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View Full Version : Printable Recognition manual for GWX2 (pdf)


h.sie
10-12-08, 10:32 AM
Because I have not found one, I am currently thinking about making a Printable Recognition manual for GWX2 (pdf) for a quick lookup in november after holiday. because this is much work, I will only add the 50 merchant ships of GWX2. is this enough and useful? what do you think???? in my opinion that is enough, because u-boats in 95% attack merchants.......or am i wrong?

Hitman
10-12-08, 10:57 AM
I consider that a good solution. U-Boats had separate recognition manuals for warships and merchants, so if you want to do one only for merchants that's perfect.

If you are then using a mod for the periscope like mine, eliminating the automated distance measuring, you can go way faster with a printed recognition manual and a table for distances than with the ingame tools :up:

EDIT: I forgot: Someone did already long ago a set of pictures with the silhouettes of all ships, you can download the pictures as they are already in the style of those WW2 recognition manuals.

She-Wolf
10-12-08, 11:42 AM
ooh! ooh! Yes please! :D:up:

TorpedoMo
10-14-08, 08:54 AM
@h.sie
I also decided to make a printable Recog Book. Maybe we can work together and half the work. Write me at marinesims. I also had a good idea to make this in a fast way.

@Hitman
Great stuff. Always dreamed of a manual in the style of the original Lloyd Register.
You know where to download those pics?

Greets

h.sie
11-04-08, 05:59 AM
...back from holiday and now starting to make the recognition manual. only problem: the design of the cover (the page no. 1). has anyone an idea or image?

joegrundman
11-04-08, 07:16 AM
I think doing the merchants only is a good idea, but if you have the time you could add all the community units too

Blacklight
11-04-08, 02:26 PM
When I first saw this thread, I was like :rock:

Then I clicked on it and saw that it isn't done yet. :cry:

badwolf
11-04-08, 02:45 PM
Hi h.sie
I started making one, but its on hold at the moment due to possible changes to the merchant ships - Merchant Fleet Mod Progress Thread (http://www.subsim.com/radioroom/showthread.php?t=142285)

U-46 Commander
11-04-08, 09:14 PM
YES, YES! do it! I want it to!

Kpt. Lehmann
11-04-08, 09:26 PM
Sounds like a good idea to me! :up:

h.sie
11-05-08, 02:06 AM
nice to see some responses and some interest here. but my intention was to do it only for GWX2.1+AOTD-Schleuse-Bugfix.

i even do not know, what the "community ships" and the "merchant fleet" are??
are they part of the AOTD-Bugfix or does one have to install them manually? and how are these new ships integrated into scripted campaigns??

because of limited time, i will first start with pure GWX2.1+AOTD-Bugfix.

then i will wait, what GWX3 gold brings.......perhaps the "community ships" and the "merchant fleet" are part of GWX3?!


please be patient, it will take some days........

h.sie

joegrundman
11-05-08, 03:24 AM
Well, you could a produce a format and method that makes it easy to insert new units as they are developed - that wouldbecool

But to answer your query - community units is a mod that adds about 70 ships, mostly merchants - to your GWX install - personally i think it's a must have since it raises the number of merchant varieties to the point that recognition is genuinely challenging (i'll play with Weapon Officer ship identification the week after hell freezes over)

this mod is hosted by Jimbuna and can be obtained here: http://files.filefront.com/Community+units7z/;12177333;/fileinfo.html

As for the keenly anticipated Merchant mod, check out the sticky thread Merchant Fleet Mod Progress Thread in the mod section
http://www.subsim.com/radioroom/showthread.php?t=142285

Jimbuna
11-05-08, 04:58 AM
An interesting idea http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Stingray67
11-05-08, 08:30 AM
At the risk of asking a silly question...
Is the community mod JGSME compatible and will it also be reflected in the recognition manual. I couldn't find a readme.
I could just try it to find out but I am in mid-patrol and I don't want to jinx anything.

h.sie
11-05-08, 11:28 AM
currently working on the layout. it will look like this:

(Link deleted!)

meduza
11-05-08, 11:52 AM
Thanks for your effort, it will be great! :up:

May I suggest that you make the manual with landscape orientation, instead of portrait. That way you can put more than three ships on single page...

FIREWALL
11-05-08, 12:03 PM
currently working on the layout. it will look like this:

http://files.filefront.com/Sh3RecMan+Demo/;12260990;/fileinfo.html


Hi :sunny: Did you leave out the Draft measurement for a reason ?

h.sie
11-05-08, 02:44 PM
Does anyone know, where the "Tonnage"-value in the RecManual comes from? All other values can be found in the cfg-file of the ships, but tonnage not. Is it calculated from the displacement-value??


@Meduza: Thanx for your constructive criticm, but
1) I rather prefer the standard layout
2) I don't believe, that in landscape more ships fit into one page
3) I do it with LaTeX and have no experience with page layout....

@FIREWALL: Thanks, Draft will be added of course.

papa_smurf
11-05-08, 03:40 PM
Excellent idea, can't wait for a full release:up:

h.sie
11-06-08, 03:59 AM
@joegrundmann:

that's exactly what i plan to do: to write an java application which reads out all necessary infos of the SH3 Sea-folder and converts this infos into an TeX-file.

this TeX file can then be manually edited in order to delete some ships ("icebergs" for example) or to change the sequence of the ships.

TeX can be programmed in order to procuce english or german or french output, so that languages can be changed only by changing one switch.

the resulting TeX file then can easily be converted into pdf.

as i said above, this will take time.



Does anyone know, where the "Tonnage"-value in the RecManual comes from? All other values can be found in the cfg-file of the ships, but tonnage not. Is it calculated from the displacement-value??

Hanomag
11-06-08, 08:59 AM
Is it done yet?... :o

oops!

Heh ..can't wait to fire up the printer! :arrgh!:

h.sie
11-06-08, 09:55 AM
Is it done yet?... :o
oops! Heh ..can't wait to fire up the printer! :arrgh!:
the TeX-file is ready. just started to program the java-application to automatically analyse the Sea-folder.

here is an preview:
(Link deleted)

Sorry, but cannot finish it until I know, where to find the Tonnage-value of the ships.....

meduza
11-06-08, 11:33 AM
Sorry, but cannot finish it until I know, where to find the Tonnage-value of the ships.....
In SHIII, the tonnage equals displacement. While you can say that's true for warships, it isn't for merchant ships. The tonnage (BRT) is actually a measure of ship's volume, rather than its mass.

h.sie
11-06-08, 11:52 AM
Sorry, but cannot finish it until I know, where to find the Tonnage-value of the ships..... In SHIII, the tonnage equals displacement. While you can say that's true for warships, it isn't for merchant ships. The tonnage (BRT) is actually a measure of ship's volume, rather than its mass.

thanks meduza, but the value which is shown in the sh3-ingame-recog-man is not the same as the displacement-value in the according cfg file of the ship. that's my problem.

meduza
11-06-08, 12:12 PM
Are you maybe using Random ship tonnage in SH3 Commander?

h.sie
11-06-08, 12:14 PM
Are you maybe using Random ship tonnage in SH3 Commander?


aaaaaaaaaaaaaaaaaahhhhhhhh!! YESSSSS!!!

okay, that could be the reason. THANKS!!!!

meduza
11-06-08, 12:17 PM
Glad we solved it. :D

h.sie
11-06-08, 12:24 PM
hi meduza,

you were right. i don't believe that i were able to find the reason without your help. thank you!

h.sie
11-08-08, 11:01 AM
with my program i am now able to analyze the whole Sea-folder and the subfolders and create a pdf recognition manual of all 208 ships (not only merchants) in about 5 minutes or so, but there remain some little problems which i willl solve in the next days.

the biggest problem is, that until now the ships unfortunately are sorted in alphabetically order and not sorted by nation as in the sh3-ingame-recog-manual. this is, because i don't know where i can find the configuration file for the sh3-ingame-recog-manual, that determines the nation and the order of the ships.....

and where is determined, wheather a ship is a merchant or a warship?? i need this information to create a recog-manual only for merchants......

has anyone an idea???

bigboywooly
11-08-08, 11:15 AM
Merchants are type=100 through to 103, example UnitType=103
Coastal are type=104

The above found on both cfgs for the unit
The Roster folder contains individual countries
A cfg has to be in there for the ship to show for a certain country

The SH3 ID manual lumps all merchants in together
Not by nation
Only warships are seperated so

h.sie
11-08-08, 12:42 PM
thank you, BBW.

now i can build ID-manuals, sorted by ship category.

what categories would make sense??

the most important one surely is "merchants".

but does it make sense to sort ships by nation as in SH3???

perhaps better to sort by type (destroyer/cruiser/battleship)??

what do the experts say??

B.N.R.T.
11-08-08, 01:32 PM
Would it be possible to divide the merchants into several categories? E.g. tankers, coastal, etc.

Reise
11-08-08, 01:38 PM
Yes is possible

Type100=Replenishment
Type101=Tanker
Type102=Cargo
Type103=Troop Transport
Type104=Coastal Vessel

FIREWALL
11-08-08, 02:37 PM
@ h.sie After you get the merchants done. I was wondering if you could do one on just the Destroyer types with the dc load out and k or y and gun size with approximate range.

This idea comes from watching " The Enemy Below "

Alot to ask now that I look at. :yep: It didn't seem so big when it was bounceing around in my head. :p :rotfl:

h.sie
11-08-08, 05:46 PM
for those who can't wait: the unsorted manual is ready and can be downloaded:

(Link deleted)

a version (in englisch and german) divided by ship category will follow a bit later......

the above manual took 2 minutes time to create. i begin to love my program

:o)

h.sie
11-11-08, 11:14 AM
...work makes good progress. ships are now sorted into main categories (tanker, freighter, destroyer and so on). but to continue, I need to know, where to find the file with the exact description of all ship types (in german and english), e.g.
Type101 = Tanker
Type104 = Coastal

and inside these main sections, ships will be sorted by tonnage (that is, what i'm currently programming).

unfortunately, I have a job and a girlfriend, so that I cannot program 24h/day

:)

because all works automatically, I will be able to generate ID-manuals for all known Supermods like GWX, NYGM, WAC, LSH and all ship mods like merchant fleet and so on in a few days.......

bigboywooly
11-11-08, 12:06 PM
;Warships
Type0=Patrol Craft
Type1=Corvette
Type2=Frigate
Type3=Destroyer Escort
Type4=Destroyer
Type5=Minesweeper
Type6=Light Cruiser
Type7=Heavy Cruiser
Type8=Escort Carrier
Type9=Fleet Carrier
Type10=Battlecruiser
Type11=Battleship
Type12=Minor Warship
Type13=Auxiliary Cruiser
Type14=
Type15=
Type16=Iceberg

;Merchant ships
Type100=Replenishment
Type101=Tanker
Type102=Cargo
Type103=Troop Transport
Type104=Coastal Vessel
Type105=Environmental

German

;Warships
Type0=Patrouillenboot
Type1=Korvette
Type2=Fregatte
Type3=Begleitzerstörer
Type4=Zerstörer
Type5=Minenräumer
Type6=Leichter Kreuzer
Type7=Schwerer Kreuzer
Type8=Begleitflugzeugträger
Type9=Flottenflugzeugträger
Type10=Schlachtkreuzer
Type11=Schlachtschiff
Type12=Kleines Kriegsschiff
Type13=Hilfskreuzer
Type14=-
Type15=-
Type16=Eisberg

;Merchant ships
Type100=Nachschubschiff
Type101=Tanker
Type102=Frachtschiff
Type103=Truppentransporter
Type104=Küstenmotorschiff
Type105=Umgebung

French

;Warships
Type0=Patrouilleur
Type1=Corvette
Type2=Frégate
Type3=Destroyer d'escorte
Type4=Destroyer
Type5=Dragueur de mines
Type6=Croiseur léger
Type7=Croiseur lourd
Type8=Porte-avions d'escorte
Type9=Porte-avions
Type10=Croiseur de bataille
Type11=Cuirassé
Type12=Mouilleur de mines
Type13=Croiseur auxiliaire
Type14=
Type15=
Type16=Iceberg

;Merchant ships
Type100=Ravitailleur
Type101=Pétrolier
Type102=Cargo
Type103=Ferry
Type104=Caboteur
Type105=Biologique

h.sie
11-11-08, 01:10 PM
thanks a lot, BBW.

h.sie
11-14-08, 09:47 AM
Work is (almost) done!

Only some little issues left. For testing, I've downloaded the "Community ships" mod and loaded it into my so called "Ship ID manual generator". 1 minute later I had the ID manual in pdf in german and english. English version can be downloaded from my filefront page:

http://hosted.filefront.com/hennings/2324851/

Now I am able to create ID-manuals for all supermods and ship-mods. Should I ask privateer, if the GWX-Team is interested to include such an ID manual into GWX3?? Or the WAC, NYGM, LSH-modders??

constructive criticm welcome!

h.sie

h.sie
11-14-08, 11:45 AM
Looks great, I think it would be a good thing to have along any supermod as it gives a good idea of what's in the box. Now if only all these "sil" files would be normalized :D

thank you. i will contact privateer, Stiebler and HanSolo. perhaps, they are interested....

my program uses irfanview to do an auto color optimisation of the sil.tgas, in order to make them brighter. this normally looks good, but not for these black sil-files of the community mod. they must be changed manually. perhaps there is someone who wants to do that. if so, i'll generate an update for the community ship ID manual.

ID manual for GWX 2.1 will be added during the next hours.........

h.sie

B.N.R.T.
11-14-08, 11:56 AM
Looks very nice!

I'm just waiting for the GWX manual. I'm still running GWX 2.0, are there much changes in the recog manual for 2.1?

h.sie
11-14-08, 03:30 PM
Just added the complete ID-manuals for GWX 2.1 (with AOTD-MadMaxs ships) in german and english. Can be downloaded from my Filefrontpage.

Please inform me about bugs.....

hope you like it!
h.sie

FIREWALL
11-14-08, 03:45 PM
@ h.sie After you get the merchants done. I was wondering if you could do one on just the Destroyer types with the dc load out and k or y and gun size with approximate range.

This idea comes from watching " The Enemy Below "

Alot to ask now that I look at. :yep: It didn't seem so big when it was bounceing around in my head. :p :rotfl:

Thx for your mod. Now that the dust has settled so to speak. :D

Do you think you could do a DD , DE manual like discribed above ?

h.sie
11-14-08, 04:14 PM
@ h.sie After you get the merchants done. I was wondering if you could do one on just the Destroyer types with the dc load out and k or y and gun size with approximate range.

This idea comes from watching " The Enemy Below "

Alot to ask now that I look at. :yep: It didn't seem so big when it was bounceing around in my head. :p :rotfl:
Thx for your mod. Now that the dust has settled so to speak. :D

Do you think you could do a DD , DE manual like discribed above ?

hi firewall,

i'm not an native english speaker, and i don't exactly understand what you are asking for. what is "k or y" ???

the destroyers and the escorts are part of the manual, but currently without info about their weapons. do you want me to add these infos???

h.sie
11-14-08, 04:21 PM
Looks very nice!

I'm just waiting for the GWX manual. I'm still running GWX 2.0, are there much changes in the recog manual for 2.1?

as you can read in the GWX2.0 -> 2.1 changelog (GWX-manual), there are no much changes regarding ships......

Reise
11-14-08, 05:16 PM
Have download Look very good Is possible to have more like book than a pdf ?

bigboywooly
11-14-08, 06:49 PM
The community units manual shows just how messed up some of those sil images are
So many different variations
Nice job tho

Madox58
11-14-08, 08:24 PM
Judgeing from original recognition stuff?
Nothing was perfect.
I'd say if it's a bit off?
All the better.

FIREWALL
11-14-08, 10:25 PM
@ h.sie After you get the merchants done. I was wondering if you could do one on just the Destroyer types with the dc load out and k or y and gun size with approximate range.

This idea comes from watching " The Enemy Below "

Alot to ask now that I look at. :yep: It didn't seem so big when it was bounceing around in my head. :p :rotfl:
Thx for your mod. Now that the dust has settled so to speak. :D

Do you think you could do a DD , DE manual like discribed above ?

hi firewall,

i'm not an native english speaker, and i don't exactly understand what you are asking for. what is "k or y" ???

the destroyers and the escorts are part of the manual, but currently without info about their weapons. do you want me to add these infos???

Hi H.sie :sunny: Your english is fine, :up: The K&Y gun are for dc launchers amidships. And how many dc aproximatley they are carrying. And I would like also deck gun size, how many, and range.:D I could care less their tonnage or draft.:yep:

As in "Enemy Below" this would help in alot of ways. :yep:

h.sie
11-15-08, 08:13 AM
added ID-manuals for Stock SH3 v1.4

h.sie
11-16-08, 06:45 AM
Replaced Community Units ID-manuals (some units missed due to an error in my program v0.80). i apologize for that.

h.sie
11-16-08, 06:48 AM
Have download Look very good Is possible to have more like book than a pdf ?

Hi Reise,

i plan to make at least the first page look like an original ID-manual.
the problem is, that i am an medium class programmer but an very bad designer!
still searching for images which could be taken as the first page......

any idea?

h.sie
11-16-08, 06:51 AM
@ h.sie After you get the merchants done. I was wondering if you could do one on just the Destroyer types with the dc load out and k or y and gun size with approximate range.

This idea comes from watching " The Enemy Below "

Alot to ask now that I look at. :yep: It didn't seem so big when it was bounceing around in my head. :p :rotfl:
Thx for your mod. Now that the dust has settled so to speak. :D

Do you think you could do a DD , DE manual like discribed above ?
hi firewall,

i'm not an native english speaker, and i don't exactly understand what you are asking for. what is "k or y" ???

the destroyers and the escorts are part of the manual, but currently without info about their weapons. do you want me to add these infos???
Hi H.sie :sunny: Your english is fine, :up: The K&Y gun are for dc launchers amidships. And how many dc aproximatley they are carrying. And I would like also deck gun size, how many, and range.:D I could care less their tonnage or draft.:yep:

As in "Enemy Below" this would help in alot of ways. :yep:

hi firewall,

surely a good idea. i will search for the files which contain the ammo-infos. and if there is time and if it's not too hard to program, i will perhaps add these infos.

but what, if the ammo changes from year to year????

bigboywooly
11-16-08, 08:31 AM
Weapons loadouts do change by year

Info on weapons is found in the ships Sea folder

eg Captains class

NFF_CaptainII_en
NFF_CaptainII_ge
NFF_CaptainII_fr

Text=Displacement: 1,400 t|Length: 93.2 m|Beam: 11.2 m|Draft: 3.4 m|Mast: 21 m|Speed: 24 knots||Main Battery:|3 x 3"|Anti-Aircraft Battery:|1 x quad 40mm Bofors|5 x 20mm single Oerlikons|Torpedoes:|1 x triple 21"|ASW:|2 Depth charge racks|8 K-guns|1 Hedgehog

Of course that will give you total weapons throughout war

Using the Eqp file will tell you when each weapon is added

[Equipment 11]
NodeName=W01
LinkName=Hhog
StartDate=19430101
EndDate=19460201

[Equipment 12]
NodeName=W02
LinkName=NULL
StartDate=19380101
EndDate=19440101

[Equipment 13]
NodeName=W02
LinkName=KGun
StartDate=19440101
EndDate=19460201

[Equipment 14]
NodeName=W03
LinkName=NULL
StartDate=19380101
EndDate=19440101

[Equipment 15]
NodeName=W03
LinkName=KGun
StartDate=19440101
EndDate=19460201

[Equipment 16]
NodeName=W04
LinkName=KGun
StartDate=19380101
EndDate=19460201

[Equipment 17]
NodeName=W05
LinkName=KGun
StartDate=19380101
EndDate=19460201

[Equipment 18]
NodeName=W06
LinkName=KGun
StartDate=19380101
EndDate=19460201

[Equipment 19]
NodeName=W07
LinkName=KGun
StartDate=19380101
EndDate=19460201

[Equipment 20]
NodeName=W08
LinkName=KGun
StartDate=19380101
EndDate=19460201

[Equipment 21]
NodeName=W09
LinkName=KGun
StartDate=19380101
EndDate=19460201

Although there are references to a start date of 1938 for some of those above the ship doesnt appear ingame till
AppearanceDate=19430929
As controlled by the roster cfg

:rotfl:

Stick with what you have
Adding all that other info will be a bit more time consuming I think and probably would mean adding by hand not your program

h.sie
11-16-08, 11:01 AM
thanks again, BBW!

i think analysing appearance date (eqp-files) will be too time-consuming for me.

but to analyse and display a string like

"Main Battery:|3 x 3"|Anti-Aircraft Battery: 2 Depth charge racks|8 K-guns|1 Hedgehog"

is easy and could be done easily. but then there will only be space for 2 ships on a page, or the ship images must be smaller.

an important question is: how was it in real life? had the ID-manuals infos about weapons??

h.sie

bigboywooly
11-16-08, 12:30 PM
Ummm not sure
Will have to have a look thru my discs as sure have some ONI books somewhere
The ones the Germans used were different to those however
IIRC someone on here has a German one but cant remember who

Edit
Yes some of the ONI have weapons listed
Will try post a shot in a bit
Gotta run an errand now tho
:damn:

h.sie
11-16-08, 02:04 PM
yes, i think because of relism we need an GERMAN IDmanual. does someone have one??

h.sie
11-18-08, 06:29 AM
@FIREWALL

Hi Firewall,

I'm thinking about your idea to integrate the weapon-info into the ID-manuals.
The problem ist, that:

a) I still do not know, if german ID-books had these infos and

b) I like the current page layout of the manuals and don't want to change it. if new infos were added, the ship images have to be smaller, in order to still fit 3 ships on one page.

What about this idea: Put the weapon-info for each ship into the appendix and put only a reference to the info (e.g. "weapons -> see page 57" or so) in the text beneath the image so that the layout remains unchanged and the weapon info is available. and those people who dont't like the weapon-info simply do not need to print out the appendix.

h.sie

h.sie
11-19-08, 02:58 AM
added ID-manuals for NYGM 3.1 (plus IABL-ships)

badwolf
11-19-08, 08:56 AM
Hi h.sie
Finding info on the internet of the manual, I found was limited.
Here's a snap I took from a film.

http://img207.imageshack.us/img207/8420/manrealio4.jpg

As you can see the sils aren't that big and there appears to be a lot of data around the sil.
I used gimp for my manual using layers.
Layer 1 - background (paper texture)
Layer 2 - Marks and shadows
Layer 3 - Ship Sil
Layer 4 - Ship data i.e. name,class,size,arms,speed etc

The paper was in the Portrait position with 6 ships per page (one side only) giving the wide effect for the manual. The layers could be edited easily and gave many options for page printout. I ran a test view with the layers merged and 6 ships on a page and it really looked impressive and realistic. The only problem was it eats disk space.

Hope this gives you some ideas.

p.s. Also there's seems to be no angled views. This would save time and space. The reason for some layers was for in-game use.

h.sie
11-19-08, 11:15 AM
hi badwolf. thank you for the info. did you make your ID-manual manually or automatically by program. I do it by program and I don't have the time to do each image individually. and I don't know how to automatically create images with sereral layers......

Hitman
11-19-08, 11:29 AM
h.sie you might want to read this thread here:

There is a nice set of images (side silhouettes) already done with an automated program by Doublefox, I have them if you are interested. :up:

EDIT: They seem to be still available from the own thread.

h.sie
11-19-08, 11:44 AM
h.sie you might want to read this thread here:

There is a nice set of images (side silhouettes) already done with an automated program by Doublefox, I have them if you are interested. :up:

EDIT: They seem to be still available from the own thread.

hi Hitman, thanks, but:
i cannot find any link in your post..........

Hitman
11-19-08, 12:51 PM
Doh...:doh: I copied & pasted too fast....

Here's the link: http://www.subsim.com/radioroom/showthread.php?p=916878

Doublefox offered the silhouettes for download and also his program to extract them :) IMHO they looked fantastic!

badwolf
11-20-08, 07:22 AM
I had a look at Doublefox's program. It needs python + other software, set up to your system, not straightforward.
At the moment I'm extracting sils manually, very slow and tiresome, a simple extraction program would really speed up the process.

Using layers in gimp is very easy to do, it enables me to keep the sil, data etc seperated for easy editing.

Here's some of the problems encounted.
Manual Layout - Project is flexible enabling alterations (updates etc). i.e. Class,tonnage,funnels etc (keeping similar sils close together makes a quick reference possible).
Sils - Black or greyscale created no problems, coloured sils do. (same ships have different colour schemes). Unable to confirm how it was done with genuine manual.
Ships Statistics - Speed,draft,length etc - no real problems.
Ships Weapons - They change each year - solution a) Yearly Manual or b) Listing of all possible weapons. I think it is especialy important to know the DC layout of escorts.

Using layers in gimp makes solution a) Yearly Manual far easier to do. It also allows to print whatever layout you prefer and gives flexibility to add/change.

h.sie
11-20-08, 08:05 AM
hello all,

first: thank you for your posts and suggestions.

but to be honest, I don't exactly understand your suggestions - maybe a language problem, please use simple words, I'm not english.

in order to understand you correctly, I first need to know what are the main criticm points of my layout in the ID-manuals. say what you like and what you don't like and what could be done better.

the sil_tgas
the background?
the missing weapons info?

if there is a simple solution, I'll do it. it's a question of time and a question of my programming skills.......one thing I know: I will NOT manually edit the 200 sil_tgas!
yes, I'm happy with my solution. ok, the first page could be better and the background of the pages could have a old-paper-look.

the next step will be to add the weapon-info taken from the museum-log-files and put in into the appendix of the manual......

badwolf
11-20-08, 09:32 AM
Hi h.sie

Ignore my suggestions and carry on with the good work. We haven't got any tidy manual at the moment either in the game or printed, so your work will be appreciated. Making a manual that is real looking takes time and a lot of work, as I have found.

h.sie
11-20-08, 09:51 AM
Hi h.sie

Ignore my suggestions and carry on with the good work. We haven't got any tidy manual at the moment either in the game or printed, so your work will be appreciated. Making a manual that is real looking takes time and a lot of work, as I have found.


thank you.

Hitman
11-20-08, 02:40 PM
I don't exactly understand your suggestions - maybe a language problem, please use simple words, I'm not english.


What's your mother language? (I can speak german & spanish also)

I first need to know what are the main criticm points of my layout in the ID-manuals. say what you like and what you don't like and what could be done better.

the sil_tgas
the background?
the missing weapons info?

if there is a simple solution, I'll do it. it's a question of time and a question of my programming skills.......one thing I know: I will NOT manually edit the 200 sil_tgas!
yes, I'm happy with my solution. ok, the first page could be better and the background of the pages could have a old-paper-look.


Your manual looks very good currently, but it is made exclusively from the game TGA files. Those files are not always good looking because of:

1.- Bad background colouring
2.- Bad silhouette drawing
3.- Silhouette not always accurate
4.- They do not look like the silhouettes in the real ID books

Of course this problem is NOT related to your own work, it comes from the TGAs that the creators of the game and the modders lately used.

But my preference would be a manual in the same style of what Doublefox started and never ended. So I just suggested it, in case you see you can do it with little effort. If not, then simply stay with your current work, it looks very good :up:

h.sie
11-20-08, 03:17 PM
ah ok, Hitman, now I understand, what you wanted to tell me. i'm german and my english is average (at the best). but i'm sorry to say, that I will not have the time and patience to manually edit the sil_tga's. for my playing purposes the present tgas are acceptable. and for my understanding of realism it's okay, no, it's even desireable, that the silhouettes are not too exact.

in spite of that: thanks for all ideas and I hope, nobody is angry!

in the next days or weeks, I'll add the weapons info.

There are 2 possibilities:

a) In order to not break the current page layout, I can put this info into the Appendix and put only a reference beneath the Ship-Image as follows: Speed: 23kn, Draft: 12m, Mast: 23m, Weapons: -> Page 45 (or so)

b) I can put the weapon-info direct beneath the image. but then only 2 ships will fit on one page.

I ask all interested people: What do you prefer?

FIREWALL
11-20-08, 03:42 PM
Hi h.sie :sunny: Me again :D

Sorry if I created more work for you. :oops:

If this might help, looking at "Enemy Below" which showed rec manual it only showed side silhouette of destroyer but told weapons load out.

So it seems to me the other views are not really necessary as a Kaleun would be in a Dogfight and range wouldn't matter. He'd set his torps shallow,and fast, and use AoB.

But weapons loadout might. QUOTE : He who turns and runs away, Lives to fight another Day :yep: :D

h.sie
11-20-08, 04:05 PM
hi firewall,

i'm sorry, but as i mentioned above, i have not enough time to edit the images.

as you (was it you?) suggested, i'll try to add the weapons info soon- especially the DC loadout.

FIREWALL
11-20-08, 04:10 PM
Wasn't me. But I want to Thank You for all your work and can't hardly wait to get my grubby hands on it. :D

h.sie
11-20-08, 04:14 PM
Wasn't me. But I want to Thank You for all your work and can't hardly wait to get my grubby hands on it. :D

you can already download it (version without weapon info) on my filefront page.
good night.

sublynx
08-29-13, 11:02 AM
added ID-manuals for NYGM 3.1 (plus IABL-ships)

Does anyone have this manual anymore? I would like to have a look at the manual and see if I could mod them into my SH3 :arrgh!:

(oops sorry, my post went to SHIII forum, maybe a moderator can change it to SH3 Mod workshop?)

nutworld
08-31-13, 11:52 AM
Does anyone have this manual anymore? I would like to have a look at the manual and see if I could mod them into my SH3 :arrgh!:

(oops sorry, my post went to SHIII forum, maybe a moderator can change it to SH3 Mod workshop?)

Did you ever find a copy sublynx?

BigWalleye
08-31-13, 02:01 PM
I don't think this is the one you are looking for, but it is useful.

http://www.subsim.com/radioroom/downloads.php?do=file&id=1201

Jimbuna
08-31-13, 03:43 PM
The final GWX manual:

http://www.mediafire.com/view/?47o39s3idaaiej9

sublynx
08-31-13, 05:48 PM
Did you ever find a copy sublynx?

I haven't had luck yet but I'm hopeful that I might get the copy eventually through some PM'ing some nice people in this forum :subsim:

If I do get it I'll let you know. If I don't remember to add a post here and tell how it goes (small kids in my house :doh:), just PM me in about few weeks from now.