmm:
thanks OLC.

I assume you're referring to the fuel? If so, do a little reading and you'll discover it was already effectively fixed by Rubini in the first place. ;)
Don't worry, you get more than enough fuel in OLCE2. :up:

treblesum81
04-30-08, 04:07 PM
I'm having a thought. :hmm:
As it stands now, the realistic map updates bit can easily be separated and made into a 3rd JSGME mod (OLC Ubermod part 3 of 3, I guess). I guess I could release 2.0.1 with that option, since it'll take all of 5 seconds. :hmm:
Why not. But if for any reason it becomes necessary to remerge them for ease of maintenance, I will. :arrgh!:

That had actually occurred to me, but I didn't mention it as I didn't want to come of as telling you what to do with your mod. :)

As a side note to that though, it might prove to be more versitile, as you could possibly use "2 of 3" for GUI required improvements, and "3 of 3" for strict realism improvements. Again just a thought, but it would allow you to go wild with realism and still provide a version for us mere mortals to enjoy. :oops:

Greg

Samwolf
04-30-08, 04:12 PM
So far I've seen not one report of anyone trying a night-time surface attack. :huh:
Is anyone else enjoying this feature other than me? I'm very curious to know how/whether folks are liking it.

I managed a night time surface attack in bad weather (high seas , no rain) took out 3 freighters and a Southhampton Class crusier. the escorts tried to find me but no luck. Got to within 1800 meters before launching. :up:

Nice one. :D

I almost tried to get in closer, but I chickened out. :damn:
Still four hits out of four shots ain't bad.:o

Later I got to 1500 meters of an ore carrier without being spotted, same conditions only earlier in the night this time. I think I like the new night spotting :smug:

onelifecrisis
04-30-08, 04:16 PM
As a side note to that though, it might prove to be more versitile, as you could possibly use "2 of 3" for GUI required improvements, and "3 of 3" for strict realism improvements.

lol :lol: isn't that what I just said? :doh:

treblesum81
04-30-08, 04:24 PM
Well, not in as many words, but yes, it is what you just said. :p

onelifecrisis
04-30-08, 04:37 PM
Exactly the same as v2.0.0, except that the new "realistic map contact updates" bit can now be enabled (or not) seperately.

treblesum81
04-30-08, 04:55 PM
here's an idea for greater realism, if its possible that is:

Stop recieved contact reports from automatically updating to the map, instead giving a grid reference and a set of lat / long coords or possibly a grid+subgrid so that the commander must calculate its possible location and make further calculations as to where it will be in the future from there, and also base the decision to attempt an intercept on how confident the commander is in their calculations.

Again, not sure if its possible, but that is another item which didn't seem all that realistic... here's a contact report and magically it appears where its supposed to be in that grid...

It would probably require some way to really get at lat/long in game at least, but considering what you've already done with the GUI, I'm pretty sure you'd be capable of it. :D

Just a thought,
Greg

onelifecrisis
04-30-08, 05:10 PM
here's an idea for greater realism, if its possible that is:

Stop recieved contact reports from automatically updating to the map, instead giving a grid reference and a set of lat / long coords or possibly a grid+subgrid so that the commander must calculate its possible location and make further calculations as to where it will be in the future from there, and also base the decision to attempt an intercept on how confident the commander is in their calculations.

Again, not sure if its possible, but that is another item which didn't seem all that realistic... here's a contact report and magically it appears where its supposed to be in that grid...

It would probably require some way to really get at lat/long in game at least, but considering what you've already done with the GUI, I'm pretty sure you'd be capable of it. :D

Just a thought,
Greg

I think you've not quite understood the way those reports work. There are two kinds: 1) reports from BDU (which appear in your radio messages, giving you a grid, direction, and speed) and 2) those markers that appear on your map, which I assume to be radio transmissions intercepted by your radioman, because whether or not he is qualified and his level of experience both affect the probability of those markers appearing.

These two often come at exactly the same time, giving the impression that they are the same thing, but they're not, which is why sometimes you will get a message from BDU but no marker (meaning you have to search for the convoy based on little more than a grid reference) whereas other times you get the marker but no radio report from DBU.

I don't think that bit needs changing. :know:

Myxale
04-30-08, 05:49 PM
:o 2.0 already!! I just...oh bugger...oh well, never mind!
I guess JScones was right huh. 2.0 before he gets back friday! :rotfl:

Anyway cheers!:arrgh!:

onelifecrisis
04-30-08, 06:58 PM
I guess JScones was right huh. 2.0 before he gets back friday! :rotfl:

Well I could have named it 1.9 just to prove the naysayers wrong :lol: but, nah! :arrgh!:

Samwolf
04-30-08, 09:02 PM
OLC,

Noticed some strange behavior with my submarine wakes and since your OLCE and Rubini's waterstream mods are the only ones I'm using that change the submarine .val files. I'd thought I'd ask here. I noticed that the U-boat doesn't leave a wake unless there's another ship also visible. If I go to external view while cruising around alone I only get the bow spray and a short propeller wake. If there is another ship around like in a harbor or a target, I get the normal wake alongside the U-boat and behind it. Any ideas?

onelifecrisis
04-30-08, 09:59 PM
OLC,

Noticed some strange behavior with my submarine wakes and since your OLCE and Rubini's waterstream mods are the only ones I'm using that change the submarine .val files. I'd thought I'd ask here. I noticed that the U-boat doesn't leave a wake unless there's another ship also visible. If I go to external view while cruising around alone I only get the bow spray and a short propeller wake. If there is another ship around like in a harbor or a target, I get the normal wake alongside the U-boat and behind it. Any ideas?

Ask Rubini. The wakes are part of his mod.

Philipp_Thomsen
04-30-08, 10:20 PM
I guess JScones was right huh. 2.0 before he gets back friday! :rotfl:

Well I could have named it 1.9 just to prove the naysayers wrong :lol: but, nah! :arrgh!:

You own me a box of beers! :lol:

skookum
04-30-08, 10:43 PM
OLC, do the degree marks on the OBS scope crosshair correspond to the marks on the wiz wheel in the attack scope? In otherwords, can I transfer measurments from the higher magnification OBS scope and use them with the wiz wheel?

Henri II
04-30-08, 10:52 PM
Hi, after a long SH3 pause I decided to give it another go with GWX and the OLC Übermod and so far I like it a lot. But I have two questions to wich I couldn't find answers so far, so if you have a minute ...

1.
In the UZO there is a vertical scale which looks like it can be used to calculate the range to target. Is there some simple formula that can be used for this, or is it just "for show"?

2.
In the UZO and both scope views there is a small white mark at the spot where the ships name appears once it is identified, does that serve some purpose? If not can it be removed somehow? It's not a big deal but if it doesn't have to be there I would like to get rid of it.

onelifecrisis
04-30-08, 10:58 PM
OLC, do the degree marks on the OBS scope crosshair correspond to the marks on the wiz wheel in the attack scope? In otherwords, can I transfer measurments from the higher magnification OBS scope and use them with the wiz wheel?

No. Each mark in the attack scope is 1 degree. Each mark in the obs scope is half a degree. You can do the arithmetic and transfer between the scopes if you really want, though doing so somewhat defeats the purpose of installing the mod.

onelifecrisis
04-30-08, 11:01 PM
Hi, after a long SH3 pause I decided to give it another go with GWX and the OLC Übermod and so far I like it a lot. But I have two questions to wich I couldn't find answers so far, so if you have a minute ...

1.
In the UZO there is a vertical scale which looks like it can be used to calculate the range to target. Is there some simple formula that can be used for this, or is it just "for show"?

RTFM :up:

2.
In the UZO and both scope views there is a small white mark at the spot where the ships name appears once it is identified, does that serve some purpose? If not can it be removed somehow? It's not a big deal but if it doesn't have to be there I would like to get rid of it.

Yes it serves a purpose.


Answers above in yellow.

Edit:
Perhaps you're not using the latest version - I only updated it yesterday, after all. In v2.0.x the Ubermod Players Guide has been updated with instructions on how to use the UZO marking lines. Basically, multiply the number on those lines by the mast value, and you've got the range.

Henri II
04-30-08, 11:42 PM
Thanks, I was indeed still using 1.8. I love the new realistic contacts. I actually started to do exactly the same thing myself, you saved me from editing another 100 files or so.:up:

treblesum81
04-30-08, 11:43 PM
Noticed a couple small items since installing 2.0.1...

1) When clicking in the "quick-assignment" buttons in the crew management screen (surfaced cruise, submerged attack, etc...), I've noticed since upgrading to 2.0.1 that these seem to have lost function or at best are working erratically, and on more than one occasion in the last 4 hours clicking on one has led to CTD. I'm not sure if any changes were made to the files responsible for these, but I've not changed any other part of my installation other than replacing 1.8 (1 and 2) with 2.0.1 1 and 2, but not 3).

2) In the Nav map screen (sorry to come back to this again...), the small black marks that now represent ships are nearly invisible in the middle zoom levels. Perhaps they could be made to maintain a standard size across the zoom levels like the previous ship boxes and diamonds did? But, I must say I'm very pleased with the new bearing dial in place of my sub circle, I've already found it to be incredibly usefull, especially considering the GWX took away the directional trails for map contacts.

Thanks,
Greg

Philipp_Thomsen
05-01-08, 01:13 AM
Noticed a couple small items since installing 2.0.1...

1) When clicking in the "quick-assignment" buttons in the crew management screen (surfaced cruise, submerged attack, etc...), I've noticed since upgrading to 2.0.1 that these seem to have lost function or at best are working erratically, and on more than one occasion in the last 4 hours clicking on one has led to CTD. I'm not sure if any changes were made to the files responsible for these, but I've not changed any other part of my installation other than replacing 1.8 (1 and 2) with 2.0.1 1 and 2, but not 3).


Thanks,
Greg

From the GWX 2.0 MANUAL


Setting the crew configuration for ―surface cruise mode‖ in the crew management window (F7) will cause a crash to desktop (CTD). This is a stock Silent Hunter III bug, for which there is no workaround other than to arrange the locations of your crewmembers manually and avoid the use of the crew configuration buttons.
The GWX Team recommends not using the crew configuration buttons due to CTD risks


You guys have to learn to always RTFM! :lol:

mkubani
05-01-08, 01:31 AM
Hi OLC,

this is what I mean. Check the red line over "Fire&amp". Maybe one pixel more of alpha channel?


http://img.photobucket.com/albums/v212/mkubani/Mapa%20SK/Fire.jpg

treblesum81
05-01-08, 01:31 AM
Perhaps I didn't RTFM on this one, BUT, first of all, this is the first time I've experienced this particular error (I've used that particular button many times), and second, the other buttons no longer work.... i.e. If I click on submerged attack when I'm getting ready to do an attack, the button will move all of my fatigued crew (no, they are not all fatigued) from the bow / stern quarters to the electric engines compartment, radio room, and fore torpedo room... essentially stopping me dead in my attack plan tracks until I can go back and replace them all manually.

Edit: I will accept the fact that the Surface Cruise button may be originally bugged, but all of the other buttons worked up until this point.

HW3
05-01-08, 03:46 AM
Perhaps I didn't RTFM on this one, BUT, first of all, this is the first time I've experienced this particular error (I've used that particular button many times), and second, the other buttons no longer work.... i.e. If I click on submerged attack when I'm getting ready to do an attack, the button will move all of my fatigued crew (no, they are not all fatigued) from the bow / stern quarters to the electric engines compartment, radio room, and fore torpedo room... essentially stopping me dead in my attack plan tracks until I can go back and replace them all manually.

Edit: I will accept the fact that the Surface Cruise button may be originally bugged, but all of the other buttons worked up until this point.

You should consider yourself very lucky then. This bug has been reported may times since the sim first came out. It never was fixed in the patches and has plagued us ever since. Most all of us just ignore those buttons.:yep:

Uber Gruber
05-01-08, 04:08 AM
@OLC

I've not loaded 2.0 yet but your logic sounds good, i'm glad you're appreciative of the need for situational awareness without GPS map updates. I was using the Modified Map Updates mod which basicly revealed a circle when you hovered your mouse in the vacinity of the ship on which your periscope was locked. This would mean you would have to get range and bearing and roughly plot it on the map to find the map point where the ship should be, hovering over this point revealed a circle which disapeared if you moved your mouse away. This might help Greg, or those trying to get to grips with the more realistic map updates, as it acts as confirmation that you've got the plot right.

Then again, maybe they should just work harder :rotfl:

Henri II
05-01-08, 04:11 AM
Perhaps I didn't RTFM on this one, BUT, first of all, this is the first time I've experienced this particular error (I've used that particular button many times), and second, the other buttons no longer work.... i.e. If I click on submerged attack when I'm getting ready to do an attack, the button will move all of my fatigued crew (no, they are not all fatigued) from the bow / stern quarters to the electric engines compartment, radio room, and fore torpedo room... essentially stopping me dead in my attack plan tracks until I can go back and replace them all manually.

Edit: I will accept the fact that the Surface Cruise button may be originally bugged, but all of the other buttons worked up until this point.
You should consider yourself very lucky then. This bug has been reported may times since the sim first came out. It never was fixed in the patches and has plagued us ever since. Most all of us just ignore those buttons.:yep:

Exactly, I've installed and reinstalled SH3 about a dozen times by now and those buttons never worked for me as intended.

Samwolf
05-01-08, 05:17 AM
OLC,

Noticed some strange behavior with my submarine wakes and since your OLCE and Rubini's waterstream mods are the only ones I'm using that change the submarine .val files. I'd thought I'd ask here. I noticed that the U-boat doesn't leave a wake unless there's another ship also visible. If I go to external view while cruising around alone I only get the bow spray and a short propeller wake. If there is another ship around like in a harbor or a target, I get the normal wake alongside the U-boat and behind it. Any ideas?

Ask Rubini. The wakes are part of his mod.

Ok Thanks.

rascal101
05-01-08, 05:48 AM
Well here goes I hope I am not repeating a previous question.

I love the difference in graphic quality of this mod, but am having difficulty learning the TDC. I know there is a video tutorial but its difficult to refer to the tute when your in the game, is there an up to date, step by step walkthrough that can be printed and refered to when in game?

Failing that I found it very useful in the stock game to perform manual targetting and then check my results by asking the weapons officer, over time I got better at it and eventually wnet manual fulltime. I love the look and feel of the OLC but find it very difficult to keep track of I wonder if there is a way to do as above I learn and then test my computations bu asking the weapons officer.

I know this might horrify some realists but well I too want ot learn this thing so I can go 100%

Regards
Rascal
Hi, after a long SH3 pause I decided to give it another go with GWX and the OLC Übermod and so far I like it a lot. But I have two questions to wich I couldn't find answers so far, so if you have a minute ...

1.
In the UZO there is a vertical scale which looks like it can be used to calculate the range to target. Is there some simple formula that can be used for this, or is it just "for show"?

RTFM :up:

2.
In the UZO and both scope views there is a small white mark at the spot where the ships name appears once it is identified, does that serve some purpose? If not can it be removed somehow? It's not a big deal but if it doesn't have to be there I would like to get rid of it.

Yes it serves a purpose.

Answers above in yellow.

Edit:
Perhaps you're not using the latest version - I only updated it yesterday, after all. In v2.0.x the Ubermod Players Guide has been updated with instructions on how to use the UZO marking lines. Basically, multiply the number on those lines by the mast value, and you've got the range.

skookum
05-01-08, 09:06 AM
No. Each mark in the attack scope is 1 degree. Each mark in the obs scope is half a degree. You can do the arithmetic and transfer between the scopes if you really want, though doing so somewhat defeats the purpose of installing the mod.
Well yes and no. The arithmetic is fairly simple (apparently just count every other tick) and since the OBS has a higher zoom than the attack scope. I found this makes it easier to use the wiz wheel to estimate targets at a greater distance than is now possible with the attack scope.


OLC is the man.

onelifecrisis
05-01-08, 10:11 AM
OLC, do the degree marks on the OBS scope crosshair correspond to the marks on the wiz wheel in the attack scope? In otherwords, can I transfer measurments from the higher magnification OBS scope and use them with the wiz wheel?

No. Each mark in the attack scope is 1 degree. Each mark in the obs scope is half a degree. You can do the arithmetic and transfer between the scopes if you really want, though doing so somewhat defeats the purpose of installing the mod.

Just to clarify, I'm talking about the black marks along the top/side of the scopes, not the blue/red/yellow/green marks on the Range/AOB Finder.

onelifecrisis
05-01-08, 10:22 AM
Noticed a couple small items since installing 2.0.1...

1) When clicking in the "quick-assignment" buttons in the crew management screen (surfaced cruise, submerged attack, etc...), I've noticed since upgrading to 2.0.1 that these seem to have lost function or at best are working erratically, and on more than one occasion in the last 4 hours clicking on one has led to CTD. I'm not sure if any changes were made to the files responsible for these, but I've not changed any other part of my installation other than replacing 1.8 (1 and 2) with 2.0.1 1 and 2, but not 3).

As has been noted by other players, these buttons were bugged since stock.

2) In the Nav map screen (sorry to come back to this again...), the small black marks that now represent ships are nearly invisible in the middle zoom levels. Perhaps they could be made to maintain a standard size across the zoom levels like the previous ship boxes and diamonds did? But, I must say I'm very pleased with the new bearing dial in place of my sub circle, I've already found it to be incredibly usefull, especially considering the GWX took away the directional trails for map contacts.


This is a consequence of the realistic map contact update changes. In 2.0.1 I separated parts of those changes into a third modlet (OLC Realistic Map Contact Updates) so that people wouldn't be forced to use them, but the problem you describe is the price to be paid by the people that choose not to. I'm sorry but, as ever, I am unwilling to start making and maintaining multiple versions of my mods to suit the vast array of different playing styles. Besides, the "small icons" are not a major problem IMO.

Thanks,
Greg

Answers above, Greg.
Cheers.

onelifecrisis
05-01-08, 10:33 AM
@OLC

I've not loaded 2.0 yet but your logic sounds good, i'm glad you're appreciative of the need for situational awareness without GPS map updates. I was using the Modified Map Updates mod which basicly revealed a circle when you hovered your mouse in the vacinity of the ship on which your periscope was locked. This would mean you would have to get range and bearing and roughly plot it on the map to find the map point where the ship should be, hovering over this point revealed a circle which disapeared if you moved your mouse away. This might help Greg, or those trying to get to grips with the more realistic map updates, as it acts as confirmation that you've got the plot right.

Then again, maybe they should just work harder :rotfl:

I didn't know about that "Modified Map Updates" mod but from your description it sounds similar to one of the ideas I played around with. My problem with that solution was simply that the circle was far too accurate for my liking. You can just zoom right in on it and slap down a Marker in the middle of the cirlce and you have the ship position accurate to like 3 feet. I don't like having the option to do that. I find a missed torpedo to be much too frustrating if I know I could have guaranteed a hit by "cheating" on the navmap, so I've tried to find a solution for map contacts which doesn't have any "cheats".

I did actually discover one cheat since posting 2.0.1, and the fix for it means losing map contacts from the F6 attack map altogether, but I doubt anyone will really miss those.

onelifecrisis
05-01-08, 10:38 AM
Well here goes I hope I am not repeating a previous question.

I love the difference in graphic quality of this mod, but am having difficulty learning the TDC. I know there is a video tutorial but its difficult to refer to the tute when your in the game, is there an up to date, step by step walkthrough that can be printed and refered to when in game?

Failing that I found it very useful in the stock game to perform manual targetting and then check my results by asking the weapons officer, over time I got better at it and eventually wnet manual fulltime. I love the look and feel of the OLC but find it very difficult to keep track of I wonder if there is a way to do as above I learn and then test my computations bu asking the weapons officer.

I know this might horrify some realists but well I too want ot learn this thing so I can go 100%

Regards
Rascal

Rascal, there aren't any walkthroughs for OLC GUI Special, and the player-made walkthroughs for OLC GUI v1.2.3 are not correct for OLC GUI Special. Maybe you should be the first to make a new one? ;)

Doing some training missions and checking your results with the WO is a very good idea IMO and it's actually how I learned to use the tools. To enable the WO's "solution to target" command (for training purposes only, of course ;)) just assign a keyboard shortcut to it.

onelifecrisis
05-01-08, 10:40 AM
OLC is the man.

:smug:
:rotfl:

skookum
05-01-08, 11:50 AM
Just to clarify, I'm talking about the black marks along the top/side of the scopes, not the blue/red/yellow/green marks on the Range/AOB Finder.

Is there an interger/half interger ratio between the black marks along the top/side of the scope and colored marks on the Range/AOB finder?

onelifecrisis
05-01-08, 12:08 PM
Just to clarify, I'm talking about the black marks along the top/side of the scopes, not the blue/red/yellow/green marks on the Range/AOB Finder.

Is there an interger/half interger ratio between the black marks along the top/side of the scope and colored marks on the Range/AOB finder?

IIRC 1 marking line in the attack scope = 2 marking lines in the Range/AOB Finder.
But, wouldn't it be easier for you to just turn off manual targetting?

skookum
05-01-08, 01:04 PM
I want to target manually, but I want to be able to accurately estimate the distance and AOB of a target that is more distant than the zoom level of the new attack periscope allows. If I know that the marks in the OBS scope logically corespond to the marks on the range/AOB finder in the attack scope, then I can take the measurments from the OBS scope and use the wiz wheel to do the math. All manual, just want to maximize my ability to target distant ships.

Catfish
05-01-08, 02:07 PM
Hello OLC,
i am getting used to the new manual targeting, it's a lot of fun ! Still have to practise with the attack disk :hmm:

Only thing i would like to change is the one-sight-only deck gun, where you do not even have the original binoculars for adjusting range.
Is this deck gun magnification coupled to the magnification in the periscope (attack and observe one), and does not work because it is turned off here ?

Thanks and greetings,
Catfish

Marko_Ramius
05-01-08, 08:45 PM
My god, Ver. 2.01 :o

Are you crazy/bionic man ? :rotfl: :rotfl:


1.8 is considered finish :rotfl: :rotfl:



Seriously, OLC --> :up: :up:

The work on map contact is absolutely something i was waiting ; This is great. I wil try that soon.


If i understood well, the contact map moddlet can not be used without OLC GUI ?

onelifecrisis
05-01-08, 08:48 PM
If i understood well, the contact map moddlet can not be used without OLC GUI ?

Specifically, it cannot be used without OLC GUI Special. Details are in the included readme. :up:
P.S. 1.8 was finished, in a way. ;) 2.01 adds a new optional mod. There are no changes to OLCE2, and the only change to OLC GUI Special is something to make it compatible with OLC Realistic Map Contact Updates! :p :lol:

Edit: Actually that little OLC Realistic Map Contact Updates mod (god that's a lot to type... OLCRMCU? :hmm: :roll:) should work, more or less, with the normal GWX GUI if you use that. But it won't work with OLC GUI v1.2.3.

rascal101
05-01-08, 10:31 PM
I didnt think you could get info frm the WO, if I click on him currently with OLC activated all he does is identify they target, no firing solution is availiable. Or have I indeed missed something fundamental?

Also

I have missed something, how can I make it so I can get a firing sollution and assign a short cut key as you suggest.

Sorry, If I seem a bit technically chellenged, its because I am!

Well here goes I hope I am not repeating a previous question.

I love the difference in graphic quality of this mod, but am having difficulty learning the TDC. I know there is a video tutorial but its difficult to refer to the tute when your in the game, is there an up to date, step by step walkthrough that can be printed and refered to when in game?

Failing that I found it very useful in the stock game to perform manual targetting and then check my results by asking the weapons officer, over time I got better at it and eventually wnet manual fulltime. I love the look and feel of the OLC but find it very difficult to keep track of I wonder if there is a way to do as above I learn and then test my computations bu asking the weapons officer.

I know this might horrify some realists but well I too want ot learn this thing so I can go 100%

Regards
Rascal
Rascal, there aren't any walkthroughs for OLC GUI Special, and the player-made walkthroughs for OLC GUI v1.2.3 are not correct for OLC GUI Special. Maybe you should be the first to make a new one? ;)

Doing some training missions and checking your results with the WO is a very good idea IMO and it's actually how I learned to use the tools. To enable the WO's "solution to target" command (for training purposes only, of course ;)) just assign a keyboard shortcut to it.

JScones
05-02-08, 02:38 AM
I guess JScones was right huh. 2.0 before he gets back friday! :rotfl:

Well I could have named it 1.9 just to prove the naysayers wrong :lol: but, nah! :arrgh!:
:rotfl:

I actually thought that I'd come back to a "v1.10" with a "nah nah" comment from you, LOL!

Thanks for the d/l.

balto63
05-02-08, 02:40 AM
If I want to use skin like Wolfehunter's one can I use it ?
I try with JSME but it warned me that a file has been yet modifed by Ubermod;

Hi to all Kaleuns

onelifecrisis
05-02-08, 04:34 AM
I guess JScones was right huh. 2.0 before he gets back friday! :rotfl:

Well I could have named it 1.9 just to prove the naysayers wrong :lol: but, nah! :arrgh!:
:rotfl:

I actually thought that I'd come back to a "v1.10" with a "nah nah" comment from you, LOL!

Damnit, why didn't I think of that!? :damn: :lol:

onelifecrisis
05-02-08, 04:37 AM
If I want to use skin like Wolfehunter's one can I use it ?

Not without breaking some stuff. Wolfehunter apparently uses the Ubermod, so maybe he can help you.

balto63
05-02-08, 04:40 AM
If I want to use skin like Wolfehunter's one can I use it ?
Not without breaking some stuff. Wolfehunter apparently uses the Ubermod, so maybe he can help you.


Thanks a lot I'll call him for help.

Great mod thanks again

Wolfehunter
05-02-08, 08:04 AM
Yes you can use it. You can't break a mod with a texture or sound addon. The only one I would be wondering about is the XXI U-2511 for GWX 2.1 It has a DAT file so I don't know if OLC has modified any XXI dat files against the vanilla GWX 2.1 dat file?

If not then you just use JSGME to overide it.

If yes then I will have to remedy this...:up:

balto63
05-02-08, 08:53 AM
Yes you can use it. You can't break a mod with a texture or sound addon. The only one I would be wondering about is the XXI U-2511 for GWX 2.1 It has a DAT file so I don't know if OLC has modified any XXI dat files against the vanilla GWX 2.1 dat file?

If not then you just use JSGME to overide it.

If yes then I will have to remedy this...:up:
Thanks a lot Wolfehunter
The two skin I would like to use are:
VIIB U-boat U-83 Med camo
VIIC U-boat Standard Camo

TIA

Einsman
05-03-08, 05:01 AM
Yesterday I installed the new version 2.01

OLC GUI OLC + GUI SPECIAL OLC + GUI REALISTIC CONTACTS

When I start a campaign and choose the option of realism, I find the camera of events turned on and updating contacts on the map turned off. Is this correct? If we are looking for realism, why we activate the camera?

What objectives we are looking for with this activation?


Thank you.

Sorry. My english is bad.

Catfish
05-03-08, 06:05 AM
Hello,
if you want the sim as "real" as possible you can turn the event camera off. The event camera is not the exterior camera you get with "." or "F12".

Updating contacts should indeed be turned on for using the enhanced new realistic contact update. You will not see those contacts as long / persistent as in the original SH3 though, which is a good balance between situation awareness and decaying accuracy of positions - very good mod from OLC !

"What objectives we are looking for with this activation?"

Don't know exactly what you mean with this, but the main goal is realism. The settings in the "realism" menu are not set by the mods you installed, but by SH3 itself, so you should adjust them to your liking.
Help from weapon's officer should also be turned on, it will not affect the difficulty settings percentage - this is how it was - in fact in reality the 1. WO mostly did the targeting alone, which is not so even with help enabled, if you use the OLC GUI.

OLCE is for those phantastic graphics with better colours and a blaring sun, and much more.
The GUI mod is for realistic manual targeting, which b.t.w. should also be turned on for being able to use this mod.

Greetings,
Catfish

Herr Trigger
05-03-08, 07:32 AM
Hi to all,
Sorry to be a pain but I have installed the amazing OLCE2 and each time I have attempted to install 'Merged Campaign' I have a CTD. In a previous post I was under the impression that Merged Campaign mod was going to be included in OLCE/OLC Special but i cannot find any reference to this point in documentation or post #1.
Any feedback would be appreciated and apologies if I have missed something.

Many Thanks,

Herr Trigger.

onelifecrisis
05-03-08, 10:02 AM
When I start a campaign and choose the option of realism, I find the camera of events turned on and updating contacts on the map turned off. Is this correct? If we are looking for realism, why we activate the camera?

What objectives we are looking for with this activation?

This is a non-issue; you can turn off the event camera with one click.

The settings in the "realism" menu are not set by the mods you installed, but by SH3 itself...

Not true, I changed it. But as you correctly pointed out, you can override it easily enough.

Hi to all,
Sorry to be a pain but I have installed the amazing OLCE2 and each time I have attempted to install 'Merged Campaign' I have a CTD. In a previous post I was under the impression that Merged Campaign mod was going to be included in OLCE/OLC Special but i cannot find any reference to this point in documentation or post #1.
Any feedback would be appreciated and apologies if I have missed something.

You did miss something. It proved to be unnecessary to include any campaign files, so they were not included (hence, no references to them in the documentation). This shouldn't cause any problems at all. I just tried starting a campaign using OLCE2 + merged campaign and it worked fine. Are you attempting to make this change mid patrol?

Herr Trigger
05-03-08, 10:53 AM
Originally posted by onelifecrisis:

You did miss something. It proved to be unnecessary to include any campaign files, so they were not included (hence, no references to them in the documentation). This shouldn't cause any problems at all. I just tried starting a campaign using OLCE2 + merged campaign and it worked fine. Are you attempting to make this change mid patrol? __________________

Hmm strange, no it wasn't mid-patrol as it goes. Not to worry though there must be an issue or conflict elsewhere. Thank you for your reply sir, and well done on your achievements, excellent work.

Herr Trigger.

onelifecrisis
05-03-08, 01:15 PM
Changes in this version:

OLC Realistic Map Contact Updates now affects the attack map in the same way as it affects the navigation map.
Minor updates and corrections to the Ubermod documentation.

onelifecrisis
05-03-08, 02:02 PM
Olc, i do like / love your mod but i don`t like the blue water.
It`s so unrealistic. With the gwx water i often had the feeling that
i was real at sea.

If i want to have the gwx water back what do i have to do?

Open JSGME, click on the whatever parts of the OLC Ubermod you've installed, and press the button that looks like this: <

java`s revenge
05-03-08, 03:53 PM
No no no i want to keep your outstanding mod. Only i don`t like the waterbehaviour and colour.

Klaus_Doldinger
05-03-08, 05:09 PM
Strangely enough, I find the water colour, sun light and skies more realistic, I don´t know why, since I´m daltonic, but this is the case: for me this mod is like to be in the real life concerning water, skies, sunlight and night. What a pity to lose the periscope zooms.

By the way, despite the possible risk of being more easily detected, there is a excellent home-made solution to zoom problems: raise both periscopes to get a perfect idea of range to target:know: . Definitely I like your mod, thank you!:up:

Schwuppes
05-03-08, 07:21 PM
Well here goes I hope I am not repeating a previous question.

I love the difference in graphic quality of this mod, but am having difficulty learning the TDC. I know there is a video tutorial but its difficult to refer to the tute when your in the game, is there an up to date, step by step walkthrough that can be printed and refered to when in game?

Failing that I found it very useful in the stock game to perform manual targetting and then check my results by asking the weapons officer, over time I got better at it and eventually wnet manual fulltime. I love the look and feel of the OLC but find it very difficult to keep track of I wonder if there is a way to do as above I learn and then test my computations bu asking the weapons officer.

I know this might horrify some realists but well I too want ot learn this thing so I can go 100%

Regards
Rascal
Rascal, there aren't any walkthroughs for OLC GUI Special, and the player-made walkthroughs for OLC GUI v1.2.3 are not correct for OLC GUI Special. Maybe you should be the first to make a new one? ;)

Doing some training missions and checking your results with the WO is a very good idea IMO and it's actually how I learned to use the tools. To enable the WO's "solution to target" command (for training purposes only, of course ;)) just assign a keyboard shortcut to it.

OK just so I get this straight.... I can actually assign a keyboard command for the WO to give me a "solution to target" whilst using OLC GUI 1.2.3 and OCLE2?

If yes how can I do this?

silentwayIII
05-03-08, 08:30 PM
Downloaded your great mod and installed it. It will take time to learn the mechanics of maual firing, but I know it will come. One thing I noticed was that the framerate has gone down to 8-9 per seconds when using the external camera (f12) while the boat is surfaced...mis ocean. I believe this is because of the major graphics update (the environmental portion) but could it also be that your mod uses the 16km atmosphere?

I have always used the standard 8km atmoshere and my framerates have never been below 18-20 in (f12) for the most part. So what is it 16 or 8 and if its 16, is there someway to use it in the 8km world.

Thanks for the hard work on this mod.

Silentway

Captain von Keldunk
05-04-08, 04:20 AM
Hello:D
!6 km and all:up: Looks like it also fixed my graphics problems.:D
Im using it on top of NYGM 2.6 i know, not compatibe. but like it this way.:yep:
:up: :up:

Catfish
05-04-08, 06:31 AM
Hello,
my god, version 2.02 after the final version 1.8 a few days ago :o.

Meanwhile I'm quite good in using the new stadimeter and the "ring" system - seems my targeting is more precise than with the original tools for manual targeting (with the notepad). Still have to look at the attack disk -

I find the colours, along with the new reduced enemy's potential of spotting the boat, an excellent enhancement to GWX 2.01. This way the U-boat gets back its vital advantage at night for surface attacks, being almost invisible - detection still is a bit too easy for the escorts i think, but i like the challenge. I have tested this only in single missions for now, but it works a treat. Now those surface attacks going in like a PT-boat is what the U-boats were really doing to achieve the tonnage numbers in the beginning of the war.

Concerning the wave colours i have to say this is the closest thing to reality i have yet seen in a sim, including SH IV. I have been doing a lot of real sailing in the Baltic sea as well as in the North sea, and OLCE has that real touch that was somehow not quite right before. Only thing is I have not yet seen the OLCE sea colours in a storm yet ...

Thanks a lot for this mod, and greetings,
Catfish

Vorperblad
05-04-08, 08:11 AM
Your work is SuperB!!! Can't thank you enuf. :up: Many many hrs of effort, (and beer) to get this mod perfected for us. Thank you again. I will enjoy this like a fine cabernet.

:sunny: Andy

Alex
05-04-08, 10:11 AM
Olc, i do like / love your mod but i don`t like the blue water.
It`s so unrealistic. With the gwx water i often had the feeling that
i was real at sea.

If i want to have the gwx water back what do i have to do?
Open JSGME, click on the whatever parts of the OLC Ubermod you've installed, and press the button that looks like this: <
It looks very nice in my humble opinion. :hmm:

@ OLC : By the way, if you plan on improving the real looking of the underwater view, do not forget to watch this video (http://www.youtube.com/watch?v=uSjKT8JPQAc) (2:18), found in this thread (http://www.subsim.com/radioroom/showthread.php?t=136117). :ping:

onelifecrisis
05-04-08, 10:54 PM
Thanks guys. Alex, I'll take a look, thanks. :up:

gord96
05-05-08, 12:06 AM
Great mod! No need to go back to SH4 now with SH3 looking so good now!

Quick question. Can you use crew and boat skins with your mod? Got an overwrite warning when I went to activate so I didnt.

Also do Intergrated Orders work if you are using the OLCE2 and the regular/stock GUI? Noticed it said it was not compatible but I figured that was only if you had the OLC GUI installed. :hmm:

Anyway thanks again. Very nice work:up:

onelifecrisis
05-05-08, 06:40 AM
Mod compatibility notes on post #1 have been updated. :up:

Cezbor
05-05-08, 07:05 AM
Great job with "the mod". I do enjoy testing it. So far, no serious problems. Keep up the good work.:up:

Einsman
05-05-08, 07:13 AM
As Klaus said in post 481...

Definitely I like your mod, thank you!:up:

onelifecrisis
05-05-08, 07:21 AM
Changes in this version:

Further, minor tweaks to the crew face/hand brightness problem.
Removed the water stream mod (OLCE2 is still compatible with it, provided the water stream mod is enabled first).

Alex
05-05-08, 07:34 AM
Thanks guys. Alex, I'll take a look, thanks. :up:

Very cool. :|\\

Good luck ! :up:

gord96
05-05-08, 08:35 AM
Thanks OLC! :yep:

Two more quick questions;

I looked around and could not find any info on what the RealWeatherFix mod does. Any info?

Also is there a reason you removed the water stream mod from your latest version? I like it alot and just want to make sure it isnt causing any problems.

Thanks again for this great mod!:rock:

onelifecrisis
05-05-08, 08:53 AM
Also is there a reason you removed the water stream mod from your latest version? I like it alot and just want to make sure it isnt causing any problems.

I'm afraid so. In addition to some fuel problems (which are not a big issue IMO, but they're there) the mod also stabilises the deck gun, effectively reversing the excellent LRG mechanics (for the U-boats) in GWX. Whether or not that's a big issue is up to the player. OLCE2 remains compatible with the Water Stream mod. :yep:

gord96
05-05-08, 09:16 AM
gotcha. i play in type II boats only so the deck gun isn't an issue. i guess that means I will keep the mod on :lol:

thanks again:ping:

Uber Gruber
05-05-08, 12:26 PM
I like the water streams alot and I find existing deck gunnary with 15secs reload time fine for my needs. I always let the crew fire it anyway so i'm happy to carry on using the Water Streams.

But thanks for the new release all the same.:up:

onelifecrisis
05-05-08, 07:01 PM
I like the water streams alot and I find existing deck gunnary with 15secs reload time fine for my needs. I always let the crew fire it anyway so i'm happy to carry on using the Water Streams.

But thanks for the new release all the same.:up:

Just to clarify, I'm not talking about camera stabilisation, and I'm not talking about reload times; I'm talking about the stabilisation of the gun when manned by the crew. Your hit percentage (using the crew to fire the gun) will be a lot higher with the water stream mod enabled. I'm certainly not saying don't use it, I'm just clarifying my previous answer.

Samwolf
05-05-08, 07:24 PM
I like the water streams alot and I find existing deck gunnary with 15secs reload time fine for my needs. I always let the crew fire it anyway so i'm happy to carry on using the Water Streams.

But thanks for the new release all the same.:up:

Just to clarify, I'm not talking about camera stabilisation, and I'm not talking about reload times; I'm talking about the stabilisation of the gun when manned by the crew. Your hit percentage (using the crew to fire the gun) will be a lot higher with the water stream mod enabled. I'm certainly not saying don't use it, I'm just clarifying my previous answer.

LOL! You haven't shipped out with my crew. They never seem to be able to hit the broadside of a barn if they were in it.

onelifecrisis
05-05-08, 07:55 PM
I like the water streams alot and I find existing deck gunnary with 15secs reload time fine for my needs. I always let the crew fire it anyway so i'm happy to carry on using the Water Streams.

But thanks for the new release all the same.:up:

Just to clarify, I'm not talking about camera stabilisation, and I'm not talking about reload times; I'm talking about the stabilisation of the gun when manned by the crew. Your hit percentage (using the crew to fire the gun) will be a lot higher with the water stream mod enabled. I'm certainly not saying don't use it, I'm just clarifying my previous answer.

LOL! You haven't shipped out with my crew. They never seem to be able to hit the broadside of a barn if they were in it.

Hmm :hmm:
I've not tested with all of the U-boats; I suppose it's likely that some of them will be more affected by the water stream mod than others, since Rubini's changes were not the same for all U-boats, and its even possible that some of the U-boats could be made less accurate by the water stream mod. I'm in a Type IXB right now, and the water stream mod improves accuracy for me. What's your boat?

Kravixon
05-05-08, 08:43 PM
The latest version, 2.0.3 seems not to be backwards compatible for me. I just installed it from 2.0.1 along with GUI version 1.2.3 and I get a CTD after "not so long ago". I am continuing my testing now and will edit back any new findings.

I think most or near half at least of people are using 1.2.3 GUI for the magnification on the attack periscope. There seems to be no really good way to get data without it.

onelifecrisis
05-05-08, 08:52 PM
The latest version, 2.0.3 seems not to be backwards compatible for me. I just installed it from 2.0.1 along with GUI version 1.2.3 and I get a CTD after "not so long ago". I am continuing my testing now and will edit back any new findings.

Did you try to enable it mid patrol?