PDA

View Full Version : [REL]Combimod: GWX-IntegratedOrders+U-Jagd-Tools+PeriTDC


h.sie
08-12-08, 08:17 AM
hsGUI 3.1 for GWX
=================

This is a Combi-mod consisting of:

* PeriTDC from Ducimus.
* U-Jagd Tools 1.3.1 from JoeGrundmann & Hitman.
* GWX-Integrated Orders
* TDC-Screen, Navigation-Map Tools and more from Onelifecrisis.
* Extended stations main menu and
* Numerous other tweaks by h.sie

Screenshots:

http://img171.imageshack.us/img171/655/shot1ea2.th.jpg (http://img171.imageshack.us/my.php?image=shot1ea2.jpg)

http://img171.imageshack.us/img171/6103/shot2xx1.th.jpg (http://img171.imageshack.us/my.php?image=shot2xx1.jpg)

http://img171.imageshack.us/img171/251/shot4mt3.th.jpg (http://img171.imageshack.us/my.php?image=shot4mt3.jpg)

http://img171.imageshack.us/img171/7125/shot3lj6.th.jpg (http://img171.imageshack.us/my.php?image=shot3lj6.jpg)


The aformentioned changes in detail:
====================================


Main Stations Menu:
-------------------
* Added menu items for Binocular, UZO, Observation-Periscope, Captains-Log, Telegrams, Mission-Objectives.

* Added small buttons for completely rising/lowering periscopes.


U-Jagd-Tools:
-------------
* Added U-Jagd-Chronometer with 75m-Scale


PeriTDC mod:
---------------
* Added small button to toggle (enable/disable) manual TDC entry (can also be done using "Ctrl-T").

* Added TDC-dials to the Observation Periscope.

* Added Salvo Selector switch labels from Onelifecrisis' OLCGUI. (Details see below.)


Navigation Map:
---------------
Added Map Tools (Protractor/Nomograph/Depth Indicator) from Onelifecrisis' OLCGUI.


Binocular:
----------
* Re-enabled the bearing indicator (GWX has disabled it). For me, that is no step backward in realism, because in real life one has a "feeling", in which direction one looks. an important feeling, that one doesn't have in front of a monitor! See Appendix below, if you want to disable it.

* Added Flaggen Chart to Binocular View


Integrated Orders:
------------------

* Re-arranged the menu structure, so that important and frequently used orders (e.g. "Crash Dive", "Surface" or "Periscope Depth") can be accessed much easier and faster without many mouse-clicks.

* Deleted UZO-/Binocular-Icons and "Periscope Up/Down", because these orders have moved to the main stations menu.

* Deleted "Choose Target"-orders from the Weapons- and Watch Officer menu, because in GWX it seems not to have a functionality.

* Watch-Officer: Added an command-icon to mark the target for the deck-gun (only works in Binocular view and can also be done using the "Space"-key on the keyboard.)

* Weapons Officer: Deleted the icon "Get torpedo aiming data", because the firing solution calculated by the Weapons Officer is too perfect and thus unrealistic in my opinion. See Appendix below how to re-enable it.


Attack-Periscope:
-----------------

In Hitman's documentation about German Optics (see Documentation-Folder) one can find the information, that the Attack Periscope (AP) has a smaller head to make it less visible to the ememy. Hence, the AP has a lower light transmission than the Observation Periscope (OP) and because of that, the OP is better suited for night attacks. In order to simulate this, I reduced the light transmission of the AP to give both Periscopes a balanced usefulness. Now at dark nights the AP is nearly useless, as intended, and one is forced to use the OP instead. In Hitmans document one can also read, that in real live the AP and OP had the same magnification (6x). In GWX, the AP has 10x and the OP has 4,5x. I don't want to change this, so we have to live with it. This means:

AP = less visible, better magnification, lower light transmission
OP = more visible, lower magnification, better light transmission.

At daylight you have to be careful and attack from a larger distance, so the higher magnification of the AP is useful and the lower light transmission does not bother much.

At night you may attack from a nearer distance, so the lower magnification of the OP is okay and the better light transmission is required.

Now for me both periscopes are different but both are equal useful, depending on the situation.

People who don't like this tweak can restore the original light transmission with a small Mod, that can be found in the "Optional"-folder of this Mod.



Notepad
-------

Disabled the display of the ship category (e.g. "freighter" / "destroyer") in the notepad when one turns the periscope or UZO, because otherwise at dark nights this would betray all surrounding ships, even if they are currently invisible to the player.


Crew- and damage Screen
-----------------------

* Re-enabled the display of the hull integrity percentage (can be disabled again using SH3-Commander). The whole damage screen is full of (unrelistic) counters and numbers - so why not show the hull integrity?

* Used better icons to display the flooding-times of the compartments.

* Used a smaller font


Other Changes:
--------------

* Disabled the sliding GWX-compass-rose, because I don't like it. See Appendix below how to re-enable it.

* Disabled the sliding chief engineer report dials. See Appendix below, if you want to re-enable them. The chief engineer report dials are still available via the Integrated Orders.

* Main Menu: Smaller and better font for messages and slightly reduced menu size.



Optional Mods (can be found in the "Optional"-folder):
================================================== ====


Optional 1: Alternative Periscope and UZO-Textures
--------------------------------------------------
Added FLB Sales "NeuUZO&PeriV.2" mod with much darker Periscope and UZO-Textures. This mod can be installed optionally on top of hsGUI.


Optional 2: hsGUI - Restore original Attack-Periscope
-----------------------------------------------------
As mentioned above, the Light Transmission through the Attack-Periscope has been lowered. This Mod restores the original Light Transmission.


Optional 3: hsGUI - Assisted Plotting
-------------------------------------
This optional mod restricts the information that is shown in the Navigation Map for realism purposes. No more gods eye in the Nav Map. See the Readme contained in the mod for more details.


Optional 4: LLRT+SRM-Combimod (Little Longer Repair Times + Seabed Repair Mod)
------------------------------------------------------------------------------
Longer Repair Times for damaged UBoat Compartments.
The Uboat can now be easier parked on the seabed for repairs without getting damaged.
See the Readme's contained in the mod for more details.


Optional 5: Salvo selector switch labels
----------------------------------------
Unfortunately, the PeriTDC mod does not change the TDC salvo selector labels automatically. But there are 2 possible workarounds to solve the problem:

1) SH3-Commander users have to copy the "U-boat"-folder contained in this mod into their SH3-Commander folder. SH3 must be invoked with SH3-Commander and the correct U-boat type has to be chosen in SH3-Commander main window prior to starting the game.

2) Non SH3-Commander users can use the JSGME-ready mini-mods which can be found in the "Optional"-Folder. If you plan to use e.g. a Type VII Boat, you have to activate the according mini-mod called "hsGUI - Type VII salvo selector" with JSGME.

If none of these 2 methods is chosen, the Salvo Selector switch remains black. No labels are shown.



Gameplay- and Realism settings
------------------------------

After reading many threads about realism and historical accuracy at subsim.com, I came to the following conclusions and recommended Gameplay-Settings for hsGUI:

1) I recommend to use the help of the Weapons-Officer. This does not lead to a penalty in realism percentage, because in hsGUI the Weapons-Officer is only able to identify ships, but his ability to find a firing solution is disabled.

2) I also recommend to use the stabilized periscope view. According to Hitman (one of the Uboat experts at Subsim) this is nearer to the historical reality than not to use it. Doing so, does also not lead to a penalty in realism percentage.

3) Playing with Automatic Map Updates ON is unrealistic easy, while playing with Map Updates OFF is unrealistic hard. As a compromise, I recommend to use the optional "Assisted Plotting" Mod, which heavily restricts the information shown in the NavMap. For this mod, Map Updates have to be ON, but because of the restrictions, this does not lead to a penalty in realism percentage.

4) With the LLRT mod (Little Longer Repair Times) the repair times for damaged Uboat-compartments take much longer time than in unmodded SH3. This hopefully makes the game more realistic.



Installation & Compatibility
============================

* This mod is JSGME-compatible.

* Compatible only with GWX3 and GWX 2.1. Not compatible with other Supermods, because the included U-Jagd-Tools are designed only for the GWX-specific periscope zoom levels 10x and 4,5x.

* Use this mod INSTEAD and not additionally to the original GWX-Integrated Orders.

* Not compatible to mods, which overwrite the Dials.cfg or menu_1024_768.ini.

* For SH3-Commander Users: The "U-boat" folder contained in this mod goes in the SH3 Commander folder.



Information
===========

Detailed information on the mods used here can be found in the folder "Documentation".



Credits
=======

I want to thank the creators of the excellent mods used here:

* The GWX-Team: for making GWX.
* JoeGrundmann, Hitman: for making U-Jagd Tools
* Onelifecrisis: For his kind help, many brilliant ideas and for the permission to use parts of his OLCGUI.
* Ducimus: for his TW_PeriTDC_For_GWX
* FLB Sale for NeuUZO&PeriV.2.
* Hitman (again) for his help and for the permission to add his Document about German Optics to my mod.
* Nvdrifter: For LRT (Longer Repair Times)
* Mikhayl: For his help and for SRM (Seabed-Repair-Mod).



Hope, you like it.
H.Sie

Laufen zum Ziel
09-01-08, 01:34 PM
Thanks

h.sie
09-01-08, 01:46 PM
Thanks
thank you for your reply!!!

greetings...
h.sie

Letum
09-01-08, 06:48 PM
Sounds int resting. Any chance of a screenshot?
Thankyou

h.sie
09-02-08, 03:36 AM
Sounds int resting. Any chance of a screenshot?
Thankyou

hi!
just take a look at the following post:

http://www.subsim.com/radioroom/showthread.php?t=141483

scroll down a little bit and then you will see screenies of

* U-Jagd-Tools and
* TDC Dials in Periscope View.

h.sie
10-06-08, 02:33 AM
New version: hsGUI v2.0.

Download:
http://hosted.filefront.com/hennings/

11Bravo
11-19-08, 09:31 AM
Wow, this looks like what I wanted! Thanks for the work combining those cool mods. Downloading and trying out. :up:

h.sie
11-19-08, 10:58 AM
Wow, this looks like what I wanted! Thanks for the work combining those cool mods. Downloading and trying out. :up:

i'm really curious if you like it or not.

(almost 100 downloads of my hsGUI v1 and v2, and almost no reply. what does that mean? is it a good sign or a bad??)

11Bravo
11-19-08, 01:57 PM
How do you get the Whiz Wheel to show up in version 2?

edit

In version 1 I think I selected the Weapons Officer to make it show up...but can't find it anywhere in version 2.

h.sie
11-19-08, 03:06 PM
How do you get the Whiz Wheel to show up in version 2?

edit

In version 1 I think I selected the Weapons Officer to make it show up...but can't find it anywhere in version 2.

one side of the wheel with the weapons officer, the other side of the wheel with the navigator. click on the officer icon, so that the icon is framed yellow. then move the mouse a little bit to the right side and then down ..... the wheel appears......as joegrundman wrote in his manual of the u-jagd-tools

11Bravo
11-19-08, 04:26 PM
I did that...

The process did not work in version 2 of the combimod.

It works correctly in version 1 though.

Interesting...what do you think? Something different in the menu_1024_768.ini?

edit

I should add that I have a fresh install of GWX 2.1 and this is the only mod installed.

Greatly prefer version 2 of this mod, but need to get the attack wheel showing up for the NA and WE.

Not sure I like the transparent tools from the OLC mod though...interface is getting cluttered with draggable tools.

piri_reis
11-19-08, 05:56 PM
I've been using it for a couple of weeks h.sie, and its a damn good combimod. :up:
Trying to tweak a few things, for example putting the GWX pop-out compass back in, the Chief's fuel/battery report popping out from the left..

I use manual targetting, so assigned a shortcut to Auto-TDC. Because I couldnt get the button for that, working. I need to also dig the menu file for that.
Other than these personal customizations, it's very nice of you to combine these great mods into one install.

For your local setup, have you done any new additions to it since v2?

11Bravo
11-19-08, 06:03 PM
OK, I got it figured out. Problem in menu_1024_768.ini

In version 2 of your mod, I had to edit the following in order to get the attack disk to display when the WE or the NA was selected...

;;;;;;;;;;;sliderule;;;;;

[G3F I339]
Name=sliderule
Type=1026;Menu group
ItemID=0x3F070010
ParentID=0x3F070000
Pos=180,630,600,600
Color=0xFFFFFFFF
;VertSlide=-720
VertSlide=-700

and

;;;;;;;;;;;;;;;;Angriffsscheibe

[G3F I327]
Name=Angriffscheibe
Type=1026;Menu group
ItemID=0x3F4E1000
ParentID=0x3F060000
Pos=180,630,600,600
Color=0xFFFFFFFF
;VertSlide=-720
VertSlide=-700

Will do more testing later...

EDIT

Yes. The VertSlide needs to be something larger than -720 for the whiz wheels to show up on my monitor in version 2. Currently using -715 and getting good results. Oddly, the value of -720 worked fine for me in version 1 of the combimod.

EDIT AGAIN

Might be related to lowering of officer icons in version 2...or maybe the message text window got moved. You should definately load the version 2 mod on filefront and test it. Others may have had that problem as well.

11Bravo
11-20-08, 10:12 AM
h.sie,

Got version 2 working now. Here are my thoughts...

1. Great job combining these three excellent mods!!! These are 3 important mods, together at last, and with some good tools from OLC.

2. Your reworked station menu is fantastic! The new stations are useful and the double column saves space. I can finally get to the log and radio messages quickly. I always forget the keystrokes and sometimes get lost in the integrated orders, your solution is the best. Your small buttons to raise and lower periscope from any station is brilliant! Well done!

3. The new navigation map tools from OLC are very nice (I changed my mind). Again, the double row of tools saves space. The depth tool thingie now seems more accurate. I wonder if this is because you got rid of the colored StrTactMap? The nomograph is much crisper, even though it is harder to use. These draggable tools sometimes get lost under the bottom user interface, but I found they can be retrieved by hitting number pad delete.

4. The new smaller font. Mixed feelings about this. I like the size, but don't like the typewriter fond. Old font was more clear. Wish I could have the old font but smaller size.

5. I love the I/O button on the TDC. Absolutely necessary. Brilliant!

6. I must have the salvo selector switch labels back. These can be editted to correct them, deleting the labels just doesn't look right.

7. I would suggest another button somewhere to open/close the tubes. Everything else for the attack is right at your fingertips. I always remember to open the tubes, right after I push the red button. :lol: If I was the engineer at Siemens, I would have put a third button between the black and red that says Open/Close.

This mod is a winner. I will be keeping it. :rock:

My suggestions are to put those salvo labels back, look into changing to a more clear font, and adding an open tubes toggle button. :hmm:

h.sie
11-20-08, 10:52 AM
I've been using it for a couple of weeks h.sie, and its a damn good combimod. :up:
Trying to tweak a few things, for example putting the GWX pop-out compass back in, the Chief's fuel/battery report popping out from the left..

I use manual targetting, so assigned a shortcut to Auto-TDC. Because I couldnt get the button for that, working. I need to also dig the menu file for that.
Other than these personal customizations, it's very nice of you to combine these great mods into one install.

For your local setup, have you done any new additions to it since v2?
Hey piri_reis: Thank you for the positive resonance. In the appendix of the manual I described how to re-enable the GWX compass-rose.

currently I don't know, if the fuel-report can be as easily re-enabled. I only remember, that it massively interfered with other command elements of hsGUI, so I had to disable it (only moved it out of the visual area of the monitor!). but you can still access the fuel-report using the integrated order commands. or try to find the according lines in menu1024.ini and move the report back into the visible area. I can help you to find the lines.........

i'm wondering that the I/O-button for manual TDC does not work for you. for Bravo11 and me it works. It does not change its color, but after clicking it once, manual TDC entry is possible, after ckicking again, manual TDC entry is not possible.

No, v2 is currently the lastest version for me, too. currently I make printable ID-manuals for SH3, which takes time. and after that, I plan to PLAY SH3. I've never played a career, because most of the time I was working to optimise things ...... perhaps I'll never play.....??? but I'll make a version v3, which is compatible with GWX3 and then I'll consider the suggestions made in this thread.....

h.sie
11-20-08, 11:21 AM
h.sie,

Got version 2 working now. Here are my thoughts...

1. Great job combining these three excellent mods!!! These are 3 important mods, together at last, and with some good tools from OLC.

2. Your reworked station menu is fantastic! The new stations are useful and the double column saves space. I can finally get to the log and radio messages quickly. I always forget the keystrokes and sometimes get lost in the integrated orders, your solution is the best. Your small buttons to raise and lower periscope from any station is brilliant! Well done!

3. The new navigation map tools from OLC are very nice (I changed my mind). Again, the double row of tools saves space. The depth tool thingie now seems more accurate. I wonder if this is because you got rid of the colored StrTactMap? The nomograph is much crisper, even though it is harder to use. These draggable tools sometimes get lost under the bottom user interface, but I found they can be retrieved by hitting number pad delete.

4. The new smaller font. Mixed feelings about this. I like the size, but don't like the typewriter fond. Old font was more clear. Wish I could have the old font but smaller size.

5. I love the I/O button on the TDC. Absolutely necessary. Brilliant!

6. I must have the salvo selector switch labels back. These can be editted to correct them, deleting the labels just doesn't look right.

7. I would suggest another button somewhere to open/close the tubes. Everything else for the attack is right at your fingertips. I always remember to open the tubes, right after I push the red button. :lol: If I was the engineer at Siemens, I would have put a third button between the black and red that says Open/Close.

This mod is a winner. I will be keeping it. :rock:

My suggestions are to put those salvo labels back, look into changing to a more clear font, and adding an open tubes toggle button. :hmm:

Hello 11Bravo: Let me give answers to your 7 points....

1) Thank you for the positive reply!!! That makes me smile.

2) the same with me: I always forgot the keystrokes. this was the reason for the extended stations menu.

3) The depth thingy from OLC only works precise with the StrTactMap.tga from OLC. Otherwise the colours (and so the water depth estimation) are incorrect.....

4) I did not change the font, only the font size. But I'll build a version v3 for GWX3. If I find a better font, I'll use it.

5) Thanks.

6) The problem is, that the salvo selection display only works fine with the original salvo selector in the attack-map, but not with the selector added with PeriTDC (I don't know why, because I'm not a experienced modder). The consequence: For some u-boat types (e.g. XXI) the entries are incorrect. I know that it doesn't look good, but I prefer to have no entries than wrong entries. the green lamps below the dial indicate, which torpedoes are currently chosen for the salvo. if I add entries, they are only correct for one u-boat-type and incorrect for other types, so that the entries have to be changed manually, when the user changes the u-boat-type.

7) good idea for hsGUI v3 for GWX 3 !

xyz) I wonder, that your whiz-wheel didn't appear. for me it worked. I used the resolution patch with 1280x1024 res. perhaps that's the reason. I'll add your problem (and your solution) to the readme of hsGUI v3 (after GWX3 is released.....) thanks for publishing the solution.

greetings,
h.sie

piri_reis
11-20-08, 12:19 PM
Ok I got the GWX Compass back, thank you.
The attack disc works fine with me, both the front & back as advertised.. (resfix 1680x1050)
Still the AutoTDC button doesnt function, I guess it's something I messed up with, and forgot! The keyboard shortcut is good enough for now.
The slide out CE report is not that important, still I might try to put it there (could be a task way over my head) because I dont use the integrated orders on the left side at all, keyboard shortcuts all the way :ping:

One of the things I liked about this mod was that how the Torpedo settings slides down from above the notebook. This way when you click inside the Peri/Uzo trying to aim, then click back to return to the screen, the mouse always came back on top of the depth setting and set it for 5m (in OLC for example).

@11Bravo: Tube open/close buttons are there if you click your Weapons Officer. And back in the day they were manually opened I think. :yep:

11Bravo
11-21-08, 12:47 PM
4) I did not change the font, only the font size. But I'll build a version v3 for GWX3. If I find a better font, I'll use it.


OK. I did some testing of different fonts and thought I would share my findings.

http://img523.imageshack.us/img523/7896/sh3fontsuq0.th.jpg (http://img219.imageshack.us/my.php?image=sh3fontspa3.jpg)http://img523.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)

From top to bottom is
Font=4; FPHunt12...current choice
Font=5; FPHunt15
Font=7; FPPencil 12
Font=14; FPCond12
Font=1; FPCond14
Font=13; FPCond18

Note, some fonts have an odd feature of not allowing several messages to be displayed.

I am using Font=1 for now.

h.sie
11-21-08, 04:05 PM
4) I did not change the font, only the font size. But I'll build a version v3 for GWX3. If I find a better font, I'll use it.


OK. I did some testing of different fonts and thought I would share my findings.

http://img219.imageshack.us/my.php?image=sh3fontspa3.jpg

From top to bottom is
Font=4; FPHunt12...current choice
Font=5; FPHunt15
Font=7; FPPencil 12
Font=14; FPCond12
Font=1; FPCond14
Font=13; FPCond18

Note, some fonts have an odd feature of not allowing several messages to be displayed.

I am using Font=1 for now.
wow, thank you for this. good cooperation. i thought, i only changed font size, but obviously I changed the font-type, too. In the next version of hsGUI I'll use Font=1. of course! it looks best.

and perhaps i'll find a way to bring back the entries for the salvo dial. that would be perfect........

h.sie
11-21-08, 04:53 PM
thank you, Mikhayl, for that information. I had that idea, too, when I "analysed" OLC's great work, but at that early time I didn't know about Sh3Cmdr and so I couldn't understand how his method works. but in the meantime I use (and love) Sh3Cmdr and it's time to try to understand it again - when i begin to make version 3 for GWX3

have a nice evening!
h.sie

jaxa
12-04-08, 08:24 AM
I was looking for new interface mod for a long time and finally I've found your mod, h.sie. Perfect work for me, because GWX Integrated Orders was always "must have" for me (much better than OLC GUI, which doesn't include IO).
Thanks a lot Kaleun :up:

h.sie
12-04-08, 08:53 AM
I was looking for new interface mod for a long time and finally I've found your mod, h.sie. Perfect work for me, because GWX Integrated Orders was always "must have" for me (much better than OLC GUI, which doesn't include IO).
Thanks a lot Kaleun :up:

hi jaxa, thank you for the reply. i think, in a few days or weeks there will be an update with a few enhancements.......

have fun using it
h.sie

jaxa
12-04-08, 10:45 AM
I have to read documentation and learn how to use new gui before next patrol. After first looks I like it very much, it gives me new feelings of the game. I enabled GWX compass rose, but I can't find flaggen chart from GWX - is it disable?

h.sie
12-04-08, 02:54 PM
I have to read documentation and learn how to use new gui before next patrol. After first looks I like it very much, it gives me new feelings of the game. I enabled GWX compass rose, but I can't find flaggen chart from GWX - is it disable?

i didnt touch the charts. you find them in the upper left corner of peri und uzo view

jaxa
12-04-08, 04:59 PM
I have to read documentation and learn how to use new gui before next patrol. After first looks I like it very much, it gives me new feelings of the game. I enabled GWX compass rose, but I can't find flaggen chart from GWX - is it disable?

i didnt touch the charts. you find them in the upper left corner of peri und uzo view

I've found it, but it looks soft, like made at minor resolution than rest. Stock GWX looks much better, colorful and sharp. Could you fix it or leave stock version?

h.sie
12-05-08, 02:44 AM
I have to read documentation and learn how to use new gui before next patrol. After first looks I like it very much, it gives me new feelings of the game. I enabled GWX compass rose, but I can't find flaggen chart from GWX - is it disable?
i didnt touch the charts. you find them in the upper left corner of peri und uzo view
I've found it, but it looks soft, like made at minor resolution than rest. Stock GWX looks much better, colorful and sharp. Could you fix it or leave stock version?

as i said above: i didn't touch the charts!

i did that GUI months ago and i don't remember if flaggs are accessible in the navigation map view, too. if so, they might be grayed a little bit in the map view because of a transparent layer above. but in periscope view i have made no changes. i've seen no changes compared to stock GWX.

jaxa
12-05-08, 04:03 AM
Hmm :hmm:
I use GWX 2.1 with these mods:
AOTD-AA-Ship-Schleuse-Bugfix
OLCE2
Flat Sun Fix for OLC Ubermod 2.4.2
OLCE2 Adjusted GWX 2.1 Crew Skins
OLCE2 Adjusted GWX 2.1 Enhanced Damage Effects
OLCE2 Fixed GWX 2.1 Ship Reflections
DD_all_types_OH_V2
interior diving angles (openhatch)
Transparent Dials
LifeBoats&Debris_v3B
Rowers_for_LifeBoats&Debris_v3B
Sub Image mod
hsGUI v2.0b
Carotios_OfficerIcons
Moonreflexions for OLCE2 v 2.4.3
STzSinkingShipFix 2.1
Waterstream+Exhaust KombiMod V1.0

Is it possible that some of them changed the flaggen chart?

h.sie
12-05-08, 09:52 AM
please post screenshots of the flaggs with/without hsGUI.

jaxa
12-05-08, 02:14 PM
please post screenshots of the flaggs with/without hsGUI.

With hsGUI:
http://img529.imageshack.us/img529/4388/shot1228501794jp8.th.png (http://img529.imageshack.us/my.php?image=shot1228501794jp8.png)

I can't post flaggen chart from stock GWX, because I'm during patrol and don't want to disable anything outside port.

P.S. 1 I know what happened: this flaggen chart is from OLC GUI Special. I've tested OLC GUI special, but disabled it via jsgme before I enabled your hsGUI mod. I don't know why jsgme leaved this chart. It looks awfull, I think because I use 1280x1024 resolution fix and this chart is made for standard resolution.

P.S. 2 What about draggable chronometer from GWX 2.1? I can't find it, did you disable it in hsGUI?

h.sie
12-07-08, 10:07 AM
hi jaxa,

for me, the flaggen chart looks like that:

http://img177.imageshack.us/img177/7585/shot1228512573za5.jpg (http://img177.imageshack.us/my.php?image=shot1228512573za5.jpg)

this means, that the flaggen chart is not affected by my mod. and it's not the reason for your unsatisfying flaggen chart.

jaxa
12-07-08, 10:51 AM
Yes h.sie, you have right. I've noticed that it's problem from OLC GUI and jsgme. Jsgme didn't disable OLC GUI correctly and flaggen chart from OLC GUI still exist. I have the same problem with crew efficiency green bar from LRT mod (LRT doesn't use green bar) - I've disabled LRT via jsgme, but still have grey bar from LRT.
I must do clean installation of SH3/GWX.

What about draggable chronometer?

h.sie
12-07-08, 12:35 PM
Yes h.sie, you have right. I've noticed that it's problem from OLC GUI and jsgme. Jsgme didn't disable OLC GUI correctly and flaggen chart from OLC GUI still exist. I have the same problem with crew efficiency green bar from LRT mod (LRT doesn't use green bar) - I've disabled LRT via jsgme, but still have grey bar from LRT.
I must do clean installation of SH3/GWX.

What about draggable chronometer?
maybe your jsgme doesn't work correct. i recommend to take the newest version.

draggable chronometer? hsGUI uses the GWX chronometer plus the U-Jagd-Tools speed estimator

h.sie
12-09-08, 05:13 AM
h.sie,

6. I must have the salvo selector switch labels back. These can be editted to correct them, deleting the labels just doesn't look right.


Hi 11 Bravo. In a few days, the salvo selector labels will be added to hsGUI.

h.sie

jaxa
12-09-08, 10:59 AM
h.sie,

6. I must have the salvo selector switch labels back. These can be editted to correct them, deleting the labels just doesn't look right.


Hi 11 Bravo. In a few days, the salvo selector labels will be added to hsGUI.

h.sie

Good work :up:

PS. I've installed SH3/GWX again and flaggen chart from GWX looks properly.

kiwikapitan
12-10-08, 03:52 AM
Hi h.sie,

I don't suppose you could add an option for having your next version of gui with Sale's 6Simfeeling big dials could you? I tried JCWolf's Uboat 1.2 but was mighty surprised to find I didn't like it apart from the fact it had the 6Simfeeling dials.

Ever since discovering those dials I can't go back to default GWX ones even if they are a pain to install manually. :damn:

So would you consider adding them as an option to your next version? ;)

h.sie
12-10-08, 04:06 AM
Hi h.sie,

I don't suppose you could add an option for having your next version of gui with Sale's 6Simfeeling big dials could you? I tried JCWolf's Uboat 1.2 but was mighty surprised to find I didn't like it apart from the fact it had the 6Simfeeling dials.

Ever since discovering those dials I can't go back to default GWX ones even if they are a pain to install manually. :damn:

So would you consider adding them as an option to your next version? ;)

hi kiwikapitain,

I'm sorry, but I tested these 6-simfeeling ones, but I didn't like them. I prefer the current layout.

greetings,
h.sie

kiwikapitan
12-10-08, 04:17 AM
Hi h.sie,

I don't suppose you could add an option for having your next version of gui with Sale's 6Simfeeling big dials could you? I tried JCWolf's Uboat 1.2 but was mighty surprised to find I didn't like it apart from the fact it had the 6Simfeeling dials.

Ever since discovering those dials I can't go back to default GWX ones even if they are a pain to install manually. :damn:

So would you consider adding them as an option to your next version? ;)
hi kiwikapitain,

I'm sorry, but I tested these 6-simfeeling ones, but I didn't like them. I prefer the current layout.

greetings,
h.sie

OK no worries mate I'll have to add them myself!

h.sie
12-10-08, 04:58 AM
this is a jsgme-ready mod of 6-Simfeeling + TDC:

http://rapidshare.com/files/11281771/GWX_Simfeeling_und_TDC.rar

never tested this one, but perhaps it helps you!

kiwikapitan
12-10-08, 05:12 AM
this is a jsgme-ready mod of 6-Simfeeling + TDC:

http://rapidshare.com/files/11281771/GWX_Simfeeling_und_TDC.rar

never tested this one, but perhaps it helps you!

Thanks for the link but I already have every type of combination of the 6Simfeeling mod. I told you I was a fan! :D

Two questions for you. I'm using the first version of your mixed gui.

1/ How do I re-enable the bearing indicator on the binoculars?

2/ How do I change the font type for the message field? E.g. I want messages to look like font 1.

11Bravo
12-10-08, 11:43 AM
h.sie,

6. I must have the salvo selector switch labels back. These can be editted to correct them, deleting the labels just doesn't look right.

Hi 11 Bravo. In a few days, the salvo selector labels will be added to hsGUI.

h.sie

:up:

11Bravo
12-10-08, 11:47 AM
2/ How do I change the font type for the message field? E.g. I want messages to look like font 1.

edit your menu_1024_768.ini file as shown below...

[G3F I152]
Name=Messages
Type=1029;Static text
ItemID=0x3F040002
ParentID=0x3F040000
Pos=20,-23,385,107
;Font=13
Font=1
Text=0
TextFlags=0x10

11Bravo
12-10-08, 12:04 PM
1/ How do I re-enable the bearing indicator on the binoculars?

http://www.subsim.com/radioroom/showthread.php?t=141239

jaxa
12-10-08, 04:00 PM
h.sie,

6. I must have the salvo selector switch labels back. These can be editted to correct them, deleting the labels just doesn't look right.


Hi 11 Bravo. In a few days, the salvo selector labels will be added to hsGUI.

h.sie

Any other changes in next release?

h.sie
12-11-08, 02:50 AM
Any other changes in next release?


Yes.

h.sie
12-11-08, 02:53 AM
How its works in practice?

How WHAT works in practice??

jaxa
12-11-08, 10:44 AM
Any other changes in next release?


Yes.

Rather short list :D
When will you release it?

h.sie
12-11-08, 10:53 AM
Any other changes in next release?

Yes.
Rather short list :D
When will you release it?

depends on how fast I solve some problems.....2 - 4 weeks?

only small improvements are planned for now:

* salvo dials
* better font for the message window
* printable ID manual

for a later version I plan to integrate the cool TDC-screen from Mikhayl's GUI (if possible).

jaxa
12-11-08, 03:30 PM
Any other changes in next release?

Yes.
Rather short list :D
When will you release it?

depends on how fast I solve some problems.....2 - 4 weeks?

only small improvements are planned for now:

* salvo dials
* better font for the message window
* printable ID manual

for a later version I plan to integrate the cool TDC-screen from Mikhayl's GUI (if possible).

If I've read correctly thread about Mikhayl's GUI his big TDC screen works instead of attack map. I'd like to save the attack map for myself - will it be possible to choose big TDC screen or attack map in your mod?

h.sie
12-11-08, 03:50 PM
Any other changes in next release?

Yes.
Rather short list :D
When will you release it?
depends on how fast I solve some problems.....2 - 4 weeks?

only small improvements are planned for now:

* salvo dials
* better font for the message window
* printable ID manual

for a later version I plan to integrate the cool TDC-screen from Mikhayl's GUI (if possible).
If I've read correctly thread about Mikhayl's GUI his big TDC screen works instead of attack map. I'd like to save the attack map for myself - will it be possible to choose big TDC screen or attack map in your mod?

then you must not install the latest version which will only differ in the tdc screen.

jaxa
12-11-08, 04:18 PM
Yeah, I should enable the next version, without Mikhayl's TDC.
Did you investigate how to make binoculars and UZO icons unavailable when submerged?

h.sie
12-11-08, 04:51 PM
Yeah, I should enable the next version, without Mikhayl's TDC.
Did you investigate how to make binoculars and UZO icons unavailable when submerged?
yes hours, but without success. did you find any solution? if so, let me know.

but perhaps it's worth to try to fix it again. OLC gave me a good tip

jaxa
12-12-08, 01:13 PM
Yeah, I should enable the next version, without Mikhayl's TDC.
Did you investigate how to make binoculars and UZO icons unavailable when submerged?
yes hours, but without success. did you find any solution? if so, let me know.

but perhaps it's worth to try to fix it again. OLC gave me a good tip

No, I don't know how to fix it.:hmm:

Another question - I've noticed that my in-game maps (attack and standard) are a bit darker than in stock GWX. I don't know - is it effect from your mod or from AOTD-AA-Ship-Schleuse-Bugfix mod?

h.sie
12-12-08, 01:50 PM
Another question - I've noticed that my in-game maps (attack and standard) are a bit darker than in stock GWX. I don't know - is it effect from your mod or from AOTD-AA-Ship-Schleuse-Bugfix mod?

I had to use the StrTactMap.tga or so from OLC GUI in order to get the OLC Depth Thingy show the correct water depth.

jaxa
12-20-08, 02:24 AM
Any news about next release? GWX 3.0 are incoming and I'd like to play it with new hsGUI.

h.sie
12-20-08, 07:51 AM
Any news about next release? GWX 3.0 are incoming and I'd like to play it with new hsGUI.


I currently work on an Update V2.0b -> V2.1 with some nice changes I mentioned earlier in this thread. It will be ready in a few days - perhaps this weekend?

But I can start to make it all compatible to GWX 3, when I HAVE downloaded GWX3. And this will be christmas and not earlier.

h.sie

jaxa
12-20-08, 08:48 AM
Thanks for info, h.sie :up:

h.sie
12-20-08, 04:44 PM
New Version V2.1 out! More infos see updated first post of this thread.

Download from my filefront page.

Changelog v2.0b -> v2.1

a) Added Salvo Selector switch labels from OLC GUI (Thanks to OLC @ Subsim).

b) Added FLB Sales mod "NeuUZO&PeriV.2" with much darker Periscope and UZO-Textures. This mod can be optionally activated on top of hsGUI.

c) Added short descriptions how to disable the Bearing indicator of the Binocs
and how to Re-enable the sliding GWX compass rose and the sliding CE fuel and battery report.

d) Used a much better Font for the Message-Window (Thanks to 11Bravo @ Subsim).

e) Fixed an issue with U-Jagd-Tools Attack disc. (Thanks to 11Bravo @ Subsim).

f) Added printable Ship Id-manuals for GWX 2.1 in german & english (Thanks to myself :o))

h.sie

makman94
12-21-08, 09:06 AM
New Version V2.1 out! More infos see updated first post of this thread.

Download from my filefront page.

Changelog v2.0b -> v2.1

a) Added Salvo Selector switch labels from OLC GUI (Thanks to OLC @ Subsim).

b) Added FLB Sales mod "NeuUZO&PeriV.2" with much darker Periscope and UZO-Textures. This mod can be optionally activated on top of hsGUI.

c) Added short descriptions how to disable the Bearing indicator of the Binocs
and how to Re-enable the sliding GWX compass rose and the sliding CE fuel and battery report.

d) Used a much better Font for the Message-Window (Thanks to 11Bravo @ Subsim).

e) Fixed an issue with U-Jagd-Tools Attack disc. (Thanks to 11Bravo @ Subsim).

f) Added printable Ship Id-manuals for GWX 2.1 in german & english (Thanks to myself :o))

h.sie

very nice h.sie ,good job .i had a quick look at your gui and notice that if you drag the flags chart the torpedos buttons,notepad's readings ,etc showing above the chart.take a look at it :up:
bye

h.sie
12-21-08, 10:23 AM
hi makman,

thanks. that happens with stock GWX, too. but I'll try to fix it for the next release.

jaxa
12-21-08, 04:25 PM
Version 2.1 works fine for me. New fonts looks better than earlier, but binocular and UZO icons are still visible when uboot is submerged (didn't you try to fix it?). Good work.
PS. I can't find stock GWX chronograph, only modded from U-Jagd tools mod upper right of the screen. Where can I find it?

h.sie
12-22-08, 08:32 AM
Version 2.1 works fine for me. New fonts looks better than earlier, but binocular and UZO icons are still visible when uboot is submerged (didn't you try to fix it?). Good work.
PS. I can't find stock GWX chronograph, only modded from U-Jagd tools mod upper right of the screen. Where can I find it?

nice to hear that you like it.

if you look on the screenies in the 1st post, you'll see one chronograph and the u-jagd-chrono. i think, that's more than enough. the u-jagd-chrono replaced the draggable gwx-chrono since my first version of the mod.

olc gave me an idea how to make icons disabled while submerged, but that will be hard work. not tried yet, but stands on top of my to-do list.

hsGUIv2.1 will be the last version for gwx2.1. i will continue my work after gwx 3.0 is released.

have a nice christmas time,
h.sie

jaxa
12-22-08, 10:15 AM
Version for GWX 3.0 will be different than for 2.1? I suppose h.sie GUI 2.1 should works won GWX 3.0 without any interferences.

h.sie
12-22-08, 10:49 AM
Version for GWX 3.0 will be different than for 2.1? I suppose h.sie GUI 2.1 should works won GWX 3.0 without any interferences.

i think the same, but if gwx adds new dials, i have react. we'll see.

h.sie
12-22-08, 11:37 AM
did you get the salvo switch labels working?

jaxa
12-22-08, 12:18 PM
did you get the salvo switch labels working?

Of course, using non-SH3Commander way - works fine. I'll try another version a bit later.

jaxa
12-27-08, 11:19 AM
H.sie, what about GWX3 version? Wait for it or use hsGUI 2.1

h.sie
12-27-08, 11:27 AM
H.sie, what about GWX3 version? Wait for it or use hsGUI 2.1
the GWX-IntegratedOrders Mod did not change from GWX2.1 to 3.0, so you can hsGUI for GWX 3.0 without problems.

jaxa
12-27-08, 02:11 PM
:up:

JT1981
12-28-08, 12:39 AM
Thx for your working!I will try your mod with GWX3.0,and i think it is a good mod:up: !

PS:Will it work fine with life boat mod?

jaxa
12-28-08, 07:23 AM
hsGUI 2.1 works well with GWX 3 Gold and life boat mod (with rowers).
Thanks for your work h.sie :up:

h.sie
12-28-08, 07:54 AM
Thx for your working!I will try your mod with GWX3.0,and i think it is a good mod:up: !

PS:Will it work fine with life boat mod?

I have GWX3 + hsGUI2.1 + Lifeboats and it works well. Nice to see, that hsGUI has more than one (jaxa ;)) interested user !!

jaxa
12-28-08, 08:13 AM
h.sie, don't worry, I'm sure I'm not the only user of hsGUI all over the world.
Rest of users simply read our discussions for all informations. :D

h.sie
12-28-08, 08:15 AM
h.sie, don't worry, I'm sure I'm not the only user of hsGUI all over the world.
Rest of users simply read our discussions for all informations. :D

hi jaxa, i do not worry. i'm just joking.

jaxa
12-28-08, 09:12 AM
I know, just kidding too. :up:

jaxa
12-30-08, 06:25 PM
h.sie, how to make map screen lighter? It's too dark for me, I'd like stock view.

h.sie
12-31-08, 05:21 AM
h.sie, how to make map screen lighter? It's too dark for me, I'd like stock view.

not possible. if you do that, the OLC depth thingy won't work correctly.

jaxa
12-31-08, 05:48 AM
It's a pity, but I understand.
I'm on first patrol now after enabling GWX 3.0 Gold and your GUI - very good combination :up:

h.sie
12-31-08, 05:53 AM
It's a pity, but I understand.
I'm on first patrol now after enabling GWX 3.0 Gold and your GUI - very good combination :up:

never played a patrol until now. really. always testing new mods, modding myself and programming. hope to find and end with that and hope to start to play....

happy new year!

jaxa
12-31-08, 06:34 AM
Happy New Year for You too and thanks for technical support with hsGUI :up:

Nekh
12-31-08, 09:35 AM
Good job mate, happy new year. :up:

h.sie
12-31-08, 10:23 AM
Good job mate, happy new year. :up:

muchas gracias and a happy new year to you!!!

jimmie
01-20-09, 08:27 AM
much appreciated :up:

Do you think you can on-off the attack disk and circular rule triggered by a button but not slide-out (no, not by making slide speed really fast. I hate when the dial wobbles when the mouse is near edge and would like the dials keep staying)? Perhaps adding extra buttons to weapon officer and navigator's sub command?

h.sie
01-20-09, 10:43 AM
much appreciated :up:

Do you think you can on-off the attack disk and circular rule triggered by a button but not slide-out (no, not by making slide speed really fast. I hate when the dial wobbles when the mouse is near edge and would like the dials keep staying)? Perhaps adding extra buttons to weapon officer and navigator's sub command?

thank you. i'm sorry to say that i'm currently not able to do anything for hsGUI because of private AND job-related reasons. perhaps, in a few weeks......

jimmie
01-20-09, 12:41 PM
Please take your time and prioritize what's more important. I'm not in a hurry ;)

badwolf
01-20-09, 02:16 PM
Do you think you can on-off the attack disk and circular rule triggered by a button but not slide-out (no, not by making slide speed really fast. I hate when the dial wobbles when the mouse is near edge and would like the dials keep staying)? Perhaps adding extra buttons to weapon officer and navigator's sub command?
I've played about with the idea of adding buttons to the officers a while back, but they don't often work how you'd like them too. i.e. you switch off button which controls the disc, go to another compartment and then return and the disc is on the screen by default (button not activated). I will return to the problem, but it does give you an insight to the snags.

Hope this helps.

jimmie
01-20-09, 03:10 PM
I don't know how buttons work but can you not give the object a default position which is beyond screen like those slide-out things are set up?

badwolf
01-20-09, 04:15 PM
You can switch the object on/off with a new button, but using them via the officers causes problems. The idea of tying them to officers was to make them crucially important. It was one of the projects I was looking into, until the pc crash.

jimmie
01-21-09, 01:08 AM
I see... Is it then easy to use zoom-in and out buttons in the tool box for the disks? With a wheel mouse I've been always feeling those +- buttons are kinda space-waster, as well as the '?' button, ever since the first official patch where the 'advanced tools' were introduced.

badwolf
01-21-09, 11:35 AM
I see... Is it then easy to use zoom-in and out buttons in the tool box for the disks? With a wheel mouse I've been always feeling those +- buttons are kinda space-waster, as well as the '?' button, ever since the first official patch where the 'advanced tools' were introduced.
If I understand correctly, you mean in the Navigation Map.

Unfortunately it doesn't support rotation, and so dials can't be used in this view.

They are done in the 3F;Page layout view, which is available in all viewing areas and is easier to implement as you only need one copy, not one for each view.

Space saving is a real problem when doing this type of mod. Where to put things in useful positions without cluttering the viewing area. I'm designing my own GUI and can say this is a major task. You can have a simple mod that you want to install, but it means moving others about, then it turns into a big mod.

I'm working on at the moment attack periscope view.
Starts in a view similar to the conning periscope view (small eyepiece)
This gives plenty of room for all the dials.
Then when you go to the eyepiece it opens up the viewing area (zoom-in). (Dials hidden, dark realistic tunnel view through eyepiece)
This is a major mod as the eyepiece/viewing area is in the centre, not offset to left. (means changing every file associated)
I have a feeliing that only High-end pc's will be able to run his.
Have had lots of head bashing moments, but it is much more realistic.

jimmie
01-21-09, 12:03 PM
I meant I'd like to turn on-off attack disk and circular rule via some on-off switches somewhere and thus no slide-out anymore.. And yeah, I realized the tool box is only for nav screen, not the place for the switches :D

badwolf
01-21-09, 12:29 PM
You can do this.
Means a bit of work though. Moving the Menu Groups to another ParentID, re-positioning Menu Group back to original position (they usually change their position when moving things), adding switches.

jaxa
02-02-09, 03:44 PM
h.sie, how to restore stock red night map, instead of moon? Red night map looks more real for me.

jimmie
02-02-09, 08:49 PM
Disable the mod then find stock \data\Menu\Gui\Night_filter.tga and replace the mod's one with it then enable the mod.

jaxa
02-03-09, 07:58 AM
Disable the mod then find stock \data\Menu\Gui\Night_filter.tga and replace the mod's one with it then enable the mod.

You're wrong, it isn't as simple as you described. After that you have red mask square instead of moon, in the upper right corner of map view.

jimmie
02-03-09, 03:04 PM
Disable the mod then find stock \data\Menu\Gui\Night_filter.tga and replace the mod's one with it then enable the mod.
You're wrong, it isn't as simple as you described. After that you have red mask square instead of moon, in the upper right corner of map view.

Ah, sorry, I didn't check seriously..

Ok, you need to replace the original tga file then, open \data\Menu\menu_1024_768.ini and find the block:

[G31 I16]
Name=Night filter
Type=1030;Static bmp
ItemID=0x31000005
ParentID=0x31000000
Pos=884,724,96,96
Color=0xFFFFFFFF
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/night_filter.tga
MatFlags=0x29
TexFmt=0x9

and change the lines "Pos" and "MatFlags" to:

Pos=0,768,1024,656
MatFlags=0x9


Haven't tested but this will probably restore the original :oops:

Storm87
05-20-09, 07:44 AM
Ahoy, Kaleuns!

h.sie, Your mod is pretty awesome. I really like it, but tell me, how can I get those report dials back? It's unconfortable to click on chief icon every time I need them. Could You help me to find the proper lines in menu_1024_768.txt and fix this?


Many Thanks! :)

h.sie
05-22-09, 08:00 AM
Thank you. Look into the Readme. There you'll find a description how to get the CE report dials back.

h.sie



Ahoy, Kaleuns!

h.sie, Your mod is pretty awesome. I really like it, but tell me, how can I get those report dials back? It's unconfortable to click on chief icon every time I need them. Could You help me to find the proper lines in menu_1024_768.txt and fix this?


Many Thanks! :)

Storm87
05-22-09, 10:28 AM
From readme.txt:

------------------------------------------
C) Re-Enabling the sliding CE report
------------------------------------------

in the menu1024_768.ini you will find the following:

[G3F I287]
Name=FBAC levels slideout
Type=1026;Menu group
ItemID=0x3F420000
ParentID=0x3F000000
;Pos=1,280,512,180 ; <-- original
Pos=-10000,280,512,180 ; <-- modded
Color=0xFFFFFFFF

Comment-out the modded Pos-Line and re-activate
the original one, so that it looks like this:

Pos=1,280,512,180
;Pos=-10000,280,512,180

Then, disable hsGUI and Re-enable it using JSGME.
--------------------------------------------------



And everything becomes clear. :D

Thanks a lot, once again.

h.sie
06-07-09, 06:28 AM
I just released a new version 3.0a and also updated the 1st post of this Thread. This will be the last version of hsGUI, because for the future I plan to play SH3 instead of mod this game.

The Changelog from v2.1 to v3.0

a) Added the TDC screen from Onelifecrisis' OLCGUI (with some little modifications). Thanks to OLC for his permisson.

b) Reduced the Light-transmission through the Attack-Periscope. Details see 1st Post of this Thread!

c) Re-arranged and optimized the Integrated Orders menu-structure, so that important commands now can be accessed easier and faster.

d) Periscope/UZO-view: Fixed an old GWX-Bug which causes some Torpedo-Buttons and Dials to appear in front of the "Flaggen"-Chart instead behind of it. That looked awful.


h.sie

jaxa
06-07-09, 09:48 AM
Thanks for new version, h.sie.
I'll test it after my current patrol.

At your filefront site I see hsGUI_v3.0a - is it exactly this mod or alpha version?

h.sie
06-07-09, 09:57 AM
that's the version, but I have some new ideas, which will come soon.

:DL

jaxa
06-07-09, 10:14 AM
OK.
When will you test them? Should I wait for final release or not?

h.sie
06-07-09, 11:40 AM
wait....

jaxa
06-07-09, 12:49 PM
:up:

SquareSteelBar
06-08-09, 07:19 AM
wait....We've no other choice....:yawn: ;)

h.sie
06-08-09, 08:09 AM
We've no other choice....:yawn: ;)

oh yes. you could download v3.0a. it's working for me and it's no alpha.
but I'll do some changes in the next time.....

h.sie
06-08-09, 09:27 AM
I'm thinking about making the TDC-Dials DRAGGABLE instead of slideable. What do you (I mean the few people who use my GUI) think about that idea?

jaxa
06-08-09, 12:14 PM
Interesting. Should be tested for personal opinions.

h.sie
06-28-09, 07:42 AM
Currently uploading new and final version V3.1 of hsGUI.

Changes since V3.0a:
----------------------
a) Added optional Mod "hsGUI-Assisted Plotting"
b) Added optional Combimod "LLRT+SRM"
c) Deleted icon "Weapon Officer -> Get torpedo aiming data".
d) Disabled the display of the ship category in the notepad
e) Adapted Gameplay- and realism settings for hsGUI.
f) Added "Flaggen"-Chart to Binocular View
g) Re-enabled the display of the hull integrity percentage in damage screen (can be disabled using SH3Cmdr).
h) Fixed bugs in the Salvo-Selector-mods and the U-boat-folder for SH3-Commander.

More infos about these changes:
see Documentation of this Mod and
see 1st post of this thread, which I updated accordingly

h.sie