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onelifecrisis
05-23-08, 07:31 PM
@bert8for3
No install sequence. Install the OLCU mods in any order. If JSGME complains about a conflict between two OLCU mods then you did something wrong and need to check the readme. HTH. :up:

bert8for3
05-23-08, 07:35 PM
Tks much OLC.

bert8for3
05-23-08, 08:09 PM
edit: please ignore

onelifecrisis
05-23-08, 09:00 PM
OLC, if you're still around, would you mind terribly giving some advice to me on installing Thomsen's Sound Pack. I know it's none of your biz, but I was starting to wade through the 12 pages in that thread to find the answer, not finding it yet, but notice you're using TSP I think.

Installing TSP over OLCUber, JSGME gives me a conflict message ""Commands_en.cfg" has already been altered by the "OLC GUI Special for OLCE2" mod.
"en_menu.txt" has already been altered by the "OLC GUI Special for OLCE2" mod."

I assume this would foul up OLCUber. If I reverse the order and put on TSP first will that work?

Sorry for 1 asking and 2 going OT here.

I took a look at V3 of the soundpack.

Enabling PTS then OLCU will mean that Thomsen's CTRL+S shortcut (to make the engine startup sound) will not work. Everything else should work.

Enabling OLCU then PTS will mean the Rudder Amidships button (recently added to OLC GUI Special) will not work, and all the in-game text will still look like GWX 1.03, but otherwise everything should be OK.

Wartzay
05-23-08, 11:28 PM
^^^
I edited in the engine start sequence into the OLC files, then copied those 2 files into PTS. I then enabled OLCE/gui then PTS.

That seemed to work perfectly.

I'll find the lines to copy in from PTS to OLCE if you wish.

bert8for3
05-24-08, 06:24 AM
@OLC ... Thanks very much. I edited/deleted my inquiry as I felt in retrospect it wasn't something I should really ask you. So I was trying to figure it out with WinMerge. Many thanks for the advice. :up:

@Wartzay ... Many thanks also, if it's not to much trouble for you to post the lines to add, that would be great. :up:

onelifecrisis
05-24-08, 10:28 AM
I've posted, on my FF page, a version of Rubini's Lifeboats and Debris V3 mod which has had all the reflections removed. This is for OLCU players who like to play without any reflections. If you play OLCU with reflections then you can just use the normal version of the lifeboats mod.

Download the "without reflections" version here (http://files.filefront.com/LifeboatsDebris+V3+for+OLCE2/;10332469;/fileinfo.html).

Full credit goes to Rubini, Philipp_Thomsen and privateer for the Lifeboats and Debris V3 mod.

Badger Finn
05-24-08, 06:36 PM
Just dropping a line

Excellent mods OLC have been using them since you arrived with the gui

Unfortunatly my rig dosnt have quite enough power to run ya ubermod with out staggers

Which is a bummer since it looked excellent from what i saw

ah well ill just have to stick with the gui

CHEERS


:up:

difool2
05-24-08, 11:38 PM
Quick question (which really applies to GWX, and I guess stock too): any way to rid myself of the shaded bands in the clear or partly cloudy night sky (see the last pic in the OP)? I'd much prefer to see them blended together much more subtly. Or is this a video card limitation in terms of the number of colors available, or just a video card's inability to shade them together in a satisfactory manner?

onelifecrisis
05-25-08, 12:03 AM
Quick question (which really applies to GWX, and I guess stock too): any way to rid myself of the shaded bands in the clear or partly cloudy night sky (see the last pic in the OP)? I'd much prefer to see them blended together much more subtly. Or is this a video card limitation in terms of the number of colors available, or just a video card's inability to shade them together in a satisfactory manner?

OLCE2 fixes it, but I guess you already know that and want another way to fix it? Well, yes, there's a way and it's quite easy to do, and just now I actually started to type out how to do it... but then I remembered your rudeness to other people in other threads, and changed my mind. :lol:

Schwuppes
05-25-08, 12:07 AM
lol

Now I too have been struck by the avatar of shame... :D

msalama
05-25-08, 05:04 AM
Thanks for this great übermod OLC! Just downloaded & installed it and the environment looks sooo nifty now, and the GUI is a huge improvement too IMO :cool: I'm of course still clueless as to how it all works, but hey, practice makes perfect - or, in my case, at least mediocre :p

Thanks again m8, superb work all around. S!

difool2
05-25-08, 09:21 AM
Quick question (which really applies to GWX, and I guess stock too): any way to rid myself of the shaded bands in the clear or partly cloudy night sky (see the last pic in the OP)? I'd much prefer to see them blended together much more subtly. Or is this a video card limitation in terms of the number of colors available, or just a video card's inability to shade them together in a satisfactory manner?
OLCE2 fixes it, but I guess you already know that and want another way to fix it? Well, yes, there's a way and it's quite easy to do, and just now I actually started to type out how to do it... but then I remembered your rudeness to other people in other threads, and changed my mind. :lol:

Umm what the hey are you talking about?

onelifecrisis
05-25-08, 11:57 AM
Quick question (which really applies to GWX, and I guess stock too): any way to rid myself of the shaded bands in the clear or partly cloudy night sky (see the last pic in the OP)? I'd much prefer to see them blended together much more subtly. Or is this a video card limitation in terms of the number of colors available, or just a video card's inability to shade them together in a satisfactory manner?
OLCE2 fixes it, but I guess you already know that and want another way to fix it? Well, yes, there's a way and it's quite easy to do, and just now I actually started to type out how to do it... but then I remembered your rudeness to other people in other threads, and changed my mind. :lol:

Umm what the hey are you talking about?

Nevermind.
Download S3D and edit scene.dat. In Sky>EnvSim>FogDistances there are four array items, one for each visibility (fog) level. You need to edit CloudRelativeZMin and CloudRelativeZMax to sort out your problem. Bear in mind that the clouds are a flat texture laid on a big dome and, for fogging purposes, Z is measured on the horizontal plane only; the clouds directly above your U-boat are at Z=0 and the clouds on the horizon are at approximately Z=0.9.
HTH
OLC

java`s revenge
05-25-08, 03:18 PM
I have one question, am doubting.

When i have for example mastheight 23m. Do i have to double it for the calculation?

I thought not but....

tomfon
05-25-08, 03:36 PM
I have one question, am doubting.

When i have for example mastheight 23m. Do i have to double it for the calculation?

I thought not but....

No need to double the mast values! :up:

java`s revenge
05-25-08, 03:41 PM
Thank you Tomfon!!

Was doubting because someone in this subject was talking about doubling the
mastheights and my first thought was, that is wrong....

tomfon
05-25-08, 03:46 PM
Thank you Tomfon!!

Was doubting because someone in this subject was talking about doubling the
mastheights and my first thought was, that is wrong....

No fuss.
It might be even better if you bother downloading the tutorials from OLCs FF page and also the read me files. He explains everything really.:rock:

FIREWALL
05-25-08, 05:00 PM
Is the sky supposed to look like this ?
Only useing GWX 2.1. No other mods to test this mod.

http://i291.photobucket.com/albums/ll316/NO1TOPGUN/SH3Img23-5-2008_20173_640.jpg

difool2
05-25-08, 05:09 PM
Download S3D and edit scene.dat. In Sky>EnvSim>FogDistances there are four array items, one for each visibility (fog) level. You need to edit CloudRelativeZMin and CloudRelativeZMax to sort out your problem. Bear in mind that the clouds are a flat texture laid on a big dome and, for fogging purposes, Z is measured on the horizontal plane only; the clouds directly above your U-boat are at Z=0 and the clouds on the horizon are at approximately Z=0.9.
HTH
OLC

Thanks for the tip. :|\\

onelifecrisis
05-25-08, 06:32 PM
Is the sky supposed to look like this ?

No it isn't. :lol:
I haven't seen that problem before...

Samwolf
05-25-08, 06:46 PM
Looks like the old "didn't roll back Sh3 commander before enabling the mod" problem.

Madox58
05-25-08, 06:47 PM
I'll agree with you on that observation.
:yep:

onelifecrisis
05-25-08, 07:43 PM
Phew! :rock:
I hate it when someone posts a problem and I have no idea what the cause is. :oops:
Thanks Samwolf and privateer. :up:

onelifecrisis
05-25-08, 07:51 PM
It looks like I will be making another release of OLCU after all. :roll: :nope: :oops:

I found a handful of cosmetic problems: a typo in menu.txt, and some reflections I missed in the 'Remove All Object Reflections' mod. Also, privateer will be releasing a fix for the GWX 2.1 Small Freighter mast height, so I want to remove that fix from OLCU to avoid people getting JSGME errors.

I'm going to throw in a tweak to the water graphics as well.
Sorry peeps, but it'll be another big download.

Cheers,
OLC

Alex
05-25-08, 09:41 PM
Waiting impatiently ! http://img147.imageshack.us/img147/772/party20lp2.gif

:up:

onelifecrisis
05-25-08, 09:46 PM
Waiting impatiently ! http://img147.imageshack.us/img147/772/party20lp2.gif

:up:

:rotfl:

onelifecrisis
05-26-08, 01:03 AM
...but it'll take couple of hours to get there. :roll:

Changes in this version:

Several tweaks to the water graphics in OLCE2.
Removed the fix to the small freighter mast height in GWX 2.1 because the GWX team are going to release a fix for it.
Fixed a typo in OLC GUI Special.
Fixed some reflections which were still visible after enabling one of the Remove All Object Reflections mods.
Removed the OLCE2 game/mission loading screens.I hope people like the new look of the water.

I've changed the wave textures a bit, and the reflections a bit, because after more than a dozen OLCU patrols those are the things that looked to me like they could be improved (and the recently added option to remove all object reflections meant that for the first time I could tweak the reflections without the constraint of trying to stop the ship reflections getting too messed up).

I wasn't sure whether to release that change since people seem to like OLCE2 as it is, but I really think it's an improvement so I took the risk. Let me know what you think!

OLC

FIREWALL
05-26-08, 01:33 AM
Phew! :rock:
I hate it when someone posts a problem and I have no idea what the cause is. :oops:
Thanks Samwolf and privateer. :up:

Don't have SHC installed.

You can't rollback something you don't have installed.
http://i291.photobucket.com/albums/ll316/NO1TOPGUN/th_SH3Img23-5-2008_20173_640.jpg (http://i291.photobucket.com/albums/ll316/NO1TOPGUN/SH3Img23-5-2008_20173_640.jpg)

GWX 2.1 No other mods installed.

ssconvert
05-26-08, 04:07 AM
Just downloaded, came in first....yay.....
Um Onelife, a question pls from a strictly mod user. After reading the readme and players guide, I assume the OLC GUI special is for players who use manual targeting. I unfortuantely do not as my mathematics etc is too crap, (especially if i play drunk as is often the case). I instead have manual targeting off and also weapon officer assistance turned off. So I have to set torpedo settings,etc but not AoB, distance, speed, etc. Sort of a compromise.
As a result of this, I shouldn't add OLC GUI special. Ja?

Also,
If you use SH3 Commander, and if you plan to play with OLC GUI Special, then you should copy the U-BOAT
folder into your SH3 COMMANDER folder,
Um where is this folder located.

One last question, will your pictures your about to put back up on the first page show the differences in keeping or removing reflections, enhanced particle effects etc?
Its hard to visualize the difference. Is it based on rig hardware?

Samwolf
05-26-08, 04:56 AM
Phew! :rock:
I hate it when someone posts a problem and I have no idea what the cause is. :oops:
Thanks Samwolf and privateer. :up:

Don't have SHC installed.

You can't rollback something you don't have installed.
http://i291.photobucket.com/albums/ll316/NO1TOPGUN/th_SH3Img23-5-2008_20173_640.jpg (http://i291.photobucket.com/albums/ll316/NO1TOPGUN/SH3Img23-5-2008_20173_640.jpg)

GWX 2.1 No other mods installed.

My bad:damn: . It's just that usually it's the number 1 reason for that sky effect.

Alex
05-26-08, 08:01 AM
...but it'll take couple of hours to get there. :roll:

Changes in this version:
Several tweaks to the water graphics in OLCE2.
Removed the fix to the small freighter mast height in GWX 2.1 because the GWX team are going to release a fix for it.
Fixed a typo in OLC GUI Special.
Fixed some reflections which were still visible after enabling one of the Remove All Object Reflections mods.
Removed the OLCE2 game/mission loading screens.I hope people like the new look of the water.

I've changed the wave textures a bit, and the reflections a bit, because after more than a dozen OLCU patrols those are the things that looked to me like they could be improved (and the recently added option to remove all object reflections meant that for the first time I could tweak the reflections without the constraint of trying to stop the ship reflections getting too messed up).

I wasn't sure whether to release that change since people seem to like OLCE2 as it is, but I really think it's an improvement so I took the risk. Let me know what you think!

OLC
The BTS link appears not to work ! :88)
This is what I think ! :p

:rotfl:

Konovalov
05-26-08, 09:28 AM
The BTS link appears not to work ! :88)
This is what I think ! :p

:rotfl:
I initially had trouble with the download link at Filefront but after 5 mins it came up and all downloaded now. :up:

Phoenix3000
05-26-08, 10:32 AM
Hi OLC!

Just downloaded it :up:

I had a sneaky suspicion another version would be released. That's the problem with being a perfectionist, you can't leave the tweaking alone... :know::rotfl:

Excellent work again,

Cheers!

Px3000

Budsurf
05-26-08, 11:32 AM
Hi OLC, enjoying earlier version of your mod, any chance you could upload the new version in smaller packets? My dialup connection times out...Thanks and Aloha from Hawaii!

A6Intruder
05-26-08, 12:56 PM
Hi OLC, enjoying earlier version of your mod, any chance you could upload the new version in smaller packets? My dialup connection times out...Thanks and Aloha from Hawaii!


..or maybe pack it with 7z. Your uebermod 2.4 with 7z is "only" 179mb heavy.:up:
Kind regards:up:

Madox58
05-26-08, 02:41 PM
Downloaded this morning with no problems.
:up:

@Budsurf,
If it's OK with OLC, I could burn a copy and mail it to you.
:hmm:

onelifecrisis
05-26-08, 03:53 PM
It's uploading to BTS now :up:

privateer no of course I don't mind if you mail a CD :up:

Yes I should probably beak up the download into chunks... sometime...

..or maybe pack it with 7z. Your uebermod 2.4 with 7z is "only" 179mb heavy.:up:

Really? :hmm:
When I tested 7zip a few months ago it wasn't as good as WinRAR.
I'll give it another try...

Alex
05-26-08, 05:16 PM
It's uploading to BTS now :up:

Very cool !
I've been trying to get the mod via FF again but didn't managed to get a download speed higher than 40 kb/s... :(

Madox58
05-26-08, 05:27 PM
@Budsurf,

PM me your mailing info and I'll get a copy shipped out to you.
If I can squeeze into the envelope?
I may pop out once it arrives!!
:rotfl:

I've been to Maui once for 2 weeks.
:up:

onelifecrisis
05-26-08, 06:59 PM
v2.4 (in 7z format, 176Mb) is now available from the BTS forum. :up:

Alex
05-26-08, 07:00 PM
*yeeeheeeeheeee :D*

Downloading. :sunny:
Thank you very much !

tomfon
05-27-08, 05:32 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.

Oh yeah!!! You are more than right...

While on patrol at BE61 a convoy suddenly came into view. Unfortunately, the weather was awfuly bad (15m/s , visibility 5km) and the ships were cruising at 10 knots... I fired two torpedoes to a large merchant but both of them exploded prematurely. The next salvo didn't find the target...

100 meters away from that small merchant and didn't see me. Of course, one might say that i passed undetectable due to the heavy sea but 100 meters is close enough...:lol:

BTW, v2.4 has just been downloaded from the FF page.:up:

Kaleun Cook
05-27-08, 05:38 AM
One minor thing: I can't get the lowered df antennas to work with OLCE. Neither installing the antennas before nor after worked out. Maybe someone managed to get them lowered?

tomfon
05-27-08, 05:54 AM
Ehh???

Sorry to report this OLC but the Uboat file is missing from the zip file i downloaded from your FF page! :o

I counted 9 files (readme files not included).

Pisces
05-27-08, 06:08 AM
OLC:

Any chance you can add that link to the BTS Forum on the first page or something? Allways good to have a mirror at arms length.

onelifecrisis
05-27-08, 06:30 AM
Ehh???

Sorry to report this OLC but the Uboat file is missing from the zip file i downloaded from your FF page! :o

I counted 9 files (readme files not included).

Bugger!
I'll fix it.
Thanks.

One minor thing: I can't get the lowered df antennas to work with OLCE. Neither installing the antennas before nor after worked out. Maybe someone managed to get them lowered?

Lowered DF Antennas should not be used with GWX 2.1 anyway! It's only compatible with GWX 1.03.

OLC:

Any chance you can add that link to the BTS Forum on the first page or something? Allways good to have a mirror at arms length.

Will do.

Kaleun Cook
05-27-08, 07:03 AM
Lowered DF Antennas should not be used with GWX 2.1 anyway! It's only compatible with GWX 1.03.

Oh, but I was sure it came in the 2.1-pack. Thx for the advice. :up:

onelifecrisis
05-27-08, 07:10 AM
Lowered DF Antennas should not be used with GWX 2.1 anyway! It's only compatible with GWX 1.03.

Oh, but I was sure it came in the 2.1-pack. Thx for the advice. :up:

What 2.1 pack?
If there is a 2.1-compatible version, it's news to me. :huh:

Kaleun Cook
05-27-08, 07:43 AM
What 2.1 pack?

Just the normal GWX 2.1 Version. What I meant was that one of the several mods that come with it seems to be lowered df antennas.

onelifecrisis
05-27-08, 07:53 AM
What 2.1 pack?

Just the normal GWX 2.1 Version. What I meant was that one of the several mods that come with it seems to be lowered df antennas.

I did a clean install of 2.1 yesterday and I've not got a Lowered DF Antennas mod. :hmm:

A6Intruder
05-27-08, 08:36 AM
It's uploading to BTS now :up:

privateer no of course I don't mind if you mail a CD :up:

Yes I should probably beak up the download into chunks... sometime...

..or maybe pack it with 7z. Your uebermod 2.4 with 7z is "only" 179mb heavy.:up:

Really? :hmm:
When I tested 7zip a few months ago it wasn't as good as WinRAR.
I'll give it another try...

Try it with this settings:
http://img137.imageshack.us/img137/792/7zyz5.jpg (http://imageshack.us)

Thanks goes to Anvart who showed it to me several month ago.
Kind regards:up:

Kaleun Cook
05-27-08, 10:19 AM
I did a clean install of 2.1 yesterday and I've not got a Lowered DF Antennas mod. :hmm:

My bad. However, the old lowered-antennas-mod still worked for GWX 2.1 without OLCE2. So there's no chance of getting rid of the antenna while using OLCE?

onelifecrisis
05-27-08, 11:57 AM
I did a clean install of 2.1 yesterday and I've not got a Lowered DF Antennas mod. :hmm:

My bad. However, the old lowered-antennas-mod still worked for GWX 2.1 without OLCE2. So there's no chance of getting rid of the antenna while using OLCE?

That depends how you define "working" :hmm:
If you're asking me to make a compatible version then sorry, but no.

onelifecrisis
05-27-08, 11:59 AM
Basically the same as v2.4 except I included the U-boat files this time.
Also this one is 7zipped.
Cheers
OLC

Kaleun Cook
05-27-08, 12:23 PM
That depends how you define "working" :hmm:

Well, the antenna was down. ;]

If you're asking me to make a compatible version then sorry, but no.

I'm not. It seems as if it has something to do with the removal of reflections. As if the OLCE-reflections re-add the antenna that had been lowered before. How hard would it be to change that on one's own?

Wolfehunter
05-27-08, 02:31 PM
OLC is it possible for a short time to add the missing files from 2.4 as a small patch instead of having to download the whole thing again? :hmm:

EZeemering
05-28-08, 11:08 AM
I just installed SH3 again after a half year or so :D Got GWX and OLC uberthinghy now. Must say it looks great!

I wonder tho, GWX always had those sliding pages in the Periscope view. Pages with port maps and flags and stuff.

Are they still in the OLC ubermod? Couldnt find them?

onelifecrisis
05-28-08, 11:12 AM
I just installed SH3 again after a half year or so :D Got GWX and OLC uberthinghy now. Must say it looks great!

I wonder tho, GWX always had those sliding pages in the Periscope view. Pages with port maps and flags and stuff.

Are they still in the OLC ubermod? Couldnt find them?

RTFM! :lol: ;) :up:

EZeemering
05-28-08, 11:47 AM
RTFM! :lol: ;) :up:

uhhhh cant find anything about that in the manual(s) :hmm:
I saw the button for the flags in the GUI. Its not that im looking for that info, but i want those sliding pages lol. (remember while back a pm about a help file for u-jagd?)

onelifecrisis
05-29-08, 05:57 PM
Hmm, no comments either way on the new-look water. :hmm:

Anyway, sorry for the delay in answering these...

I'm not. It seems as if it has something to do with the removal of reflections. As if the OLCE-reflections re-add the antenna that had been lowered before. How hard would it be to change that on one's own?

Just enable the Remove All Reflections mod before enabling the Lowered DF Antennas mod. Your sub will have some reflections but nothing else will, and you'll have a lowered antenna... but I never said "compatible". ;)

OLC is it possible for a short time to add the missing files from 2.4 as a small patch instead of having to download the whole thing again?

Oh come on, it's only 179Mb. ;)
Besides, you should already have those U-boat files if you've installed any previous version of the Ubermod, which I assume you have!

uhhhh cant find anything about that in the manual(s) :hmm:
I saw the button for the flags in the GUI. Its not that im looking for that info, but i want those sliding pages lol. (remember while back a pm about a help file for u-jagd?)

The manual contains a link to a video tutorial which answers your questions so that I don't have to. ;)

Wolfehunter
05-29-08, 08:08 PM
OLC is it possible for a short time to add the missing files from 2.4 as a small patch instead of having to download the whole thing again?

Oh come on, it's only 179Mb. ;)
Besides, you should already have those U-boat files if you've installed any previous version of the Ubermod, which I assume you have!

hehehe ya after a while I couldn't hold out so I downloaded it. :D
Thankya

GOZO
05-30-08, 04:12 AM
Where can I tweak the dark waters to normal GWX2.1 values again without screwing up this beautiful mod?

Like the mod. Do not like the undersea darkness.

Cheers

OB:D

Alex
05-30-08, 09:33 AM
Hmm, no comments either way on the new-look water. :hmm:
I've installed the last version of your mod last night (I was still running GWX 2.1 with the previous version of your mod until yesterday), and noticed that it looks a lot more natural.
I couldn't tell exactly what looks better... But I think that it's related to the peak of waves (easily noticeable in heavy weather).

I like it, mate ! :rock:
Congrats ! :sunny:

tomfon
05-30-08, 09:01 PM
it looks a lot more natural.

Yeap! I think that this is the case. Good point Alex.

OLC the Ubermoder did it again.;)

onelifecrisis
05-30-08, 09:42 PM
:rock:

Wolfehunter
05-31-08, 01:11 AM
OLC I don't know if this is a vanilla bug or your bug or just a fluke.

In late 1939 heading to AM31 for my patrol. Started from Wilhelmshaven. Half way there I encountered a small convoy about a dozen cargo ships and 4 destroyers. 3 JK and one tribal. I sink one cargo and two jk's

One JK escort is hunting me like cat on a lost mouse. normally I could shake these guys off but hes a tough one. Weather was nice so I know that didn't help. I was 71meters down the whole time.

After 3hours Real time trying to shake this dude off he finally gets some help the tribal decides to join in. Now I have 2 escorts on my butt. But I'm not worried because I'm dodging these dude good.

Here is the kicker, One drops deptcharges and when they explode I'm suppose to have about 30sec to make a run for it right? well that doesn't seem to work. They can hear me quite good and ping the life out of me. 2 more hours and I can't shake these dudes. Lol I'm wondering if they will ever leave...:doh:

Here is my enabled mods,
CapZapEmblemsPack
GWX - Open Hatch Mod
Beethoven's Symphonies
Multiskin_Bismark_Tirpitz
Pacos_German_Folklore_SubEmblems_Mod_V1.2
AOTD-AA-Ship-Schleuse-Bugfix
We Shall Never Surrender
WH_VIIB_Plain_2048
RB_Rubini_combo_wakefix_exhaust
Thomsen's Sound Pack V3
OLCE2
GWX 2.1 Enhanced Particle Effects for OLCE2 (with reflections)
GWX - Contact Color


Just incase one of these may be the culprit.;)

Any Ideas dude?

onelifecrisis
05-31-08, 01:41 AM
Here is the kicker, One drops deptcharges and when they explode I'm suppose to have about 30sec to make a run for it right?

30 secs to make a run for it? What do you mean?

If you think the depth charge explosions deafen the escorts, think again. Stock "bug" : depth charges don't deafen anyone in SH3. AvH was working on a fix, I think.

Or did I misunderstand the problem?

Wolfehunter
05-31-08, 10:32 AM
Here is the kicker, One drops deptcharges and when they explode I'm suppose to have about 30sec to make a run for it right?

30 secs to make a run for it? What do you mean?

If you think the depth charge explosions deafen the escorts, think again. Stock "bug" : depth charges don't deafen anyone in SH3. AvH was working on a fix, I think.

Or did I misunderstand the problem?no you understood correctly.

Thanks,

WH

msalama
06-06-08, 12:37 AM
S! all. Can someone run the recommended realism settings for this mod past me once again, please?

onelifecrisis
06-06-08, 01:54 AM
S! all. Can someone run the recommended realism settings for this mod past me once again, please?

If you mean for OLC GUI Special, then I recommend:
"No Map Contact Updates" unchecked
"No Periscope Stabilisation" unchecked
"No Weapons Officer Assistance" unchecked

None of those will reduce your realism percentage.

You also have the option of leaving "No Event Camera" unchecked without it reducing the realism percentage.

In the realism settings screen, if you just click the "Realistic" button it will set all the options for you.

msalama
06-06-08, 03:24 AM
Thanks OLC, just what I was after. S!

onelifecrisis
06-06-08, 07:10 AM
This version contains a tweak to the underwater visibility. You can still see 50m, but the water looks clearer now.

Post #1 has been updated with a load of screens all taken in 2.4.2.

The mod has been uploaded to both FF and BTS.

Enjoy!
:|\\

SpeedyPC
06-06-08, 07:45 AM
This version contains a tweak to the underwater visibility. You can still see 50m, but the water looks clearer now.

Post #1 has been updated with a load of screens all taken in 2.4.2.

The mod has been uploaded to both FF and BTS.

Enjoy!
:|\\

Why don't you double check it and re-extra double check it before you up load it again........again.............and ...............again:damn: :damn: :damn: how many update till it takes to reach a 100% final version.:damn: :damn:

onelifecrisis
06-06-08, 08:03 AM
This version contains a tweak to the underwater visibility. You can still see 50m, but the water looks clearer now.

Post #1 has been updated with a load of screens all taken in 2.4.2.

The mod has been uploaded to both FF and BTS.

Enjoy!
:|\\

Why don't you double check it and re-extra double check it before you up load it again........again.............and ...............again:damn: :damn: :damn: how many update till it takes to reach a 100% final version.:damn: :damn:

Er... you're welcome?

Calm down and put your toys back in your pram. Nobody is forcing you to download it.

This wasn't something I missed on account of me not "checking" the previous versions. This is a tweak to something I added a few versions back (murky water) then decided I didn't like so much. Then, recently, someone else posted that they didn't like it either, so I decided to "fix" it.

Sometimes you need a bit of time to get used to something before you can decide if you like it or not.

Two steps forward and one step back... its the normal way things progress.

FIREWALL
06-06-08, 08:54 AM
Nice work OLC :up:

After our recent fiasco I'm beginning to wonder if harsher sanctions should be taken against a member who gives a MODDER a bad time.

Modders give us this stuff for FREE.

bert8for3
06-06-08, 09:11 AM
This version contains a tweak to the underwater visibility. You can still see 50m, but the water looks clearer now.

Post #1 has been updated with a load of screens all taken in 2.4.2.

The mod has been uploaded to both FF and BTS.

Enjoy!
:|\\

Why don't you double check it and re-extra double check it before you up load it again........again.............and ...............again:damn: :damn: :damn: how many update till it takes to reach a 100% final version.:damn: :damn:

@SpeedyPC ... :nope: :nope: :nope: . That's a great way to make a modder throw in the towel. Modders deserve nothing but our thanks for anything and everything they do.

@OLC ... congrats on your measured reaction. Keep up the great work, which is much appreciated.

rifleman13
06-06-08, 09:12 AM
Ahoy there!

I was thinking of installing of this wonderful mod. I'm running SH3 with GWX 2.1 and on a junk of a PC of mine is a little slow, 2.0 GHz and 1024 Mb RAM slow.:damn:

So what specs you running SH3+GWX2.1+OLC Ubermod with?:hmm:

Thnx for any replies!:arrgh!:

onelifecrisis
06-06-08, 09:14 AM
Ahoy there!

I was thinking of installing of this wonderful mod. I'm running SH3 with GWX 2.1 and on a junk of a PC of mine is a little slow, 2.0 GHz and 1024 Mb RAM slow.:damn:

So what specs you running SH3+GWX2.1+OLC Ubermod with?:hmm:

Thnx for any replies!:arrgh!:

2GHz and 1Mb should both be okay IMO.
The big question is: what's your graphics card?

Lopo
06-06-08, 09:14 AM
Nice work OLC :up:

After our recent fiasco I'm beginning to wonder if harsher sanctions should be taken against a member who gives a MODDER a bad time.

Modders give us this stuff for FREE.


Well said...

@OLC
Thanks for improving your superb mod!

Schwuppes
06-06-08, 09:22 AM
Ahoy there!

I was thinking of installing of this wonderful mod. I'm running SH3 with GWX 2.1 and on a junk of a PC of mine is a little slow, 2.0 GHz and 1024 Mb RAM slow.:damn:

So what specs you running SH3+GWX2.1+OLC Ubermod with?:hmm:

Thnx for any replies!:arrgh!:
2GHz and 1Mb should both be okay IMO.
The big question is: what's your graphics card?

Depends... if its a 2Ghz pentium 4 there'll be little joy. :know:

onelifecrisis
06-06-08, 09:24 AM
Ahoy there!

I was thinking of installing of this wonderful mod. I'm running SH3 with GWX 2.1 and on a junk of a PC of mine is a little slow, 2.0 GHz and 1024 Mb RAM slow.:damn:

So what specs you running SH3+GWX2.1+OLC Ubermod with?:hmm:

Thnx for any replies!:arrgh!:
2GHz and 1Mb should both be okay IMO.
The big question is: what's your graphics card?

Depends... if its a 2Ghz pentium 4 there'll be little joy. :know:

lol :lol: perhaps you're right.

FIREWALL
06-06-08, 09:31 AM
On to a lighter note. I think Rifleman brought up a very good point.

Our modders build their mods on their computer.

They don't know what our specs are.

He gave OLC his specs and got an answer.

BTW I always liked The Rifleman tv series.:yep: :D

tomfon
06-07-08, 12:55 PM
Hallo again and I hope everybody is fine!
I have a "smart***" question that may irritate you but i am going to ask anyway.:rotfl:

Has anyone noticed that when using the ruler tool to plot a course, say the 180deg course, then the course indicator at the lower left corner tells you that the course is 179deg?! This of course applies for every course.
I am not saying that the Ubermod has something to do with it. It is just an observation really.

Thats it!:sunny:

Venatore
06-07-08, 05:49 PM
Why don't you double check it and re-extra double check it before you up load it again........again.............and ...............again:damn: :damn: :damn: how many update till it takes to reach a 100% final version.:damn: :damn:

:o Gee OLC, it's really good to see that SpeedyPC appreciates your mod, I haven't got my glasses on, but does it say;

Thank you for continually updating your mod, moving forward is the only way, any little changes that make this better is awesome.

Congratulations on a wonderful mod your number supporter SpeedyPC :up:

PS: I think he went overboard with the happy smiley face all jumping around....he must be really pleased with modders supplying him with hours upon hours of enjoyment.

onelifecrisis
06-07-08, 05:58 PM
:rotfl: @Ven

Okay I think SpeedyPC has been beaten up enough, now, folks. Lets move on. :yep:

ReallyDedPoet
06-07-08, 06:02 PM
Lets move on. :yep:
Just seeing this, nice advice OLC ^^^
I think Speedy will get the message :)


RDP

Wolfehunter
06-07-08, 08:25 PM
Thanks OLC I like the idea of being able to see my sub underwater.:up:

Klaus_Doldinger
06-08-08, 03:33 AM
As usual, thank you for your work! :up:

SpeedyPC
06-08-08, 08:11 AM
:oops: :oops: :oops: :oops: :oops: :oops: :up: :up:

GOZO
06-09-08, 02:37 AM
Another big THANKS to one of our favourite modders.:up: :up: :up:

/OB

Horsemann
06-09-08, 03:53 PM
I would name it "sufferings of perfection"... It does not matter, but what for each time anew to download the same mod (even such good), if changes have concerned only one file? By the way, I categorically do not agree with visibility in 50 meters even if the previous versions mismatch a reality... But in any case, this mod is oine of the best!

onelifecrisis
06-09-08, 04:21 PM
It does not matter, but what for each time anew to download the same mod (even such good), if changes have concerned only one file?

I understand what you're saying, and since you've worded it a bit more reasonably than the last guy I'll respond.

Each time I release an update there are two options:
1) I do extra work (which grows with each release) and support which isn't modding/fun, or...
2) You download a big file. Aww, didums.

By the way, I categorically do not agree with visibility in 50 meters even if the previous versions mismatch a reality...

I love the 50m visibility. It ain't going nowhere.

But in any case, this mod is oine of the best!

:cool:

tomfon
06-09-08, 04:51 PM
Hallo OLC.

I was wondering... Wouldn't it be better, in the sense that it
might be more practical, having the nomograph as a fixed tool on
the navigation map (like in GWX 2.1) rather than providing it
as a separate tool?

...thank you for the 2.4.2 version. We are so lucky to have you with us sir!!! :rock:

best regards
/tomfon

onelifecrisis
06-09-08, 06:07 PM
Wouldn't it be better, in the sense that it
might be more practical, having the nomograph as a fixed tool on
the navigation map (like in GWX 2.1) rather than providing it
as a separate tool?

This was discussed quite a bit during the development of OLC GUI.
The draggable nomo is a compromise (ugh, I hate compromise) between those players who want a nomo and those who don't.
At this stage I don't want to re-open that particular can of worms.

tomfon
06-10-08, 07:45 AM
This was discussed quite a bit during the development of OLC GUI.
The draggable nomo is a compromise (ugh, I hate compromise) between those players who want a nomo and those who don't.
At this stage I don't want to re-open that particular can of worms.

That's fine. I think i'll have a look to previous posts to see what has already been discussed.
Just keep it in mind. Don't throw away that can yet!..

Thanks.

Horsemann
06-10-08, 10:28 AM
By the way, will be reflections of the moon added? IMHO it is important and necessary detail. :yep::yep::yep:
Or I have not noticed them? :hmm:

onelifecrisis
06-10-08, 03:37 PM
By the way, will be reflections of the moon added? IMHO it is important and necessary detail. :yep::yep::yep:
Or I have not noticed them? :hmm:

I removed it. I agree with the SH3 devs - it doesn't look right!

Horsemann
06-11-08, 12:11 AM
I removed it. I agree with the SH3 devs - it doesn't look right! So well. But it could look so... http://imageshost.ru/img4/af84bc0a895974475a5c12d25d49b141/cd51d53095959b9804d6529f45d3f2f1.jpg (http://imageshost.ru/)
http://imageshost.ru/img4/2201e7945d19844317d3c29e6fe05fa2/f9b00e5f77635bf72034c2279b97913c.jpg (http://imageshost.ru/)
http://imageshost.ru/img4/cb3d3268bf657f2b361c7725e2ddeb63/06ad4b97855c21ae8ec34f364d130d66.jpg (http://imageshost.ru/)

Marko_Ramius
06-11-08, 07:27 AM
Hi guys,

Thanks again OLC for updates :up:


For those who wish more underwater visibility, this can be done with SH3Cmdr and seems to work OK. It was causes of problems with very earlier Ver., but seems to be good now.

onelifecrisis
06-11-08, 07:46 AM
I removed it. I agree with the SH3 devs - it doesn't look right! So well. But it could look so... http://imageshost.ru/img4/af84bc0a895974475a5c12d25d49b141/cd51d53095959b9804d6529f45d3f2f1.jpg (http://imageshost.ru/)
http://imageshost.ru/img4/2201e7945d19844317d3c29e6fe05fa2/f9b00e5f77635bf72034c2279b97913c.jpg (http://imageshost.ru/)
http://imageshost.ru/img4/cb3d3268bf657f2b361c7725e2ddeb63/06ad4b97855c21ae8ec34f364d130d66.jpg (http://imageshost.ru/)

:roll: :nope:


Wow, I never knew the moon reflection looked like that.


It doesn't look right!

Meaning the moon reflection in SH3 doesn't look right. Meaning it doesn't look anything like your pictures. The small OLCE2 moon makes it look even worse.

It's probably possible to make it look better by adding a seperate moon model for the reflection instead of simply reflecting the OLCE2 moon as it is, but even if that worked there'd still be problems (for example, there would sometimes be a moon reflection even when there is no moon).

It's not like I haven't thought about this.

Sending photos of the moon on water to a guy who has lived on an island for 31 years isn't what I'd call "helpful". :p

Horsemann
06-11-08, 12:43 PM
It's not like I haven't thought about this.

Sending photos of the moon on water to a guy who has lived on an island for 31 years isn't what I'd call "helpful". :p H'm... Very ridiculously... :lol: English humour... ;) No, I really only have assumed, that you did not think of it, believing, that it is unimportant. :-?

nirwana
06-17-08, 04:19 AM
Since checking if and where the torpedo hits in attackmap is virtually impossible i use this option checkmarked as a substitute. Sadly the stopwatch is hidden by the window and i cant move it around. Did i miss sth or is it non-dragable in this mod ? :doh:

If its the mod u might consider to modify it in further updates to be dragable.

tomfon
06-17-08, 07:55 AM
Since checking if and where the torpedo hits in attackmap is virtually impossible i use this option checkmarked as a substitute. Sadly the stopwatch is hidden by the window and i cant move it around. Did i miss sth or is it non-dragable in this mod ? :doh:

If its the mod u might consider to modify it in further updates to be dragable.

As far as i know it is not draggable.;)

Phoenix3000
06-17-08, 08:27 AM
Hi OLC / Guys!!

Quick question if I may -

I'm seeing conflicting arguments on this and hop the record can be put straight, but is the XPSP2 Res Fix for SH3 (the latest one), compatible with the OLC Ubermod?

Reason I ask, I enabled it and was happy to see it scale up to 1920 x 1200 resolution (although the dials are still oval in shape because of the widescreen). Ships are very crisp in detail, rigging, bow wave etc.

However...

When looking through the periscope the ships are now VERY small in comparison to running in the default 1024 x768 res.

I use full manual targeting with the OLC mod, so to test I fired up the academy Torpedo mission where you sink several ships and concentrated on the small tanker going in a southern direction at approx 7kts.

Normally I have absolutely no problem hitting this vessel, so I use this mission to test mods like smoke, sound etc. etc. With the high res fix though, and apart from the ship appearing tiny, I plotted the solution as before into the TDC but when fired all torps went VERY wide of their mark. I restarted the mission several times and its exactly the same regardless of ship etc.

I also lowered the resolution, which is currently at 1440 x 900, and again the accuracy seems somewhat 'off'. Even when aiming at a stationary vessel - very odd.

So, is the res fix at fault? Does it not like the OLC mod? Am I a crap shot? :o

I read that the OLC GUI 1.2.6 works to an extent with different resolutions, but is that the same for the GUI included in the Ubermod?

I would just like to know if its ok to use with this mod, and to hear from other users' experiences with the different resolutions.

Cheers guys, and once again OLC - fantastic work mate!:up:

Px3000

onelifecrisis
06-17-08, 08:38 PM
Hi Px3k,
Just don't use the res fix!
I must have removed it for some reason, but post #1 used to say "use the res fix at your own risk" or something like that.
Some people claim to have it working OK - good for them - but I'm not supporting it.
HTH :up:
OLC

Schwuppes
06-18-08, 03:07 AM
Hi OLC!

Is it possible to make the Realistic Map Contact updates work without OLC GUI Special?

I really like the realistic map contacs but I cant use the OLC Special GUI because I cant handle the fixed zoom levels. :cry:

but thanks! this mod is one of the greatest anyway!

GOZO
06-18-08, 03:32 AM
Hi again herr Ubermodder:)

As a happy user since long of the GUI-mods I am now enjoying the latest OLCE+GUI special with bits and pieces and is really pleased.

One thing has happened though and that is the TDC dials to get "Locked" in a strange way.

I got my Liberty crgo set up. Fired and hit. Later I wanted to go back to give her a "Coup de Gras" . Now the target had changed course and so had I so a simple adjustment of the AOB, speed and range was in place. BUT I was unable to move any of the dials on the TDC in the Attack scope mode. Actually I had to go to the WO station to do this task.

Is this something known and am I due to lack of better knowledge screwing something up?:hmm:

Thanks for a wonderful mod.:up:

/OB, Wolves at War: FC Saltzwedel aka Kptlt. Sohler, U-81 La Spezia:arrgh!:

Phoenix3000
06-18-08, 04:19 AM
Hi OLC,

Thanks for the info, I suspected that was the case but just wanted to be sure.

Cheers mate! :up:

Px3000

onelifecrisis
06-18-08, 04:43 AM
GOZO, that's an old OLC GUI problem that I've not been able to replicate. It's mentioned (with a workaround description) in the troubleshooting section at the end of post #1 in the OLC GUI thread.

Schwuppes, not very easily. I'd have to do some checking which I'm not keen to do, to be honest; I'm pretty much done with SH3 modding now. Shall I say "final version" again? :lol:

Schwuppes
06-18-08, 06:18 AM
I understand. :yep:

I hope you enjoy alot of actually playing this wonderful game now, instead of modding for it! :up:

nirwana
06-21-08, 02:58 AM
im messing with this mod for a couple of days now. its a tough one to use but this increased difficult lv to play the game is what i expect from an exiting mod.

but is it realistic that a ordinairy freighter can detect me at zero speed, periscope depth, scope barley out of the water at approx. 2700m when im in the perfect attack position ? since the magnification is fixed its difficult to use the tool at a larger distance at a 45 degree angle. the ship wasnt aware of my presence due carfully submerged moving into position without using any scopes.

wheather cond are 10m/s wind, medium visual range, cloudy

:hmm: is it intended that i have to set up the TDC earlier by running parallel out of the visual range of the target and engage in the final attack without using the scope at all as described in the tutavi for nightattacks ?

a minor glitch seems to be when i hit a neutral. the msg is that the torp was a dummy though it hit its target and exploded.

onelifecrisis
06-21-08, 09:25 PM
im messing with this mod for a couple of days now. its a tough one to use but this increased difficult lv to play the game is what i expect from an exiting mod.

but is it realistic that a ordinairy freighter can detect me at zero speed, periscope depth, scope barley out of the water at approx. 2700m when im in the perfect attack position ? since the magnification is fixed its difficult to use the tool at a larger distance at a 45 degree angle. the ship wasnt aware of my presence due carfully submerged moving into position without using any scopes.

wheather cond are 10m/s wind, medium visual range, cloudy

:hmm: is it intended that i have to set up the TDC earlier by running parallel out of the visual range of the target and engage in the final attack without using the scope at all as described in the tutavi for nightattacks ?

a minor glitch seems to be when i hit a neutral. the msg is that the torp was a dummy though it hit its target and exploded.

Do you have GWX 2.1 installed, or did you try to use OLCU on stock/another supermod?

nirwana
06-22-08, 06:45 AM
To avoid any probs i enabled/disabled the mods being docked

I started with OLE 1.2.6 and gwx 2.1 and some independently working mods like lifeboat 3b, no medals, brunsbüttel/holtenau etc. only, no other supermods. Inspite setting it to full reality it still was too easy to seek and destroy.
Next thing i tried was to add the dark files to it and it was a well balanced setup.So far only the fact that i have to close the ship idenfication book to use the tool in the scope propperly (it is sometimes hiding the area of the rings i have to take mesurments) was a bit annoying. No prob to get close enough (up to a range as close as approx. 1.5 km) to set up the TDC by the tool without being detected even at daylight and perfect wheather for the beach with scope up.

Now i disabled OLE 1.2.6 and dependend mods and activated OLE 2 special only with the in the tut recommended reality settings. Suddenly i was unable to use my standard attack preparation procedures. Since the magnification of the attackscope is well below OLE 1.2.6 fixed and the target doesnt show me its full sideprofile in perfect attackposition the target has to come very close to me to get descend measurements with the tool. So I pulled the scope out and locked on the target at 2900m which i got later by using a saved session surfacing and the WO to investigate what went wrong and start using the tool. After approx. 6s (not enough to finish the measurements and lower scope to avoid detection) the freighter increase speed and made a U-turn. No way to get a descend shot anymore except using artillery to take it out.
Now i added OLE 2 with one of its texture mods hoping that it will decrease the visual range of everyone including AI ship to compensate it. To my surprise it seems that it has only an effect on my side in the daytime. The freighter was still able to detect me at this range. At night it seems to work. Without moonlight i was able to get closer then the minimumrange to use torps without detection though i see just a black wall and depend on the bearing and distance msgs of the WO to make a snapshot.Even at a safe distance of >= 4km running or stationary parallel at 90 degree surfaced or submerged to the target it is virtually impossible for me to get reliable numbers for the TDC with the OLE special tool to use them later in a no scope submerged daytime attack or night attack regardless of being surfaced or not to sink it.

The fixed magn of the attackscope with this zoom level requires in my opinion such a close distance that the risc of being detected daytime is a bit too high.

At the moment im trying the tactic to let the target pass being submerged with scope lowered and raise it as soon as its showing me basicly the tail at a distance of at least 800m to take the measurement for a later attack where is have to raise the scope only for brief moment to lock and fire. The distance i have to extract later in the final attack by the maptools or from the WO if its a surface/night attack. Using this tactic the freighter didnt detect me. But i have my doubts if this really works well especially with escorted convoys.

Perhaps there is a better solution to do it in a less time consuming way. I dont like to go back to 1.2.6 but if the new tactic wont work in a descend way i have no choice. But perhaps i simply miss sth important to use the mod in the right way...who knows.
:help:


Atm my :doh: brain feels like crispy chicken wings in the 25 pieces bucket at KFC.

onelifecrisis
06-22-08, 08:56 AM
Well firstly I feel compelled to point out that you obviously didn't read (or perhaps misread) the documentation for this mod.

First you enabled OLC GUI Special without OLCE2, which is is something you should not do. It's stated right at the top of post #1 of this thread, and also in the Ubermod readme file. OLC GUI Special is for use only with OLCE2.

Next you...

added OL[C]E2 with one of its texture mods hoping that it will decrease the visual range of everyone including AI ship

Again, if you read post #1 or the mod documentation then you will find that daytime visual sensors are unaffected by OLCE2. So I'm not sure why you had this expectation.

Having said that, your failure to read/understand some of the documentation doesn't explain the problem you're having.

the freighter increase speed and made a U-turn

This test you did, if I'm reading your post correctly, was before you had even installed OLCE2, so there's no way your detection could have had anything to do with the Ubermod because OLC GUI Special (even used without OLCE2) doesn't affect anything beyond the GUI itself.

Was this an isolated incident and did the freighter start weaving? If it didn't weave, if it just turned and changed speed, then it was just changing course.

nirwana
06-22-08, 11:18 AM
Alright i missed sth important i mostly focussed on the readme.pdf installing it where it is not clearly specified that it should not be used without the OLC2 mod. My bad.....:oops:

The course changes of feighters happened at 3 different encounters all in different sectors. Im gonne keep going with both mods and see if i can handle it without getting grey hairs. I really like it. Thx everyone for ure replies to corner the prob. A note to myself :-?: Read the damned instructions regardless how long and how many there are....

:arrgh!: Im off to find some juicy convoys ....later

fire-fox
06-22-08, 12:13 PM
could not see any thing on this and appoligy's if there is. but how do i user the "whizz Wheal" and the drop down ring on the attack scop? carnt find any thing in the doc's that where pasked with the mod. chears in adv.

onelifecrisis
06-22-08, 01:34 PM
could not see any thing on this and appoligy's if there is. but how do i user the "whizz Wheal" and the drop down ring on the attack scop? carnt find any thing in the doc's that where pasked with the mod. chears in adv.

Watch the video tutorials. They can be downloaded from the same FF page as the mod, linked from post #1. They are mentioned (with links to the download locations) in the included Player Guide document.

onelifecrisis
06-22-08, 01:40 PM
nirwana, I checked the readme and you're correct - it doesn't mention any dependency. It used to. I guess during one of the re-writes I must have removed the bit about OLC GUI Special being dependent on OLCE2. Oops, sorry.

GOZO
06-24-08, 02:26 AM
GOZO, that's an old OLC GUI problem that I've not been able to replicate. It's mentioned (with a workaround description) in the troubleshooting section at the end of post #1 in the OLC GUI thread.

Schwuppes, not very easily. I'd have to do some checking which I'm not keen to do, to be honest; I'm pretty much done with SH3 modding now. Shall I say "final version" again? :lol:


Thanks matey.

I will make notes when it happens to try getting a track. (I actually have a deja vu seing this with stock SHIII as well)

See you back at WaW later perhaps;)

Cheers

/OB

EgoApocalypse
06-24-08, 02:14 PM
Love the MOD, took me way to long to get it working, But after 5 reinstalls, Not probs just with this MOD but a few others I eventually got it workin,Took a little more reading than I expected but defo well worth it :up:

Sry Im a Newbie to this forum but not the game. Some great work guys.

Philipp_Thomsen
06-24-08, 05:20 PM
This looks more like a help-desk thread... :lol:

onelifecrisis
06-24-08, 05:27 PM
This looks more like a help-desk thread... :lol:

Isn't that what this thread is supposed to be (now that OLCU development is finished)? :hmm:

Schwuppes
06-24-08, 07:22 PM
...(now that OLCU development is finished)? :hmm:


:rotfl:

onelifecrisis
06-24-08, 07:35 PM
Har har, very funny. :p
Seriously, it's finished. :rock:
No more updates from me. :cool:
I've an email subscription to this thread and I'll continue to answer questions, but I'm done with development and in fact I've taken a break from playing SH3, though I do plan to pick up my career at some point and see if I can finish off the war.

In the meantime I'll keep my fingers crossed for another sticky which would really make my day. :smug:

P.S.
I updated post #1 to include a troubleshooting section. If anyone thinks of something that should be in there, please let me know.

Progrocker
06-25-08, 07:28 AM
I already installed this last version of the excellent mod. I installed "adjusted gwx 2.1 enhanced particle effects with reflections". It seems to me as standard GWX enhanced damage effects. To me it seems a bit over the top with big flames and many explosions. Can i turn off this mod via JSGME and replace it with "adjusted gwx 2.1 normal damage effects with reflections"? What will be changed? What are these 2 mods exactly about? :hmm:

Pisces
06-25-08, 08:04 AM
Har har, very funny. :p
Seriously, it's finished. :rock:
No more updates from me. :cool:
Uhm.... I can't help ruffling your feathers buddy. But can you withstand that itchy feeling? ;) I don't mean to at this late 'hour', but haven't had much chance to play sofar. Also, I know it's not the latest version of your mod but in your version-change- list this isn't mentioned.

http://members.home.nl/rico.v.jansen/SH3Img@23-6-2008_0.52.25_906.jpg

To clarify: this screenshot was made when viewing the Kriegstagebuch (warpatrol report) AFTER returning to base (so from the office) from a 1st patrol near Koningsberg in a type 7b. I had/have the following mods enabled:

GWX 2.1 Minor fix 26th April
GWX No medals on crew
GWX Main movie 'Das Boot'
GWX Captain America Officer Icons
OLCE2 (2.4.1)
GWX 2.1 Crewskins for OLCE2
GWX 2.1 Normal Particle Effects (with reflections)
OLC Gui Special

So this is not taken while still on patrol, but just after returning. Maybe you didn't notice this when testing. Still you deserve to take a brake. So do with it what ever you like. It's a minor and obscure thing.

onelifecrisis
06-25-08, 08:12 AM
Can i turn off this mod via JSGME and replace it with "adjusted gwx 2.1 normal damage effects with reflections"?

Yes.

What will be changed? What are these 2 mods exactly about? :hmm:

RTFM. ;)

onelifecrisis
06-25-08, 08:19 AM
I never noticed that one, Pisces. Too bad you didn't notice/mention it sooner: then it might have gotten fixed. :p ;)

Laffertytig
06-25-08, 06:29 PM
i like everything about this mod except the realistic map contact updates part of olc gui special. for me its a step to far for realism to remove map contacts as the navigator would be busy plottin targets not the captain.

what changes do i have to make to enable map contact updates?

onelifecrisis
06-25-08, 07:29 PM
I said I'd answer questions, not write tutorials! :lol:
I'll point you in the right direction though.
In the OLC GUI Special folder find and edit maps.cfg. Also check the 'Sea' and 'Submarine' folders... you'll probably want to delete those folders.

Or you could just use OLC GUI 1.2.6 instead. It doesn't have the realistic map updates bit, but it also doesn't have the zoomed-waves fix.

HTH
OLC

Laffertytig
06-26-08, 05:03 AM
yeah thats the thing though, its the zoomed wave fix i like the most:)

what changes do i have to make in the maps.cfg file? and as far as deletin the other two folders goes, u say i should PROBABLY delete them!

how sure would u be on that then?:D

asanovic7
06-26-08, 12:06 PM
Use the map.cfg from gwx..

http://bts-mods.com/forums/Smileys/BtS/schuett.gif (javascript:void(0);)

Laffertytig
06-26-08, 03:44 PM
and delete the sea and sub folders?

asanovic7
06-27-08, 10:30 AM
I think yes.. Why don't you open the files(not all, one should do it) in sea and sub folder from olc, then open gwx's(the same files) with some graphic tools(we are talking about tga's). compare them, you will then understand what is going on. In sea and sub folders are tga's that show the position of the ship on a map when you zoom sufficiently enuf, olc made those tgas to show zippo or nada(as I understood). The thing is he wants to make this: when you zoom out you see position of the boat, when you zoom in you see nothing, but sensor data. It is as it is, it would be better those sensor dials don't show also the position of the boat, together with course, but it can't be better, maybe a good idea would be additional little thingi, showing uboat and sensor data(hydrophones) and a course, but not position, also chronometer and sextant(real nav mod is there but sadly not compatible to this), but this is also IMO great step forward and a good idea.

And open maps.cfg with notepad, read what is says in there, also compare to gwx(zoom). It's in english..
If you compare you will figure out what needs to be deleted, what not.
:doh:
When you do that step, try it, if it fails, find out where olc lives and shoot him..
If that fails, come buy me a gin..
:arrgh!:

Laffertytig
06-27-08, 06:19 PM
ok based on what u said heres what i did. i deleted the map.cfg, sub and sea folders from the olc gui special folder then enabled it through jsgme with the thinkin bein that the game would just use the default gwx folders. it hasnt worked though as the contact icons still arent there:hmm:

am i right in sayin that these 3 folders are what influence the map contacts? if so why hasnt it worked then? i basically want to keep the graphic fix and lose the realistic map contacts, somethin tells me this shouldnt be to hard to do.

what folders contain the graphic fix?

tomfon
06-28-08, 06:40 AM
.....

Laffertytig
06-28-08, 06:43 AM
it ok ive got things sorted now, thanks for help.:up:

tomfon
06-28-08, 10:53 AM
OLC you have a PM.

tomfon
07-01-08, 05:13 PM
OLC you have another PM.

onelifecrisis
07-01-08, 05:26 PM
OLC you have another PM.

No I don't.
No need to post here BTW, I do read my PMs. :up:

tomfon
07-01-08, 05:37 PM
Ignore it.

Laffertytig
07-01-08, 06:50 PM
im tryin to relearn manual targettin and am havin some probs. i have GWX 2.1 installed with both parts of OLC ubermod but there are some things i dont understand.

1 - no note pad

2- cant open recognition manual

3- cant find anyway to set tdc to auto or manual

i was under the impressio that only your OLC GUI mod made changes to the user interface, am i wrong about that?

ps

the vid tutorials are audio only, is this correct?

onelifecrisis
07-01-08, 07:16 PM
Laffertytig,
Go to www.divx.com (http://www.divx.com)
Download and install divx (it's free)
Now open the video tuts in either WMP or the divx player, and all will be revealed.

nirwana
07-02-08, 06:32 AM
ups nm * scratched

pkl75
07-02-08, 01:06 PM
OLC,

Thanks for OLCE! I have only now started using it properly as I have time for playing. I use the latest version and normal particle effects with reflections.

I noticed one thing that annoys me: the stars at night are flickering also at time compression of 1x. Only a few stars show all the time but most of them not. I have ATI videocard with 512 MB memory, so it should not be a problem.

What is the solution for this phenomenon, if any?

regards,
pkl75

onelifecrisis
07-02-08, 01:29 PM
OLC,

Thanks for OLCE! I have only now started using it properly as I have time for playing. I use the latest version and normal particle effects with reflections.

I noticed one thing that annoys me: the stars at night are flickering also at time compression of 1x. Only a few stars show all the time but most of them not. I have ATI videocard with 512 MB memory, so it should not be a problem.

What is the solution for this phenomenon, if any?

regards,
pkl75

It sounds to me like the weather was partially cloudy. It's intended to be that way in such conditions. Clouds are all but invisible at night in OLCE2... rather like IRL, you can only tell a cloud is there on a dark (moonless) night because that bit of sky is missing some stars, or because the stars flicker as semi-transparent clouds move over them. And before you ask, no, sorry, I can't add moonlight.

On a clear night in OLCE2 you'll see all the stars, and they won't flicker.

Laffertytig
07-02-08, 07:39 PM
ok im just gonna throw a question out here to see what people think. i was playin SH3 today and tryin to get to grips with learnin the tool OLC provide and got to thinkin, just how realistic is OLC?

the method of findin AOB and range in OLC is based on knowin (a) ship type (b) mast height and (c) ship length right

my question is, just how sure were uboat commaders of these 3 three details when attackin in conditions such as heavy seas or dark nights?

just curious:hmm:

Letum
07-02-08, 08:45 PM
I would guess it depended a lot on how well they could ID the ship.

looney
07-02-08, 11:39 PM
How does the range finder for the UZO work?

P.s. it's hard to get used to how dark it gets at night.. I'm now 4th sept 1939 (downed 2 mercs and 1 DD already) I'm now on the look for a ship can't find it. It's hard with no bearing in bino.

I'm having fun though.


About the OLC GUI Special... how to make plots? cause you don't know where your ship is.

tomfon
07-03-08, 06:59 AM
my question is, just how sure were uboat commaders of these 3 three details when attackin in conditions such as heavy seas?...

Hello Laffertytig!
In my opinion if the weather was awful Uboat Commanders would not usually attack. I do not know how difficult was for them to perform an attack in bad weather but it surely was a challenge.
Playing SH3 with the Ubermod installed will make you realise part of this challenge! It is difficult for example to maintain a steady course and you must set your Uboats depth to 11 meters or so to make the use of the attack scope effective. A German commander at a BBCs documentary said that sometimes in bad weather they could see merchant ships moving parallel to the UBoats course but they just couldn't attack them due to heavy seas. Survival was their only care.


... or dark nights?

The part that is unrealistic here is that ships can be identified from a distance up to 16km! (If you want you can pretend that you can't identify the ship from that distance and try get closer to it.:hmm:)

--------------------------------------

OLC, can you tell us if the UZO in RL was like the one in the Ubermod? If not, how did they calculate the targets range while on a surface attack? Maybe an experienced commander could estimate the range by eye(?) I don't know.

tomfon
07-03-08, 07:08 AM
This is a minor bug report.
The 205 bearing is shown as 025. Check your bearing indicator if you want.:yep:
It might be confusing at times if this is the only bearing the indicator shows.
Check the pic and you'll know.:up:

http://img166.imageshack.us/my.php?image=sh3025aa0.jpg

onelifecrisis
07-03-08, 10:38 AM
OLC, can you tell us if the UZO in RL was like the one in the Ubermod? If not, how did they calculate the targets range while on a surface attack? Maybe an experienced commander could estimate the range by eye(?) I don't know.

No it wasn't marked like that, and yes they could estimate the range very well because they would get in very close under cover of darkness. The lines on the UZO are my way of allowing the player to get a reasonably accurate range "estimate" on nearby ships.

onelifecrisis
07-03-08, 10:40 AM
This is a minor bug report.
The 205 bearing is shown as 025. Check your bearing indicator if you want.:yep:
It might be confusing at times if this is the only bearing the indicator shows.
Check the pic and you'll know.:up:

http://img166.imageshack.us/my.php?image=sh3025aa0.jpg (http://img166.imageshack.us/my.php?image=sh3025aa0.jpg)

Everyone ^^^please take note^^^ as a fix may not be coming anytime soon!

Thanks tomfon. :up:

Laffertytig
07-04-08, 04:26 PM
i just wanna make sure ive installed this mod correctly as im gettin wild range estimates.

OLCE2, OLC GUI, OLD GUI SPECIAL, and then double mast values. the OLC GUI video has db mast values but the OLC special vid doesnt. as i have both of these installed then should or shouldnt i be usin db mast values? is that the correct order to install?

Schwuppes
07-04-08, 07:24 PM
As far as I know you should install either OLC GUI Special or OLC GUI, but not both at the same time!

onelifecrisis
07-04-08, 07:48 PM
As far as I know you should install either OLC GUI Special or OLC GUI, but not both at the same time!

Correct.

rascal101
07-04-08, 08:05 PM
Hi to you and thanks for the mod,

I have tried to download but always seem to get a pile of corrupted files.

Shouold I switch off my virus/firewall software while downloading, are the files perhaps corrupted, can you make any recomendations, I've used the Filefront link will try the Beyond the shadows perhaps with better luck

R

onelifecrisis
07-04-08, 08:11 PM
Hi to you and thanks for the mod,

I have tried to download but always seem to get a pile of corrupted files.

Shouold I switch off my virus/firewall software while downloading, are the files perhaps corrupted, can you make any recomendations, I've used the Filefront link will try the Beyond the shadows perhaps with better luck

R

No, don't turn off your virus/firewall. :o
BTS are still doing site maintenance, or something, anyway downloads have not been working there for some time now.
I dunno what to suggest if your downloads are corrupt. Anyone else got any ideas?

rascal101
07-04-08, 11:37 PM
Hi there, I just tried again, this time I switched off my firewall and antivirus, no dice Winrar diagnostic tells me there are a number of corrupt files.

When I look into OLCE2 and try to install into my mods folder I get hundreds of corruptfiles notices, just from the one folder others are the same.

Hope you can offer a solution

R

Hi to you and thanks for the mod,

I have tried to download but always seem to get a pile of corrupted files.

Shouold I switch off my virus/firewall software while downloading, are the files perhaps corrupted, can you make any recomendations, I've used the Filefront link will try the Beyond the shadows perhaps with better luck

R
No, don't turn off your virus/firewall. :o
BTS are still doing site maintenance, or something, anyway downloads have not been working there for some time now.
I dunno what to suggest if your downloads are corrupt. Anyone else got any ideas?

Laffertytig
07-05-08, 03:55 AM
that might explain it then:roll:

Pisces
07-05-08, 04:00 AM
Hi to you and thanks for the mod,

I have tried to download but always seem to get a pile of corrupted files.

Shouold I switch off my virus/firewall software while downloading, are the files perhaps corrupted, can you make any recomendations, I've used the Filefront link will try the Beyond the shadows perhaps with better luck

R

No, don't turn off your virus/firewall. :o
BTS are still doing site maintenance, or something, anyway downloads have not been working there for some time now.
I dunno what to suggest if your downloads are corrupt. Anyone else got any ideas?I don't know what BTS is doing because I can't download anything from there. No matter if I log in or not your files are only shown as a text description. No link to them. Also your section in their forum seems to be flushed of messages. Filefront works perfectly. No corruption.

onelifecrisis
07-05-08, 04:42 AM
Hi there, I just tried again, this time I switched off my firewall and antivirus, no dice Winrar diagnostic tells me there are a number of corrupt files.

When I look into OLCE2 and try to install into my mods folder I get hundreds of corruptfiles notices, just from the one folder others are the same.

Hope you can offer a solution

R

Hi to you and thanks for the mod,

I have tried to download but always seem to get a pile of corrupted files.

Shouold I switch off my virus/firewall software while downloading, are the files perhaps corrupted, can you make any recomendations, I've used the Filefront link will try the Beyond the shadows perhaps with better luck

R
No, don't turn off your virus/firewall. :o
BTS are still doing site maintenance, or something, anyway downloads have not been working there for some time now.
I dunno what to suggest if your downloads are corrupt. Anyone else got any ideas?

Have you made sure you're using the latest version of winrar and/or 7zip?

rascal101
07-05-08, 08:37 AM
Will try to download new eds of win rar and zip to see if thats where the problem is

Hi there, I just tried again, this time I switched off my firewall and antivirus, no dice Winrar diagnostic tells me there are a number of corrupt files.

When I look into OLCE2 and try to install into my mods folder I get hundreds of corruptfiles notices, just from the one folder others are the same.

Hope you can offer a solution

R

Hi to you and thanks for the mod,

I have tried to download but always seem to get a pile of corrupted files.

Shouold I switch off my virus/firewall software while downloading, are the files perhaps corrupted, can you make any recomendations, I've used the Filefront link will try the Beyond the shadows perhaps with better luck

R
No, don't turn off your virus/firewall. :o
BTS are still doing site maintenance, or something, anyway downloads have not been working there for some time now.
I dunno what to suggest if your downloads are corrupt. Anyone else got any ideas?
Have you made sure you're using the latest version of winrar and/or 7zip?

Horsemann
07-05-08, 03:57 PM
Night is fine, the sea plays a wave... However it is a pity, that the moon still is not reflected in water... :-?;)

rascal101
07-05-08, 10:41 PM
Well that didnt work, have a newly installed version of the latest WinRar, and no dice the same batch of corrupt fiels, any other ideas.

I just cant work this out

Will try to download new eds of win rar and zip to see if thats where the problem is

Hi there, I just tried again, this time I switched off my firewall and antivirus, no dice Winrar diagnostic tells me there are a number of corrupt files.

When I look into OLCE2 and try to install into my mods folder I get hundreds of corruptfiles notices, just from the one folder others are the same.

Hope you can offer a solution

R

Hi to you and thanks for the mod,

I have tried to download but always seem to get a pile of corrupted files.

Shouold I switch off my virus/firewall software while downloading, are the files perhaps corrupted, can you make any recomendations, I've used the Filefront link will try the Beyond the shadows perhaps with better luck

R
No, don't turn off your virus/firewall. :o
BTS are still doing site maintenance, or something, anyway downloads have not been working there for some time now.
I dunno what to suggest if your downloads are corrupt. Anyone else got any ideas?
Have you made sure you're using the latest version of winrar and/or 7zip?

tomfon
07-06-08, 02:24 AM
I don't know if this will be of any help but if you want try it rascal101.
http://www.7-zip.org/

onelifecrisis
07-06-08, 12:23 PM
Also, Rascal, just in case the problem is your connection to FF, try this download link:
http://rapidshare.com/files/127650516/OLC_Ubermod_242.7z.html

ReallyDedPoet
07-06-08, 04:54 PM
Stickied :yep:


RDP

onelifecrisis
07-06-08, 05:03 PM
Stickied :yep:


RDP

Ha! :D
Thanks! :rock:

ReallyDedPoet
07-06-08, 05:15 PM
Stickied :yep:


RDP
Ha! :D
Thanks! :rock:
You did all the work :)


RDP

Alex
07-06-08, 05:29 PM
Well deserved, in my opinion ! :rock:

:up:

NAZ2222
07-06-08, 06:29 PM
Well deserved, in my opinion ! :rock:

:up:

I completly agree! OLC Ubermod, next gen graphics for SH3 and a lot more!! :up:

onelifecrisis
07-07-08, 05:44 AM
Too kind, but thanks. :)

Jhereg
07-07-08, 12:33 PM
Wow looks like you have been busy while the Navy had me off and doing things. Looks great and I am downloading now! I have to redownload everything as the machine I have with me here in San Diego is new and all my downloads are on the NAS at home in VA LOL!
Keep up the awesome work:up:

_Chuck_
07-14-08, 02:32 PM
Hey, OLC, I like the GUI a lot but I don't like either of the targeting systems available from it-either complete manual targeting or no targeting/auto target. I like my way of assigning the weapons officer to find my solution and ID the ship. Any chance that you'll release the GUI with that feature (and of course the wave fix, that one's good but I don't want to do manual)?

onelifecrisis
07-14-08, 03:52 PM
Hi Chuck, and welcome to the forums!

Any chance that you'll release the GUI with that feature?

No, sorry.

_Chuck_
07-14-08, 04:07 PM
Ah, well. Maybe I'll learn manual targeting. I used to be able to do it with your GUI, but I decided that it was too difficult for me and took it off. Since then, I've forgotten how. :D No offense to your GUI, of course. It's tight.

onelifecrisis
07-14-08, 06:00 PM
Ah, well. Maybe I'll learn manual targeting. I used to be able to do it with your GUI, but I decided that it was too difficult for me and took it off. Since then, I've forgotten how. :D No offense to your GUI, of course. It's tight.

You could get around the problem by using SetKeys (http://rapidshare.com/files/21455294/SetKeys1_3.zip) to set a keyboard shortcut to the 'WP solution to target' command.

Wolfehunter
07-14-08, 06:18 PM
OLC a question for you, Does this have any effect on your mod?

http://www.subsim.com/radioroom/showthread.php?t=139400

onelifecrisis
07-14-08, 06:36 PM
OLC a question for you, Does this have any effect on your mod?

http://www.subsim.com/radioroom/showthread.php?t=139400

It will conflict with the optional part of OLCE2 which removes all reflections, but presumably you're not using that part (or else you wouldn't be interested in a reflection fix :88)) in which case there should be no problem. :up:

Wolfehunter
07-14-08, 11:01 PM
OLC a question for you, Does this have any effect on your mod?

http://www.subsim.com/radioroom/showthread.php?t=139400

It will conflict with the optional part of OLCE2 which removes all reflections, but presumably you're not using that part (or else you wouldn't be interested in a reflection fix :88)) in which case there should be no problem. :up:Thankya for the answer. Ya I like to reflect hehehe. :doh: :rotfl:

geosub1978
07-15-08, 10:56 AM
Hi!
I would like to reduce the size of the obs periscope at 1/2 of its size.What should I tweak in *.ini file?

Thanks!

_Chuck_
07-15-08, 12:01 PM
AH! OLC, I tried setting a macro for the solution to target thing to the "0" key (as in Zero) but now my SH3 keeps on crashing. Any tips?

onelifecrisis
07-15-08, 04:14 PM
AH! OLC, I tried setting a macro for the solution to target thing to the "0" key (as in Zero) but now my SH3 keeps on crashing. Any tips?

No idea, sorry.

_Chuck_
07-15-08, 05:05 PM
I got it back working, but I had to take the macro out. I guess I'm back to using old style integrated orders until I have a brainwave and suddenly understand either SetKeys or manual targeting. I think I'll re-download your video-very helpful.

Schwuppes
07-15-08, 10:42 PM
Hi OLC!

do you still have any of those "tutorial" videos were you are conducting a night time surfaced attack on a convoy?

onelifecrisis
07-15-08, 10:44 PM
Hi OLC!

do you still have any of those "tutorial" videos were you are conducting a night time surfaced attack on a convoy?

No, sorry, I deleted it!
But the Players Guide tells you all you need to know. :yep:

Horsemann
07-17-08, 03:40 PM
Whether is compatible OLCE2 with Depth Charge Shake v1.03?:hmm: (http://www.subsim.com/radioroom/member.php?u=212021)
They both contain crossing files NSS_Uboat*.sim

onelifecrisis
07-17-08, 05:13 PM
Whether is compatible OLCE2 with Depth Charge Shake v1.03?:hmm: (http://www.subsim.com/radioroom/member.php?u=212021)
They both contain crossing files NSS_Uboat*.sim


I think you mean NSS_Uboat*.dat
The only part of OLCE which uses those files is the "Remove All Reflections" part of the mod. That part of the mod is not compatible with the depth charge shake mod.

Horsemann
07-17-08, 11:38 PM
I think you mean NSS_Uboat*.dat
The only part of OLCE which uses those files is the "Remove All Reflections" part of the mod. That part of the mod is not compatible with the depth charge shake mod. No, I really meant NSS_Uboat*.sim... The folder submarine of depth charge shake contains only these ones.

onelifecrisis
07-17-08, 11:52 PM
I think you mean NSS_Uboat*.dat
The only part of OLCE which uses those files is the "Remove All Reflections" part of the mod. That part of the mod is not compatible with the depth charge shake mod. No, I really meant NSS_Uboat*.sim... The folder submarine of depth charge shake contains only these ones.

My mod doesn't contain any .sim files.
Either JSGME is lying (unlikely IMO) or you're seeing things, or you've been doing some modding of your own in there.

Horsemann
07-18-08, 12:12 AM
My mod doesn't contain any .sim files.
Either JSGME is lying (unlikely IMO) or you're seeing things, or you've been doing some modding of your own in there. In this case it is a question of earlier version. Namely - OLCE2 (OLC Ubermod 1.8) Folder submarine is only in that one. :-? By the way, would like to ask, with what it is connected?

onelifecrisis
07-18-08, 01:48 AM
My mod doesn't contain any .sim files.
Either JSGME is lying (unlikely IMO) or you're seeing things, or you've been doing some modding of your own in there. In this case it is a question of earlier version. Namely - OLCE2 (OLC Ubermod 1.8) Folder submarine is only in that one. :-? By the way, would like to ask, with what it is connected?

I don't remember ever modifying the .sim files.

May I ask why you aren't using v2.4.2?

onelifecrisis
07-18-08, 01:51 AM
I just opened a .sim file in S3D, and I can say for certain that I've never even opened one before. If they were included in OLCU v1.8 then they must be unmodified GWX 2.1 .sim files which were included by accident. You can delete them from OLCU; they aren't affecting anything.

Effigy
07-19-08, 02:01 AM
I got it back working, but I had to take the macro out. I guess I'm back to using old style integrated orders until I have a brainwave and suddenly understand either SetKeys or manual targeting. I think I'll re-download your video-very helpful.
Hi Chuck,

I am in the same situation as you re: targeting, so came to read the thread to see if there was a solution to the, errr, solution. I tried the setkeys and couldn't get it working that way either. However, manually altering the .cfg file worked for me.

Go to MODS/OLC GUI Special/data/Cfg/ - Find Commands_en.cfg and open it.

Use your notepad (or whatever util.) search function to find [Cmd344]

You should be at the section for WP_Solution_to_target

Try replacing that, with this:

[Cmd344]
Name=WP_Solution_to_target
Ctxt=1
MnID=0x3F130003
Str=1074
Key0=0x53,Cc,"CTRL S"
Now in game, hit Control S and you'll get an audible confirmation about getting a solution to the target, and your TDC will auto update. Flood your tubes, fire, and enjoy. Hope this works for you too.

ryanwigginton
07-19-08, 02:08 AM
Hi,

Been away a while and just started replaying using the Ubermod and WB News Network. Can I just say WB News Network is definitly good progress for this game. We need more of this. Much better than wondering the seas aimlessly like a nomad sinking whatever you're lucky enough to come across.

Anyway I just watched the small video tutorial for GUI Special and now have calculating range and AOB in the bag. There was no mention of speed however. I see there's a newly designed stopwatch top right of the attack scope screen. Just wondering if the markings have any practical use for getting a speed estimate. Is speed claculation covered in the larger OLC GUI tutorial (276MB)? Or is it simply a case of plotting/shadowing on the navigation map (S=D/T) and/or guesswork?

Thanks.

onelifecrisis
07-19-08, 02:10 AM
Is speed claculation covered in the larger OLC GUI tutorial (276MB)?

Yes.

Chisum
07-19-08, 11:02 AM
Sorry if already asked, can you tell me if it works with GWX 1.3 ?

Thanks and apologizes if disturb.

onelifecrisis
07-19-08, 06:09 PM
Sorry if already asked, can you tell me if it works with GWX 1.3 ?

No it doesn't.

onelifecrisis
07-19-08, 07:05 PM
Following talks with Stiebler, I'm happy to announce that I'll shortly be releasing an NYGM-compatible version of the Ubermod!

Just thought I'd let people know. :up:

Wilcke
07-19-08, 11:08 PM
Following talks with Stiebler, I'm happy to announce that I'll shortly be releasing an NYGM-compatible version of the Ubermod!

Just thought I'd let people know. :up:

OLC,

Thank you! Well done man! Icing on the cake....

Another must have MOD...OLC for NYGM!:up:

Take care man!

nirwana
07-20-08, 04:55 AM
Following talks with Stiebler, I'm happy to announce that I'll shortly be releasing an NYGM-compatible version of the Ubermod!

Just thought I'd let people know. :up:

Im using already the gwx version with it and havnt noticed any wacky stuff yet.

onelifecrisis
07-20-08, 05:57 AM
Following talks with Stiebler, I'm happy to announce that I'll shortly be releasing an NYGM-compatible version of the Ubermod!

Just thought I'd let people know. :up:

Im using already the gwx version with it and havnt noticed any wacky stuff yet.

OLCE2 might not cause anything "wacky" but - as it is now - it does undo some of the changes in NYGM. Some of the optional parts of OLCE2 will cause fairly severe problems if you use them, and OLC GUI Special will not work properly either (although only an attentive player might spot the differences). Therefore, a proper NYGM version is required. :know:

h.sie
07-24-08, 09:16 AM
dear OLC,

first: thanks very much you for work (and time) and please excuse my bad english.

last week i tested your olce2, but after activating it with JSGME, the sky at night had only a few colours (veryvery dark / very dark / dark / and so on), so that ugly colour-contours became visible. no continuous change of the color. after disabling OLCE2 this effect disappeared. do you have an idea, what can be the reason for that??

greetings from germany,
h.sie

onelifecrisis
07-24-08, 10:52 AM
dear OLC,

first: thanks very much you for work (and time) and please excuse my bad english.

last week i tested your olce2, but after activating it with JSGME, the sky at night had only a few colours (veryvery dark / very dark / dark / and so on), so that ugly colour-contours became visible. no continuous change of the color. after disabling OLCE2 this effect disappeared. do you have an idea, what can be the reason for that??

greetings from germany,
h.sie

Do you have a screenshot?

Alex
07-24-08, 12:49 PM
colour-contours became visible.
http://img367.imageshack.us/img367/3198/sanstitrexe4.th.png (http://img367.imageshack.us/my.php?image=sanstitrexe4.png)

Don't know if that's what you mean, but I did notice this the other day.

Respectfully,


Alex

onelifecrisis
07-24-08, 01:38 PM
colour-contours became visible.
http://img367.imageshack.us/img367/3198/sanstitrexe4.th.png (http://img367.imageshack.us/my.php?image=sanstitrexe4.png)

Don't know if that's what you mean, but I did notice this the other day.

Respectfully,


Alex

I can't see anything wrong with that picture. Could you maybe draw on it to indicate where the problem is?

Pisces
07-24-08, 01:57 PM
I'm pretty sure it's the dark lines of the mountain ridges. Looks perculiar to me too.

Alex
07-24-08, 02:14 PM
Exactly, mate.

@ OLC : :up:

http://img95.imageshack.us/img95/4113/sanstitrexe4sw6.th.png (http://img95.imageshack.us/my.php?image=sanstitrexe4sw6.png)

onelifecrisis
07-25-08, 02:46 AM
Exactly, mate.

@ OLC : :up:

http://img95.imageshack.us/img95/4113/sanstitrexe4sw6.th.png (http://img95.imageshack.us/my.php?image=sanstitrexe4sw6.png)

Thanks.
I'm in agreement with Pisces - that line is just the "edge" of the mountain/hill.
Sorry but I'm a bit confused mate - are you saying this is something that needs fixing??

h.sie
07-25-08, 03:57 AM
im my eyes, that is a mountain and there is nothing to be fixed. LOL.

currently I try to make a screenshot. S_H_I_T, how does that work with the screen-resolution fix?


I will post that screenie soon.

Alex
07-25-08, 07:53 AM
are you saying this is something that needs fixing??
:huh: ??
Don't know at all, mate, it's up to you (sweetening edges of mountains and hills may or may NOT be doable ! I absolutely do not know...).

h.sie
07-26-08, 06:26 PM
sorry, olc, i was wrong. these phenomenons (colour-contours) appeared both, with and without OLCE2. the solution was to change the gamma value, so that the night now is really very dark und the contours became almost invisible.

Effigy
07-27-08, 02:17 PM
Hi OLC, I have a quick question.

Is there any way to make it so that when I hit NumberPad . (to remove the UI for screenshots), it will also hide the ship ID, any loose torpedoes under it, and when I'm not targeting anything or have any loose torpedoes, the little dot placeholder that appears there when no ship ID is available?

This is a pic with the UI disabled, and how I can still see the ship info (or torpedoes/dot when those are currently in view).

http://farm4.static.flickr.com/3002/2707391992_b9dbacba86.jpg


I've been digging through cfg files for hours trying to remedy this myself so I don't have to nitpick just for the sake of a screenshot or video ... but I'm at a complete loss on what I need to alter to make that happen.

I dug through menu_1024_768.ini, and I think (but am probably way off) that I'd have to change something in there to make this work. I keep seeing stuff like:

Display=0;No stretch

And am wondering if I have to set Display to some variable to make those elements disappear when hitting the UI hide. If I'm on the right track, I still have no idea what these elements are inside that file. Any idea how I'd adjust this to get what I'm looking for?

Thank you.

onelifecrisis
07-27-08, 03:09 PM
Hi OLC, I have a quick question.

Is there any way to make it so that when I hit NumberPad . (to remove the UI for screenshots), it will also hide the ship ID, any loose torpedoes under it, and when I'm not targeting anything or have any loose torpedoes, the little dot placeholder that appears there when no ship ID is available?

This is a pic with the UI disabled, and how I can still see the ship info (or torpedoes/dot when those are currently in view).

http://farm4.static.flickr.com/3002/2707391992_b9dbacba86.jpg


I've been digging through cfg files for hours trying to remedy this myself so I don't have to nitpick just for the sake of a screenshot or video ... but I'm at a complete loss on what I need to alter to make that happen.

I dug through menu_1024_768.ini, and I think (but am probably way off) that I'd have to change something in there to make this work. I keep seeing stuff like:

Display=0;No stretch

And am wondering if I have to set Display to some variable to make those elements disappear when hitting the UI hide. If I'm on the right track, I still have no idea what these elements are inside that file. Any idea how I'd adjust this to get what I'm looking for?

Thank you.

I'm sorry to say that yes, you're quite a long way off track.
The numpad dot key will remove a menu group on page 0x3F000000 and all of it's descendants (basically, it will remove almost everything starting with "0x3F"). But everything on the periscope screen is a child of the periscpe page (0x26000000 from memory) and will -at best - cease to function properly if you try to make it a child of the 0x3F000000 page.
The recognition manual is on another menu page all of it's own.
In other words, I really don't think there is any way at all of doing what you want... at least, certainly not with the numpad dot key. You could undertake some serious re-arrangement of the periscope page and try to make some things "slide" on and off the screen depending on where you put the mouse... or even try to re-use one of the unused notepad pages to act as an invisibility switch (maybe) ... but either it'd be a lot of work and I can't imagine the end result being worth it, even if it works.

Effigy
07-27-08, 03:28 PM
I'm sorry to say that yes, you're quite a long way off track.
The numpad dot key will remove a menu group on page 0x3F000000 and all of it's descendants (basically, it will remove almost everything starting with "0x3F"). But everything on the periscope screen is a child of the periscpe page (0x26000000 from memory) and will -at best - cease to function properly if you try to make it a child of the 0x3F000000 page.
The recognition manual is on another menu page all of it's own.
In other words, I really don't think there is any way at all of doing what you want... at least, certainly not with the numpad dot key. You could undertake some serious re-arrangement of the periscope page and try to make some things "slide" on and off the screen depending on where you put the mouse... but it'd be a lot of work and I can't imagine the end result being anything like what you're after.
Thanks for the quick reply OLC! I knew I had to be fishing in the wrong spot, lol. Glad to get confirmation of it so I can quit obsessing over that file now. Appreciate the explanation of how the numpad hide key works, and the nesting effect of the pages descendants. I'm surprised with my lack of modding knowledge, I'm actually following what you're saying here, hehe. Too bad it isn't likely to achieve the effect, ah well.

Thinking about it in a different way then, would I be able to compromise and remove/hide (permanently, non dependant on any key press) those visual elements from just the observation periscope? (To use for screenies/video) And leave everything intact on the UZO and Attk scope? I'm not sure if there are separate pages for obs scope, uzo, and attk scope, or if it's all nested under a sole periscope page.

If the above is possible, can you give me direction on where I go to see this page? I have Silent 3ditor, and have played around with it a bit, looking at files and trying to understand what I'm seeing. But I wouldn't know where to begin as far as which file to open to even get there first.

Thanks again for the reply, I love your mod. Especially the UI. Everything fits so well graphically. If I was going to throw around a wild guess I'd say you have a solid graphic design background. Very aesthetically pleasing layout and graphics, imo. :)

onelifecrisis
07-27-08, 04:10 PM
I'm sorry to say that yes, you're quite a long way off track.
The numpad dot key will remove a menu group on page 0x3F000000 and all of it's descendants (basically, it will remove almost everything starting with "0x3F"). But everything on the periscope screen is a child of the periscpe page (0x26000000 from memory) and will -at best - cease to function properly if you try to make it a child of the 0x3F000000 page.
The recognition manual is on another menu page all of it's own.
In other words, I really don't think there is any way at all of doing what you want... at least, certainly not with the numpad dot key. You could undertake some serious re-arrangement of the periscope page and try to make some things "slide" on and off the screen depending on where you put the mouse... but it'd be a lot of work and I can't imagine the end result being anything like what you're after.
Thanks for the quick reply OLC! I knew I had to be fishing in the wrong spot, lol. Glad to get confirmation of it so I can quit obsessing over that file now. Appreciate the explanation of how the numpad hide key works, and the nesting effect of the pages descendants. I'm surprised with my lack of modding knowledge, I'm actually following what you're saying here, hehe. Too bad it isn't likely to achieve the effect, ah well.

Thinking about it in a different way then, would I be able to compromise and remove/hide (permanently, non dependant on any key press) those visual elements from just the observation periscope? (To use for screenies/video) And leave everything intact on the UZO and Attk scope? I'm not sure if there are separate pages for obs scope, uzo, and attk scope, or if it's all nested under a sole periscope page.

If the above is possible, can you give me direction on where I go to see this page? I have Silent 3ditor, and have played around with it a bit, looking at files and trying to understand what I'm seeing. But I wouldn't know where to begin as far as which file to open to even get there first.

Thanks again for the reply, I love your mod. Especially the UI. Everything fits so well graphically. If I was going to throw around a wild guess I'd say you have a solid graphic design background. Very aesthetically pleasing layout and graphics, imo. :)

Thaks but lol, no, I don't have any real graphic design experience at all. All of the graphics in the GUI are hacked and chopped and superglued bits of other people's graphic work (used with their permission). I'll take credit for the layout and functionality of the GUI, but none of the artwork is mine.

Anyway, yes, you could permanently do away with those parts of the obs scope if you like. To get rid of the torpedo icons, move the menu group called "Launched Torp" (ID is 0x2B050000) off the screen by setting Pos to something like Pos=2000,2000,0,0. To get rid of the ship name, find the entry called... I think it's "Ship Val" (0x2B0D0051) or it might be just "Ship" (0x2B0D0041) ... and do the same thing to it's Pos. Anything else you want to get rid of, same procedure. The Pos line specifies X/Y co-ordinates and width and height (all measured in pixels - assuming 1024x768 resolution) so use it to move things off the screen to get rid of them without really getting rid of them. That way you won't break anything.

HTH
OLC

Edit:
In case it wasn't implied well enough by my answer, yes there are seperate pages for the UZO, obs scope, periscope, etc. 0x2B is the obs scope.

Effigy
07-27-08, 07:43 PM
Thaks but lol, no, I don't have any real graphic design experience at all. All of the graphics in the GUI are hacked and chopped and superglued bits of other people's graphic work (used with their permission). I'll take credit for the layout and functionality of the GUI, but none of the artwork is mine.

Anyway, yes, you could permanently do away with those parts of the obs scope if you like. To get rid of the torpedo icons, move the menu group called "Launched Torp" (ID is 0x2B050000) off the screen by setting Pos to something like Pos=2000,2000,0,0. To get rid of the ship name, find the entry called... I think it's "Ship Val" (0x2B0D0051) or it might be just "Ship" (0x2B0D0041) ... and do the same thing to it's Pos. Anything else you want to get rid of, same procedure. The Pos line specifies X/Y co-ordinates and width and height (all measured in pixels - assuming 1024x768 resolution) so use it to move things off the screen to get rid of them without really getting rid of them. That way you won't break anything.

HTH
OLC

Edit:
In case it wasn't implied well enough by my answer, yes there are seperate pages for the UZO, obs scope, periscope, etc. 0x2B is the obs scope.

Cheers OLC. If it aint broke don't fix it. Much better idea than just removing em altogether. That way, when I'm tired of playing psuedo-machinima producer, I can just pull em back into position. :D Thank you very much for the help.

Laffertytig
07-30-08, 04:33 AM
i havent played SH3 for about a month but i remember i had a question and im not really sure if i got an answer to it.

i currently have OLC GUI 1.2.6 installed. i also wanna install this uber mod as well but the only part i dont want is the revamped map contacts, id prefer keepin them as is.

so how do i install this mod minus the map contacts part?

thanks in advance

Contact
07-30-08, 06:43 AM
For the first time I decided to try this mod too. Outstanding graphics.. Applause! :)

Will be using OLCE 2 alone, since GUI special I found.. a little.. lets say outlandish for myself so far :)

Don't know if somebody mentioned earlier. When looking through binoculors, uzo, etc. and draging on to the wiew flag panel, the bearing indicator can be seen through the paper :)

onelifecrisis
07-30-08, 06:43 PM
When looking through binoculors, uzo, etc. and draging on to the wiew flag panel, the bearing indicator can be seen through the paper :)

Dragging what onto the view flag panel? There's nothing draggable in the binocular and uzo views. There's no "paper" either. There was in previous versions... if that's what you're talking about, why not download and try the latest version.

Alex
07-30-08, 07:35 PM
@ Contact : The best thing to do when you notice something that is a bug in your opinion is always to take a screenshot ! :yep:

:up:

Laffertytig
07-30-08, 07:49 PM
hello olc,

dunno if u maybe missed my post. id imagine it wont be to hard to make the adjustment im on about i just dont know what files to change thats all.:up:

onelifecrisis
07-30-08, 08:30 PM
i havent played SH3 for about a month but i remember i had a question and im not really sure if i got an answer to it.

i currently have OLC GUI 1.2.6 installed. i also wanna install this uber mod as well but the only part i dont want is the revamped map contacts, id prefer keepin them as is.

so how do i install this mod minus the map contacts part?

thanks in advance

Sounds like the same question you asked in post 883.
I gave a short answer in post 884, followed by help from asanovic in post 888, and in post 891 you said:
it ok ive got things sorted now, thanks for help.:up:
Maybe you should ease off the pot a bit. ;)

Laffertytig
07-31-08, 05:54 AM
i think i probably did do a bit to much pink floyd in my younger days cos my memory is admitidly shocking!:roll:

whenever i dont play SH3 for a while, when i caome back to it and see the amount of mods i have installed i get paranoid somethin isnt workin properly. wait a minute, paranoia and a shockin memory, hmm the evidence is in:D

everything is workin as it should now though.

Contact
07-31-08, 07:01 AM
@ Contact : The best thing to do when you notice something that is a bug in your opinion is always to take a screenshot ! :yep:

:up:

Yeah right, I would of done so but I'm using resolution fix so print screen don't work in this case. It is possible to make screenie with ctrl+f11 of shift+f11 don't remember exactly how :)

OneLifeCrisis: I'm not using OLC GUI Special of yours because I don't like the new binoculors view. I bet pirates in medieval ages used something like this but not in 20 century :lol: and because u haven't included the lithuanian flag in flags "manual" or how should I call it. :D

I'm using OLCE2 alone, without OLC GUI special, because of new graphics only. So what I wanted to say is imagine u're looking through the binoculors or uzo and pulling out the flags manual from the upper left corner on this view, u can see bearing indicator hiting through that manual, and that's the bug :lol:

onelifecrisis
07-31-08, 07:13 AM
Glad to hear it Laffertytig!

OneLifeCrisis: I'm not using OLC GUI Special of yours because I don't like the new binoculors view. I bet pirates in medieval ages used something like this but not in 20 century :lol:

:roll: :nope: :damn:
Have you ever actually looked through a pair of binoculars?

and because u haven't included the lithuanian flag in flags "manual"

Who cares? Er, umm, I mean... fair enough!

...imagine u're looking through the binoculors or uzo and pulling out the flags manual from the upper left corner on this view, u can see bearing indicator hiting through that manual, and that's the bug :lol:

I already told you, there is no draggable flags manual in the upper left corner (or any other corner for that matter). Therefore I do not see how you could make a bug happen by pulling one out.

Contact
07-31-08, 07:27 AM
Can u read ? in OLC GUI SPECIAL there is NOT anything draggable correct, but I aint using it!

check OLCE2 WITHOUT OLC GUI SPECIAL and u see dragable flags, dragable clock and etc, it's like in the oldschool GWX 2.1, u can drag everything :nope:

Just check it..

onelifecrisis
07-31-08, 08:46 AM
Can u read ? in OLC GUI SPECIAL there is NOT anything draggable correct, but I aint using it!

check OLCE2 WITHOUT OLC GUI SPECIAL and u see dragable flags, dragable clock and etc, it's like in the oldschool GWX 2.1, u can drag everything :nope:

Just check it..

So... you're complaining to me about problems in the GWX GUI!?

Alex
07-31-08, 09:09 AM
@ Contact : OLC is right mate, the fact that you can see bearing indicators and other details in the obs & attack scope and UZO when you pull out the flags from the upper left corner has nothing to do with OLC's work.
This bug had been reported at the very end of the development of GWX, but editing the GUI is a BIG ( :huh: !) job. Judging by where we were in the development of GWX, it was too late to edit it again in order to fix this little bug.

Contact
07-31-08, 09:12 AM
Can u read ? in OLC GUI SPECIAL there is NOT anything draggable correct, but I aint using it!

check OLCE2 WITHOUT OLC GUI SPECIAL and u see dragable flags, dragable clock and etc, it's like in the oldschool GWX 2.1, u can drag everything :nope:

Just check it..

So... you're complaining to me about problems in the GWX GUI!?

Who cares ? :rotfl:

Contact
07-31-08, 09:17 AM
@ Contact : OLC is right mate, the fact that you can see bearing indicators and other details in the obs & attack scope and UZO when you pull out the flags from the upper left corner has nothing to do with OLC's work.
This bug had been reported at the very end of the development of GWX, but editing the GUI is a BIG ( :huh: !) job. Judging by where we were in the development of GWX, it was too late to edit it again in order to fix this little bug.

Well... that's why we have OLC here, an expert of all GUI's right ? :lol: And for experts there's no big jobs right ? You got my point I hope :yep:

onelifecrisis
07-31-08, 09:17 AM
Can u read ? in OLC GUI SPECIAL there is NOT anything draggable correct, but I aint using it!

check OLCE2 WITHOUT OLC GUI SPECIAL and u see dragable flags, dragable clock and etc, it's like in the oldschool GWX 2.1, u can drag everything :nope:

Just check it..

So... you're complaining to me about problems in the GWX GUI!?

Who cares ? :rotfl:

Yes alright my little 'quip' was out of order.
I don't know whether you were referring to my GUI or the GWX GUI when you said that the Lithuanian flag was missing, but if it's missing from my GUI then I'll be sure to add it if and when I release another patch.

Contact
07-31-08, 09:27 AM
That's better, I can wait :smug:

onelifecrisis
07-31-08, 09:27 AM
I'm reading Wikipedia and it's difficult to determine whether Lithuania even had a Navy during WW2, let alone whether any of it was active during the war.
Furthermore, Lithuania was apparently invaded by both Germany and Russia at different times during the war, so I'm not clear exactly which side they were on (if any).
The flag sheet in OLC GUI lists the nations which were enemies of Germany during (any part of) the war. If Lithuania didn't fight Germany, then their flag does not need adding to the chart.
Perhaps you can clarify for me whether or not this is the case?

Contact
07-31-08, 10:00 AM
I'm reading Wikipedia and it's difficult to determine whether Lithuania even had a Navy during WW2, let alone whether any of it was active during the war.
Furthermore, Lithuania was apparently invaded by both Germany and Russia at different times during the war, so I'm not clear exactly which side they were on (if any).
The flag sheet in OLC GUI lists the nations which were enemies of Germany during (any part of) the war. If Lithuania didn't fight Germany, then their flag does not need adding to the chart.
Perhaps you can clarify for me whether or not this is the case?

My pleasure.
Lithuania as Latvia and Estonia, was occupied by Soviet Union in 1940 July. When war broke out between Germany and Russia in 1941, Baltic states bacame land of Germany until 1944 when Soviets came back.

Basically when under an occupation how can u choose the sides anyway, there were partisans of course like in others occupied countries.

Lets say Baltic states were Axis and Allies in different time of the war, but it doesn't mean they where not involved at all in WW2.

I woun't pretend I know history better then Wikipedia does, so I will just paste some links that you might find interesting.

http://en.wikipedia.org/wiki/Resistance_in_Lithuania_during_World_War_II

http://www.randburg.com/li/general/general_9.html

http://en.wikipedia.org/wiki/Lithuanian_warship_Prezidentas_Smetona

http://www.probertencyclopaedia.com/cgi-bin/res.pl?keyword=Prezidentas+Smetona&offset=0

Navy was poor in that time, not much u could expect from such small country, but still, we had 1 warship to be proud of :lol:

tomfon
08-03-08, 12:38 PM
Hello!

Despite being on holidays i have not quited playing SH3. Its now 1942 and things are getting harder...:88)
It's a real challenge playing with the Ubermod installed: following realistic procedures and all that.
How is your tonnage going? In which phase of the war are you?
Just out of curiousity.
:sunny:

onelifecrisis
08-03-08, 05:03 PM
Glad you like it tomfon. I'm not sure who you were asking about progress :88) but I'm also in '42, having started in '39. Here are my commander files (I'm using SH3C with Realistic Career Length):

Erich_Hohlstein (http://www.geocities.com/onelifecrisis/Erich_Hohlstein/Personnel_File.html)
Johann_Rutsch (http://www.geocities.com/onelifecrisis/Johann_Rutsch/Personnel_File.html)
Wilhelm_Isler (http://www.geocities.com/onelifecrisis/Wilhelm_Isler/Personnel_File.html)

How big is yours? :rotfl: :roll:

Currently I'm playing IL-2 Sturmovik 1946 with the DCG mod, but at some point I intend to wake Wilhelm from his slumber and carry on with the war. :yep:

Tobus
08-04-08, 04:37 AM
You would have to slow down by a great grade the mouse input (the speed that the game reads the mouse).

:nope:
That doesn't really work the way I want, I already tried it.

Other way to do this: get a mouse with variable speed, like Logitech MX518.
I have that one too, I can set speed of the mouse via two little buttons just before and behind the scrollwheel. You can edit sensitivities via the drivers and "connect" them to this button, although the standard 400/800/1200 dpi works well for me.
Works perfect for less/more sensitivity (also handy for easy sniping vs hardcore fraggin in FPS'es).

Tobus
08-04-08, 04:40 AM
OLC,

I couldn't find if this was asked before, but:

- Am I right in the assumption that I can use the OLC GUI 1.2.6 instead of the OLC special GUI, together with OLCE2?

- If yes, am I correct in the assumption that I would then have to double mast values, but would have the dual zoom-levels in both obs- and attackperiscopes?

Love your work man, brilliant stuff!

onelifecrisis
08-04-08, 05:13 AM
OLC,

I couldn't find if this was asked before, but:

- Am I right in the assumption that I can use the OLC GUI 1.2.6 instead of the OLC special GUI, together with OLCE2?

From the readme:

OLC GUI Special
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.


So, yes. :p

- If yes, am I correct in the assumption that I would then have to double mast values, but would have the dual zoom-levels in both obs- and attackperiscopes?

Correct, although once again this is covered by the R-E-A-D M-E if I remember correctly. :p
You'd also have the normal (rubbish looking) flattened waves when looking through those devices (only OLC GUI Special fixes that stock issue).

Love your work man, brilliant stuff!

Thanks. :smug:

Tobus
08-04-08, 07:00 AM
uhmm... ok, should've thought of that.
.
.
.
Now I feel like a complete idiot, scanning through the 50-odd pages of this thread looking for that answer, when everything is already there in the readme :damn: :nope: .

Schwuppes
08-04-08, 07:04 AM
this rocks! :rock:

Tobus
08-04-08, 12:07 PM
Ok, another question then which I didn't find in the readme's also :lol: :

What if I don't "like" the bit-too-difficult-for-me realistic map updates & contacts in OLC GUI Special, but do like them like they are vanilla/OLC GUI1.2.6, but don't want to go from Special to 1.2.6 because of the better wavetextures, would there be a way around that, by, for instance, deleting or replacing from Special with the same ones from 1.2.6? I hope I'm understandable (English is not my native language).

onelifecrisis
08-04-08, 12:52 PM
lol@Schwuppes!

Ok, another question then which I didn't find in the readme's also :lol: :

What if I don't "like" the bit-too-difficult-for-me realistic map updates & contacts in OLC GUI Special, but do like them like they are vanilla/OLC GUI1.2.6, but don't want to go from Special to 1.2.6 because of the better wavetextures, would there be a way around that, by, for instance, deleting or replacing from Special with the same ones from 1.2.6? I hope I'm understandable (English is not my native language).

You could try putting the 1.2.6 'maps.cfg' file into OLC GUI Special and see if that works. I really can't remember now exactly what the differences were, but there's a good chance that will do the trick.

Tobus
08-04-08, 01:26 PM
lol@Schwuppes!

Ok, another question then which I didn't find in the readme's also :lol: :

What if I don't "like" the bit-too-difficult-for-me realistic map updates & contacts in OLC GUI Special, but do like them like they are vanilla/OLC GUI1.2.6, but don't want to go from Special to 1.2.6 because of the better wavetextures, would there be a way around that, by, for instance, deleting or replacing from Special with the same ones from 1.2.6? I hope I'm understandable (English is not my native language).

You could try putting the 1.2.6 'maps.cfg' file into OLC GUI Special and see if that works. I really can't remember now exactly what the differences were, but there's a good chance that will do the trick.

Hmm, thanks. By the looks of things, I can edit the [zoomlevel] values and the [.....zoom] values back to stock within the Special maps.cfg. That should probably do the trick. Thanks, will try this tomorow. Maybe this will also put back the projected torpedotracks in the attack map?

NiKuTa
08-05-08, 05:32 AM
Great mod, but one question.

There is no zoom lvl in periscope ?

onelifecrisis
08-05-08, 05:38 AM
Great mod, but one question.

There is no zoom lvl in periscope ?

Correct.

Gairith
08-05-08, 08:10 AM
lol@Schwuppes!

Ok, another question then which I didn't find in the readme's also :lol: :

What if I don't "like" the bit-too-difficult-for-me realistic map updates & contacts in OLC GUI Special, but do like them like they are vanilla/OLC GUI1.2.6, but don't want to go from Special to 1.2.6 because of the better wavetextures, would there be a way around that, by, for instance, deleting or replacing from Special with the same ones from 1.2.6? I hope I'm understandable (English is not my native language).

You could try putting the 1.2.6 'maps.cfg' file into OLC GUI Special and see if that works. I really can't remember now exactly what the differences were, but there's a good chance that will do the trick.

Hmm, thanks. By the looks of things, I can edit the [zoomlevel] values and the [.....zoom] values back to stock within the Special maps.cfg. That should probably do the trick. Thanks, will try this tomorow. Maybe this will also put back the projected torpedotracks in the attack map?

Copy all of the .tga files from the sub-folders in this location as well:
SilentHunterIII\data\Submarine

I believe the torpedo icon is located here though I have not tested this:
SilentHunterIII\data\Menu\Gui\Units\Torp.tga