View Full Version : [REL] OLC Ubermod v2.4.3 for GWX 2.1
Kravixon
05-05-08, 08:56 PM
I did, as with all other recent versions. This is the first one I'm having a problem with.
I guess I'll have to go back to 2.0.1.
onelifecrisis
05-05-08, 08:59 PM
I did, as with all other recent versions. This is the first one I'm having a problem with.
I guess I'll have to go back to 2.0.1.
Just because the other versions didn't cause CTDs when you enabled them mid-patrol, that doesn't mean that enabling them mid-patrol was a good idea. :p
2.0.1 (or whatever you were using when you saved) until the end of your patrol, then you will be able to upgrade safely.
onelifecrisis
05-05-08, 09:01 PM
As for this bit:
I think most or near half at least of people are using 1.2.3 GUI for the magnification on the attack periscope.
Uhuh... not that I'm disagreeing with you necessarily, but precisely where did you get those statistics?
There seems to be no really good way to get data without it.
Bollocks.
Kravixon
05-05-08, 09:10 PM
More than every second person commenting in different threads says they prefer or continue to use 1.2.3.
A friend and I had been using 1.2.3 with success rates of around 60-80% and now hit only one or two torpedos per patrol.
It is obvious that getting accurate measurements is half as precise when using half the magnification.
The 1357 downloads of 1.2.3 continue to rise even with the new GUI included after 1.6 or whenever the 3x was introduced.
onelifecrisis
05-05-08, 09:36 PM
More than every second person commenting in different threads says they prefer or continue to use 1.2.3.
A friend and I had been using 1.2.3 with success rates of around 60-80% and now hit only one or two torpedos per patrol.
It is obvious that getting accurate measurements is half as precise when using half the magnification.
The 1357 downloads of 1.2.3 continue to rise even with the new GUI included after 1.6 or whenever the 3x was introduced.
Oh come off it. What threads? You think I don't read these forums? And what does the download count have to do with anything? Like I said, I'm not necessarily disagreeing - maybe at least half of OLCE2 players do prefer 1.2.3 - but trying to act like you have more of an idea of this than I do is pretty ludicrous, not to mention quite insulting.
Philipp_Thomsen
05-05-08, 09:55 PM
what Is Wrong With You People? If You Prefer Olc's Gui 1.2.3, Use It And Stop Complaining! Olc Have Other Things To Do Then Hearing All You People Complain About Differences Of Two Mods, That's Why He Did Make Two Mods, To Please Everybody. If You Dont Like Olc's Special, Like Me, Use The Gui 1.2.3 And Shut Up!
If you suck at getting a decent data for the TDC, use the 1.2.3... To each his own.
Edited by RDP ( that font on steroids ). Hard on the eyes :yep:
onelifecrisis
05-05-08, 10:02 PM
PT, thanks... for the... support? :lol:
Philipp_Thomsen
05-05-08, 10:28 PM
PT, thanks... for the... support? :lol:
Jesus crist, man... some people just don't have notion... Looking from the outside, the people that don't know how hard is to mod, they keep telling you a large amount of bullsh!t...
For people that don't know: nobody here mod to please everybody. We all mod to please OURSELVES, but we share what we did coz we think that somebody else might enjoy and use our mod. If you don't enjoy somebody's work, then don't use it, make your own mod, according to your taste. Don't ever tell people what to do to please you, ever ever... in any aspect of life...
"I WANT YOU TO CHANGE YOUR MOD TO FIT MY TASTE, AND I STAND CORRECT COZ HALF OF THE PEOPLE HERE THINK LIKE ME"
1) GFYS!
2) The above!
3) Everybody at this wonderful forum is very nice people, they will ask all of your questions and doubts, if you ask nicely. You can even become a very good modder, just by asking and learning from the people here.
4) ASK for directions on how to fix this and that to match your taste, ASK NICELY about the functionality of something and you'll be replied. BUT FIRST, TRY YOURSELF!
5) A LOT of questions have been previously answered on this forum, believe or not this forum is very very old. And it have a wonderful SEARCH button, and advanced searching options, you might find everything you need to learn how to do it yourself.
Only after modding a lot and suffering long nights to make something work you'll understand how painful it is when somebody comes to you, say that your mod SUCKS, say that half of the forum agrees with you (how the hell can you possibly know that) and say that you have to change it to please you, otherwise you will cry like a baby.
This is not only on this forum, with OLC's work. THIS IS ABOUT LIFE!
NEVER NEVER NEVER NEVER DO IT, TO ANYBODY, NO MATTER WHAT!
Always think twice about what you're saying here, this is a nice environment where we try to keep reason about what we say, and besides, OLC have worked his ass out for a very long time over this mod, and he have amazing patience with everybody, trying everything on his grasp to make it work, to make it compatible with, to teach how to do it and to improve based on feedback.
That was no feedback, that was whinning.
Thanks for this space, OLC... I hope I helped, somehow, to relief your stress with those guys.
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?
Well, why the water stream mod could affect the accuracy? :hmm:
Just curious...
Philipp_Thomsen
05-05-08, 11:07 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?
Well, why the water stream mod could affect the accuracy? :hmm:
Just curious...
This have nothing to do with accuracy, OLC is daydreaming... :lol:
Kravixon
05-06-08, 12:30 AM
Well, I'm glad you seem to have the time to write elaborate rants and insults when creative feedback is given. Perhaps a "jolley good I'll continue work on another version" would be good feedback from a developer instead of "bollocks".
Just because one is new to a project or forum does not give you the right to begin flaming new participants who are trying to help spur creativity.
I will, obviously, continue my own usage of various modifications in the manners I choose.
I hope you both will continue your good work in support of the community instead of in a spirit of hating outsiders and new recruits.
Uber Gruber
05-06-08, 04:22 AM
Actually, I thought "Bolloxs" was quite appropiate considering the claims you were making. But you're new here so i'll happily accord you some slack whilst you find your way around this forum.
@OLC I'm using VII/c and I haven't noticed any gun accuracy differences since before or after installing Water Streams. I spend most of the time screaming at the useless sods from the bridge:yep:
Samwolf
05-06-08, 05:08 AM
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?
I'm in a VIIb. Third patrol with a qualified gun crew. No way these guys are "sharphooters". Of course they're better in calm seas and at close range but at anything over 900 meters they'll miss almost half the time depending on the size of the target. So for me the gunnery works fine with or without the Waterstream mod.:lol:
KapiteinP
05-06-08, 06:14 AM
First: OLC thanks for this wonderful mod. Even without the sun (due to my Nvidia graphics card) it's a wonderful scenery ánd GUI.
But I have some trouble with engaging my targets. Everytime my watch officer reports a merchant or warship it is too late: warships are already attacking me and merchants are already zigzagging. Even if I go immediately to periscope depth, they've already spotted me... Also speed doesn't matter and TC is not extremely high (128 or 256). In all instances visibility was moderate (9km).
I think this is due to some changes by this mod in the sensors.dat file. I don't believe the british eyes where historical better than the german's, so maybe you could do a little finetuning here in the next version and give my crew some british eyes...? ;)
onelifecrisis
05-06-08, 06:33 AM
Well, I'm glad you seem to have the time to write elaborate rants and insults when creative feedback is given. Perhaps a "jolley good I'll continue work on another version" would be good feedback from a developer instead of "bollocks".
Herein lies your mistake. You think I'm a developer! I'm not. I'm a person. Go and think about it really hard.
Just because one is new to a project or forum does not give you the right to begin flaming new participants who are trying to help spur creativity.
There you go again with that word... creative. And both times you have used it to describe you? So let me get this right... I'm the "developer" and you're the "creative" person ...uhuh... this is starting to sound familiar.
I will, obviously, continue my own usage of various modifications in the manners I choose.
I hope you both will continue your good work in support of the community instead of in a spirit of hating outsiders and new recruits.
So you're new. Well, hang around for a while and you'll see that I react to such comments equally badly regardless of whether they come from members new or old.
onelifecrisis
05-06-08, 06:38 AM
But I have some trouble with engaging my targets. Everytime my watch officer reports a merchant or warship it is too late: warships are already attacking me and merchants are already zigzagging. Even if I go immediately to periscope depth, they've already spotted me... Also speed doesn't matter
Yes it does, it matters an enormous amount, not just this mod but also in unmodified GWX. As I explained in the players guide. You did read the players guid, right? :nope:
and TC is not extremely high (128 or 256). In all instances visibility was moderate (9km).
I think this is due to some changes by this mod in the sensors.dat file.
Really! That's interesting... since I never changed that file.
I don't believe the british eyes where historical better than the german's, so maybe you could do a little finetuning here in the next version and give my crew some british eyes...? ;)
Maybe you could RTFM... no wait... maybe you could play unmodified GWX for a while, then RTFM. Have you ever played unmodified GWX? No need to answer... it was kindof a rhetorical question.
Above in yellow.
onelifecrisis
05-06-08, 06:46 AM
Rubini, I'll PM you, see if we can figure that out.
KapiteinP
05-06-08, 06:59 AM
But I have some trouble with engaging my targets. Everytime my watch officer reports a merchant or warship it is too late: warships are already attacking me and merchants are already zigzagging. Even if I go immediately to periscope depth, they've already spotted me... Also speed doesn't matter
Yes it does, it matters an enormous amount, not just this mod but also in unmodified GWX. As I explained in the players guide. You did read the players guid, right? :nope:
That's not what I meant. I read the players guide and so I knew about the influence of your own speed. By writing 'Also speed doesn't matter' I meant that the enemy saw me first at every speed. So, even if I tried again at 2 knots my crew alerted me too late.
I think this is due to some changes by this mod in the sensors.dat file.
Really! That's interesting... since I never changed that file.
Sorry for that, I read you changed the sensors and automatically thought that that is about sensors.dat...
Maybe you could RTFM... no wait... maybe you could play unmodified GWX for a while, then RTFM.
I will certainly try and get back to this with my test results.
onelifecrisis
05-06-08, 07:05 AM
That's not what I meant. I read the players guide and so I knew about the influence of your own speed. By writing 'Also speed doesn't matter' I meant that the enemy saw me first at every speed. So, even if I tried again at 2 knots my crew alerted me too late.
OIC. Well that's definitely not right. What other mods have you installed? Also, what year are you playing? I ask because when someone else PM'd me with a similar problem, it turned out he hadn't realised that the enemy have radar later in the war. :roll:
Uber Gruber
05-06-08, 07:07 AM
@KapeteinP
Is this happening in a "mission" or in the campaign ? I've never encountered this behaviour in a campaign, I always see them first except if i'm on high time compression in zero visability (which is a silly thing to be doing anyway).
onelifecrisis
05-06-08, 07:18 AM
@KapeteinP
Is this happening in a "mission" or in the campaign ? I've never encountered this behaviour in a campaign, I always see them first except if i'm on high time compression in zero visability (which is a silly thing to be doing anyway).
As an aside... in the campaign, as early as 1940, GWX enemy ships will spot you at distances greater than your crew can see if A. the weather is very calm (0m/s wind speed or similar) and B. you are going fast (ahead full/flank). But this isn't something I've added; GWX has been like that for a long time and there has been a great many discussions here at subsim in which KL has had to justify that change to disgruntled players who didn't like it.
Daytime sensors in OLCE2 work more or less the same as those in GWX 2.1.
It's worth knowing this before you try to flank a convoy on a calm, clear day. ;)
KapiteinP
05-06-08, 08:13 AM
As an aside... in the campaign, as early as 1940, GWX enemy ships will spot you at distances greater than your crew can see if A. the weather is very calm (0m/s wind speed or similar) and B. you are going fast (ahead full/flank). But this isn't something I've added; GWX has been like that for a long time and there has been a great many discussions here at subsim in which KL has had to justify that change to disgruntled players who didn't like it.
I'm quite sure this is the problem. As far as I can remember the weather was very calm in all instances. So I think this has nothing to do with this mod, but with GWX 2.1. Guess I have to be a little bit more careful... Thanks for your answers, OLC and Uber Gruber!
onelifecrisis
05-06-08, 08:29 AM
As an aside... in the campaign, as early as 1940, GWX enemy ships will spot you at distances greater than your crew can see if A. the weather is very calm (0m/s wind speed or similar) and B. you are going fast (ahead full/flank). But this isn't something I've added; GWX has been like that for a long time and there has been a great many discussions here at subsim in which KL has had to justify that change to disgruntled players who didn't like it.
I'm quite sure this is the problem. As far as I can remember the weather was very calm in all instances. So I think this has nothing to do with this mod, but with GWX 2.1. Guess I have to be a little bit more careful... Thanks for your answers, OLC and Uber Gruber!
Even in calm weather you should not get spotted first unless you're going quite fast... but you said your speed made no difference?
Catfish
05-06-08, 10:45 AM
Hello Onelifcrisis,
just wanted to say i still use the 2.02 version (the "old" 2-day old one lol), and i have not seen any problem with it. Concerning the waterstream mod i read it does not alter the fuel consumption in a dramatic way - if you cruise to a certain grid in mid-atlantic you will anyway go by 6 knots - if at all.
Visibility at daylight: This is still a concern, if it does not have anything to do with your mod.
(I experienced several events in 1939 when i was cruising at some 6 knots (calm seas, ok), and an unvisible destroyer (four stacker as i found out when it came near) started shelling me. He should not have had radar in 1939, but this is the only idea i have of him spotting me from a distance of more than 15 kilometers. I could not even visually see him with exterior cam, let alone from the conning tower. I dived instantly, but when he came near some 15 minutes later he new exactly where i was :dead:. Had saved before contact and replayed it 5 times to find out.)
The night visibility with the Uebermod is more believable, if still a bit AI-friendly, but as i wrote i like the challenge.
Thanks for the mod, and your patience ;),
Catfish
onelifecrisis
05-06-08, 11:05 AM
Hello Onelifcrisis,
just wanted to say i still use the 2.02 version (the "old" 2-day old one lol), and i have not seen any problem with it. Concerning the waterstream mod i read it does not alter the fuel consumption in a dramatic way - if you cruise to a certain grid in mid-atlantic you will anyway go by 6 knots - if at all.
Visibility at daylight: This is still a concern, if it does not have anything to do with your mod.
(I experienced several events in 1939 when i was cruising at some 6 knots (calm seas, ok), and an unvisible destroyer (four stacker as i found out when it came near) started shelling me. He should not have had radar in 1939, but this is the only idea i have of him spotting me from a distance of more than 15 kilometers. I could not even visually see him with exterior cam, let alone from the conning tower. I dived instantly, but when he came near some 15 minutes later he new exactly where i was :dead:. Had saved before contact and replayed it 5 times to find out.)
The night visibility with the Uebermod is more believable, if still a bit AI-friendly, but as i wrote i like the challenge.
Thanks for the mod, and your patience ;),
Catfish
Patience? What patience? Here is a picture of the patience I have left:
There. What do you mean you can't see it? It's right there above this text.
KapiteinP
05-06-08, 01:59 PM
Even in calm weather you should not get spotted first unless you're going quite fast... but you said your speed made no difference?
Indeed, I was spotted even at 1/3 fahrt. But like you wrote this is most probably due to GWX and has nothing to do with this mod. If the same situation appears again I will make a post of it in the GWX 2.1 thread.
Hi OnelifeCrises, I just started to use the supermod and I checked the threads because I'm affraid my question will be asked before but I cannot find it so I have to ask.
I noticed that me scope is being spotted earlier than in GWX. For example now the auxiliar cruiser in Happy Times finds my scope at a distance of 1,7 Km (my speed is 0 knots). Which for 1940 is a little too uber. As I checked the documentation it states that during daytime enemy ships can see the same as in GWX, give or take a tiny bit. So what can or should I expect in daylight and can I adapt this so I get GWX behavior?
onelifecrisis
05-06-08, 03:03 PM
Well I guess there's no getting around this: I'll have to look into them in more detail. One thing I can say for sure is: OLC Ubermod sensors will never be identical to GWX 2.1 sensors. I changed colours, and colours affect sensors, so getting things identical to GWX is simply not possible. I can test for differences and if I find any I can try to "rebalance" things, but it will take time and I don't have much of that at the moment... so to those experiencing problems, all I can say for now is "like it or lump it".
What time I do have has recently been spent playing the game, for the most part, instead of modding it. I started playing with GHX 2.1 + OLC Ubermod in 9/39 and I'm now in 12/40. So far, visual sensors seem a little different to GWX but that's expected. For the most part I'm experiencing the same sort of daytime spotting as I'm used to, but controlled testing of daytime sensors isn't something I've done yet.
That's it, folks.
onelifecrisis
05-06-08, 03:23 PM
Hi OnelifeCrises, I just started to use the supermod and I checked the threads because I'm affraid my question will be asked before but I cannot find it so I have to ask.
I noticed that me scope is being spotted earlier than in GWX. For example now the auxiliar cruiser in Happy Times finds my scope at a distance of 1,7 Km (my speed is 0 knots). Which for 1940 is a little too uber. As I checked the documentation it states that during daytime enemy ships can see the same as in GWX, give or take a tiny bit. So what can or should I expect in daylight and can I adapt this so I get GWX behavior?
When I start up Happy Times in GWX 2.1 + OLC Ubermod, I'm already well inside visual range of the enemy (and already being fired upon) when "Not so long ago..." vanishes. So I'm not sure how you managed to get to 1.7km before being spotted! :roll:
Philipp_Thomsen
05-06-08, 04:38 PM
The problem with those clawns is that they...
... oops... my bad... I thought that this was the "aaaaaaaaaah" thread... :lol:
onelifecrisis
05-06-08, 05:09 PM
It's time for me to eat humble pie and apologise.
It didn't take too many controlled tests to establish that there's definitely a significant difference between GWX 2.1 (16km) sensors and OLCE2 sensors during the daytime.
I'll see what I can do to fix it.
In the meantime I'm pulling the DL from filefront.
Sorry about all of this.
OLC
Steiner88
05-06-08, 05:30 PM
:yep: mmmm and the zoom ? ther is missing in the periscope and guns etc.
Edit: but is a nice mod at all
onelifecrisis
05-06-08, 06:03 PM
Just a further note, FYI, on visual sensors:
Removing sensors.cfg and sim.cfg from OLCE2 results in the same thing as I had in earlier versions of the Ubermod - daytime sensors being the same as GWX 2.1 (at least that's now confirmed with some controlled tests) and enemy ships being totally blind in "night proper" (at least until they light you up with spotlights and/or flares - then they can see you - but they won't do that until you fire at them).
Hi OnelifeCrises, I just started to use the supermod and I checked the threads because I'm affraid my question will be asked before but I cannot find it so I have to ask.
I noticed that me scope is being spotted earlier than in GWX. For example now the auxiliar cruiser in Happy Times finds my scope at a distance of 1,7 Km (my speed is 0 knots). Which for 1940 is a little too uber. As I checked the documentation it states that during daytime enemy ships can see the same as in GWX, give or take a tiny bit. So what can or should I expect in daylight and can I adapt this so I get GWX behavior?
When I start up Happy Times in GWX 2.1 + OLC Ubermod, I'm already well inside visual range of the enemy (and already being fired upon) when "Not so long ago..." vanishes. So I'm not sure how you managed to get to 1.7km before being spotted! :roll:
I adapted the mission with SH3edit to start at periscope depth :D
onelifecrisis
05-07-08, 01:05 PM
This is the same as 2.0.3 except that I've removed sensors.cfg and sim.cfg which contained my changes to visual sensor settings.
This time I've done some controlled tests and, so far, the results show OLCE2 daytime visual sensors to be more or less identical to GWX 2.1 (16km) daytime visual sensors. At night, as with earlier versions of the Ubermod which didn't change those cfg files, the enemy ships can see much worse than they can in GWX 2.1 (16km). This I've not tested as much, but initial tests suggest that in 1939 and early 1940 enemy ships are totally blind at the darkest time of night until they become aware of you (e.g. by you attacking) at which point they will illuminate you with spotlights and flares, and see you quite easily at short/medium range. In late 1940 they will start to be able to spot you at night (without the aid of spotlights and flares) in favourable conditions, and currently I'm assuming that this is due to an increase in crew veterancy.
I'm inclined to leave it at that, rather than play with sensors again and risk another sensor ******* up.
Again, I apologise for not checking this sooner.
ReallyDedPoet
05-07-08, 01:47 PM
It's time for me to eat humble pie and apologise.
It takes a big person OLC to share this ^^^, hats off to you for that :yep::up:
Folks should take heed to this, you have put together a fine mod and have taken some criticism along the way, but have handled it well.
If folks don't appreciate your Ubermod after all of this, then they just don't get it.
RDP
Samwolf
05-07-08, 01:51 PM
No apologies necessary. OLCE2 is a great mod and I've been able to live with any minor incompatibilities that may have cropped up. So far the only one that is "distracting" is the night of the living dead crew faces at night, but that's probably because I don't want to give up my "Fubars Crew Uniform" mod. The better sky and sea (especially the God's night light fix) far outweigh any "problems"
Hi OLC,
Just got caught up on the latest "sensor" issues. Got a question, do we need to enable GWX 16km mod with OLC2? Yes or No is fine, I don't need to waste your time with all the details.
Thanks much! Great work!
Thanks for your answer, it was a real dumb a$$ question, but the "sensors" issue threw me for a loop, there.
Thanks!
onelifecrisis
05-07-08, 02:26 PM
Thanks RDP
Wilcke, this is from post #1
OLCE2 is not compatible with any other atmosphere/environment/colour mods. OLCE2 is a complete 16km atmosphere and should be enabled instead of the GWX -16km Atmopshere mod, not as an addition to it.
First of all I want to say Thank you for your GREAT mods. I like them very much and hope to see your future mods:up:
Now I have 2 little questions which I want you to help me with.
1. When i downloaded OLC Ubermod 2.1 and unpacked it well there are 4 folders. 3 of them are the parts of your mod. But the 4th is U-boat folder and I don't know what to do with it. In the ReadMe it says only about 3 folders to activate via JSGME. What should I do with the folder "U-boat"?
2. If I understand correct this version has no double mast values? I wanted to know if you remade your manual for targeting to match this new feature or there is no necessity? Why am I asking - I decided to start using manual targeting and I read your manual for the version with double mast values. But now we don't have doubled values. So I want to know what have changed in the targeting process and is there a new manual?
Thanks a lot
Catfish
05-07-08, 03:52 PM
Hello,
it is all in the thread in post #1 or so i think.
The U-boat folder would go into your SH3 Commander mod folder to be enabled with a JSGME copy there. It is of no use without SH3 commander, however i am really happy that myself can use it there :yep:
Double mast values are not necessary anymore. Just look at the stadimeter, adjust this value to 90 degrees, and read the distance from the middle ring where it matches with the ship's mast height on the outer ring.
Only downside is there is only one zoom factor in attack and observation scope.
Greetings,
Catfish
Hello,
it is all in the thread in post #1 or so i think.
The U-boat folder would go into your SH3 Commander mod folder to be enabled with a JSGME copy there. It is of no use without SH3 commander, however i am really happy that myself can use it there :yep:
Double mast values are not necessary anymore. Just look at the stadimeter, adjust this value to 90 degrees, and read the distance from the middle ring where it matches with the ship's mast height on the outer ring.
Only downside is there is only one zoom factor in attack and observation scope.
Greetings,
Catfish
Thanks a lot, mate
Wartzay
05-07-08, 11:06 PM
I see there is a new version up. Glad to see the bugs are fixed!:up:
However, is it possible for me to enable this midpatrol? (currently using OLCE 2.0.3)
onelifecrisis
05-07-08, 11:14 PM
I see there is a new version up. Glad to see the bugs are fixed!:up:
However, is it possible for me to enable this midpatrol? (currently using OLCE 2.0.3)
From 2.0.3 yes, you should be okay to enable it mid-patrol.
mainexpress
05-08-08, 02:23 AM
OLC, how do you get accurate measurements using the AOB finder in rough seas{high waves},is it possible to make torpedo attacks?
onelifecrisis
05-08-08, 02:37 AM
OLC, how do you get accurate measurements using the AOB finder in rough seas{high waves},is it possible to make torpedo attacks?
You have to set your depth shallower. In very rough weather setting your depth to as little as 11.5m may be required, depending on the sub and your speed (positive buoyancy will lift you at very low speed, so you can set depth a little deeper). The height of the waves makes a big difference to how easily spotted you are. You'll find enemy ships will spot your scope easier when you're at PD in calm waters than they can when you're at 11m, scope fully raised, in rough weather. This is kind of realistic I guess, because although the top of your U-boat will break the surface (in the latter situation) enemy ships wouldn't be able to see it (except at short range) because the waves are much higher than the top of the U-boat is. Furthermore, while the wake of the scope would stand out on a flat water surface it would be lost in all the foam in a storm.
Line of sight works both ways: if you can't see a damn thing through your scope, then they can't see your scope. Lift your depth a bit. And remember: when moving at low speed and shallow depth in rough waters it will take quite some time for your U-boat to raise its (average) depth by even by 1m. Get your depth configured well in advance of the attack.
onelifecrisis
05-08-08, 05:07 AM
In my current career it's March 1941. Playing GWX 2.1 + OLCU 2.1 I came across a large British convoy in unfavourable weather: broad daylight, no clouds, excellent visibility (16km), wind speed 0m/s. I could have waited for night time (or for the weather to change) but the convoy had been making frequent zigzags and this was the first time I'd managed to get into a firing position without it changing course before I could attack. I therefore decided to attack the left flank at long range.
I recorded it, and I'm posting the video in defiance of anyone who says the new attack scope isn't usable. :arrgh!:
OLCU Convoy Attack March 1941 (http://files.filefront.com/OLCU+Convoy+Attack+March+1941/;10155736;/fileinfo.html)
Hallo OLC.
I want to give your Ubermod a try but i haven't understood what to do with the
"U-boat" folder downloaded along with the parts 1,2 and 3.
Could you provide some help?
Thanks in advance.
onelifecrisis
05-08-08, 05:12 AM
Hallo OLC.
I want to give your Ubermod a try but i haven't understood what to do with the
"U-boat" folder downloaded along with the parts 1,2 and 3.
Could you provide some help?
Thanks in advance.
Just read the readme.
That reminds me... my GF (works in IT as a tester) said yesterday that someone at work called their readme files names like "MySisterNaked.doc"
Maybe I should try that? :hmm:
:rotfl:
Sorry! Didn't notice the pdf file.
onelifecrisis
05-08-08, 05:40 AM
:rotfl:
Sorry! Didn't notice the pdf file.
Didn't notice? Are you blind or something? Or is "didn't notice" a euphemism for "couldn't be arsed to read it"? :p
Eh?
I am telling the truth OLC. Didn't notice.:oops:
onelifecrisis
05-08-08, 06:13 AM
Eh?
I am telling the truth OLC. Didn't notice.:oops:
You're not alone.
I'm definitely calling it MySisterNaked.doc in the next release. :lol:
OLC I watched your video (above) so correct me if i am wrong.
In GWX one could use the 10X periscope to approach a convoy as well as attacking it. An Ubermod user though should/could use his 3X periscope for attacking purposes (mainly) and do a lot of hydrophone checks in order to approach it.(?)
I hope you don't go like :damn: in frustration after reading this.
Great mod by the way.:up:
OLC,
Excellent video! Good shooting man! Question, do you use any sound mods? Besides the GWX supplies sounds.
Thanks again!
onelifecrisis
05-08-08, 12:09 PM
Question, do you use any sound mods? Besides the GWX supplies sounds.
Nope, that's pure GWX. I play using headphones. On headphones the GWX sounds sound best to me.
In GWX one could use the 10X periscope to approach a convoy as well as attacking it. An Ubermod user though should/could use his 3X periscope for attacking purposes (mainly) and do a lot of hydrophone checks in order to approach it.(?)
I don't get your question. Define "should"? :hmm:
You do whatever you like. If you want to you can use the OLCU observation scope (6X) to approach the convoy.
Thanks OLC. Never mind the question.
I have installed part 1 of your mod. Great deal of job done there. You are the man! :up:
Thank you very much for sharing it.
Another question to bother you with...
In case one wants to deactivate te OLCU ; should he replace the U-boat folder with the original one? I'm reffering to SH3Cmdr of course.
with regards
tomfon
onelifecrisis
05-08-08, 01:21 PM
Another question to bother you with...
In case one wants to deactivate te OLCU ; should he replace the U-boat folder with the original one? I'm reffering to SH3Cmdr of course.
No you don't need to do anything with SH3C. The OLC U-boat files won't be used when you're not using OLC GUI.
NAZ2222
05-08-08, 06:02 PM
Hallo OLC.
I want to give your Ubermod a try but i haven't understood what to do with the
"U-boat" folder downloaded along with the parts 1,2 and 3.
Could you provide some help?
Thanks in advance.
Just read the readme.
That reminds me... my GF (works in IT as a tester) said yesterday that someone at work called their readme files names like "MySisterNaked.doc"
Maybe I should try that? :hmm:
Damm OLC you must be superman!! With all the time you spent doing this mod, you still had the time to take care of your GF!! that is almost as big achivement as this amazing Mod!!
:up: Thankx for your incredible work!
onelifecrisis
05-08-08, 06:08 PM
Enemy ships definitely get better at spotting you as the war progresses. Still in March 1941, I just tried a surface attack in clear, calm weather, at the darkest time of the night. I was spotted at 3km! Those ships certainly aren't "blind" in OLCE2 by any measure. I'm thinking this level of night visibility is about right, no? :hmm:
onelifecrisis
05-08-08, 06:14 PM
Damm OLC you must be superman!! With all the time you spent doing this mod, you still had the time to take care of your GF!! that is almost as big achivement as this amazing Mod!!
WTF is that supposed to mean?
Edit: I think I see what you're saying. First, I live with my GF. Co-habit. House-share. Comprestand? Underhend? Second, I really see no need at all for smartass comments like that. You might think me rude, but I only get irritated with people who waste my time. Don't waste my time, and I won't be rude. That's my justification... what's yours? Don't bother answering that; you just landed in my ignore list.
NAZ2222
05-08-08, 06:34 PM
I meant that only as a compliment, nothing else.
I'm sorry if I offended you in any way.
Great work nonetheless
Schwuppes
05-08-08, 06:54 PM
I sense great anger in this thread....
Philipp_Thomsen
05-08-08, 06:58 PM
OLC you get too easily offended... I think you're in a stress crisis... :lol:
ReallyDedPoet
05-08-08, 07:06 PM
Ok lads, let's chill a bit here :yep:
PT, all kidding aside, I think things overall have been handled above bar in this thread. Believe me I have seen much worse.
RDP
onelifecrisis
05-08-08, 07:32 PM
RDP, this is "above bar"!? :o Christ, I thought I was acting like a... well lets just say my recent behaviour hasn't been what I would have liked it to be.
To anyone reading:
I have a lot of RL stress at the moment. Yeah, I know, everyone has RL stress, but I daresay mine scores pretty high on any stressometer. I'm in the process of going bankrupt and my house is being repossessed... and that's only a half of it. This means it's not a good time to be asking me stupid questions or making smartass comments at my expense. And while I'm at it, this is definitely not a good time to be PMing me with mod requests. I'm not a public service.
Bug reports and constructive criticism are still welcome and I'll try not to bite the head off people for it. That's the best I can do at the moment.
Samwolf
05-08-08, 07:36 PM
Enemy ships definitely get better at spotting you as the war progresses. Still in March 1941, I just tried a surface attack in clear, calm weather, at the darkest time of the night. I was spotted at 3km! Those ships certainly aren't "blind" in OLCE2 by any measure. I'm thinking this level of night visibility is about right, no? :hmm:
Yes:up:
onelifecrisis
05-08-08, 07:38 PM
Yes:up:
:rock:
Sorry to here about the **** you're going through right now, OLC. Nothing I can say or do can alleviate that but I want to say thanks for this mod of yours. It's your MOD combined GWX that keeps me playing SH3.
Enemy ships definitely get better at spotting you as the war progresses. Still in March 1941, I just tried a surface attack in clear, calm weather, at the darkest time of the night. I was spotted at 3km! Those ships certainly aren't "blind" in OLCE2 by any measure. I'm thinking this level of night visibility is about right, no? :hmm:
What speed were you traveling? It's hard to find concrete data on stuff like this so were left with first hand accounts of night time surface attacks by ex submariners. In Iron Wolves, Herbert Werner writes about coming within several hundred meters of an unsuspecting target early in the war. Edward Beach writes similarly about up close and personal attacks in pitch darkness although a foamy wake from high speed runs could easily give you away if you an astute watch crew on the target ship.
Enemy ships definitely get better at spotting you as the war progresses. Still in March 1941, I just tried a surface attack in clear, calm weather, at the darkest time of the night. I was spotted at 3km! Those ships certainly aren't "blind" in OLCE2 by any measure. I'm thinking this level of night visibility is about right, no? :hmm:
Sincerely ?
I absolutely do not know. :o
Why ?
Simply because I've not sailed at the darkest time of the night trying to spot anything. :huh:
I think you better ask this question to a man who could give you a proper answer... If I am not mistaken, I've seen a few posts from Bill Nichols (http://www.subsim.com/radioroom/member.php?u=209999) saying that he served on a submarine some time ago. :hmm:
@ Bill : Excuse me if I'm wrong, the posts I'm speaking about have been posted more than a year ago... And I sincerely apologise if I'm mistaken.
Also, @ OLC : Here's wishing you'll get RL things sorted soon... http://img143.imageshack.us/img143/1697/forum37lv5.gif
onelifecrisis
05-08-08, 07:54 PM
Sorry to here about the **** you're going through right now, OLC. Nothing I can say or do can alleviate that but I want to say thanks for this mod of yours. It's your MOD combined GWX that keeps me playing SH3.
Enemy ships definitely get better at spotting you as the war progresses. Still in March 1941, I just tried a surface attack in clear, calm weather, at the darkest time of the night. I was spotted at 3km! Those ships certainly aren't "blind" in OLCE2 by any measure. I'm thinking this level of night visibility is about right, no? :hmm:
What speed were you traveling? It's hard to find concrete data on stuff like this so were left with first hand accounts of night time surface attacks by ex submariners. In Iron Wolves, Herbert Werner writes about coming within several hundred meters of an unsuspecting target early in the war. Edward Beach writes similarly about up close and personal attacks in pitch darkness although a foamy wake from high speed runs could easily give you away if you an astute watch crew on the target ship.
The conditions were: 0m/s wind speed, excellent visibility (16km). From what I know about sensors, this is when you are most easily detected. My speed was quite fast, around 15kts - again, that makes you easier to detect. Finally, I was fully surfaced (not decks awash). Basically I wanted to see whether they'd see me or not, and they did. I know I could have gotten closer by going slow and decks awash, but I won't know how much closer until I try it. I'll keep posting reports.
onelifecrisis
05-08-08, 07:56 PM
I've done some reading on night surface attacks. Apparently, entire wolfpacks would perform co-ordinated attacks on the surface at night. Given that only one of them would need to be spotted in order to put the enemy on high-alert, I'd say that's a good indication that subs were very hard to spot indeed at night.
Hitman once read an account of a u-boat crew being able to hear the conversation among the crew on a target ship during a surface attack, they were that close.
onelifecrisis
05-08-08, 08:03 PM
Enemy ships definitely get better at spotting you as the war progresses. Still in March 1941, I just tried a surface attack in clear, calm weather, at the darkest time of the night. I was spotted at 3km! Those ships certainly aren't "blind" in OLCE2 by any measure. I'm thinking this level of night visibility is about right, no? :hmm:
Sincerely ?
I absolutely do not know. :o
Why ?
Simply because I've not sailed at the darkest time of the night trying to spot anything. :huh:
I think you better ask this question to a man who could give you a proper answer... If I am not mistaken, I've seen a few posts from Bill Nichols (http://www.subsim.com/radioroom/member.php?u=209999) saying that he served on a submarine some time ago. :hmm:
@ Bill : Excuse me if I'm wrong, the posts I'm speaking about have been posted more than a year ago... And I sincerely apologise if I'm mistaken.
Also, @ OLC : Here's wishing you'll get RL things sorted soon... http://img143.imageshack.us/img143/1697/forum37lv5.gif
Thanks Alex.
About the sensors... when I said "enemy ships get better at spotting" I meant in SH3, not RL. This, I assume, is because "use crew efficiency" is set to TRUE in the visual sensors section of sensors.cfg. The reason I mentioned it at all is that I've tested enemy ship night-time spotting in 1939 and found them to be almost completely blind, and reported it here. I'm just trying to let people know what to expect from night-time sensors in OLCE2. It's really as much of a voyage of discovery for me as for anyone here, but if people can agree that daytime sensors are now the same as GWX, and night-time sensors are at least a step in the right direction compared to GWX, then I'll be happy. Originally I didn't want to affect sensors at all with this mod, but, well... things didn't go that way... but if I can make it so the changes are for the better, overall, and not for the worse, then it'll be something I can call a feature and not a bug....
Edit: Ooops, I re-read your post and understood it better the second time. :doh: :roll:
Yes, maybe I'll ask Bill. Thanks!
Right, mate ! :up:
You've done your best until now... And deserve to find compromise between night and daytime sensors.
Best of luck to you, my friend. :cool:
:up:
ReallyDedPoet
05-08-08, 08:19 PM
RDP, this is "above bar"!? :o Christ, I thought I was acting like a... well lets just say my recent behaviour hasn't been what I would have liked it to be.
I did say overall, not all :know:
RDP
bert8for3
05-08-08, 08:22 PM
...Best of luck to you ...
Echo that, hang in there OLC, best wishes.
Just put on 2.1 btw, it's top notch :up: .
onelifecrisis
05-08-08, 08:22 PM
RDP, this is "above bar"!? :o Christ, I thought I was acting like a... well lets just say my recent behaviour hasn't been what I would have liked it to be.
I did say overall not all :know:
RDP
lol, okay, fair enough
Wolfehunter
05-08-08, 08:40 PM
I'm not a public service.
Bug reports and constructive criticism are still welcome and I'll try not to bite the head off people for it. That's the best I can do at the moment.Man I though I had it bad...
OLC stay strong. No matter how bad it looks... fight it. Survive what ever way you need to do to keep your family going. I know how you feel. I was sweating a few years ago too. My wife and I had to fight the Provincial government on a service they provided for disabled people with new borns, because they wanted to can the service a few years later to save money. My wife is diabled and my daughter at almost 2 years old had a blood conditions that made her weak to fight infections that common cold could kill her.
So they tried everything in there power to stop the service an force put my daughter into a day care with other children, because they didn't believe my wife could raise her. Also with the blood condition my daughter had at the time if she got sick... well I and my wife wasn't going to loose our miracle child. There service agents I like to call them profiled us daily and tested our child and us... For 3 years we were threatened, probed and treated like cattle. They even threatened to take our child away by force if things didn't look good on paper. There where many night I didn't sleep because I was scared who would be bashing my door. I informed my entire family the possiblity of leaving the country just encase we got a whiff of bad thing to come. We had a few friend inside the system that would warn us if it got bad.
In the end it wasn't I or my wife or friend or family that help win the battle. It was my daughter proving us all wrong. Some how at her early age she put on a the best show ever and shut those morons up. She learnt and adapted faster than thought possible for her age all on her own. She knew somehow?:hmm:
3 years we finally kicked them out and I told them choice words for there wonder ful services.:yep: We had a clear perfect record with them. But we had to fight for our lives. For my family.:D
OLC fight don't give up. In your own world you will find the light. Believe in yourself and those who care for you. You will win.:rock:
Sorry for hijacking your thread. Your not the only one who has issues;)
And thats only a battle in life's war.:know:
Peace
WH
onelifecrisis
05-08-08, 10:39 PM
WH, thanks for the words of support and I'm glad to hear things ended up okay for you guys.
Subtype Zero
05-08-08, 11:22 PM
Dear OLC,
Take all the time you need for RL issues. We can wait (gasp)!
Take care.
onelifecrisis
05-09-08, 12:07 AM
Dear OLC,
Take all the time you need for RL issues. We can wait (gasp)!
Take care.
Thanks. I don't want to take time off from modding, I just felt an explanation for my recent ... temper ... was in order.
Thanks for the words of support from all who gave them, but I'm a bit embarrassed now, so lets get back to the thread topic. :up:
I'm releasing 2.1.1 today.
I've done some research (that means Googling) into underwater viewing distances. The furthest distance I've yet seen for underwater visibility is 70m, with 40m being a more realistic maxiumum in clear water. On the lower end of the scale, visibility can be as little as 1m in dirty water. I also watched several YouTube scuba dive videos and judging by those I'd say that a 40-70m maxiumum does look about right. I've therefore tweaked the underwater fogging effect to give a visibility distance of 50m (it was 150m before - I thought I had changed it to 500 but I'd changed only one of the two settings, oops) and increased the minimum fog amount to make the water look a bit murkier.
Since we don't have HDR in SH3 I've retained the darkish underwater look, otherwise it looks silly when water washes over the scope.
Here's a screen. It's still WIP, some small issues to fix.
http://farm4.static.flickr.com/3028/2477844214_d9f0d87ddb_o.jpg
I've also been tweaking OLC Realistic Map Contacts modlet, this time the hydrophone contacts. In 2.1.1 warship contacts are now indicated by red lines (like in stock - I've no idea why that was removed, since your sonarman can easily tell the difference) and I've made the lines a bit fuzzier and wider-spaced so that it's harder to tell exact distances. Here's another screenshot.
http://farm3.static.flickr.com/2296/2477847882_169a5ef6f0_o.jpg
Another question to bother you with...
In case one wants to deactivate te OLCU ; should he replace the U-boat folder with the original one? I'm reffering to SH3Cmdr of course.
No you don't need to do anything with SH3C. The OLC U-boat files won't be used when you're not using OLC GUI.
Thanks for the reply.;)
NAZ2222
05-09-08, 08:20 AM
OLC, I hope you can resolve your situation for the better soon! In fact I'm experiencing a similar time, currently my father is unemployed and my mother's shop it's not doing that well. I'm on the 3rd year of environmental engineering and I cant tell if will be able to fininsh it! Sometimes playing SH3 with your mod, is the only way I can blow off some steam!
About your new underwater update, it looks really good, and I wondered if it would be possible, to creat a effect like particles(mud, algae) in suspension on the water?
that should raise even more the realism of the game
Stay strong in there
onelifecrisis
05-10-08, 12:23 AM
I'm sorry to hear that, Naz. Best of luck to you and yours, too.
Particles underwater... definitely out-of-scope, at least for the moment. It's the sort of thing that might be possible, but it would be a lot of effort (for me) for a little gain.
mainexpress
05-10-08, 01:11 AM
In my current career it's March 1941. Playing GWX 2.1 + OLCU 2.1 I came across a large British convoy in unfavourable weather: broad daylight, no clouds, excellent visibility (16km), wind speed 0m/s. I could have waited for night time (or for the weather to change) but the convoy had been making frequent zigzags and this was the first time I'd managed to get into a firing position without it changing course before I could attack. I therefore decided to attack the left flank at long range.
I recorded it, and I'm posting the video in defiance of anyone who says the new attack scope isn't usable. :arrgh!:
OLCU Convoy Attack March 1941 (http://files.filefront.com/OLCU+Convoy+Attack+March+1941/;10155736;/fileinfo.html)Hi OLC thanks for explaining the depth procedure in high seas,and that tutorial video helps me out alot:up:,I can get an idea now how to attack a convoy,because im playing your mods with 100% realisim now,and manual targeting,having a blast with SH3 now,its like a whole new game for me.I still need alot of practice yet with my shots.Man you sure now how to plot on that nav map...lol. I need to learn more about the plotting tools,and how to use them properly.I downloaded both of your tutorial videos,and been watching them over and over to learn.I need to understand those speed charts too,im sure that would help me.Quick question, how do you set the depth on the torps,for different ships?,do you go by the draft measurements?
onelifecrisis
05-10-08, 01:29 AM
Quick question, how do you set the depth on the torps,for different ships?,do you go by the draft measurements?
Quick answer, yes.
Not so quick answer...
I could swear GWX 2.1 has made magnetic torps more "faulty" (if they did, then it's a good thing IMO) but at any rate I try not to use them cos I usually end up just wasting a torp. That said, when I do use them I set depth to draft+1 in flat seas (0m/s wind speed) and draft+2 in rough seas (15m/s wind speed) and something in-between when the weather is in-between.
When firing impact I go no deeper than draft-2 (much shallower than that in rough seas because the ship will go up and down a lot on the waves and your impact torp could bounce off the lower part of the hull or even pass right under the ship).
Have fun! :up:
onelifecrisis
05-10-08, 01:50 AM
Changed in this version:
Reduced the underwater visibility to 50m.
Tweaked the to the so-called "refraction" effect underwater.
Added the "Enemies of Germany" (flag) chart to the binoculars.
Removed the single-pixel "dot" at the centre of each map icon (for reasons I hope are obvious).
Made hydrophone contact lines a bit less accurate.
Made warship hydrophone contacts appear in red.
Reduced the "zoomability" of the navmap.
Updated the Player Guide.Cheers,
OLC
Schwuppes
05-10-08, 01:52 AM
Great video on that Convoy attack OLC.... a true master at work! :up:
But how did you plot the convoy course so precisely that you didn't have to use the AOB finder? I'm assuming you just entered 90 degrees AOB (Port) into the TDC because you were coming from a right angle into the convoys course? Is this correct?
onelifecrisis
05-10-08, 02:31 AM
...how did you plot the convoy course so precisely that you didn't have to use the AOB finder?
I draw a line between "where it was then" and "where it is now". :know:
I'm assuming you just entered 90 degrees AOB (Port) into the TDC because you were coming from a right angle into the convoys course? Is this correct?
Yes that's correct. Of course I set the scope point at zero first, and made sure never to turn the scope without TDC auto update being ON (and similarly, never turn the scope with it OFF).
That (map plotting) is my preferred method of calculating AOB, and it was IRL too, I understand.
I only use the AOB-Finder on rare occasions e.g. one time a fast moving task force with a carrier unexpectedly appeared in poor visibility heading more-or-less in my direction at high speed. I had to dive immediately to avoid being seen. It was moving far too fast for me to flank so I had one chance to shoot and no map data - that's the kind of occasion when an AOB-Finder really comes in useful.
mainexpress
05-10-08, 03:08 AM
...how did you plot the convoy course so precisely that you didn't have to use the AOB finder?
I draw a line between "where it was then" and "where it is now". :know:
I'm assuming you just entered 90 degrees AOB (Port) into the TDC because you were coming from a right angle into the convoys course? Is this correct?
Yes that's correct. Of course I set the scope point at zero first, and made sure never to turn the scope without TDC auto update being ON.
That (map plotting) is my preferred method of calculating AOB, and it was IRL too, I understand.
I only use the AOB-Finder on rare occasions e.g. one time a fast moving task force with a carrier unexpectedly appeared in poor visibility heading more-or-less in my direction at high speed. I had to dive immediately to avoid being seen. It was moving far too fast for me to flank so I had one chance to shoot and no map data - that's the kind of occasion when an AOB-Finder really comes in useful.When did you set 90 degrees AOB port?,does it show you doing that in the tutorial or earlier in your patrol when you were flanking the convoy.So if i understand this right you line up 0 bearing in the attack scope,on a ship lock the target,identify the ship,switch too manual TDC,and set 90 degrees AOB port,then flip the switch{TDC to AUTO} ,then unlock the scope?..is that right.
Schwuppes
05-10-08, 03:12 AM
...how did you plot the convoy course so precisely that you didn't have to use the AOB finder?
I draw a line between "where it was then" and "where it is now". :know:
I'm assuming you just entered 90 degrees AOB (Port) into the TDC because you were coming from a right angle into the convoys course? Is this correct?
Yes that's correct. Of course I set the scope point at zero first, and made sure never to turn the scope without TDC auto update being ON.
That (map plotting) is my preferred method of calculating AOB, and it was IRL too, I understand.
I only use the AOB-Finder on rare occasions e.g. one time a fast moving task force with a carrier unexpectedly appeared in poor visibility heading more-or-less in my direction at high speed. I had to dive immediately to avoid being seen. It was moving far too fast for me to flank so I had one chance to shoot and no map data - that's the kind of occasion when an AOB-Finder really comes in useful.
Thanks for the info! :know:
But since GWX 2.x does't have any contact tails anymore on convoys and single merchants... how do you get the course line so "spot on"?
I mean that one tanker was like 3 clicks away and you still got a perfect hit. :huh:
onelifecrisis
05-10-08, 03:24 AM
When did you set 90 degrees AOB port?
Before I started recording.
So if i understand this right you line up 0 bearing in the attack scope,on a ship lock the target,identify the ship,switch too manual TDC,and set 90 degrees AOB port,then flip the switch{TDC to AUTO} ,then unlock the scope?..is that right.
Nope. :p
onelifecrisis
05-10-08, 03:29 AM
...how did you plot the convoy course so precisely that you didn't have to use the AOB finder?
I draw a line between "where it was then" and "where it is now". :know:
I'm assuming you just entered 90 degrees AOB (Port) into the TDC because you were coming from a right angle into the convoys course? Is this correct?
Yes that's correct. Of course I set the scope point at zero first, and made sure never to turn the scope without TDC auto update being ON.
That (map plotting) is my preferred method of calculating AOB, and it was IRL too, I understand.
I only use the AOB-Finder on rare occasions e.g. one time a fast moving task force with a carrier unexpectedly appeared in poor visibility heading more-or-less in my direction at high speed. I had to dive immediately to avoid being seen. It was moving far too fast for me to flank so I had one chance to shoot and no map data - that's the kind of occasion when an AOB-Finder really comes in useful.
Thanks for the info! :know:
But since GWX 2.x does't have any contact tails anymore on convoys and single merchants... how do you get the course line so "spot on"?
I mean that one tanker was like 3 clicks away and you still got a perfect hit. :huh:
I already said, I drew a line from where the convoy was a few hours before the attack to where it was at the time of the attack. If you mark the position of a convoy and then, several hours later, spot the same convoy again and mark it's new position, then you have two positions. Draw a line from one to the other. What's so hard to get about that? As for the accuracy, if the convoy travelled 100km between the two sightings then your two map markers can be out by a few kilometers each and you'd still have the course (bearing) accurate to within a couple of degrees.
Schwuppes
05-10-08, 03:35 AM
As for the accuracy, if the convoy travelled 100km between the two sightings then your two map markers can be out by a few kilometers each and you'd still have the course (bearing) accurate to within a couple of degrees.
Thats answers my question... cheers!
mainexpress
05-11-08, 03:18 AM
When did you set 90 degrees AOB port?
Before I started recording.
So if i understand this right you line up 0 bearing in the attack scope,on a ship lock the target,identify the ship,switch too manual TDC,and set 90 degrees AOB port,then flip the switch{TDC to AUTO} ,then unlock the scope?..is that right.
Nope. :pOLC, i was wondering if you can make another tutorial video on this part:p
onelifecrisis
05-11-08, 03:22 AM
When did you set 90 degrees AOB port?
Before I started recording.
So if i understand this right you line up 0 bearing in the attack scope,on a ship lock the target,identify the ship,switch too manual TDC,and set 90 degrees AOB port,then flip the switch{TDC to AUTO} ,then unlock the scope?..is that right.
Nope. :pOLC, i was wondering if you can make another tutorial video on this part:p
har har
No, I'm not going to start making video tutorials explaining stock behaviours. :roll:
Hallo again OLC.
I have downloaded the 2.1.1v of your mod. I haven't installed it yet but i am planning to do so soon. The 2.1.0v left me no doubt and the 3X scope won't be a problem. A tiny graphics' problem though...
I am having some rectangles and squares appearing on the night sky. I had the same problem before installing the Ubermod (i know this is a common gfx issue) and in addition to this the sky now looks ''foggy'' although my officer reports ''no clouds''. The only part of the sky which is not foggy is the one right above me. With the exception of the rectangles etc. is this normal?
With regards,
tomfon
onelifecrisis
05-11-08, 12:44 PM
Hallo again OLC.
I have downloaded the 2.1.1v of your mod. I haven't installed it yet but i am planning to do so soon. The 2.1.0v left me no doubt and the 3X scope won't be a problem. A tiny graphics' problem though...
I am having some rectangles and squares appearing on the night sky. I had the same problem before installing the Ubermod (i know this is a common gfx issue) and in addition to this the sky now looks ''foggy'' although my officer reports ''no clouds''. The only part of the sky which is not foggy is the one right above me. With the exception of the rectangles etc. is this normal?
With regards,
tomfon
What do you mean by "foggy"?
Hallo again OLC.
I have downloaded the 2.1.1v of your mod. I haven't installed it yet but i am planning to do so soon. The 2.1.0v left me no doubt and the 3X scope won't be a problem. A tiny graphics' problem though...
I am having some rectangles and squares appearing on the night sky. I had the same problem before installing the Ubermod (i know this is a common gfx issue) and in addition to this the sky now looks ''foggy'' although my officer reports ''no clouds''. The only part of the sky which is not foggy is the one right above me. With the exception of the rectangles etc. is this normal?
With regards,
tomfon
What do you mean by "foggy"?
I am sorry i can't describe it in a better way.... I may get a pic.
A last question. Should i check or uncheck the "no map contacts update" box if i choose to install the 3rd part of your mod?
onelifecrisis
05-11-08, 01:17 PM
Hallo again OLC.
I have downloaded the 2.1.1v of your mod. I haven't installed it yet but i am planning to do so soon. The 2.1.0v left me no doubt and the 3X scope won't be a problem. A tiny graphics' problem though...
I am having some rectangles and squares appearing on the night sky. I had the same problem before installing the Ubermod (i know this is a common gfx issue) and in addition to this the sky now looks ''foggy'' although my officer reports ''no clouds''. The only part of the sky which is not foggy is the one right above me. With the exception of the rectangles etc. is this normal?
With regards,
tomfon
What do you mean by "foggy"?
I am sorry i can't describe it in a better way.... I may get a pic.
A last question. Should i check or uncheck the "no map contacts update" box if i choose to install the 3rd part of your mod?
Uncheck.
A pic of this "foggy" thing would be useful. :yep:
Delareon
05-13-08, 02:43 AM
Hey, finally i installed the Mod. This was my way to enter the "manual targeting club" ;)
So a big thank you to the creator.
The only thing i messing up with is the missing Zoom.
Ok i read the problem that when u add the zooming there will no longer
be waves in your scope view. But at the other hand without the zooming
its nearly impossible to get a good solution if the target is far away (about 3000 Meters
on my last try) because you didnt get accurate datas and on that distance a small error results in a missing torpedo.
So at the moment its really hard especially as a beginner in manual targeting.
Is there a way to disable just that removed zooming factors without disabling any
of the other features?
thats a really hard decicion because if i really re-enable that zoomings and there will again be a flat sea even in heavy storms its also an atmosphere loss.......
onelifecrisis
05-13-08, 03:13 AM
Hey, finally i installed the Mod. This was my way to enter the "manual targeting club" ;)
So a big thank you to the creator.
The only thing i messing up with is the missing Zoom.
Ok i read the problem that when u add the zooming there will no longer
be waves in your scope view. But at the other hand without the zooming
its nearly impossible to get a good solution if the target is far away (about 3000 Meters
on my last try) because you didnt get accurate datas and on that distance a small error results in a missing torpedo.
So at the moment its really hard especially as a beginner in manual targeting.
Is there a way to disable just that removed zooming factors without disabling any
of the other features?
thats a really hard decicion because if i really re-enable that zoomings and there will again be a flat sea even in heavy storms its also an atmosphere loss.......
Just use OLCE2 with OLC GUI 1.2.4.
mainexpress
05-13-08, 03:28 AM
When did you set 90 degrees AOB port?
Before I started recording.
So if i understand this right you line up 0 bearing in the attack scope,on a ship lock the target,identify the ship,switch too manual TDC,and set 90 degrees AOB port,then flip the switch{TDC to AUTO} ,then unlock the scope?..is that right.
Nope. :pOLC, i was wondering if you can make another tutorial video on this part:p
har har
No, I'm not going to start making video tutorials explaining stock behaviours. :roll:OLC i found the old Wazoos manual charting & targeting tutorial,that has helped me quite a bit,im using the fast 90 basic manual targeting.-http://www.paulwasserman.net/SHIII/
Uber Gruber
05-13-08, 04:48 AM
I like the no-zoom version, in fact having used OLC for a couple of months now I can safely say its worth the learning curve. A very realistic mod:up:
Catfish
05-13-08, 06:20 AM
Hello Onelifecrisis,
thanks again for all this - we are really having a ball with OLCE, and certainly GWX2.1 :yep: . Hope you are not embarrassed, just wish you will get on with the real life thing, and wish you the very best.
Apart from that i have a question ;) :
Please don't take that as an attack or something, it is just some (hopefully) fruitful critic - since "we" all (or better: you) are trying to get SH3 as "real" as possible (if you can talk of that from an armchair's fighting position) i thought of the day and night visibility. I recently had a look into some of my books again ("Sharks and little fish", "Das Boot", Brennecke's "Hunters, hunted", and some others.
You wrote (and i experienced that) that you turned down night visibility range of surface ships to reflect real life, and i like it very much - this is a real advance in quality for SH3, which gives the U-boats back their #1 advantage of surface attacks at night.
Having read some passages in those books again (which i really should translate into English sooner or later) my perception is that night visibility is still too good for the surface ships compared to the reports. Apart from radar the "Mk 1 eyeball" did not change during the war.
Even after radar the surface ship crews were blind on a distance of less that 1000 meters, so even if radar picked up the boat at night at a range of, say, 8000 meters by radar, and the DE would go for this position, it would not detect the boat below that 1000 m range.
There are numerous reports by U-boat crews that stated destroyers and merchants were almost colliding with them, or running close on parallel courses without the surface ship's crews even noticing the U-boat. As well U-boats were known to run with the convoy surfaced, and would not be detected: neither by physical visibility, nor by radar because of the convoy's ship hulls blocking radar waves, and the general bad detection of a low silhouette conning tower running between bigger contacts.
A boat within a convoy was almost secure at night unless spotted by a merchant by mistake (b.t.w. not one U-boat was ever hit by a merchant's gun throughout the war - certainly not at night). In my opinion this is still much too difficult in GWX2.1 and OLCE. As a real commander said about the original SH3: "I would have had no chance if things were as they are in SH3. They get me everytime".
Question is whether one could tone down this visibility a bit further without ruining the other settings of general visibility ?
Thanks a lot and greetings,
Catfish
onelifecrisis
05-13-08, 06:45 AM
Catfish, you have no idea what you're asking for! Most of it is impossible in SH3 AFAIK, and what is possible is riddled with difficulties.
Night visibility in OLCU is been greatly reduced compared to GWX 2.1, albeit unintentionally, and as of OLCU 2.1 the visual sensors are working "correctly" (i.e. the same as GWX 2.1) during daylight hours. IMO that's more than enough of an improvement for a mod that was never meant to touch sensors in the first place. I don't want to mess with sensors anymore.
@Uber Gruber, what's this OLC "1.2.2" in your sig!? :huh: ;)
Catfish
05-13-08, 09:33 AM
Hello Onelifecrisis,
it was "only" a question ...
" ... Catfish, you have no idea what you're asking for! ..."
ok, but i got a glimpse of what it means :88)
Thank you anyway !
Greetings,
Catfish
Uber Gruber
05-13-08, 01:25 PM
@Uber Gruber, what's this OLC "1.2.2" in your sig!? :huh: ;)
Humpf...:-?.....bloody free advertising.....is that better...:lol:
onelifecrisis
05-13-08, 01:36 PM
@Uber Gruber, what's this OLC "1.2.2" in your sig!? :huh: ;)
Humpf...:-?.....bloody free advertising.....is that better...:lol:
:lol: :up:
Azrael Valedhel
05-13-08, 04:40 PM
(b.t.w. not one U-boat was ever hit by a merchant's gun throughout the war - certainly not at night) I'm not that sure about this, Bernard Edwards in "War of the U-Boats. British Merchantmen Under Fire" writes about U-42 (Kptlt. Rolf Dau) which fought a steamer named Stonepool. Stonepool had 100mm stern gun (or whatever you call it ;) ) - Edwards writes that the steamer was damaged by several shots and although crippled - she was able to dock at Barry. Edwards also writes that Stonepool managed to damage the U-42 with at least one shot, cause when the captain saw the u-boat surfaced again it had the deck gun damaged and probably was hit under the water line, that was estimated because of u-boat "unstable" moves... After some time two destroyers came to rescue the steamer - HMS Imogen and HMS Ilex. The book says Dau sank his u-boat and surrendered to the destroyers, but other sources stated that the u-boat: "Sunk 13 Oct, 1939 south-west of Ireland, in position 49.12N, 16.00W, by depth charges from the British destroyers HMS Imogen (http://www.uboat.net/allies/warships/ship/4414.html) and HMS Ilex (http://www.uboat.net/allies/warships/ship/4413.html). 26 dead and 20 survivors." [http://www.uboat.net/boats/u42.htm] (http://www.uboat.net/boats/u42.htm%5D)
Here's a note from the same site about Stonepool:
"About 08.30 hours on 13 Oct, 1939, the Stonepool, dispersed from convoy OB-17 (http://www.uboat.net/allies/merchants/convoys.php?convoy=OB-17), was damaged by gunfire from U-42 (http://www.uboat.net/find_boat.php3?find_boat=42) (Dau) south of Bantry Bay in position 48°40N/15°30W (grid BE 3749). The ship was en route from Barry to St. Vincent loaded with 6600 tons of coal and general cargo. After ten minutes, the U-boat was forced to dive by the accurate returned fire, leaving the deck gun crew in the water. While the Germans surfaced again to pick up their men, the steamer sent distress signals which brought HMS Ilex (D 61) (http://www.uboat.net/allies/warships/ship/4413.html) and HMS Imogen (D 44) (http://www.uboat.net/allies/warships/ship/4414.html) to the scene. At 18.55 hours, the steamer spotted the U-boat on the surface, which was shortly thereafter sunk by the destroyers. " [http://www.uboat.net/allies/merchants/ships/1103.html] (http://www.uboat.net/allies/merchants/ships/1103.html%5D)
Now, about the mod - I absolutely love it. It's really a masterpiece OLC, looks briliant. Now playing with GWX2.1 and OLCU I'm not going to install SH4 anytime soon (I had it, and I did get rid of it right after downloading GWX2.1^^). Now, there's just one little thing... The moon ^^ Is there a way to get the GWX2.1 moon back? :> Or is it the same and I'm having some stupid halucinations? (Cause that's pretty much possible knowing the time I spend on the computer each day ;P) And the second issue - Realistic Map Updates is what I was looking for - but there's one thingy that needs to be corrected IMHO - when you select a ship on the map you get the line which shows you an estimated course, right? Well, you still can do it, and the line is visible. And it can be used to estimate the ships position and course far too easily... If one knows it can be done. It's still a lil' bit guessing about the position, but you get the exact course :)
But these are minor thingies, with or without them - this mod is really uber. Wait, isn't that why it's called Ubermod in the first place? ^^
Thanks for all the work on this beauty, it was worth it. :rock:
onelifecrisis
05-13-08, 05:37 PM
Now, about the mod - I absolutely love it. It's really a masterpiece OLC, looks briliant. Now playing with GWX2.1 and OLCU I'm not going to install SH4 anytime soon (I had it, and I did get rid of it right after downloading GWX2.1^^). Now, there's just one little thing... The moon ^^ Is there a way to get the GWX2.1 moon back? :> Or is it the same and I'm having some stupid halucinations? (Cause that's pretty much possible knowing the time I spend on the computer each day ;P) And the second issue - Realistic Map Updates is what I was looking for - but there's one thingy that needs to be corrected IMHO - when you select a ship on the map you get the line which shows you an estimated course, right? Well, you still can do it, and the line is visible. And it can be used to estimate the ships position and course far too easily... If one knows it can be done. It's still a lil' bit guessing about the position, but you get the exact course :)
But these are minor thingies, with or without them - this mod is really uber. Wait, isn't that why it's called Ubermod in the first place? ^^
Thanks for all the work on this beauty, it was worth it. :rock:
Thanks. Now to answer your questions...
Is the moon is different?
Yes.
Is there a way to get the GWX moon back?
Yes there is - you download S3D and start modding. ;)
Now about that line-giving course... it took me a minute to work out how you were getting it (with all three parts of the Ubermod installed) but I found it... you zoom out, click on a ship icon, then zoom right back in again - correct? Anyway that's one way of getting it.
Good feedback, I'll release 2.1.2 with a fix for that (once I know how to do a cheat I have to remove it lest I be tempted by it).
Thanks,
OLC
Wolfehunter
05-13-08, 09:16 PM
Well OLC I only have good feedback to give you..:yep:
Help me help me hehehe. I love this photo,
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot68.jpg
What do you see. I see fish bait hehehe.
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot69.jpg
Man sometimes those waves get insaine lol YEEEHAAAAW
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot70.jpg
and AAAAAAAAAAAAHHHH
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot71.jpg
Very nice weather,
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot72.jpg
Nice hit,
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot73.jpg
Till next time OLC keep up the amazing work. I have to say I'm totaly impressed with the magic coming out of your hat.:up:
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot74.jpg
Uber Gruber
05-14-08, 06:05 AM
Nice sun!!! Do you have an ATI card? I have an NVidia BFG GSX 8800 and only geta sun like a dot :cry:
Wolfehunter
05-14-08, 10:19 AM
Nice sun!!! Do you have an ATI card? I have an NVidia BFG GSX 8800 and only geta sun like a dot :cry:Nvidia XFX 7600GT 256m AGP. Sorry I never like ATI cards. My AF is 8x and my AA is 2x:up:
onelifecrisis
05-15-08, 10:19 AM
...with some minor fixes to OLC Realistic Map Contact Updates.
johan_d
05-15-08, 01:53 PM
Is the GWX 16km mod needed for this? or is it already in it?
It clearly says in the readme this is standalone.
johan_d
05-15-08, 02:11 PM
I must read over it then, didnt saw it.. looked twice.. lol'.
onelifecrisis
05-15-08, 02:30 PM
It's stated in post #1 of this thread, not sure about the readme, but anyway Lible is correct - use this instead of the 16km mod. Also, be sure to check post #1 anytime you have a question. Something like 90% of the questions asked are already answered there rather than in a readme because it's easier to keep a post up-to-date with current info.
Azrael Valedhel
05-15-08, 02:53 PM
Made warship hydrophone contacts appear in red.
Erm... I never knew this... Maybe because while playing I never saw one single warship hydrophone contact line in red? They were all black/grey as usual. Am I missing something? :>
[GWX2.1 + 26thAprilFix + OLC Ubermod]
onelifecrisis
05-15-08, 03:40 PM
Made warship hydrophone contacts appear in red.
Erm... I never knew this... Maybe because while playing I never saw one single warship hydrophone contact line in red? They were all black/grey as usual. Am I missing something? :>
[GWX2.1 + 26thAprilFix + OLC Ubermod]
Did you enable all three parts of the Ubermod?
Azrael Valedhel
05-15-08, 04:26 PM
Sure did. The Ubermod becomes uber only if everything is enabled. There's no sense to throw out any part of this mod... as only when all parts are enabled one can feel and experience what modder wanted to accomplish. At least that's how it is in my book ;)
I enabled all parts, did it on correct order (I tend to actually read the readme files) and never saw any red hydrophone line... It's not really that much important, I just read 1st post again and my mouse pointer screamed to me "something's not right, dude!". ;)
I can live with it - it's just a feedback. ;)
onelifecrisis
05-15-08, 04:38 PM
Sure did. The Ubermod becomes uber only if everything is enabled. There's no sense to throw out any part of this mod... as only when all parts are enabled one can feel and experience what modder wanted to accomplish. At least that's how it is in my book ;)
I enabled all parts, did it on correct order (I tend to actually read the readme files) and never saw any red hydrophone line... It's not really that much important, I just read 1st post again and my mouse pointer screamed to me "something's not right, dude!". ;)
I can live with it - it's just a feedback. ;)
Well I've got red contact lines for warships in my game, and as this was a very simple change I'm a bit confused by your feedback, so I have to ask obvious questions:
Which version of the Ubermod are you using?
Do you have any other mods installed?
Nice sun!!! Do you have an ATI card? I have an NVidia BFG GSX 8800 and only geta sun like a dot :cry:
I also only get a dot instead of a real shining sun :cry: I wonder why? I have an ATI X850 XT card :-?
Has anyone an idea what may cause the 'non-shining' sun? Some special graphics card settings?
Best, LGN1
onelifecrisis
05-15-08, 05:18 PM
Nice sun!!! Do you have an ATI card? I have an NVidia BFG GSX 8800 and only geta sun like a dot :cry:
I also only get a dot instead of a real shining sun :cry: I wonder why? I have an ATI X850 XT card :-?
Has anyone an idea what may cause the 'non-shining' sun? Some special graphics card settings?
Best, LGN1
I have an X800XT, which is presumably similar to your X850XT, so maybe the "fix" I use will work for you:
Make sure you're using the latest official drivers - NOT omega drivers.
Go into the CCC and:
Enable AA and move the slider to 4X or higher
Enable Adaptive AA and move the slider to "Quality"
Enable Catalyst AI and move the slider to "Standard"
Azrael Valedhel
05-15-08, 06:32 PM
Well I've got red contact lines for warships in my game, and as this was a very simple change I'm a bit confused by your feedback, so I have to ask obvious questions:
Which version of the Ubermod are you using?
Do you have any other mods installed? I can understand that... Obvious things are not always obvious to everybody ;)
Rubini's Water Streams - yes, installed in a proper way (although I presume it has nothing to do with the issue). By the time I wrote that post I still had "OLC Ubermod 2.1.1" - then I updated to 2.1.2 (btw the fix seems to be working with no further issues :) ) and after doing that I ran the game to make a screenshot of the map with black warship hydrophone contact line (man, that's one hella long sentence^^) and what I saw was... Red line :hmm:
And yes, the lines were all black before, I'm sure of that. I was sneaking into english port to send 10000BRT Modern Tanker to the bottom (actually I didn't know it will be there, I would just sink any big ship there^^), and after doing that I was slowly disappearing with all those armed traulers and destroyers all over me... and the lines were black. Another example would be Scapa Flow, a bunch of Royal Navy - not one red line, all black... But whatever - it seems to work now, so lets just forget it. ;)
Nice sun!!! Do you have an ATI card? I have an NVidia BFG GSX 8800 and only geta sun like a dot :cry: I have 8800 card, and I get the flat sun too. At least when using AA. Shift+PgUp gets the sun nice and shiny (the "bloom feature") - but it disables AA. If you ask me - it's such a minor issue... especially if you play mainly without external camera. ;)
Wolfehunter
05-15-08, 11:29 PM
Nice sun!!! Do you have an ATI card? I have an NVidia BFG GSX 8800 and only geta sun like a dot :cry: I have 8800 card, and I get the flat sun too. At least when using AA. Shift+PgUp gets the sun nice and shiny (the "bloom feature") - but it disables AA. If you ask me - it's such a minor issue... especially if you play mainly without external camera. ;)
Do not use Shift pgup it turns off AA
http://i240.photobucket.com/albums/ff110/WolfeXhunter/nvidiapanel1.jpg
This is the settings I use. I get that nice sun effect. Nothing fancy. ;)
OLC, you have messed up the torpedo graphics. More specifically, the one that show up with the description.
None of the popups are correct. I won't go too specific. The correct graphics show at the weapon's management thing, but once you click on a torpedo to get the description, the picture that pops up with the description is not the right one.
onelifecrisis
05-16-08, 01:32 AM
OLC, you have messed up the torpedo graphics. More specifically, the one that show up with the description.
None of the popups are correct. I won't go too specific. The correct graphics show at the weapon's management thing, but once you click on a torpedo to get the description, the picture that pops up with the description is not the right one.
I just looked into this and it seems GWX changed the graphics at some point. BTW you have it the wrong way around - the torpedo management screen is showing the wrong graphic, but the "popup" is correct.
Anyway, nice timing. I was just about to release 2.1.3 so I quickly added a fix for this.
onelifecrisis
05-16-08, 02:32 AM
Changes in this version:
Re-merged parts 2 and 3, so the Ubermod once again has just 2 parts i.e. the realistic map contact updates are now part of the OLC GUI Special mod.
Updated the torpedo graphics on the weapon management screens to match those in GWX 2.1.
Added a new Rudder Amidships command to the CE Maneuvers menu.
Fixed the incorrect mast height of the Small Freighter (this was a GWX 2.1 bug/issue).
Laffertytig
05-16-08, 03:14 AM
hi guys, ok i have 3 questions.
1- i assume u cant update this mod mid patrol, is this correct?
2- instead od de-activating this mod, then re-activating the new version can i just add these changes to the default files?
3- on a seperate issue, ships can be spotted upto 15k's right? can smoke be spotted before the actual ships are?
cheers
Azrael Valedhel
05-16-08, 03:15 AM
Uberfast updates there :rock:
[/QUOTE]
I have an X800XT, which is presumably similar to your X850XT, so maybe the "fix" I use will work for you:
Make sure you're using the latest official drivers - NOT omega drivers.
Go into the CCC and:
Enable AA and move the slider to 4X or higher
Enable Adaptive AA and move the slider to "Quality"
Enable Catalyst AI and move the slider to "Standard"[/QUOTE]
Thank you very much OLC :up:
With AA=4x and Adaptive AA I have a nice sun :D AA=2x is not enough and also without Adaptive AA I don't get a nice sun!
Thanks again, I am now off to enjoy the sun :sunny:
hi guys, ok i have 3 questions.
1- i assume u cant update this mod mid patrol, is this correct?
2- instead od de-activating this mod, then re-activating the new version can i just add these changes to the default files?
3- on a seperate issue, ships can be spotted upto 15k's right? can smoke be spotted before the actual ships are?
cheers
You can update and disable and enable this midpatrol
Yes, i have! The lamp of the captain cabin burn-out and I can't read any of the grossadmiral specs... :p
Oki, apart from joking. I post here since any one that reads and use this mod can advice me.
My "problem" is this: the torpedos often don't hit since they pass behind the ship. Many times this is a human (mine) error, I puted bad calculations in the TDC and/or the speed of the target is wrongly calculated. But yesterday this last one was done right. It was a convoy, and I calculated the speed right, by both method's and in several ships. But my torpedos miss, pass behind the ship.
Now, I thing of two things, or my speed calculations are wrong and/or the AOB calculations are. Or since the periscope is more time above water, the ship's can see it and increse speed making my estimations all wrong. My question? In your opinion what is the second cause more likely to be it?
And, just for the record, I saw, read and follow up the tutorials. Also, by the way, the marks for the calculation of the ABO are in valor of 2, aren't they?
Dolfo91
05-16-08, 11:59 AM
Srry this is a question for OLC
Is it possible to make the water more transparent like in SH4 where you can see parts of the hull underwater??
THX
onelifecrisis
05-16-08, 01:03 PM
hi guys, ok i have 3 questions.
1- i assume u cant update this mod mid patrol, is this correct?
2- instead od de-activating this mod, then re-activating the new version can i just add these changes to the default files?
3- on a seperate issue, ships can be spotted upto 15k's right? can smoke be spotted before the actual ships are?
cheers
1. It depends which version you're upgrading from. It's always safer to enable mods between patrols.
2. Huh?
3. SH3 just doesn't work that way. IRL you can see (from a U-boat watch tower) the horizon 8km away and (on a clear day) the masts and/or smoke stacks of ships ~16km away (this would vary by ship). But the SH3 world is flat and square, in any SH3 16km atmosphere you'll see a ship 16km away, not just it's smoke stack. You'll have to "pretend" that you're seeing it's smoke stack.
onelifecrisis
05-16-08, 01:10 PM
Srry this is a question for OLC
Is it possible to make the water more transparent like in SH4 where you can see parts of the hull underwater??
THX
I don't think it can be done in SH3.
I never really realised how weird the flattened water looked through the binocs and peris.
SH3 without your mods becomes more and more a no-go for me :up:
onelifecrisis
05-16-08, 10:42 PM
I'm releasing another update... 2.2.0! The minor version increase is because this one has a quite big change: I've removed all object/particle reflections. I just think they look pretty naff, not least of all because half of them are broken anyway... but even those that aren't broken just don't look right to me.
I had this idea after going to Museum and noticing there were no object reflections there. By that I mean you can see the environment reflections e.g. sky/cloud/sun, but no ship reflection. IMO this looks waaaay better, and much more like RL, so I set about making this change to OLCE2. Some might not like the sound of it, but I say: try it before you judge.
Now the bad news... I was unable to find a global switch for turning these reflections off, so I had to turn each one off individually. A hex search and replace tool made quick work of it, but it means that just about every .dat file in GWX 2.1 has been modified in OLCE2. This means OLCU is now a 260Mb download and, worse, it will probably report JSGME conflicts with just about any other mod you try to install. I leave it to you to decide what, if anything, you want to do about that. To the computer-literate users of OLCU, I say: the only thing I've changed in all these extra .dat files is a switch that turns off reflections. If you want to use a mod which conflicts on, say, Turm2A_1_hd.dat, you can enable that mod over OLCU (ignoring the JSGME warning) and the only "bad" thing that will happen is you'll still get the reflections on all objects in that .dat file.
I hope that made sense. :ping:
I'm dreading the feedback on this one. :-?
Someone be nice and say they like it after it's released. :up: I do! :|\\
OLC
Wolfehunter
05-16-08, 11:22 PM
:nope: Sorry OLC I like reflections even with some of the bugs in it or broken as you claim. Its a sacrafice I'm willing to accept but to take it off. Well thats your choice dude because its your baby. So for me I like as is.;)
Goodluck with your future endeavors dude.:D
WH
Would love to see some screenshot comparisons. My biggest concern is having to redownload all 260MB of the mod each time there's a revision to it.
onelifecrisis
05-16-08, 11:36 PM
lol good point jmr
I wanted to separate the reflections bit into another "modlet" but the problem there is shared files between the different parts of the Ubermod. I'd end up with 4 parts to the Ubermod - 5 if you include OLC GUI 1.2.x - with various possible installation combinations, and of course I'll get people asking "do I enable this bit or that bit???" and general confusion all-round.
As for screens... well if you want to see what it looks like, why don't you just open the Museum? :up:
Heh I thought you visited a real museum, had no idea you were talking about the one in game :}
I definitely see your point with regards to breaking it down into smaller packs - the number of questions on how do install this or that will drive you insane.
onelifecrisis
05-17-08, 12:55 AM
I think I worked out a way of separating it which isn't too confusing. Doing it now. :up:
onelifecrisis
05-17-08, 01:40 AM
OK I split the Ubermod into 3 parts again. This time it's:
OLCE2
OLCE2 Optional Extras
OLC GUI Special
OLCE2 is just the "core files" of OLCE2. It doesn't include the crew uniform changes or the particle effect changes, and it doesn't remove any reflections. This should mean that it's compatible with just about everything.
OLCE2 Optional Extras contains all that stuff I just said - it removes all the reflections, adjusts the brightness of particles and crew uniforms to suit OLCE2, and probably isn't compatible with any other mod in the universe.
OLC GUI Special is the same as it was before.
I also made the documentation seperately downloadable.
So now anyone with a poor internet connection should be happier. :up:
v2.2 is uploading now.
Schwuppes
05-17-08, 02:07 AM
So basically if we dont mind the reflections we can keep using the 2.1.3 version right?
onelifecrisis
05-17-08, 02:17 AM
So basically if we dont mind the reflections we can keep using the 2.1.3 version right?
Pretty much. There were other minor changes in 2.2 but you'd hardly notice them. Wave texture resolution was lowered, which helps the framerate a little bit (in rough weather) without any noticable difference in image quality.
onelifecrisis
05-17-08, 02:43 AM
Get it here (http://hosted.filefront.com/onelifecrisis/2231797). :ping:
Philipp_Thomsen
05-17-08, 08:24 AM
OLC, I think you should upload at least ONE screenshot with and without the no-reflections-mod for comparison reasons. Takes a hell of a long time to open museum and besides we can't compare side-by-side the differences.
Just my 2 centz.:up:
Yes, i have! The lamp of the captain cabin burn-out and I can't read any of the grossadmiral specs... :p
Oki, apart from joking. I post here since any one that reads and use this mod can advice me.
My "problem" is this: the torpedos often don't hit since they pass behind the ship. Many times this is a human (mine) error, I puted bad calculations in the TDC and/or the speed of the target is wrongly calculated. But yesterday this last one was done right. It was a convoy, and I calculated the speed right, by both method's and in several ships. But my torpedos miss, pass behind the ship.
Now, I thing of two things, or my speed calculations are wrong and/or the AOB calculations are. Or since the periscope is more time above water, the ship's can see it and increse speed making my estimations all wrong. My question? In your opinion what is the second cause more likely to be it?
And, just for the record, I saw, read and follow up the tutorials. Also, by the way, the marks for the calculation of the ABO are in valor of 2, aren't they?
I believe you'd better set the scope to zero and fix the speed to a value. Then set the AoB to different values. Do this again in the other way round. (You can turn your uboat to the North if you like). Check the gyroangle in both cases. This way you will understand how things work. I believe its better than guessing what is more likely to have happened.
I'm dreading the feedback on this one. :-?
Someone be nice and say they like it after it's released. :up: I do! :|\\
OLC
I like it :up: Especially in harbors without all the reflections from the objects it looks much better. I always thought that seeing the reflection of the huge train bridge from several kilometers away when leaving Kiel is unrealistic.
Thanks for the mod.
Best, LGN1
EDIT: Oops, done some reading!
Keep it up!
Abd_von_Mumit
05-17-08, 08:20 PM
Hello OLC. May gods bless you and fill your footprints with pure silver!
I came back to SH3 world after buying a new PC (I can see smoke and water now, yeah!). I visited Subsim for latest GWX and what I see – another good mod by you. Thank you for that.
I've got 1 question – After installing your mod I don't see my U-Boot mark nor bearing overlay on the map in career mode (this problem seems to follow me even though I changed my PC, system and set of mods used). As far as I understand this thread and documentation, that's not an intended feature. :) I tried with "map updates" on and off, same effect. Do you think this is related to the mod? How could I fix that?
PS. Everytime I have a smoke while playing it reminds me of your tutorial video for OLC-GUI. :D
onelifecrisis
05-17-08, 08:40 PM
Hello OLC. May gods bless you and fill your footprints with pure silver!
I came back to SH3 world after buying a new PC (I can see smoke and water now, yeah!). I visited Subsim for latest GWX and what I see – another good mod by you. Thank you for that.
I've got 1 question – After installing your mod I don't see my U-Boot mark nor bearing overlay on the map in career mode (this problem seems to follow me even though I changed my PC, system and set of mods used). As far as I understand this thread and documentation, that's not an intended feature. :) I tried with "map updates" on and off, same effect. Do you think this is related to the mod? How could I fix that?
PS. Everytime I have a smoke while playing it reminds me of your tutorial video for OLC-GUI. :D
:lol:
Okay, what "U-boot mark" do you mean?
As for the bearing overlay, that was removed from OLC GUI (the original mod) right at the start and I never put it back in - I don't want it! A quick forum search should find you plenty of posts saying how to get it back in OLC GUI 1.2.x, but it might be trickier to get it in OLC GUI Special without breaking other intended effects, because the of the Realistic Map Update changes. Anyway, the bottom line is that the lack of a bearing overlay is entirely intentional. :yep:
Abd_von_Mumit
05-17-08, 08:46 PM
"U-Boot mark" - the small circle on the map marking my U-Boot current position. It's gone too. :)
Edit: OT: Well... It's 3 AM in "England". You modders never sleep. :D I'd bet you were Australian few months ago - my memory is crap. :D
Adriatico
05-17-08, 09:26 PM
I'm dreading the feedback on this one. :-?
Someone be nice and say they like it after it's released. :up: I do! :|\\
OLC
I like it :up: Especially in harbors without all the reflections from the objects it looks much better. I always thought that seeing the reflection of the huge train bridge from several kilometers away when leaving Kiel is unrealistic.
Thanks for the mod.
Best, LGN1
It might be interesting to start in a muddy harbour water without reflections... once your sub reaches open Atlantic to tur it on again... :|\\
Or to create only the sub-reflection for harbour, without remote objects reflections...
http://img223.imageshack.us/img223/9606/u1zy2.jpg
Easy to say... but within SH3 engine ?
:huh:
onelifecrisis
05-17-08, 09:43 PM
I'm dreading the feedback on this one. :-?
Someone be nice and say they like it after it's released. :up: I do! :|\\
OLC
I like it :up: Especially in harbors without all the reflections from the objects it looks much better. I always thought that seeing the reflection of the huge train bridge from several kilometers away when leaving Kiel is unrealistic.
Thanks for the mod.
Best, LGN1
It might be interesting to start in a muddy harbour water without reflections... once your sub reaches open Atlantic to tur it on again... :|\\
Or to create only the sub-reflection for harbour, without remote objects reflections...
http://img223.imageshack.us/img223/9606/u1zy2.jpg
Easy to say... but within SH3 engine ?
:huh:
Better for you maybe. Personally I just want all non-environment reflections gone, all the time. Trouble is, I can't find the reflection switch for the terrain! It's the only reflection I've not turned off, and I just can't find it. :damn: :damn:
AvM, the sub marker is there when you zoom out. When zoomed in, you can tell where you are because your course-line starts from where you are.
Adriatico
05-17-08, 09:46 PM
If you find the switch, might be tweaked down a bit... :hmm:
Abd_von_Mumit
05-17-08, 10:14 PM
AvM, the sub marker is there when you zoom out. When zoomed in, you can tell where you are because your course-line starts from where you are.
I always delete my plotted course when in action and plot it anew soon after. It's useless when hunting, and there is a nasty bug that almost killed me a few times long time ago (navigating forward manually works well even if you have your course plotted previously, but when you order "engines backwards" [or however this is called in English] the boat changes course to follow the plotted path, thus destroying your magnificent plan of anihilating enemy...). :damn:
onelifecrisis
05-17-08, 10:34 PM
AvM, the sub marker is there when you zoom out. When zoomed in, you can tell where you are because your course-line starts from where you are.
I always delete my plotted course when in action and plot it anew soon after. It's useless when hunting, and there is a nasty bug that almost killed me a few times long time ago (navigating forward manually works well even if you have your course plotted previously, but when you order "engines backwards" [or however this is called in English] the boat changes course to follow the plotted path, thus destroying your magnificent plan of anihilating enemy...). :damn:
I wouldn't call it "useless" far from it IMO, but that's beside the point which is that when I'm manually navigating I still don't delete the course. It acts as a positional marker and saves me re-plotting the course again after the attack. Might be worth a try for you.
This isn't ideal, I admit. I would prefer to have some kind of "proper" position marker, but doing that results in map markers being displayed for enemy subs, friendly subs, or both (depending how you do it).
One last trick for you. Go to navmap and CTRL+LeftClick on the map. The map will reposition so your sub is where you clicked. Might be useful to you. *shrug*
onelifecrisis
05-18-08, 01:47 AM
I'm replacing the OLC GUI Special download on my FF page with a new version - exactly the same as the last one, except that the torpedo graphics on the weapon management screens now really are fixed (i.e. updated to match GWX 2.1) just like I claimed they were in version.... whatever it was. :roll:
It's uploading now. (Edit: done ;))
OLC
Venatore
05-18-08, 01:58 AM
It's uploading now.OLC
Thanks for the sitrep ;)
onelifecrisis
05-18-08, 02:03 AM
:o
You use this mod, Ven?? :D
Venatore
05-18-08, 02:07 AM
:o
You use this mod, Ven?? :D
Sure do my friend :yep: two setups, 1st is GWX [nothing else] that's where I do my modding, 2nd is your setup, this is where I rule the oceans in the mighty U-657 :arrgh!:
onelifecrisis
05-18-08, 02:08 AM
:o
You use this mod, Ven?? :D
Sure do my friend :yep: two setups, 1st is GWX [nothing else] that's where I do my modding, 2nd is your setup, this is where I rule the oceans in the mighty U-657 :arrgh!:
:rock: :rock: :D
@OLC
Just installed last updates (Ubermod 2.2) and amazed to see that the attack periscope doesn't turn (observation periscope is working fine)...
Do you have any idea about that?
Thanks for your help
Lopo
Abd_von_Mumit
05-18-08, 08:38 AM
This isn't ideal, I admit. I would prefer to have some kind of "proper" position marker, but doing that results in map markers being displayed for enemy subs, friendly subs, or both (depending how you do it).
Well… Seeing another U-Boots on the map doesn't seem to be a disadvantage at all to me. :) Contrary – it's quite appealing and in my opinion it would add some fun (wouldn't feel so lonely deep there). U-Boot commanders had a slight idea of what boats are there in the sea and where... at least they should. It wouldn't spoil much, as I don't see any way of using this information for my benefit when playing.
So, would you share a bit of your knowledge – how to modify your files so that friendly subs and my one are visible on the map? :)
@OLC
Just installed last updates (Ubermod 2.2) and amazed to see that the attack periscope doesn't turn (observation periscope is working fine)...
Do you have any idea about that?
Thanks for your help
Lopo
Well, all is working fine... I just discover I cannot upgrade my IXB with a IX/2 tower, it blocks my attack periscope. That's all!
onelifecrisis
05-18-08, 03:09 PM
@OLC
Just installed last updates (Ubermod 2.2) and amazed to see that the attack periscope doesn't turn (observation periscope is working fine)...
Do you have any idea about that?
Thanks for your help
Lopo
Well, all is working fine... I just discover I cannot upgrade my IXB with a IX/2 tower, it blocks my attack periscope. That's all!
Is this a bug in my mod or not? I mean, if you upgrade your IXB with a IX/2 tower without my mod installed, does that work?
onelifecrisis
05-18-08, 03:12 PM
So, would you share a bit of your knowledge – how to modify your files so that friendly subs and my one are visible on the map? :)
The quickest way is to disable OLC GUI Special, delete the Submarine folder from OLC GUI Special, then re-enable it. That might still not be ideal... give it a try and see... if it doesn't work so well you'll need to mess around with maps.cfg to suit your taste.
Laffertytig
05-18-08, 04:29 PM
what are the optional extras? its a large file but there isnt a readme in there and am just wondering what it does.
onelifecrisis
05-18-08, 04:47 PM
what are the optional extras? its a large file but there isnt a readme in there and am just wondering what it does.
Read the readme.
Laffertytig
05-18-08, 05:00 PM
ah right the read me on the filefront site u mean. i was lookin for a readme in the actual files:damn:
apologies!
@OLC
Just installed last updates (Ubermod 2.2) and amazed to see that the attack periscope doesn't turn (observation periscope is working fine)...
Do you have any idea about that?
Thanks for your help
Lopo
Well, all is working fine... I just discover I cannot upgrade my IXB with a IX/2 tower, it blocks my attack periscope. That's all!
Is this a bug in my mod or not? I mean, if you upgrade your IXB with a IX/2 tower without my mod installed, does that work?
I still don't know... I will try when my current patrol will be finished and will tell you.
onelifecrisis
05-18-08, 05:16 PM
@OLC
Just installed last updates (Ubermod 2.2) and amazed to see that the attack periscope doesn't turn (observation periscope is working fine)...
Do you have any idea about that?
Thanks for your help
Lopo
Well, all is working fine... I just discover I cannot upgrade my IXB with a IX/2 tower, it blocks my attack periscope. That's all!
Is this a bug in my mod or not? I mean, if you upgrade your IXB with a IX/2 tower without my mod installed, does that work?
I still don't know... I will try when my current patrol will be finished and will tell you.
Please do! Also, are you using Malfunctions and Sabotage on SH3C? I can't remember what effects they have but a broken periscope might be one of them. :hmm:
Philipp_Thomsen
05-18-08, 07:09 PM
You eventually goes to sleep, right? :lol:
How is the new carrer coming up?
Hi OLC,
had to stay away from SH3-modding for some weeks because of RL. Came back yesterday and saw your enormous production.
I suppose one of those British WWII-strategies behind this: Increasing mod-productivity forces the German
u-boats to stay at their home-bases in order to study the intention of the new mods. No new German patrols for the next months - Germany will loose the WWII. Brilliant idea.
Anyhow that’s ok. Peace is much better than war. I will ask Doenitz to send some cigars to Winston and ask him to end the war. In exchange he could arrange a football-match at (old) Wembley. Perhaps Germany has better chances there to win the match. Who knows?
A (serious) question: what do you mean with “eliminating the reflections”. Do you mean water-reflections? Had no chance to install the new mod-version.
Nuss
onelifecrisis
05-19-08, 09:43 AM
Hi OLC,
had to stay away from SH3-modding for some weeks because of RL. Came back yesterday and saw your enormous production.
Do you mean the OLCE2 Option Extras? :hmm:
I suppose one of those British WWII-strategies behind this: Increasing mod-productivity forces the German
u-boats to stay at their home-bases in order to study the intention of the new mods. No new German patrols for the next months - Germany will loose the WWII. Brilliant idea.
Oh come on, it's not complicated. :p
A (serious) question: what do you mean with “eliminating the reflections”. Do you mean water-reflections? Had no chance to install the new mod-version.
Elimitate. Remove. Get rid of. Erase. Delete.
The reflections of ships, particles and harbour objects annoy me because they never look quite right and far too often they look totally wrong. Sometimes it's because they're broken (which can be fixed by modding, but the sheer number of broken or missing reflections makes that a huge task) and sometimes because of quirks/limitations in the SH3 graphics engine (which can't be fixed). I used to think a bad reflection was better than no reflection, then I went into the GWX Museum and there are no reflecitons in there, and I couldn't believe how good it looked. So, I removed all the reflections from everything in GWX 2.1 except the terrain, which I do want to "eliminate" but I can't find the switch for it.... yet.
For me this is about immersion. Seeing a dodgy reflection is an immersion killer. Take away the reflections and I (and you, I hope) am left with a more immersive experience. :up:
Hallo OLC.
I was looking at your tonnage and just out of curiosity i would like to ask you: Did your tonnage got higher after enabling the mod (OLCU for GWX 2.1)?
Oh! Something else. There is no tube indexing at the tube selector. I am using OLCU 2.2v.
OLC,
thanks for the English-lesson ( "Elimitate. Remove. Get rid of. Erase. Delete").
The download-size of this part of your mod is rather big, so I better asked before downloading. And afterwards Thomsens V3-soundpack.....
I will give both a try, because all your mods (and Thomsens sound-mods) considerably increased the immersion-factor.
Nuss
onelifecrisis
05-19-08, 11:01 AM
Hallo OLC.
I was looking at your tonnage and just out of curiosity i would like to ask you: Did your tonnage got higher after enabling the mod (OLCU for GWX 2.1)?
Not really. On 9 of of 10 attacks I calculate the two most important variables - speed and course (which gives AOB) - by shadowing the target, because it's both realistic and accurate. You can do that with or without OLC GUI.
The tools in OLC GUI are historical but that doesn't mean they were used all the time IRL.
Oh! Something else. There is no tube indexing at the tube selector. I am using OLCU 2.2v.
You only get the tube indexes if you use SH3C, which IIRC you do. Did you read that readme yet? :p
BTW, I'm still waiting for a screenshot of the "foggy" effect on the sky that you complained about.
BTW, I'm still waiting for a screenshot of the "foggy" effect on the sky that you complained about.
Oh i forgot!!!:-? I aplologise. Well, the "foggy effect" was a creation of my imagination really - playing GWX past 2am not recommended.:p
Did you read that readme yet? :p
:rotfl:You mean the "mysisternaked" file your colleague was talking about?...:p
Anyway, your mod is great and thanks for the reply BTW!:up:
onelifecrisis
05-19-08, 12:03 PM
Damn, who just ruined my 5-star average by giving me 1 star? :arrgh!:
Damn, who just ruined my 5-star average by giving me 1 star? :arrgh!:
Jesus OLC! :p
Ok.
Your mod is absolutely useless.
Nice try but it could have been much better.
Is that all?
And you call this a mod???:down:
....................................
Seriously speaking i don't think your mod has been overrated. Its just a fine mod.:up:
Kaleun Cook
05-19-08, 12:46 PM
I just ran into a problem: I can't configure the torps. When I click the small button on the bottom of the screen it brings up the instruments for setting aob, speed, range - but it won't let me change anything. Manual targeting is activated, the peri-disks work fine - just the tdc doesn't react.
Edit: The attack disk also doesn't work.
onelifecrisis
05-19-08, 01:16 PM
I just ran into a problem: I can't configure the torps. When I click the small button on the bottom of the screen it brings up the instruments for setting aob, speed, range - but it won't let me change anything. Manual targeting is activated, the peri-disks work fine - just the tdc doesn't react.
Edit: The attack disk also doesn't work.
It's an OLC GUI bug. It only affects some players and it's never once happened to me, thus I've been unable to find and fix the problem. There is a workaround: when it happens, right-click on your Weapons Officer icon, then left-click once on the TDC switch (the 3D one in the sub interior view, not the one on your GUI).
Kaleun Cook
05-19-08, 01:22 PM
Alright, thanks a lot for your reply. But this time a CTD fixed it. ;D
Anyways, thanks for a great tool that finally made me check out manual targeting. :up:
LordNeuro"Serbia"
05-19-08, 02:45 PM
Wery nice mod. Is there somthing similar too thise mod theat is working with gwx 2.0.:oops:
@OLC
Just installed last updates (Ubermod 2.2) and amazed to see that the attack periscope doesn't turn (observation periscope is working fine)...
Do you have any idea about that?
Thanks for your help
Lopo
Well, all is working fine... I just discover I cannot upgrade my IXB with a IX/2 tower, it blocks my attack periscope. That's all!
Is this a bug in my mod or not? I mean, if you upgrade your IXB with a IX/2 tower without my mod installed, does that work?
I still don't know... I will try when my current patrol will be finished and will tell you.
Please do! Also, are you using Malfunctions and Sabotage on SH3C? I can't remember what effects they have but a broken periscope might be one of them. :hmm:
Don't worry, I will have a look on it... I have a lot of work now so I play just half-hour per night before sleeping, so the test will wait a little...
Yes, I'm using Malfunctions and Sabotage but I had the same periscope broken twice after downloading...
Philipp_Thomsen
05-19-08, 06:00 PM
Totally ignored on the last page... :cry:
Philipp_Thomsen
05-19-08, 06:19 PM
Damn, who just ruined my 5-star average by giving me 1 star? :arrgh!:
Dunno, but to compensate the motherf*cker who did this, I just gave you 5 stars for your mod, not becouse you're mf, but becouse you deserve it! :up:
Somebody did the same with my sound pack... I had one vote and 5 stars, the next day I had 2 votes and 3 stars, so doing the math, we have somebody out there ruining everybody's rating on purpose, and I think I know who the rat is... :nope:
Wolfehunter
05-19-08, 11:05 PM
I gave 5 stars too. I still like your work OLC even if you removed some reflections...:rock:
OLC what happen to the sun? I have AA2x and not i get the circled sun and not the glowing one like in my older pics. Did you remove the blurry sun glow?
onelifecrisis
05-20-08, 12:15 AM
hehe, thanks chaps :arrgh!:
WH yes I did take the sun back to what it was before the sunhalo "fix".
On some machines, including mine, the sunhalo fix actually resulted in what you might call a Ubersun. For other people it didn't fix it at all.
I was maintaining two versions of the mod, one for my use with the original OLCUv1 sun, and one for release with the sunhalo fix, and it became too much of a version-control hassle, I'm afraid, especially given that some people were still getting a flat sun even with the fix, and other people were seeing (and posting screenshots of) an Ubersun and saying "this is OLCE2" :roll:
On my graphics card, using OLCUv2.2, 2XAA gets a flat sun but 4XAA (or higher) gets a nice sun. Maybe you could try upping your AA? :hmm:
Edit: damn, I should put this in the changelog, sorry!
onelifecrisis
05-20-08, 12:19 AM
Just like the title says, I updated the PG. The updates provide more information on night surface attacks. I'd really appreciate feedback on this new PG from players who've attempted night surface attacks using OLCU v2.1 or higher. Do you agree with what I've written? Is it well written and clear? Do your own experiences match or contradict it?
Cheers
OLC
Wolfehunter
05-20-08, 12:21 AM
okiedokie. :up:
onelifecrisis
05-20-08, 12:48 AM
About the sun thing... it seems to be an engine problem. I head Dave (rest in peace) had major problems with the sun in SH4, so I guess that problem never got fixed by the SH3 devs.
For me it changes every time ATI release a new set of drivers. :roll: But, every time, I find the right GC settings to get it looking right and play with those.
The problem also varies enormously between rigs, affecting not only the size of the sun but also whether or not it shines through objects. It's a pain.
I could release that "sunhalo fix" modlet again, for people to enable over the top of OLCE2. It will create extra work for me if I ever decide to change the colours, but that seems extremely unlikely now... I'm basically happy with them... in fact I'm pretty much happy with the whole mod, now... dare I say the "F" word? :hmm: Maybe! Another project (not a mod) beckons... maybe it's time to call this one done and dusted! :ping:
Wolfehunter
05-20-08, 02:02 AM
OLC I've taken a look at your sunhalo.tga and did some tweaking to it. Going to send you my results in a PM to you but here is some shots,
http://i240.photobucket.com/albums/ff110/WolfeXhunter/SunhaloAA2x_1.jpgNothing fancy at AA 2x for Nvidia but the halo moves as you pan the screen in LOS with the sun.
http://i240.photobucket.com/albums/ff110/WolfeXhunter/SunhaloAA4x_3.jpgAt AA4x it starts to look good as you have said. I like this look give it a more lively feel,
http://i240.photobucket.com/albums/ff110/WolfeXhunter/SunhaloAA4x_2.jpgSunset is looks really good
http://i240.photobucket.com/albums/ff110/WolfeXhunter/SunhaloAA4x_1.jpgSun is almost gone at AA 4x hehe.
PMed ya for the file should you want it;)
Just like the title says, I updated the PG. The updates provide more information on night surface attacks. I'd really appreciate feedback on this new PG from players who've attempted night surface attacks using OLCU v2.1 or higher. Do you agree with what I've written? Is it well written and clear? Do your own experiences match or contradict it?
Cheers
OLC
Hallo again.
After installing the mod I have attempted to do a surface attack only once but despite the darker sceenery and the lowered night visual sensors i still couldn't feel safe about it. I finally submerged because the flank destroyer was 2km away ; still hadn't been noticed.
Now you say that the Uboat can (literally!!!) run circles around and between the enemy merchant ships in early war. I am sorry but i have my doubts on this one. I have to experience it first. Have you actually done something similar?
I'll be back on this.
/tomfon
Aleksandar the Great
05-20-08, 08:26 AM
Hi, OLC
Look picture below
http://img413.imageshack.us/img413/1673/perito9.jpg
Aleksandar the Great
05-20-08, 08:31 AM
http://img440.imageshack.us/img440/1998/kshg212previewbg1no2.jpg
Watch crew visual ranges, on situation in pictures up is 21km(in exellent visibility).
Kaleun Cook
05-20-08, 09:01 AM
I'd really appreciate feedback on this new PG from players who've attempted night surface attacks using OLCU v2.1 or higher. Do you agree with what I've written?
Definitely. In early war it's not even a problem to show a large profile towards escorts in a dark night. One can easily sneak in, fire and escape at maybe half ahead before the torpedoes hit. Hopefully the boat is out of range of search lights etc by then. Till now I only found ahead flank to be a bit risky. Now it's `41 and I haven't been attacking a convoy so far. But in a very dark night west of Africa two merchants didn't see anything when the boat was within less than 300 meters. Also, after the first eel hit, their gunfire was rather inaccurate, either due to the darkness or maybe their low veterancy. I'm using 2.1.1.
onelifecrisis
05-20-08, 01:15 PM
Now you say that the Uboat can (literally!!!) run circles around and between the enemy merchant ships in early war. I am sorry but i have my doubts on this one. I have to experience it first. Have you actually done something similar?
Yes I have. I do not exaggerate, I assure you. Ahead flank, fully surfaced, I've (more than once) run circles around escorts in 1939 on clear-night tests. Each time I would pass right in front of the destroyer at a few hundred metres, once or twice nearly colliding with it! In a couple of these tests it didn't see me at all, and in a couple of tests it caught sight of me the second or third time I passed in front of it's bow.
In one test I also weaved between merchants in a 1939 convoy, again fully surfaced at ahead flank. I was not detected, in spite of the presence of a BB in the middle of that convoy, which I circled a couple of times.
By late 1940 you can't do that anymore, except on lone merchants.
I don't know how GWX handles veterancy but I assume that combat-experienced crews do exist even in 1939, just to spice things up a bit, but I didn't meet any in my tests.
So far so good on the feedback. Please it coming! Tell me about those OLCU (2.1 or higher) surface attacks please folks!
onelifecrisis
05-20-08, 01:18 PM
I'd really appreciate feedback on this new PG from players who've attempted night surface attacks using OLCU v2.1 or higher. Do you agree with what I've written?
Definitely. In early war it's not even a problem to show a large profile towards escorts in a dark night. One can easily sneak in, fire and escape at maybe half ahead before the torpedoes hit. Hopefully the boat is out of range of search lights etc by then. Till now I only found ahead flank to be a bit risky. Now it's `41 and I haven't been attacking a convoy so far. But in a very dark night west of Africa two merchants didn't see anything when the boat was within less than 300 meters. Also, after the first eel hit, their gunfire was rather inaccurate, either due to the darkness or maybe their low veterancy. I'm using 2.1.1.
Great, thank you!
By the way, while surface attacks are possible (even easy in early war) I don't recommend surface escapes! Yes the gunfire is innacurate, but you can still be hit! :o
Kaleun Cook
05-20-08, 02:39 PM
The only problem: sometimes the nights are so dark that you can't see the enemy either. ;]
Wolfehunter
05-20-08, 10:02 PM
Now you say that the Uboat can (literally!!!) run circles around and between the enemy merchant ships in early war. I am sorry but i have my doubts on this one. I have to experience it first. Have you actually done something similar?
Yes I have. I do not exaggerate, I assure you. Ahead flank, fully surfaced, I've (more than once) run circles around escorts in 1939 on clear-night tests. Each time I would pass right in front of the destroyer at a few hundred metres, once or twice nearly colliding with it! In a couple of these tests it didn't see me at all, and in a couple of tests it caught sight of me the second or third time I passed in front of it's bow.
In one test I also weaved between merchants in a 1939 convoy, again fully surfaced at ahead flank. I was not detected, in spite of the presence of a BB in the middle of that convoy, which I circled a couple of times.
By late 1940 you can't do that anymore, except on lone merchants.
I don't know how GWX handles veterancy but I assume that combat-experienced crews do exist even in 1939, just to spice things up a bit, but I didn't meet any in my tests.
So far so good on the feedback. Please it coming! Tell me about those OLCU (2.1 or higher) surface attacks please folks!I've started over and so far in the early war I've manage to get around properly within reason. One close call was a mild storm with mild fog and a pair of destroyers emerged from the fog and I dived. It was about 5km and they didn't see me but knew something wasn't right. One of them started searching but had no bearings on me. I missed my last 2 torpedo and decided to head for home on my third patrol. I was using my VIIB.
Fourth patrol I sunk a few lonely cargo ships. nothing fancy. I had 7 torpedos left and found a nice convoi. I went after it and it was after dusk. 3 destroyers and a large convoi of uber tankers but I wanted the surprise hehehehe HMS Rodney was present I sent every torpedo at her. hehehe 36000 tooooones:rock: First volley of forward torpedos launched. 2 set at 5 meters for impact and 2 for 12 meter at magnetics. One magnetic blew up premature, one impact was a dud. I lined up my one aft torpedo and did a impact one again hit but little effect. I knew I had to use my last forward using magnetic to break her weakend hull. hehehe it worked. She sank.
Anyhow weather was clear skies and rough waters so the destroyers didn't find me.
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Goodpatrol4.jpg
onelifecrisis
05-20-08, 10:40 PM
Nice work WH :D
Was that a surface attack on Rodney?
onelifecrisis
05-20-08, 11:56 PM
OLC Ubermod 2.3 - FINAL VERSION
Yeah, go on, laff it up :shifty: :p
Finished laughing yet? OK, I'll wait...
Finished now?
Good. :cool:
Having played my way through half the war with this mod I'm satisfied that it's stable and does what I wanted. I've ironed out all the crinkles and I'm completely out of ideas for how to improve it. And besides, RL demands to be dealt with... and of course I want to get through the other half. ;)
So, this is it, the last version!
Until now I've avoided making it compatible with everything because that just makes a lot of work for me, but since this is the last version, what the hell.
New in this version:
A final, tiny tweak to OLCE2. You might not even spot it. Anyway it's purely graphical in nature (look at the clouds near the horizon in light fog).
An OLCE2-compatible version of Enhanced Damage Effects is included. :yep:
The Ubermod has now been broken down into no less than 9 mods, to allow you maximum choice and compatibility with other mods. I'll copy and paste the updated readme, which I think (hope :-?) explains the new structure very well:
OLC Ubermod is a small collection of my mods which are intended to be used together, but which have been separated into several smaller JSGME mods so that players have at least a limited amount of choice as to which changes they want and which changes they don't.
OLCE2
This mod contains the new environmental graphics and all of the OLC Ubermod graphical fixes except for the realistic rendering of waves seen through the UZO/binocular/periscopes (that one is in the OLC GUI Special mod). OLCE2 doesn't change any sensor settings, but visual sensors are affected by light levels and OLCE2 does make the nights darker. This means that the visual sensors on enemy ships are much less effective at night in OLCE2 than they are in GWX (which is a good thing). The Players Guide contains tips on how to execute successful surface attacks in the darker OLCE2 nights.
Note: OLCE2 should be used instead of the GWX – 16km Atmosphere mod, not in addition to it.
GWX 2.1 Crew Skins for OLCE2
This mod adjusts the brightness of the GWX 2.1 watch crew to suit the OLCE2 environment. You should enable this mod (and also the GWX – No Medals on Crew mod) unless you are using a crew uniform mod (e.g. the “Elite Crew Uniform” mod) in which case you should leave it disabled. Be warned that if you do use other crew uniform mods then they might not look quite right in OLCE2, especially at night, unless the mod author has made the appropriate adjustments for OLCE2.
Remove All Object Reflections for OLCE2 (with/without VIIC41)
Enabling one of these two mods will remove the reflections from all 3D objects (U-boats, ships, buildings, etc.) in GWX 2.1. This is entirely optional and depends only on your personal taste; if you would prefer to keep the reflections then do not enable this mod! Please note that the reflections of particle effects are not altered by this mod (they are optionally removed using the particle effect mods for OLCE2, described next).
Note: The “with VIIC41” version is for players who have a VIIC/41 U-boat. It should be enabled instead of the GWX – VIIC41 Player Sub mod, not in addition to it.
GWX 2.1 Normal/Enhanced Particle Effects for OLCE2 (with/without reflections)
These four mods each contain GWX 2.1 particle effects which have had colour/brightness levels adjusted so that they look right in OLCE2. The names of the mods should be self-explanatory. You should choose and enable one of these four mods unless you are using some other effects mod (e.g. the “SH4 Effects for SH3” mod) in which case you should not enable any of them. Be warned that if you do use other particle effect mods then they might not look quite right in OLCE2, especially at night, unless the mod author has made the appropriate adjustments for OLCE2.
Note: One of the these mods should be enabled instead of the GWX – Enhanced Damage Effects mod, not in addition to it.
OLC GUI Special for OLCE2
This mod contains a new version of my graphical user interface (OLC GUI) which includes realistic map contact updates and a graphical fix to waves seen through the UZO/binoculars/periscopes. Please note that this is not identical to OLC GUI 1.2.x, nor is it an addition to it. You can install either OLC GUI Special, or OLC GUI 1.2.x, or neither, but not both! The Players Guide contains more information on the differences between OLC GUI 1.2.x and OLC GUI Special.
It's big, I'm afraid. 400mb. But it's the last time you'll have to download it. ;)
It's uploading to FF and will take a couple of hours.
Cheers
OLC
Wolfehunter
05-21-08, 12:10 AM
Nice work WH :D
Was that a surface attack on Rodney?:o :rotfl: Hell no dude. My one cannon against forward 3 triple canon turrets not including his smaller still uber guns against me on the surface plus 3 destroyers and a large convoi of ships.... Hey OLC does my name look like Bernard...:smug: Only a Bernard could pull that off. Suicide isn't in my agenda hehehe.:p
Schwuppes
05-21-08, 03:09 AM
Now you say that the Uboat can (literally!!!) run circles around and between the enemy merchant ships in early war. I am sorry but i have my doubts on this one. I have to experience it first. Have you actually done something similar?
Yes I have. I do not exaggerate, I assure you. Ahead flank, fully surfaced, I've (more than once) run circles around escorts in 1939 on clear-night tests. Each time I would pass right in front of the destroyer at a few hundred metres, once or twice nearly colliding with it! In a couple of these tests it didn't see me at all, and in a couple of tests it caught sight of me the second or third time I passed in front of it's bow.
In one test I also weaved between merchants in a 1939 convoy, again fully surfaced at ahead flank. I was not detected, in spite of the presence of a BB in the middle of that convoy, which I circled a couple of times.
By late 1940 you can't do that anymore, except on lone merchants.
I don't know how GWX handles veterancy but I assume that combat-experienced crews do exist even in 1939, just to spice things up a bit, but I didn't meet any in my tests.
So far so good on the feedback. Please it coming! Tell me about those OLCU (2.1 or higher) surface attacks please folks!
This is awesome news!
Finally a mod that enables realistic surface attacks like they were in the beginning of the war!
Oh and when I want update to OLC Ubermod 2.3... do i have to disable any other mods before I update (apart from the previous OLC Uber version of course)?
JScones
05-21-08, 03:29 AM
OLC Ubermod 2.3 - FINAL VERSION
Yeah, go on, laff it up :shifty: :p
Finished laughing yet? OK, I'll wait...
Finished now?
Good. :cool:
Sorry, still laughing. :rotfl:
You a funny man OLC.
So what have you got in store for us in v2.4? :p
onelifecrisis
05-21-08, 04:18 AM
Oh and when I want update to OLC Ubermod 2.3... do i have to disable any other mods before I update (apart from the previous OLC Uber version of course)?
It's all in the new readme. :up:
:arrgh!: @ JScones
BTW, any chance of a reply on that idea I PM'd you? :hmm:
JScones
05-21-08, 04:44 AM
:arrgh!: @ JScones
BTW, any chance of a reply on that idea I PM'd you? :hmm:
Yep, you'll get one. Prolly not tonight (my time) though because State Of Origin Rugby League starts in about 10 minutes, LOL.
Kaleun Cook
05-21-08, 04:48 AM
Hehe, just updated to 2.2. and there's already the next one up. :huh:
I just have one problem with this - my low end comp. I guess it is reason why it is pretty hard to define the top of the mast for measuring the distance and the beginning and the end of a ship for measuring its speed - the view is just too fuzzy to be sure. I'm playing with low textures and 25 % particles - maybe that's the reason?
onelifecrisis
05-21-08, 04:55 AM
I just have one problem with this - my low end comp. I guess it is reason why it is pretty hard to define the top of the mast for measuring the distance and the beginning and the end of a ship for measuring its speed - the view is just too fuzzy to be sure. I'm playing with low textures and 25 % particles - maybe that's the reason?
AA really helps a lot when it comes to making out ships/masts in the distance. Obviously it'll lower your framerate... so I guess you have to choose between high fps and high-accuracy torpedoes?
I find I can make out distant ships easily enough at 1024x768 with 4xAA (6x even better).
Shakatan
05-21-08, 07:13 AM
OLCE2
OLCE2 doesn't change any sensor settings, but visual sensors are affected by light levels and OLCE2 does make the nights darker. This means that the visual sensors on enemy ships are much less effective at night in OLCE2 than they are in GWX (which is a good thing).
I have some simple questions: If I make much brighter night – tweaking AmbientLightColor parameter in for example 'SkyColors_Atl.dat' – will it affect the level of enemy detection?
Till now i was thinking, that brightness and colors of night are just eye candy, i.e. game don't recognize the amount of light in the night. So if I don't see anything in night, because it is so dark – tweaking dat files is much less safe than tweaking gamma on LCD or graphic card?
sorry for my poor english:oops:
onelifecrisis
05-21-08, 07:30 AM
I have some simple questions: If I make much brighter night – tweaking AmbientLightColor parameter in for example 'SkyColors_Atl.dat' – will it affect the level of enemy detection?
Yes. Tests exactly like that one enabled me to determine for certain that light levels directly affect sensors (BTW it's in EnvColor.dat, not SkyColor.dat).
There are three environmental light sources in SH3. The sum of two of them (sunlight and ambient light) affect sensors. The third (sun reflection - light reflected up off the water) has no effect on sensors.
Because the sum of the first two equals or exceeds 255 at all times of the day in both OLCE2 and GWX, there is no difference in daytime sensors between the mods.
Non-environmental light sources such as searchlights will also affect sensors i.e. when a light is shining on you, you are a lot easier to see.
Adriatico
05-21-08, 11:10 AM
Maestro,
You are killing me with these upgrades...
My web provider lives for a weeks on my downloads!
:doh:
asanovic7
05-21-08, 11:19 AM
Maestro,
You are killing me with these upgrades...
My web provider lives for a weeks on my downloads!
:doh:
:rotfl: :rotfl: :rotfl: :rotfl: :rotfl:
Adriatico
05-21-08, 04:36 PM
:shifty:
------------
Omne "married man" post coitum triste, nisi mullier, gallusque
onelifecrisis
05-21-08, 06:44 PM
For those with poor connections to FF, the lastest versions of my mods are now available from the BTS forums.
HTH
OLC
Yorktown_Class
05-21-08, 11:15 PM
OLC,I got a question for you,I was literally ran over by a Ceramic Type Liner,in a rain storm,I didn't see him he didn't see me,he hit the bow,I got miner damage,but he didn't zig zag at all after the impact,it was like it never seen me.It turned me in the same direction,ENE as he was going and I fell in behind him and when the distance was open enough I fired a torpedo,and only then did it start to zig zag after it hit,I lost him in the fog and it got away.Will the newest version help in that respect??
thanks:up:
onelifecrisis
05-22-08, 02:43 AM
OLC,I got a question for you,I was literally ran over by a Ceramic Type Liner,in a rain storm,I didn't see him he didn't see me,he hit the bow,I got miner damage,but he didn't zig zag at all after the impact,it was like it never seen me.It turned me in the same direction,ENE as he was going and I fell in behind him and when the distance was open enough I fired a torpedo,and only then did it start to zig zag after it hit,I lost him in the fog and it got away.Will the newest version help in that respect??
thanks:up:
No it won't. SH3 ships do not "know" when they've collided with you. This is a stock game limitation, it's nothing new.
Kaleun Cook
05-22-08, 06:02 AM
AA really helps a lot when it comes to making out ships/masts in the distance. Obviously it'll lower your framerate... so I guess you have to choose between high fps and high-accuracy torpedoes?
I find I can make out distant ships easily enough at 1024x768 with 4xAA (6x even better).
4x kills my framerate already, but 2x seems to do the job, thanks for the hint!
Still, any AA lets the performance drop significantly. Maybe I can improve it by using the "right" meaning the least demanding version of your reflection-offers. Maybe someone has made some experiences and could post which one would be the best for a low-end-comp. Right now I'm using normal effects without reflections - but installed the sh4-effects after that.
onelifecrisis
05-22-08, 06:36 AM
AA really helps a lot when it comes to making out ships/masts in the distance. Obviously it'll lower your framerate... so I guess you have to choose between high fps and high-accuracy torpedoes?
I find I can make out distant ships easily enough at 1024x768 with 4xAA (6x even better).
4x kills my framerate already, but 2x seems to do the job, thanks for the hint!
Still, any AA lets the performance drop significantly. Maybe I can improve it by using the "right" meaning the least demanding version of your reflection-offers. Maybe someone has made some experiences and could post which one would be the best for a low-end-comp. Right now I'm using normal effects without reflections - but installed the sh4-effects after that.
This setup will give the best framerate:
Enable-> Remove All Object Reflections for OLCE2 (with or without VIIC41)
Enable-> GWX 2.1 Normal Particle Effects for OLCE2 (without reflections)
Also, what kind of graphics card do you have? If ATI, make sure you tick the "Geometry Instancing" checkbox in the CCC. If nVidia, try the nHancer program.
HTH
OLC
At last the final version!........................... or the "final version updates not inluded"?:rotfl:
THANK you OLC. :up:
BTW, I started a new carrer thanks to your mod and i am gonna try a surface attack. Wish me luck. Lets see...
Horsemann
05-22-08, 07:06 AM
Superb! However at all improvements of atmospheric effects, definitely there are no reflections of the Moon. Whether could it be corrected?
Kaleun Cook
05-22-08, 07:28 AM
This setup will give the best framerate:
Enable-> Remove All Object Reflections for OLCE2 (with or without VIIC41)
Enable-> GWX 2.1 Normal Particle Effects for OLCE2 (without reflections)
Roger, I'll try those and the nHancer prog. Thanks a lot for your efforts!
Amazing work OLC!!!! :up: :up: :up:
/OB
Schwuppes
05-22-08, 08:02 AM
I use 32xS AA together with 16x Anisotropic Filtering.... kills every single jagged edge, and also eliminates shimmering!
For people with newer ATI cards (ie 2900XT, 3850 or 3870) you should try 24x Edge Detect... sweet as! Also use at least 8x Anisotropic Filtering... this will make distant object and waves look sharper.
Horsemann
05-22-08, 08:50 AM
I cannot tell definitely, whether it is caused by your mod or anything else, but in the sky (especially in the cloudy sky) there is observed the strange atmospheric phenomenon in the form of shone, perpendicular strips. :hmm: They are similar to traces of jet planes
onelifecrisis
05-22-08, 09:16 AM
I cannot tell definitely, whether it is caused by your mod or anything else, but in the sky (especially in the cloudy sky) there is observed the strange atmospheric phenomenon in the form of shone, perpendicular strips. :hmm: They are similar to traces of jet planes
A screenshot would help a lot!
Yorktown_Class
05-22-08, 04:15 PM
OLC,I got a question for you,I was literally ran over by a Ceramic Type Liner,in a rain storm,I didn't see him he didn't see me,he hit the bow,I got miner damage,but he didn't zig zag at all after the impact,it was like it never seen me.It turned me in the same direction,ENE as he was going and I fell in behind him and when the distance was open enough I fired a torpedo,and only then did it start to zig zag after it hit,I lost him in the fog and it got away.Will the newest version help in that respect??
thanks:up:
No it won't. SH3 ships do not "know" when they've collided with you. This is a stock game limitation, it's nothing new.
Ok thank you:)
@OLC
Just installed last updates (Ubermod 2.2) and amazed to see that the attack periscope doesn't turn (observation periscope is working fine)...
Do you have any idea about that?
Thanks for your help
Lopo
Well, all is working fine... I just discover I cannot upgrade my IXB with a IX/2 tower, it blocks my attack periscope. That's all!
Is this a bug in my mod or not? I mean, if you upgrade your IXB with a IX/2 tower without my mod installed, does that work?
I still don't know... I will try when my current patrol will be finished and will tell you.
Please do! Also, are you using Malfunctions and Sabotage on SH3C? I can't remember what effects they have but a broken periscope might be one of them. :hmm:
Don't worry, I will have a look on it... I have a lot of work now so I play just half-hour per night before sleeping, so the test will wait a little...
Yes, I'm using Malfunctions and Sabotage but I had the same periscope broken twice after downloading...
Have had again the same problem after refuelling at U-461 in May 42... each time I have a double cross-line (first time I notice that!) in my attack periscope and it doesn't turn. I fix the problem disabling and enabling OLC Gui special for OLCE2... it doesn't seem to be a bug.
999-Jay-999
05-23-08, 05:08 AM
I use 32xS AA together with 16x Anisotropic Filtering.... kills every single jagged edge, and also eliminates shimmering!
For people with newer ATI cards (ie 2900XT, 3850 or 3870) you should try 24x Edge Detect... sweet as! Also use at least 8x Anisotropic Filtering... this will make distant object and waves look sharper.
Can i ask, do you apply these options in game or force these on through the drivers ?
onelifecrisis
05-23-08, 06:32 AM
Can i ask, do you apply these options in game or force these on through the drivers ?
Always drivers. There are no in-game AA/AF settings.
sabretwo
05-23-08, 06:33 AM
OLC,
First, thanks for producing one of the greatest mods yet for Sh3! You've created a masterpiece that takes immersion up to the highest level.
After a few nights playing with your new Ubermod 2.3, I have one suggestion...
Can you include some type of ranging tool for use with the observation periscope (maybe similar to the one on the UZO or a variation of the one on the attack periscope)? With the elimination of visible contact updates, I am trying to manually plot the bearing of visual contacts early as they appear and its very difficult to get an accurate distance estimate at long range with the attack periscope owing to its new fixed magnification. By the time I can get several distance/bearing plots made to determine its course, its too late for me to maneuver to a good interception point and finalize my torpedo data with the OLC tools.
If I'm on the surface at night, no big deal. I just continue to make my plots as the ship passes by and catch up further down the road. If I am submerged during day, its a now or never deal (unless I feel like risking detection on the surface to get ahead of the target).
Just a thought.
Again, Thanks for all the time you put into this mod!
onelifecrisis
05-23-08, 06:41 AM
OLC,
First, thanks for producing one of the greatest mods yet for Sh3! You've created a masterpiece that takes immersion up to the highest level.
After a few nights playing with your new Ubermod 2.3, I have one suggestion...
Can you include some type of ranging tool for use with the observation periscope (maybe similar to the one on the UZO or a variation of the one on the attack periscope)? With the elimination of visible contact updates, I am trying to manually plot the bearing of visual contacts early as they appear and its very difficult to get an accurate distance estimate at long range with the attack periscope owing to its new fixed magnification. By the time I can get several distance/bearing plots made to determine its course, its too late for me to maneuver to a good interception point and finalize my torpedo data with the OLC tools.
If I'm on the surface at night, no big deal. I just continue to make my plots as the ship passes by and catch up further down the road. If I am submerged during day, its a now or never deal (unless I feel like risking detection on the surface to get ahead of the target).
Just a thought.
Again, Thanks for all the time you put into this mod!
This is supposed to be a realism mod. The problems you describe all sound realistic to me.
A few things to know:
1) There were no range-finding tools on the obs-scope IRL.
2) Even if there had been you wouldn't be able to use them to get very accurate ranges at long distances.
3) From the vantage point offered by a scope, the horizon IRL is just a few km away.
If a target/convoy comes -unexpectedly- into view and you submerge to avoid being detected (good thinking) and then try to get a rough fix on it's position using the attack scope (good thinking) and then find you're not in an attacking position and can't get into position before the target has moved on... then welcome to realism. ;) The best thing to do here is wait for it to vanish from sight, surface, and then flank it. You should be able to find it easily, and then you'll be able to position yourself perfectly for the attack.
If the target is moving too fast for you to flank it, bad luck.
HTH
OLC
Schwuppes
05-23-08, 06:44 AM
I use 32xS AA together with 16x Anisotropic Filtering.... kills every single jagged edge, and also eliminates shimmering!
For people with newer ATI cards (ie 2900XT, 3850 or 3870) you should try 24x Edge Detect... sweet as! Also use at least 8x Anisotropic Filtering... this will make distant object and waves look sharper.
Can i ask, do you apply these options in game or force these on through the drivers ?
Hi 999-Jay-999!
You also use a nVidia card? May I ask which one? You need alot of horsepower to run those settings... we're talking a 512MB geForce 8800GT or GTS minimum.... a 9600 GT should also be able to pull it off.
Anyway... the standard nVidia driver control panel will not allow you to set 32xS (which is a MSAA + SSAA hybrid). To enable 32xS you need a program called nHancer, a nifty little tool which allows you to create individual profiles for any game you have.
You can get it here:
http://www.3dcenter.org/3dtools/nhancer
999-Jay-999
05-23-08, 06:58 AM
Thanks Schwuppes,
I have an ATI card, but I now have a direction to go for setting up such options.
Schwuppes
05-23-08, 07:02 AM
Oh lol... I don't think you can use nHancer for ATi cards... what kind of ATi card do you have?
Only the newer ones will allow 24x "Edge Detect" AA... you can force it through Catalyst Control Center... also make sure you get the latest version of the Catalyst drivers... the current version 8.5 has brought some performance improvemants.
cheers!
Phoenix3000
05-23-08, 09:18 AM
Hi OLC!
I've been working away for a couple of weeks, and today I finally had some time to look into SH3 again, and my, you have been busy! :up:
I've just downloaded the new Ubermod 2.3 on a slow link with Filefront (always have problems with that site), and will be installing it later today given time.
Reading through the thread I'm sorry to hear that real-life is being a pain in the a*se right now but trust me, things will work out - just persevere mate. As the saying goes, 'don't let the b*stards get you down!'.
Cheers!
Px3000
sabretwo
05-23-08, 02:20 PM
This is supposed to be a realism mod. The problems you describe all sound realistic to me.
A few things to know:
1) There were no range-finding tools on the obs-scope IRL.
2) Even if there had been you wouldn't be able to use them to get very accurate ranges at long distances.
3) From the vantage point offered by a scope, the horizon IRL is just a few km away.
If a target/convoy comes -unexpectedly- into view and you submerge to avoid being detected (good thinking) and then try to get a rough fix on it's position using the attack scope (good thinking) and then find you're not in an attacking position and can't get into position before the target has moved on... then welcome to realism. ;) The best thing to do here is wait for it to vanish from sight, surface, and then flank it. You should be able to find it easily, and then you'll be able to position yourself perfectly for the attack.
If the target is moving too fast for you to flank it, bad luck.
HTH
OLC
Thanks for the reply. Personally, I like the changes you made to the contact display. I think it increases the realism quite a bit. However, I am surprised that the German U-Boat designers didn't include any type of range finding reticle for the observation periscope...especially given the time it would take in reality to switch from observation periscope to attack periscope. The capability to do so was certainly within the state of the technology.
Oh well, truth be told, my tonnage before was too high for realism anyway. Perhaps more missed opportunities will bring it down a bit more, or at least extend the duration of patrols.
(I'm not quite sure, should I be :lol: or :damn: ?)
onelifecrisis
05-23-08, 02:40 PM
Thanks Px3k :up: good to see you back.
@sabretwo
Maybe they left the range-finder off the observation scope because it was just meant to be used for observation? Maybe it was difficult to engineer a split prism stadimeter into a scope that can rotate in almost every direction? Honestly, I don't know... but anyway... what makes you think they'd have to quickly switch between the scopes IRL?
sabretwo
05-23-08, 06:08 PM
Thanks Px3k :up: good to see you back.
@sabretwo
Maybe they left the range-finder off the observation scope because it was just meant to be used for observation? Maybe it was difficult to engineer a split prism stadimeter into a scope that can rotate in almost every direction? Honestly, I don't know... but anyway... what makes you think they'd have to quickly switch between the scopes IRL?
It seems to make good sense, the earlier you can identify a ship's course (range and location), the better. It can easily mean the difference between maneuvering into a good position or watching one go by.
BTW...I greatly respect the research and time that you've put into this mod. I only offered a suggestion and paid you compliments on your good work. You don't need to be sarcastic or condescending.
FIREWALL
05-23-08, 06:56 PM
OLC Ubermod 2.3 - FINAL VERSION
Yeah, go on, laff it up :shifty: :p
Finished laughing yet? OK, I'll wait...
Finished now?
Good. :cool:
Having played my way through half the war with this mod I'm satisfied that it's stable and does what I wanted. I've ironed out all the crinkles and I'm completely out of ideas for how to improve it. And besides, RL demands to be dealt with... and of course I want to get through the other half. ;)
So, this is it, the last version!
Until now I've avoided making it compatible with everything because that just makes a lot of work for me, but since this is the last version, what the hell.
New in this version:
A final, tiny tweak to OLCE2. You might not even spot it. Anyway it's purely graphical in nature (look at the clouds near the horizon in light fog).
An OLCE2-compatible version of Enhanced Damage Effects is included. :yep:
The Ubermod has now been broken down into no less than 9 mods, to allow you maximum choice and compatibility with other mods. I'll copy and paste the updated readme, which I think (hope :-?) explains the new structure very well:
OLC Ubermod is a small collection of my mods which are intended to be used together, but which have been separated into several smaller JSGME mods so that players have at least a limited amount of choice as to which changes they want and which changes they don't.
OLCE2
This mod contains the new environmental graphics and all of the OLC Ubermod graphical fixes except for the realistic rendering of waves seen through the UZO/binocular/periscopes (that one is in the OLC GUI Special mod). OLCE2 doesn't change any sensor settings, but visual sensors are affected by light levels and OLCE2 does make the nights darker. This means that the visual sensors on enemy ships are much less effective at night in OLCE2 than they are in GWX (which is a good thing). The Players Guide contains tips on how to execute successful surface attacks in the darker OLCE2 nights.
Note: OLCE2 should be used instead of the GWX – 16km Atmosphere mod, not in addition to it.
GWX 2.1 Crew Skins for OLCE2
This mod adjusts the brightness of the GWX 2.1 watch crew to suit the OLCE2 environment. You should enable this mod (and also the GWX – No Medals on Crew mod) unless you are using a crew uniform mod (e.g. the “Elite Crew Uniform” mod) in which case you should leave it disabled. Be warned that if you do use other crew uniform mods then they might not look quite right in OLCE2, especially at night, unless the mod author has made the appropriate adjustments for OLCE2.
Remove All Object Reflections for OLCE2 (with/without VIIC41)
Enabling one of these two mods will remove the reflections from all 3D objects (U-boats, ships, buildings, etc.) in GWX 2.1. This is entirely optional and depends only on your personal taste; if you would prefer to keep the reflections then do not enable this mod! Please note that the reflections of particle effects are not altered by this mod (they are optionally removed using the particle effect mods for OLCE2, described next).
Note: The “with VIIC41” version is for players who have a VIIC/41 U-boat. It should be enabled instead of the GWX – VIIC41 Player Sub mod, not in addition to it.
GWX 2.1 Normal/Enhanced Particle Effects for OLCE2 (with/without reflections)
These four mods each contain GWX 2.1 particle effects which have had colour/brightness levels adjusted so that they look right in OLCE2. The names of the mods should be self-explanatory. You should choose and enable one of these four mods unless you are using some other effects mod (e.g. the “SH4 Effects for SH3” mod) in which case you should not enable any of them. Be warned that if you do use other particle effect mods then they might not look quite right in OLCE2, especially at night, unless the mod author has made the appropriate adjustments for OLCE2.
Note: One of the these mods should be enabled instead of the GWX – Enhanced Damage Effects mod, not in addition to it.
OLC GUI Special for OLCE2
This mod contains a new version of my graphical user interface (OLC GUI) which includes realistic map contact updates and a graphical fix to waves seen through the UZO/binoculars/periscopes. Please note that this is not identical to OLC GUI 1.2.x, nor is it an addition to it. You can install either OLC GUI Special, or OLC GUI 1.2.x, or neither, but not both! The Players Guide contains more information on the differences between OLC GUI 1.2.x and OLC GUI Special.
It's big, I'm afraid. 400mb. But it's the last time you'll have to download it. ;)
It's uploading to FF and will take a couple of hours.
Cheers
OLC
Where might I ask is the D\L link.:D
bert8for3
05-23-08, 06:59 PM
It's in the first post ... a few lines down ... "download ... here"
bert8for3
05-23-08, 07:05 PM
Is there a particular install sequence for 2.3? Really sorry to ask 'cause I know it must be stated in here somewhere but I'm just not seeing it :hmm:
FIREWALL
05-23-08, 07:14 PM
It's in the first post ... a few lines down ... "download ... here"
THX bert :up:
bert8for3
05-23-08, 07:21 PM
It's in the first post ... a few lines down ... "download ... here"
THX bert :up:
No prob. I'm in the middle of sorting out a few mods to install before next patrol, inc 2.3 ... if you happen to be installing 2.3 and see that there's a particular install order, could you let me know? Right now, I'm figuring on doing in order OLCE2, then Enhanced Particle Effects (in my case), Crew Skins, then OLC Gui Special. Uboat folder not necessary in my case 'cause put in before.
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