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View Full Version : [REL]Another CombiMod GUI v1.1.0


Mikhayl
11-25-08, 10:10 AM
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Pisces
11-25-08, 11:34 AM
I like what you have done sofar with this. But I do have a dealbreaker when it comes to using it. I wish to know if you are going to put the attack-disk back in. Since that was part of the central TDC panel.

Jaeger
11-25-08, 11:37 AM
nice, mikhayl! :up:

the quick chart seems to be a good feature, i will give it a try on weekend. the manuall recognition was a thing i didnt like, because this method was too slow and on long ranges not realistic (targets couldnt identified on 8 km, i think). the only thin g you can do is estimate the targets mast. with your quick chart, some common mast heights are shown in a fast way, thats nice:up:

piri_reis
11-25-08, 12:02 PM
Been following your posts about it Mikhayl, looks great. Downloading now, I'll give some feedback later. Thank you :up:

asanovic7
11-25-08, 12:02 PM
This look cool..
:D

FIREWALL
11-25-08, 01:41 PM
Hi Mikhayl :sunny: Nice stuff. :yep: :up:

Is this a standalone mod or do I have to install it with others ?

And can I use it with GWX 2.1 and JSGME ?

makman94
11-25-08, 01:52 PM
very nice mikhayl,good job there !

download it now for testing ... (i am wondering what this button beside the autoupdate button is....:hmm: but don't tell me!)

congratulations

FIREWALL
11-25-08, 01:58 PM
Hi Firewall, it's stand alone, JSGME-ready and GWX 2.1 compatible, although I think it can also work with other supermods :up:

Thx Mikhayl :up: Am installing right now and going hunting with new toy. :D :yep:

Jimbuna
11-25-08, 02:32 PM
Well worth another installation to try out Mikhayl http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

jaxa
11-25-08, 03:34 PM
Good work Mikhayl :up:
Is it possible to use it with GWX Integrated Orders or not (OLC Gui doesn't support IO)?

FIREWALL
11-25-08, 03:38 PM
Just got back from a Single Mission test.....

Works as Advertised. 34,000 tons :D :up: :up: :up:

Thx Mikhayl again. :up: :up: :up:

geosub1978
11-25-08, 04:27 PM
In Ubisoft they will destroy their certificates!:smug:

jaxa
11-25-08, 04:38 PM
Hi Jaxa, as with OLC GUI, it's not possible to use integrated orders along, you have to use the shortcuts in the bottom right corner. Basically the mod is exactly the same as OLC GUI, with a different layout for the integrated TDC + cosmetic changes to adapt Hitman's optics, other than that it works the same as OLC GUI :up:

It's a pity.:cry:
I look for new GUI, but IO mod is necessary for me.

Kumando
11-26-08, 04:47 AM
Mikhayl the 10 marks really count as 10? From what i figured each space counts as one mark til the 10.

Kumando
11-26-08, 06:18 AM
You also have to double the masts right?

Kumando
11-26-08, 06:45 AM
I'm not sure I understand :hmm: On that attack scope the visible marks are 2-4-6-8-10 etc, and they do match the AOB finder as far as my testing goes.

2,4,6,8 how is that? I count one mark, and the spaces between marks count as another mark til 10 right?

swampy
11-26-08, 07:16 AM
I realy liked this mod! But I have a problem determine speed with the range and aob finder.

In the training mission I know the tanker moves at 7 knots.
I time it and it takes 25s to move across the 0 line.
I move the ring, holding 25 and moving it to 95 (same way its done in the OLC GUI video)
Now loking at the scratch mark I read the speed to about 5 knots wich is to slow.

I dont use the resolution fix.

Any ideas?

swampy
11-26-08, 07:37 AM
NP :) . Thanks for the mod!

makman94
11-26-08, 07:39 AM
I move the ring, holding 25 and moving it to 95 (lengt of the ship)
Now loking at the scratch mark I read the speed to about 5 knots wich is to slow.
Any ideas?

are you sure you did it right? becuase i read 7.3 knots.the only thing that i can guess is that you were moving.start the training,don't start your engines and take alook again

bue

owner20071963
11-26-08, 07:45 AM
Thanks Mikhayl,great Mod:arrgh!:

swampy
11-26-08, 07:52 AM
I move the ring, holding 25 and moving it to 95 (lengt of the ship)
Now loking at the scratch mark I read the speed to about 5 knots wich is to slow.
Any ideas?

are you sure you did it right? becuase i read 7.3 knots.the only thing that i can guess is that you were moving.start the training,don't start your engines and take alook again

bue

Im not moving, It takes 25s for the ship to pass, same as in the tutorial video

makman94
11-26-08, 07:59 AM
Im not moving, It takes 25s for the ship to pass, same as in the tutorial video

just noticed that mikhayl have changed the aobmidring.ok you are right ,a small fix is needed

Kumando
11-26-08, 12:32 PM
Yep that's what I meant, I think I misunderstood your first post, so just so we're sure we're talking about the same thing:

http://i37.tinypic.com/ips6k6.jpg

On the obs scope though all the "in between" marks are drawn and for some reason the numbers are 10 times those of the attack scope, but the scale is the same so you can use the observation scope readings with the AOB finder as well.

Same goes for the horizontal marks (port and starboard) for AOB readings right?

Kumando
11-26-08, 12:50 PM
Natürlich :D

Tks, btw congratulations for the mod great realism and immersion added :rock:

swampy
11-26-08, 02:20 PM
Thx for the update, I am going to try it tonight.

I have a wish. Full firing capabilities from the opservation scope. TDC and everyting.
I just love the look of it and the viewing size! I know it probably isnt realistic mabye not even possible, but I get depressed everytime I have to switch back to the attack scope and its tiny view before firing.
Like switching a atomic sub to a type U II;)

badwolf
11-26-08, 03:50 PM
The observation scope having better vision was the main scope used for observing and night attack.
The attack scope being stealthier due to smaller head was used for daytime close quarters attack.
I am at the moment using OLC's GUI modified to my taste, using the above modifications and use the observer scope as my primary one.
Because of game limitations (flag recognition) modders have made concessions. Flag recognition id is harder in my mod but well worth the sacrifice for realism.

Nice mod Mikhayl
This gives the community even more choice.

Kumando
11-26-08, 03:57 PM
What about the scrach that used to be near the 15 mark to make calculations at 1.5x zoom?

Kumando
11-26-08, 04:23 PM
That sounds interesting Badwolf, I must say I don't know much about the actual use of the scopes except what I gathered in some threads, though I find odd the use of the obs scope for attacking especially in a type VII, with the scope in the command room and the TDC in the tower. If I understand right you kept OLC's big obs scope and added the torpedo settings to it ? :hmm:

@Kumando, I removed it because now the low power zoom is 2x. I think I never used it with OLC, that's why I didn't bother making a new one especially with the new scope, it's pretty difficult to see anything at zoom 2x. Anyway, if you do take readings all you have to do is to divide by 3 for the range, AOB & speed will work the same regardless of the zoom power :up:

How is that can you give an example plz?

Pisces
11-26-08, 04:57 PM
Hi Pisces, thank you. I forgot to mention it but the attack disc is still here, when you press the TDC autoupdate button you get this :

[images snipped]

The button isn't visible when the TDC autoupdate is on, because you need to have the TDC on "manual" to use the attack disc.Allright!!! You've won me over to try it. All I need is to find some time to play again. That is the difficult part unfortunately.

Pisces
11-26-08, 05:26 PM
Any chance you can add something like this too:

(Sh4 mod)
http://www.subsim.com/radioroom/showthread.php?t=144834

Kumando
11-26-08, 06:44 PM
Sure, first the speed, this one is not dependant of the zoom power, if you try you will see that it takes the same time for the ship to cross the vertical line at any zoom power.
For the range, you calculate with the same method as usual, but since zoom 2x is 3 times less than 6x, you divide the result by 3.
So let's assume the AOB finder gives you 1500m using the normal marks, the range is actually 500m.
To calculate the AOB you just have do as usual, align the distance (after dividing, so here it would be 500) on the length of the ship and count the marks.
It's difficult to make clear with word, but try it out on the small merchant in the torpedo training mission if needed and it will become clear :up:

Tks mate:up:

joegrundman
11-26-08, 07:46 PM
I don't understand why we need to double the mastheight. Can someone explain?

With the original U-jagd tools, there is no mast height doubling

edit: but great work Mikhayl :D

joe

joegrundman
11-26-08, 08:34 PM
LOL, thanks Joe :D To be honest I don't know either about the doubling thing, I think it was because the scope marks in OLC were different than in U-Jagd tools or something like that. I remember OLC posted an explanation but I forgot :oops:

that's why OLC did, yes, but even so it was in fact so that the AOB finder could be open at the same time as the recog manual without the manual obscuring the lower numbers on the AOB finder

But now i look at the screenshot again, i note you have the same recog manual position. For me it's not a problem - i don't really use the recog manual anyway, I prefer to estimate length and mast height visually

but as you say it is partly to do with the scales OLC used

To get the aspect ratio you need to compare apparent height with apparent length

But in game terms the length is easiest to calculate by locking on the target and just measuring half the length

So with the scale that OLC used, he doubled the horizontal scale value so it was only necessary to measure half the ship's length

but he preferred the vertical scale be to the same scale to keep it looking neat - which it does! (in U-jagd i was less concerned with making the scales look symetrical)

This meant that using his new scales, the apparent length and height were both doubled, but you only measured half the length, so the height measurement was too times too big. So somewhere a factor of 2 had to be inserted into the equation and it was put in the form of doubling the mastheight for the reason above.

You could just as well have the same scale and simply remember to double the apparent length if you only measured half of it

hmm, i'm not sure my explanation clarifies things

Anyway, the point being, since you have eliminated all the marks, there's no real reason to do the doubled mastheight, when you could instead emphasize that the full apparent length must be measured, not just half of it.

But then maybe i still don't get it and I'm wrong

badwolf
11-26-08, 08:57 PM
Hi Mikhayl

This was the test scopes (nearly a return back to vanilla)

The attack scope was reduced in visual quality with a darker view to represent the smaller optics and made night vision harder. While the observer scope was the same as the OLC attack scope, also experimented with a slightly bigger viewing area. Apart from the decreased quality of the attack scope, both scopes are virtually the same at 6x/1.5x. The binoculars I made 10x for some compensation in ID of flags, which gives the bonus that you can see ships slightly before the crew, instead of the other way round (some uboats did have them).
At the moment I'm working on 3 projects for this 1. single tube operation with dial instead of clicking the tubes - 2. A possible rework of the scope views using an eyepiece. 3.Adding Hitmen's optic dimensions.

The game played very realistic in my opinion and I tendered to use the observer scope at every opportunity, the attack one being used for stealth. The binoculars were great and I didn't find ID'ing too difficult, in fact on the surface tracking single targets was easier. Getting an ID underwater was harder but in a way made the game more interesting for me.

I thought of adding the 2 filters but couldn't find info as to what situation they'd be used for. p.s. Just found it in hitmen's manual.

I used joegrundman's new U-jagd and no doubling of masts without a problem.

badwolf
11-26-08, 10:02 PM
Sorry Mikhayl I misled you with the title.
I'm using OLC's GUI but both scopes are the same visual size area. The slight increase in size does 2 things 1. better to ID ships & 2. Allows joe's U-jagd AOB disc's to fit nicely in the viewing area/with no doubling of masts.
The realistic sized zooms are as follows:-
Binoculars 8x some even had 10x
UZO 7x
Scopes 6x/1.5x
Thanks for the info Mikhayl, I'll add the filters also.

The observation scope was in reality the primary scope. The attack scope used for daytime attacks due to smaller wake etc, which IIRC is modelled in the game. This mod makes you use the OB scope more (realistic) which is opposite to the game currently, but the att scope must still be used for day attack (realistic).

The mods were made after a discussion with hitman.

Note:- Every modder has good reasons for why they have done it their way. Mine is for reality, but that doesn't suit everyone.

badwolf
11-26-08, 10:37 PM
I like the ship ID panel ! With some 300 ships its a shame we can't have them all, or can we.
With 6 or 8 ships a page this would take a lot of switches. I wondered if a dial could be used, similar to the tube selection, which does the same job - switch TGA's. I've been thinking about this for my ID Manual, haven't tested it or even know if it would work.

I bet this idea makes you :rotfl:

onelifecrisis
11-27-08, 03:19 AM
Great work Mikhayl. And Hitman and Nicolas of course. And me, haha.
Looks nice and clean. I love the "quick reference" ship ID charts. :D

Kpt. Lehmann
11-27-08, 03:49 AM
Great work Mikhayl. And Hitman and Nicolas of course. And me, haha.
Looks nice and clean. I love the "quick reference" ship ID charts. :D

Welcome back OLC.:arrgh!:

Now off to the galley with you AND your potato peeler. :stare: Fritz is waiting for you, and I believe he has a sermon prepared concerning 'the destructive nature of being AWOL from the flotilla.' :lol:

onelifecrisis
11-27-08, 05:05 AM
Great work Mikhayl. And Hitman and Nicolas of course. And me, haha.
Looks nice and clean. I love the "quick reference" ship ID charts. :D

Welcome back OLC.:arrgh!:

Now off to the galley with you AND your potato peeler. :stare: Fritz is waiting for you, and I believe he has a sermon prepared concerning 'the destructive nature of being AWOL from the flotilla.' :lol:

lol, thanks :lol:
I've been busy modding another game, but I thought I'd pop in and see how you lot have been managing without me. ;)
Apologies for going OT, Mikhayl.

Kumando
11-27-08, 06:56 AM
Maybe this will help you on the periscope issue Mikhayl: http://www.uboataces.com/periscopes.shtml

"The majority of boats were fitted with two periscopes – an attack periscope for spotting and targeting surface vessels, and an observation periscope for scanning the sky and taking navigational bearings."

Pisces
11-27-08, 09:50 AM
The grey filter was probably a polarisation filter to cut out sun-glare. (could be an ordinary darkening filter if needed to darken the sun for taking sunsights, but then it would be almost black like welding-glass or kaleuns would burn their eyes) Polarising works by allowing lightwaves to 'vibrate' one way but not at right angles to it. Doesn't make sense? Me neither. (Wiki: http://en.wikipedia.org/wiki/Polarization) The first halve of the wiki-page is very mathmatical. But the lower part is much more 'down to earth'.

Since the game doesn't model that kind of light, it is of limited use to put a simple grey filter in. 'Realism' doesn't cut it if you ask me. I suspect it creates the opposite: less contrast. I personally would like to test different kinds of colors to see what works best for my eyes. So if you could provide some JSGME-ready files in different colors of the rainbow for that I'd be very happy.

Kumando
11-28-08, 03:05 PM
You are going to add tdc to the obs?If so not realistic:roll:

makman94
11-28-08, 03:38 PM
mikhayl.....:up: (even this road have no end!)

swampy
11-28-08, 04:54 PM
Can't wait!
Now Im gonna take this great mod on another patrol.

piri_reis
11-29-08, 06:16 AM
Finally got around to going on my first patrol with this combimod. It's bound to be my best one yet, sunk 3 tankers already. Feeling very confident with my manual solutions. Thank you Mikhayl, it's THE interface mod to have IMHO :up:
The small periscope and zoom levels, the tdc dials positioning is perfect, and you're still adding to these features :rock:

h.sie
11-29-08, 06:47 AM
very interesting one. if you had made it months earlier, I had no reason to waste so much time building my own hsGUI.

Uber Gruber
11-29-08, 10:28 AM
Well done Mikhayl, this is the best GUI combo to date, respect must go to the orginal component mod makers as well as yourself for integrating them into such an ergonomic and aesthetic way. :up:

NGT
11-29-08, 04:06 PM
Merci bien l'ami, très bon travail!

I never used the –very good– OLC GUI because I use auto targeting/detection.

But in your mod, the values are autocorrected in the corresponding dials, so I know exactly about target distance, angle of bow etc.

I use auto targeting, but I have some attacking and defensive methods. Thanks to them I destroy any destroyer attacking me, BUT I NEED TO KNOW EXACTLY THE DISTANCE and THE ANGLE OF BOW.

Thanks to you I have the so nice observation periscope, the wonderful binocular view, the full free deck gun view etc.

Well, the distance dial stop in 10.000 meters, but I manage to detect the distance beyond 10 km thanks to navigation tools.

15 × magnification is a must.

I use your mod with NYGM 3.1 without problem. Two patrols, 1941, with IXC Uboot.

Later, with GWX (version 3 ?)

People talk in the forum about SH5. With moders like you, I will pass directly there, over the SH4 (and I already paid for that. . .):lol:

Merci mon Capitaine.:up:

h.sie
11-30-08, 05:49 AM
Hi Mikhayl,

the new TDC screen looks great!

is your GUI completed now or are you planning further changes?

please allow me one question: is there a reason why you didn't add the U-jagd-chronometer? I ask, because I used that tool for speed estimation....

h.sie

Pisces
11-30-08, 06:17 AM
That grey background texture of the TDC screen is going to ruin one's eye-sensitivity in dark nights. I seriously request it to be darkened alot, atleast as part of the 'dark files'.

piri_reis
11-30-08, 07:40 AM
Very good idea to implement a real Siemens TDC into the F6 screen Mikhayl, beautiful work :up: Although I haven't figured out the second set of dials on the right, do they work at all?

I have a question, since you know your way through the menu files and so on. This is not a big deal but when I use the mouse to swing the periscope around, and then click again to return to the screen, the mouse pointer lands right ontop of the AOB dial. If I'm not on AutoTdc, the game registers it as a click & the dial is set to 30 degrees. I use 1680x1050 resfix, and have come accustomed to check the aob before firing. So as said, its no big deal, but do you think there is a way to get the mouse to land somewhere else? I've digged through the menu.cfg but not sure if it can be done. Thanks for the answer.

http://img227.imageshack.us/img227/2373/shot1228047219hj0.th.jpg (http://img227.imageshack.us/my.php?image=shot1228047219hj0.jpg)

makman94
11-30-08, 04:28 PM
hello mikhayl,
i notice in your gui that the periscope when rotating makes this 'clic-clic' sound.i liked it very much but there is no sound file for it inside.so ,is the menu.ini responsible for that? (when i put your gui i have this sound and when i put olc gui no sound...)
i vote +1000 to the new tdc panel (make it very darker,is very bright ,imo)
bye

makman94
11-30-08, 05:06 PM
i meant that the TDC PANEL on TDC SCREEN is very bright ,

i don't use dark filters (i don't like them) so for the non-dark version i say that must be also more dark ( i dark my panels with the paint.net but i soppuse you know the procedure with this programme..)


bye

makman94
11-30-08, 05:59 PM
don't bother about the history acuration,by the first time that humans came to earth ...they start the customizing! even the germans do the same to their u-boats (eblems...special paintings...i bet that if a captain want black panels ..he will have it)
or the pilot fighters to their planes (juicy girls lying on the nose of the plane...etc).
make it darker,people (in general lines) like your gui and nicolas exactly for the same reason as you

joegrundman
12-01-08, 03:54 AM
Hi h.sie, thank you!
I think there will be at least another update, I played a patrol yesterday and I noticed some things that can improved on the "dark" files. Also I will move the "flaggen" button on the UZO, to be the same as in the obs scope, and maybe add the circular sliderule to the UZO as well.
Other than that I'm pretty happy with it, I will see after a few patrols if I want new things, or if people report problems etc
For the U-Jagd chrono at first I wanted to have it in place of the classic stopwatch but I ran out of room on the screen :-? In the next update I will put "DIY" instructions to have the sliding one for those who want it, personally I like it but I think it gets in the way wherever I put in so I left it out.

edit, good point Pisces, I noticed that last night, I will add an extra layer of "dark filter" to it. It's too bad the "redlight" can't be added to the TDC screen (or I don't know how).

if you do decide to include a draggable U-jagd chrono, please note that there are two versions in the U-jagd pack - the basic one and another one with an additional ring for 75 m targets.

I much prefer this one with the 75 m ring, because, well, a lot of ships are about 75m long - most small merchants/small freighters/tramp steamers, are about 75m as well as most destroyers

Alex
12-01-08, 07:11 AM
Just when you think the GUI can't look any better actually...
Mike comes up with this. :huh:
I like very much what you've been doing on the TDC screen ! :cool:

Downloaded. :D

Barrett
12-01-08, 07:41 AM
is it compatible with sergbutos free camera mod? if not, would it be possible to add the possibility to move around freely on the bridge?

piri_reis
12-01-08, 07:52 AM
The edit is pretty straight forward so it shouldn't be a problem for anybody who wishes to have the chrono :up:

Very cool, thank you. :up:
Another shameless request, how can i put back the big GWX kompass that pops in from the right? I added it to the Page layout [g3f] but it conflicts with the range chart I think. (If that then forget about it, dont waste time on it) Perhaps I can get it working myself, will post a DIY here for anyone interested.

@Barrett, what I did was, used asanovic7's littlecameramod, and added in the UZO,binoculars,peri,obsperi Optical Zoom values & Viewports and such from Mikhayl's ADC camera.dat. Pretty easy with S3D. Everything looks to be working ok. Also added zooms for the Deck/AA gun.

Uber Gruber
12-01-08, 08:21 AM
Used this quite a bit yesterday and noticed a couple fo things that may not at all be related to the mod. Here they are anyway, just in case anyone else is experiencing the same thing:

1. Sometimes the "Spread/Single Shot" selections get out of sync. This results with a single tube selector range being available when a spread tube selector range should be used. Also, multiple tube selection lights up rather than a single tube selection light. I think the best way to reproduce this is to switch between Spread/Single on UZO, PEri and TDC screens...eventually they'll go out of synch.

2. The target speed dial occasionaly reset itself to 0 kts forcing me to keep an eye on it prior to firing.

3. Couldn't close tube doors once spread/single shot selection got out of synch.

Bloody great mod though and one i'm sticking with.

h.sie
12-01-08, 09:14 AM
Hi Mikhayl,

another question: I started SH3 using SH3Cmdr. In Sh3Cmdr, i choose an VIIB-type. Then in the SH3 game, I started a Naval Academy Mission with the same Uboat-Type, but in spite of that, the salvo-dial showed the wrong torpedo-combinations.

what did I do wrong??????

(by the way: this is the reason, why I left the salvo-dial blank in my selfmade GUI).

h.sie

h.sie
12-01-08, 09:40 AM
do I understand the following mechanism correct, that sh3cmdr automatically copies the salvo.tga related to the u-boat which I've chosen in sh3cmdr, from the uboat-folder into data/menu/gui/olc?

piri_reis
12-01-08, 11:31 AM
@Piri, I think you would just need to paste the "G3F I302" to "G3F I307" from GWX 2.1 menu.ini + the corresponding dial in dials.cfg, but indeed it will also bring up the conversion tables on the navmap screen.
:up: Got it! Needed a few ID changes in the menu file and dials.cfg. Works as advertised and not much interference with the conversion tables.

joegrundman
12-01-08, 08:11 PM
@UG, regarding the target speed dial, it does reset to 0 and the target range dial as well when using the attack disc, it can't be avoided because of the way the attack disc is done (you have to use existing dials to make it work and not a lot of them are suitable). I thought the AOB dial was used instead of the speed dial that's why it seemed strange to me, but that's correct.
Thanks again for your feedback !

in this regard, the OLC dial and U-jagd dial link to different existing dials

you can easily change the relationship if you wish

joe

h.sie
12-02-08, 04:21 PM
hi mikhayl,

still testing your gui. found two issues:

1) attack periscope: i can only use the torpedo selection dial in salvo mode. no reaction in single mode. in tdc screen it works.

2) the lamps of the selected torps are dark and the lamps of the unselected torps are bright. is that intended?

hope, you cannot reproduce that...... :O)

badwolf
12-02-08, 05:46 PM
As said in post #51' I'm working on the single dial selection for my GUI. Have got the dials to switch the tubes single or salvo in peri/uzo, but both remain visible. Looking how to switch one on/off so that they can be placed on top of each other, if that make's sense.

I'll have a look at it this weekend and try to solve it.

Your GUI Mikhayl is looking really good with some excellent ideas.

Klaus_Doldinger
12-04-08, 06:46 PM
Hi Mikhayl.

First of all, thank you for your work:up:

Just one question: perhaps I did something wrong, but at night i can only see in both periscopes the crosshairs; the scalimeters and cyphers are black and cannot be seen in the darkness.

Could this be because I´m also using OLCE2 (which darkens a lot the nights)? I think -if I didn´t make any mistake- that it could be a good idea to make scalimeters and cyphers in light colour as the crosshairs at night, like in OLC GUI and stock SHIII.

Best regards.

Klaus_Doldinger
12-05-08, 03:21 AM
Thank you for your quick answer, Mikhayl. I agree that the new scopes and UZO are more realistic and inmersive, as well as the limit of 3 meters for torpedo depth. Also I like very much the quick reference card for most common merchants and tankers, you´ve make a really brilliant work!

As a suggestion, I would like also to have the U-jagd tools chronometer, I find it very useful for a quick speed estimation, specially in surface attacks. Perhaps could it be made draggable to avoid the space problems you mentioned?

Thank you again and best regards.

h.sie
12-09-08, 09:50 AM
Hi Mikhayl,

your new TDC screen looks so good and I think about to use it in my hsGUI. I ask for your permission to do that. . . . .

would be very nice.....
h.sie

h.sie
12-11-08, 03:01 AM
Hi h.sie, no problem, all my mods are free to use & modify in any way without permission (I wish we could get rid of all the permission thingy BS :D)


Thank you very much. Another question: Did you do all changes to menu.ini and dials.cfg manually or did you use a tool for that, especially this time-consuming renumbering of the sections e.g. [G3F I122] and so on?

Because I plan to do some changes to my GUI, I think about to program a tool which automatically renumbers both files. What do you think about that idea? Perhaps with that tool I can pay back for your permission to use your TDC in my GUI.

Klaus_Doldinger
01-02-09, 07:56 PM
Hi Mikhayl.

I´m using your mod in my actual campaign, but I tried to introduce also the draggable Joegrundman´s U-Jagd chrono, as I feel it as a neccesary tool. Unfortunately, although the draggable chrono appears in my screen, it doesn´t work when I click on the stock game one.

the proccess I followed was to copy and paste the text of the draggable U-Jagd section in the menu 1024-768 archive and the inclusion of the chrono image in the U-Jagd folder. I suppose that I have missed something, but I don´t know what.

Any help will be welcome... and thanks again for this mod!

UberMatz
01-03-09, 09:33 PM
I don't log in and post that often, but just broke SH3 back out again and loaded it up and started adding mods and WOW! This GUI is amazing! What an awesome piece of work! I'm having to relearn the game basically, but with this GUI, it's like having a new game! Along with all of the other outstanding mods out now (as well as the great oldies) SH3 is better than ever!

Thanx so much for your efforts and hard work, I'm sure this was a major undertaking.

UberMatz

UberMatz
01-06-09, 05:11 PM
Mikhayl, send you a PM. I can't get the sliderule to come up in the observation scope. Also, if you have a translation of german to Enlish for the TDC it would be nice. I know what they all are except for the four on the right hand side that are under glass:lol:

Thanx!!!

UberMatz

Phoenix3000
01-14-09, 02:39 PM
Hi Mikhayl,

I read about your mod before GWX 3.0 was available, so the inevitable question is - does it work with GWX 3.0?? :lol:

I particularly like what you have done with the new TDC screen, much better in my opinion.

If it does work are any other mods supported with it (water stream etc.), or do you know of any issues I should be aware of before implementing it?

Right now I'm trying out various GUI mods with GWX3 until I find one I feel comfortable with.

Cheers!

Px3000

EDIT: I tried it with my current GWX3.0 install, and I like it a lot !! One question though, at night the periscope crosshairs are very bright green, yet other forum members have mentioned their's being black (not necessarily your mod). Is there a way of changing the crosshairs from the green to a more realistic black?

Thanks again,

Px3000

Hylarion
01-16-09, 08:11 AM
Mikhayl, send you a PM. I can't get the sliderule to come up in the observation scope. Also, if you have a translation of german to Enlish for the TDC it would be nice. I know what they all are except for the four on the right hand side that are under glass:lol:

Thanx!!!

UberMatz

I think those additional dials are related to torpedo path setting for late war torpedoes...

Lanzfeld
01-16-09, 09:18 AM
Mikhayl,

This looks so great! Hats off to you!!!

I am hooked, however, on the Special GUI by OLC because of the waves through the scope. This is REQUIRED by me. So real!

Is there a way for me to use your TDC (F6) with the special GUI? What files do I merge? It may not be that easy so if you dont have time to tell me then that is okay to. You do great work!

Regards!

Phoenix3000
01-23-09, 03:21 PM
Hi Mikhayl,

I've been using your mod since my last post (above), and really like the TDC screen on F6, but one thing I miss are the coloured lines in the attack scope when using the drop-down aiming wheel to obtain mast height and AOB etc.

Is there a way a getting that view back?

I don't want to lose other features like the darkening map (always liked that), or the new TDC screen - but I do miss the coloured lines...

As Lanzfeld asked, is it possible to merge the F6 TDC screen into the OLC Ubermod/GUI if that's the best solution? :hmm:

Thanks mate !

Cheers!

Px3000

Lanzfeld
01-23-09, 04:07 PM
No worries Mikhayl,

I guess what I am asking for is your GUI but OLC's "proper waves in scopes/UZO/Bincos view".

You know...the fixed zoom?

onelifecrisis
01-23-09, 04:26 PM
No worries Mikhayl,

I guess what I am asking for is your GUI but OLC's "proper waves in scopes/UZO/Bincos view".

You know...the fixed zoom?
If Mikhayl has not modified the Range/AOB Finder then you can just drop the cameras.dat file from OLC GUI Special into Mikhayl's GUI and that should do the trick.

Edit:
Actually, looking at Mikhayl's screenshots, using my cameras.dat might cause the OBS scope to go a bit screwy. :-? You might have to edit cameras.dat yourself to get it right.

Uber Gruber
02-17-09, 10:53 AM
Hi Mikahl,

A quick question...some of the lads over at WolvesAtWar are asking about this mod, so a couple of quick questions:

1. Is it all working well ?

2. Is it compatible with NYGM ?

Muchos thankos in advancos,

Cheers, Hans.

MH
02-17-09, 11:18 AM
Thnx for the great UI its the best setup i used so far.

Nedlam
02-17-09, 12:42 PM
Great combimod, Mikhal. Thanks for doing the grunt work to combined these great mods.

**edited again** I re read the thread and found the answer for my chronograph question... to bad.

This might be an intended feature but the the dial to choose what tubes to use to set a salvo of torpedoes is blank and I couldn't seem to find the setting for firing all 4 tubes at once. It get's a little confusing.

Whereabouts can I make it so all my torpedoes are 'stuck' on magnetic setting? It appears you're mode re-enables the impact / magnetic switch for NYGM.

@ Uber Gruber:
I'm one of the lads over at W@W. :) (Thomsen) << Not [i]the Thomsen just the W@W version.

java`s revenge
02-19-09, 08:05 AM
Great combimod !!

Fenixs
02-24-09, 06:03 AM
awesome mod... but if i want to use the coloured marks in the attack periscope to find AOB... what i have to do?

... and.... please, put the compass that appear in the map (F5) when i do zoom into my sub icon. (the compass around the little circle (GWX3))

kakemann
02-25-09, 05:25 PM
I'm playing without manual targeting, but where is the range to the target displayed in uzo or periscope views?

Love the mod, but can't find the range

karamazovnew
03-17-09, 03:59 AM
I'm playing without manual targeting, but where is the range to the target displayed in uzo or periscope views?

Love the mod, but can't find the range

The TDC always updates the range, speed and bearing(+aob), you can just read them there. Just keep it on autoupdate and you get the solution when you lock the target. They're actually easier to read in ACM than on the notepad :yep:

Mikhayl, kudos for the best interface yet :salute: , that quick reference ShipID is brilliant. I've fiddled a bit with it to get it more to my liking, maybe this helps a few guyz:

- in data\menu\olc I renamed SpeedTable.tga to Mines.tga because I use that conversion table a lot. Now i get it if i move the mouse to the top of the map, instead of the mines map.
- in data\Menu\Gui I modified the periscope.tga to change the chronometer background to look more like the U-jagd one. What i did was just copy/paste the Ujagd one over and scaled it into position. I can't see the seconds numbers but I can see their markings, so it's the best of both worlds. I also had to modify the little black circle around the minute line. Took me 2 minutes to do it. IMO it's beter to leave it as it is and just use the wiz-wheel.
- in data\Menu\Gui\Units there are 3 tga files UnitSub.tga, UnitSubL.tga and UnitSubM.tga that represent your sub on the map. I've changed these to blank images (blank alpha channels) because I use the Real Navigation mod. You can change one of these with the bearing tga from the OLC 'Gold' mod, I think it's \data\Menu\Gui\MapTarget.tga, but I'm not sure, hope this helps.

sharkbit
03-25-09, 12:43 PM
I'm practicing manual targeting now and I just started using this mod a few days ago. Great interface and great mod. :yeah:

One question though:
Do you still have to double mast heights when finding the range?

I've been looking through this thread and at first you needed to double mast heights, then Mikhayl stated in a reply that he may adjust the ring so you don't have to. I'm assuming that you do not have to double the mast height. There is no x2 by the mast height.
I played around with it yesterday and got a little confused and frustrated and needed a break.

Thanks.
:)

rcjonessnp175
03-26-09, 10:16 PM
This thing rocks, this reminds me back to the old flight sim days nose deep doing monkey math and all hahhaa aint going back to sh4 until something like this is out for it good job mat:rock::rock::rock::rock:

karamazovnew
05-02-09, 09:41 PM
I was a bit confused myself about the double mast height issue. This mod was the first that introduced me to the U-Jagd tools, so it took me time to figure it out. Even though I've never missed a shot for closing targets (I don't fire at weird angles) I can't guarantee 100% that this is the way Mikhayl intended it to work, but here is my method.

1. Establish a perpendicular course to the target. My method is to look at the target, decide on a rough AOB, enter it in the dial, then move the periscope left or right untill the AOB dial shows the proper 90 degrees. Then just order a change to that heading. The beauty of this is that u can then check if the AOB on the dial coresponds with the ship as it closes. Before firing, i never need to move it for more than 5-10 degrees.
2. Get very very close. I'm only using electric torpedoes so anything over 2000m away is a coin flip (1000m max if I use magnetic detonator). If u can manage to keep a ship at around 45-60 degrees for long enough u can practically eye-sight when to stop closing.
3. Stop the boat completely and figure out the speed using the chronometer.
4. When the ship is at about 30 degrees u should be able to figure out the range without any calculation as most ships that u'll sink have between 20-25 m in height.
- 1 mark (2 degrees) = 4000m
- 2 marks (4 degrees) = 2000m
- 4 marks (8 degrees) = 1000m
Just in case u want to be exact about it u can use the U-Jagd tool but I found out that errors in speed estimation are balanced by errors in range estimation. I usually end up with a 12-13 degrees high ship and just set the trop to 600-700m.
However, this is the proper method (tested, and tested, and tested, with the mission editor):
- line up the number of degrees (good luck getting a good fix on that :salute:) with the TOP of the circle (the 100 mark, not the 66 mark as U-Jagd manual stated)
- DOUBLE the mast. Yeap, u need to double it. You'll usually get between 40-50m as a result. Find that value on the outer ring and u'll see the range on the middle ring.
- in case you need to figure out the AOB, forget about it. I've never managed to do it with the OLC version of U-Jagd. And it's even more imprecise than an eye-estimate.


I don't like exact calcuations however because they give u a false sense of precision. Which leads to weird 45 degrees "moving away" shots in rough weather and lots of Loading screens. Now when i think about that bloody Notepad and the old rangefinder I can't help but laugh :rotfl:.

karamazovnew
05-05-09, 07:00 AM
By the way, this interface mod is the only one that always shows the TDC settings on the periscope screen, even when TDC autoupdate is turned ON. In ether words it's the first time that i see the dials moving when i move the periscope. This, coupled with my preety good understanding of the Fast 90 technique inspired me to a preety quick method of firing and interception. I've put it here, tell me what you think :yeah:

http://www.subsim.com/radioroom/showthread.php?t=151431

makman94
05-05-09, 10:09 AM
By the way, this interface mod is the only one that always shows the TDC settings on the periscope screen, even when TDC autoupdate is turned ON. In ether words it's the first time that i see the dials moving when i move the periscope. This, coupled with my preety good understanding of the Fast 90 technique inspired me to a preety quick method of firing and interception. I've put it here, tell me what you think :yeah:

http://www.subsim.com/radioroom/showthread.php?t=151431

thats exactly the reason i made the dragable tdc !(and you can see it in every screen...not only in periscope screen). as it is now ,its made for olc gui 127 but it is possible to be made for every gui.
see here: http://www.subsim.com/radioroom/showthread.php?t=145636
you are in the right way,

bye

karamazovnew
05-05-09, 10:53 AM
I don't like draggable stuff, as the monitor is already claustrophobic :doh:, altough i do miss a chronometer in the hydrophone room :ping:. But I must give you praise for the slickest looking TDC I've seen yet, great job :up:.

Stormfly
05-06-09, 01:24 AM
is it compatible with sergbutos free camera mod? if not, would it be possible to add the possibility to move around freely on the bridge?

Yes, i highly recommend sergbutos free cam, it also have all shakes and diving angels enabled, working also below the tower, by walking down the ladder...:D

...i cant sail without it, it would be nice to have it integrated :yep:

karamazovnew
05-06-09, 08:35 PM
It's not compatible as it has a camera.dat file of it's own. However the only part that u need from this file is the Periscope and ObsPeriscope zoom levels (2x and 6x). So use sergbuto's file then edit it with S3D and put in those values.

Stormfly
05-07-09, 06:33 PM
Thank you,

i will look into that...

Stormfly
05-15-09, 12:14 PM
Ok i just imported this nice Kombimod into Living SH3 and made the nessesary changes to the regarding files, working together with a new Free Cam (added to Sergbotos work is: the F2 Central (including diving angles and shakes) with all 3D clickspots enabled and so on ie. TDC, Echolot, Helm, dept gauges, together with all Radio Room cklickspots...

...you are also able to klick the volume knob form that view, to hear what your sonar man hears... also added a "go back key" for always return from a 2D screen to the logical correct previus 3D view... i will post a link if its ready...

I miss OLC's excellent video tutorial, the download is offline. Would be nice if someone could help me out here.

jmr
05-15-09, 01:11 PM
Here you go, Stormfly.

http://www.subsim.com/radioroom/downloads.php?do=file&id=1112

karamazovnew
05-15-09, 01:19 PM
also added a "go back key" for always return from a 2D screen to the logical correct previus 3D view... i will post a link if its ready...


How did you do that?! Also since you seem a bit more experienced than me with the camera.dat :salute:, is there any way to change the Deck Watch view (F4 view) to remain partly unaffected by the motion of the waves? I have this feeling that I'm glued to the sub. Better yet, is there any tutorial about the camera.dat file?

PL_Cmd_Jacek
06-16-09, 02:41 PM
Hello Everybody

I like the mod very much but have a question:

what angle do marks represent in obs periscope, attack periscopes and UZO. I tried to fond out but I'm not sure.

karamazovnew
06-16-09, 09:00 PM
There are 2 types of marks. The first is hard-coded and it sits at the "bottom" of the layout page. You can't change that. Above it is the Periscope mask on which you can draw any marks you want (it's a simple TGA). What both OLC and Mikhayl did was to just make the Attack Periscope mask a bit smaller so that it covers up the original marks completely. They're the same as in the original BUT, since you don't use the stadimeter anymore, they are calibrated to both the zoom level and the UJagd tools, so that they can work together. The UZO view was more tricky so they left it as it was, that's why you can see so many marks there, they're the original ones, but since the zoom level is 7X, not 6X, you can't use the marks to gather range data. As I recall, the historical UZO didn't even have vetical markings.

What I recommend is to get the latest OLC interface and place ACM on top of it. You get the improved horizon that OLC struggled to achieve :yeah: and they work perfectly together.

PL_Cmd_Jacek
06-17-09, 07:56 AM
Thanks for promt answer, but I'm not sure if I understand correctly. My goal is to prepare a table which, will tell me that if I recognize height of the mast and see how many marks it takes, I can calculate the distance.

Especially when I am Obs periscope, I can not use U-jagd tool, so such table could be usefull.

jmr
06-17-09, 09:03 AM
Back in the early days of SHIII I had a chart that someone compiled that did exactly what you're looking for. Unfortunately that was years ago and since then I lost it or threw it out. It was made for the default optics and may not apply to what's in this mod.


Download klh's German Attack Disc (http://www.subsim.com/radioroom/showthread.php?t=126824) and in the back you'll find the values of each tic mark according to the appropriate zoom level.

Letum
06-17-09, 09:30 AM
Anyone got a working DL link for this mod?
Thanks

h.sie
06-17-09, 09:38 AM
Try this one:
http://www.mediafire.com/Magic1111

h.sie

Letum
06-17-09, 09:45 AM
Thanks, but after having a look through those folders it does not look like this
mod is there. Am I mistaken?

h.sie
06-17-09, 09:49 AM
Yes, you are.

try the mediafire link. change to folder GUI/Simfeeling. there you'll find it.

ALTEN
06-17-09, 09:53 AM
To workout range using Hitman's optics at 6x zoom use this sum-
Mast Height x 100/Marks X 4 (1 mark actualy equals 2 marks because there is 5 marks between 0 and 10 on the opics).

Letum
06-17-09, 10:30 AM
Thanks H.Sie

Letum
06-17-09, 11:06 AM
Thanks Mikhayl
Great mod, it's just missing a u-jagd stopwatch and perhaps some extra large dial sildeouts, but I' just being greedy.
One I will use.

PL_Cmd_Jacek
06-17-09, 01:55 PM
Thank you Mikhayl, it was exactly, what I was looking for.

rs77
06-26-09, 02:46 AM
Hi,

I'm currently trying to figure out which GUI I like best, so I tried hsGUI (h.sie did a great job :up:) and now the time has come for ACM GUI ;) what I really like about hsGUI (and don't want to loose it ;) is the light transmission reduction for AP. I can't find such feature here so the question is: is it possible to apply h.sie's light reduction to this mod ?

my idea is to take hsPerifilter.tga from hsGUI, put it in the \data\Menu\Gui\Layout folder of ACM GUI and then add this lines below to menu_1024_768.ini:

; ---------------------------------------------------------------------
; ------ h.sie's Light Transmission Reduction for Attack-Periscope ----
; ---------------------------------------------------------------------

[G26 I176]
Name=hsPerifilter
Type=1030;Static bmp
ItemID=0x260000F0
ParentID=0x26000000
Pos=12,778,700,700
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/layout/hsPerifilter.tga
MatFlags=0x29
TexFmt=0x9

Is it going to work or I simply get CTD effect ? :D

karamazovnew
06-26-09, 03:22 AM
Hi,

I'm currently trying to figure out which GUI I like best, so I tried hsGUI (h.sie did a great job :up:) and now the time has come for ACM GUI ;) what I really like about hsGUI (and don't want to loose it ;) is the light transmission reduction for AP. I can't find such feature here so the question is: is it possible to apply h.sie's light reduction to this mod ?

my idea is to take hsPerifilter.tga from hsGUI, put it in the \data\Menu\Gui\Layout folder of ACM GUI and then add this to menu_1024_768.ini

; ---------------------------------------------------------------------
; ------ h.sie's Light Transmission Reduction for Attack-Periscope ----
; ---------------------------------------------------------------------

[G26 I176]
Name=hsPerifilter
Type=1030;Static bmp
ItemID=0x260000F0
ParentID=0x26000000
Pos=12,778,700,700
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/layout/hsPerifilter.tga
MatFlags=0x29
TexFmt=0x9

Is it going to work or I simply get CTD effect ? :D

Don't go into the menu file if you don't know exactly what you're doing. Before loosing all my data thanks to a drive failure, I had modified all of the Periscope TGAs in Photoshop. You can do it the same way. If you want the Periscope view to look darker, simply decrease the contrast of the alpha channel. That will make the dark "lens" less transparent. If you want a lighter image, you need to replace the black "lens" with a lighter color and again, decrease the transparency of the aplha map. However, since the alpha map itself creates the periscope marks you'll run into problems. I spent hours remaking the aplha map :stare: for the observation scope. I made the lens green and had the bonus of being able to see the damn marks during the night time. BTW, Mikhayl please include the original photoshop file for the attack and obs scope if you have them :oops:.

If you really must edit the menu file, here's how you do it: since the last items are on top, find a suitable place for your filter. The best bet is to look in the hsGui menu file and see where it's placed in relation to the other important groups. Let's say you place it after the [G26 I176] item. Then, your filter will need to be [G26 I177]. Then it's a simple job of incrementing oll of the other items in the G26 group (the periscope view). BUT, make sure that the ItemID is not taken. Hope this helps

rs77
06-26-09, 04:26 AM
Thanks for the reply,

I'll also try this method with decreasing contrast of alpha channel.

In hsGUI this filter was placed with the last ID from G26 group (I192).

I already figured out that the last object in G26 group in ACM GUI is I175 so I decided to place the filter as I176, I also checked that item ID for this filter does not exist in G26 group, but thanks for explanation, now I know that it was the right way to do this.

anyway it needs a try :D

karamazovnew
06-26-09, 05:15 AM
Jeez, i'm an idiot.... last item... of course.....
Just make a tga and fill it with any color. Apply an alpha map and make it a single shade of grey. Make it fill the screen and place it as the last item.... :rotfl:

rs77
06-27-09, 12:48 AM
Hi,

I'm currently trying to figure out which GUI I like best, so I tried hsGUI (h.sie did a great job :up:) and now the time has come for ACM GUI ;) what I really like about hsGUI (and don't want to loose it ;) is the light transmission reduction for AP. I can't find such feature here so the question is: is it possible to apply h.sie's light reduction to this mod ?

my idea is to take hsPerifilter.tga from hsGUI, put it in the \data\Menu\Gui\Layout folder of ACM GUI and then add this lines below to menu_1024_768.ini:

; ---------------------------------------------------------------------
; ------ h.sie's Light Transmission Reduction for Attack-Periscope ----
; ---------------------------------------------------------------------

[G26 I176]
Name=hsPerifilter
Type=1030;Static bmp
ItemID=0x260000F0
ParentID=0x26000000
Pos=12,778,700,700
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/layout/hsPerifilter.tga
MatFlags=0x29
TexFmt=0x9

Is it going to work or I simply get CTD effect ? :D

it works :D I have ACM GUI with h.sie's AP light reduction now

going for the 7th patrol to check it out :salute:

Alex
06-27-09, 06:45 AM
Just wanted to say welcome back, Mikhayl. :arrgh!:

:up:

TigerShark808
06-27-09, 01:01 PM
Is there a way to insert back into the Attack Scope the red and blue color marks ? I understand that Mikhayl removed them because it made finding the AOB too easy. But I need them right now because well I'm just now that good at this moment.l I plan on removing them later once it becomes easy for me.

Is there a code I need to insert into a file to allow me to see these colored marks?


I would use OLC's mod but I get a drop in frame rates whenever I go to binoculars .

I like both these mods. Definitely changes the game for the better.
Thanks .

karamazovnew
06-27-09, 09:52 PM
I really don't see why you need them. I thought i did too, but them my simple tehnique rendered it obsolete: http://www.subsim.com/radioroom/showthread.php?t=151431

Get OLC gui mark 2, and find the tga's corresponding to the U-jagd tool. Mikhayl just removed the center of those. Replace with OLC's and you're done. BTW, you can just drop ACM after OLC's in JSGME, you'll get the new horizon and it works great. If you're still crying for the U-Jagd chrono, remember that the periscope wheels do a much better job for the fixed wire method.

TigerShark808
06-27-09, 10:18 PM
sounds good.. thanks

PL_Cmd_Jacek
07-04-09, 02:31 PM
Hi again, I have another question, regarding night attack periscope. Do you also have such green line ? And the second question: is there any option to make black lines a little more bright, ? Because in the night it is very hard to see it, especially during bad weather.

karamazovnew
07-05-09, 08:06 AM
When I have a bit of time, I'll smash the tga's in Photoshop again. I already have a retextured tga to make it more dirty and rusty. But I wait for Mikhayl's permission to post it.

PL_Cmd_Jacek
07-06-09, 01:50 PM
Do you know which TGA is responsible for colour of periscope scale or that green line ?

karamazovnew
07-06-09, 03:42 PM
It's Hard Coded. But modders have been kind enough to include hystorical accurate lines in the Periscope.tga (and the corresponding file for the obs periscope). You can see them on the alpha map.

PL_Cmd_Jacek
07-07-09, 12:34 PM
Thanks for the advise. I've just changed it, but results was not so good as I expect.

The problem is, that when I change the colour of the scale from black to grey I see that scale also when the periscope is down. It looks ugly. Is it possible to change it only during night, like for examle simulation of light on the scope.

karamazovnew
07-09-09, 09:02 AM
My bad there, I actually think I've said it a few times, and not only about OLC's file. I found it the hard way while editing the Periscope.tga when I said "wait a sec, the extra markings in the AOB dial in OLC don't line up... hmmm, let's change Mikhayl's marks". Of course, this morning I had to change them back.

DISREGARD COMMENT, CHECK NEW VERSION BELLOW.

Well, here they are. Mind you, these are only modified images. I could've just added a new filter to the menu.ini but unfortunately the game has an issue with masks (probably from the high resolution mod). The mask contours are about 1 pixel bigger than the color image. This either gives horrible black contours on any light text on the periscope or a less horrible bright contour around the periscope edges, only visible in total darkness. Well, I opted for the second.
- I've used a green filter (and green marks) for the attack periscope and a yellow filter (and markings) for the observation scope. The marks are now thicker (because of the above issue) so you'll be able to see them at night (with improved visibility overall too). Of course, the Obs scope is much brighter than the other one.
- I've included the UZO markings from OLC's latest gui.
- I have remade the Ujagd markings on the AOB tool so that they line up with the scope markings. The design is taken from OLC's gui. If you don't want it back, just open menu\olc\AOBFOuterDisc.tga in gimp and fill the alpha marks with black.
- In case you haven't noticed, I've tweaked all of the buttons and panels to give them a more dirty and metal look, with a touch of shadow and light :|\\.

Since the alpha maps were redone and are now crisp as snow, you can change the colors of the filters/marks by a simple bucket fill with the color you want. To decrease the transparency of the filter, select the round part in the alpha map and play around with the levels (just make sure that white stays white).

PL_Cmd_Jacek
07-09-09, 03:02 PM
Thank you Kara. I've just uploaded that file and tested it. It looks really nice and a scale is visible during the night. The filters (masks) are workimg very good.

I have some remarks:

1) I do not know wich version periscope.dat, you modified but it is different than ACM's one. In your version there is no place for ship name after identification so it appears on meters.

2) In my opinion crosslines (only) are too thick. It is possible to make them thinner?

karamazovnew
07-09-09, 04:02 PM
1) The ship's name appears over the SIEMENS letters. I never identify ships because I find no need. But it's still there.
2) Of course I can, but as I said, there's a problem with how the game uses the tga's. Mikhayl's originals don't have center lines but instead rely on the hardcoded lines. When I used 1 pixel for the lines, the old hard coded center lines were still a bit visible (about half a pixel) and they changed color during night/day. Since the side marks were already 2 pixels thick for visibility I had no choice but to cover up the center with 2 pixel lines too. Believe me, 1 pixel lines looked weird because they had a very visible light contour. Anyway all of the lines are made so that you need to bracket what you want to measure. So don't put the center line ON the ship but UNDER it. When you read a mark, read "under" it, not over. So, if you think that a ship is a bit more than, say, 8 marks, then it's clearly 8.5 marks. If it's clearly between marks, then it's 9 marks and so on. Actually, when a ship bobs around in the water, it helps to have thick lines because you're not tepmted to input weird nubers like 9.2 degrees. I don't even use the stability option and now I can nail the height almost perfectly even in rough seas. I've played like this for more than 3 months and have yet to miss a shot beyond 4000m away :P Come to think of it, the first thing I ever changed on those tga's was to make the marks thicker :))

PL_Cmd_Jacek
07-09-09, 04:18 PM
OK, I understand. Thank you for help. Good luck. I will get used to that soon. :cool:

karamazovnew
07-22-09, 07:13 PM
I'm pleased to announce that I've finally finished a new version of the ACM filter mod. I'll post a new link tomorrow and update the info (too tired :timeout:). Here's the new features:
- filters and marks(lines) for attack and observation periscope are now separate files so you can change the colors and transparency in just a few seconds. The AP marks are back to 1 pixel in width. Obs Scope still has 2 pixel thick marks.
- new texture for the metal background for all scopes and attack map (I mean, big TDC).
- new Line helper tool for easier plotting (with marks for SSW,NE,NNW, etc.)
- Binoculars now have a small mark in the center of the screen, for easy targeting. Under that mark you'll find the bearings again (in 10 degree intervals). I really missed them.
- Cleaner map, without coffee stains and paper folds.
- Updated some values in the mini recognition pages (for TMT users).

makman94
07-23-09, 02:45 AM
- filters and marks(lines) for attack and observation periscope are now separate files so you can change the colors and transparency in just a few seconds.

well done Karamazovnew !:up:
i have a question here ( i think i know the answer but i hope to be ...wrong) .the player can change them....in-game ??
bye

karamazovnew
07-23-09, 05:45 AM
Well, my knowledge of how the menu_1024_768.ini files is a bit limited but in SH3 and in SH4, there are only a few items that are hardcoded by ItemID to show/hide things. For example, pressing the RANGE line on the notepad actually makes the stadimeter group visible. Pressing the "check" button hides it again. The modder can't make new items like these, but he can reuse them. OLC did that, and Mikhayl went a few steps forward. There are at least 3 pairs of show/hide items for the Obs, Attack Peri and UZO. If there's any one of these that hasn't been used, I could put in a small button to show/hide the filters. Or make a small switch to change the color of the lines at will. But the menu file is so messed up right now, that I can't figure out if it's possible. On the bright side positioning items is a piece of cake compared to SH4.

makman94
07-23-09, 05:58 AM
Well, my knowledge of how the menu_1024_768.ini files is a bit limited but in SH3 and in SH4, there are only a few items that are hardcoded by ItemID to show/hide things. For example, pressing the RANGE line on the notepad actually makes the stadimeter group visible. Pressing the "check" button hides it again. The modder can't make new items like these, but he can reuse them. OLC did that, and Mikhayl went a few steps forward. There are at least 3 pairs of show/hide items for the Obs, Attack Peri and UZO. If there's any one of these that hasn't been used, I could put in a small button to show/hide the filters. Or make a small switch to change the color of the lines at will. But the menu file is so messed up right now, that I can't figure out if it's possible. On the bright side positioning items is a piece of cake compared to SH4.

very nice idea Karamazovnew,
the 'speed' and 'aob' buttons of notepad i think haven't been used (better OLC ...confirm this)(i didn't mentioned the 'range' button becuase i used it in my optics mod for the stadimeter).if so ,maybe is possible :up:

karamazovnew
07-23-09, 07:03 AM
Comment moved further down because of update.

karamazovnew
07-23-09, 07:08 AM
the 'speed' and 'aob' buttons of notepad i think haven't been used (better OLC ...confirm this)(i didn't mentioned the 'range' button becuase i used it in my optics mod for the stadimeter).if so ,maybe is possible :up:

I'll look into it. Thank god I made the marks and filters separate files. If I can rewire the menu groups, it will be a piece of cake. Please note that I will only be able to do 1 filter per scope tho. It might be possible to make bmp arrays for a sort of weeeird switch for multiple filters. But that's beyond me.

Lopo
07-23-09, 08:52 AM
Thank you again for this improvement to our gaming experience.:salute:
I wanted also to ask you for a little problem as you can see on the screens here.
Perhaps the fix has already been released in the thread ( just didn't see it) but how can I fix the thin line right in the middle of the scopes?

I have:
GWX3
OLC MKII
ACM 1.1.0
ACM filters

http://img21.imageshack.us/img21/9711/sanstitre1copiexib.th.jpg (http://img21.imageshack.us/i/sanstitre1copiexib.jpg/)

http://img43.imageshack.us/img43/4672/sanstitre2copiel.th.jpg (http://img43.imageshack.us/i/sanstitre2copiel.jpg/)

Thank in advance for helping

Cheers

karamazovnew
07-23-09, 09:52 AM
Did you have that problem without my filter mod? Hmm, that looks like a viewport missalign in the camera.dat file. Are you sure you're using Mikhayl's original file? Here's my camera file, place it in the Data\Library folder. But I've changed a few of the zoom levels in some interior 3d views. Also the binocular zoom level is 10x. Tell me if this solves the problem.

http://www.filefront.com/14105673/Cameras.dat

Lopo
07-23-09, 10:30 AM
Thank you, I'll try and will tell you the result.
Take care

Lopo
07-23-09, 12:55 PM
Well, there are the results from some tests:

GWX3 + ACM = same problem
GWX3 + ACM with your Cameras modified = same problem

I have downloaded OLC MKII and ACM again to reinstall their original Cameras files and nothing... always the same problem.
I tried to merge OLC MKII and ACM and the problem has been fixed but I lost the new horizon!

I need to look closer on it... have you an idea?

Take care

karamazovnew
07-23-09, 01:20 PM
Ive tried to test it without OLC's, but I still can't replicate the problem. I've tried it with and without the res fix mod. I can't find those lines anywhere in the menu.ini file. ANd the only place I know where they can be moved is the viewport area in the camera.dat file. But, since that didn't work either for you, I'm stumped.

To be perfectly honest, my ACM folder is a bit... modded, after so many months of playing with it. Since ACM contains the old OLC, I guess a spring cleaning in the files is in order to make them fully compatible. I'll get on it. :salute: But I still want to get an answer to these questions. Did you have this issue before with ACM, without my mod? Did anyone else have this problem (with or without the filters)?

Lopo
07-23-09, 01:46 PM
Sorry, I was mistaken :doh:

GWX3 + ACM = no problem
I've played with these installation before the release of OLC MKII

But :

GWX3 + OLC + ACM with original Cameras file = same problem
GWX3 + OLC " ACM with your Cameras modified = same problem

Hope this help you... and me.

Take care

karamazovnew
07-23-09, 02:42 PM
Not really... what I want to know is:

GWX3 + ACM + MyFilter = no problem? (forget about the camera.dat file)

Lopo
07-23-09, 02:56 PM
There is no problem with GWX3 + ACM + MyFilter.
The problem appears when I install ACM+MyFilter (with or without ACM filter) after OLC MKII... but I like too much the new horizon from OLC. When I tried to merge OLC MKII and ACM I lost the new horizon and I have no idea where I can fix these lines in the scopes.

Take care

Lopo
07-23-09, 04:05 PM
Thank you a lot Karamasovnew, you showed me the right place in cameras.dat files to fix my problem (viewport area). So I copied the values in the viewport area from Cameras.dat in ACM to Cameras.dat in OLC MKII... and all works fine! :rock:Here the new file if you or someone else are interested:

http://www.filefront.com/14107825/CamerasOLC+ACM.dat

Now merge OLC MKII and ACM+MyFilter is not a problem in order to have a CombiMod between these three great mods! Of course, I forget to tell you I have the fantastic OLC's horizon... Life is good :DL

Take care and thank you again for your support...

Take care

karamazovnew
07-23-09, 04:28 PM
Great, I'm glad you solved it :salute:. I wasn't sure if you knew how to edit the Camera.dat file, or I'd have just wrote you the viewport values instead of sending the file. Btw, apart from the viewport area, make sure you include the other numbers, like zoom levels. Or you might be stuck at zoom 6x as in OLC's mod. One thing I still can't figure out is this... If you had enabled ACM AFTER OLC's, as I specificaly wrote, then the camera.dat would've been overwritten, so you shouldn't have had any problem from the start...:damn:

Lopo
07-23-09, 06:26 PM
Sure I enable the mods as you wrote but what are the reasons of that bug? I really don't know. :damn: Cameras.dat file from OLC MKII was overwritten as planned but it wasn't enough to get the two mods compatible. With my Cameras file I have now a combi mod between ACM and OLC MKII working fine... and with your ACM Filter it's great! :up: You give us a new gaming experience!

karamazovnew
07-23-09, 07:16 PM
:oops: You make me blush. Well, new version coming tomorrow. New features:
-(ignore) 2 buttons on the periscope screens to switch between Day/Night marks colors and to enable/disable the filter (or make a new one visible on top of another).
- Updated AOB tool. No more double mast thing what you see is what you input, what you get is what it is. ;)

PS: nevermind on those buttons. I forgot that OLC already used the Accept button to hide the AOB tool :( And I had already placed the items and redone the tga :(

PL_Cmd_Jacek
07-24-09, 02:42 PM
Great filters. I will test it as soon as I get back from vacation. Wating for the next modification with the buttons.

karamazovnew
07-24-09, 03:45 PM
As I said, I had to abandon the idea of toggle buttons. The new version is ready and consists of a remake of the AOB tool (and replacement of the periscope marks :shifty:).The AOB tool now works as intended with very good precision. Give me a sec to gather up the files. This should be the final version, i promise :haha:.

karamazovnew
07-24-09, 04:04 PM
DOWNLOAD LINK (26 july 2009): http://www.filefront.com/14123649/ACM%20Reloaded.zip
[B](Zip file, 3.88 MB)

Note: If you have my previous version, disable and delete it, you won't need it anymore. In case you're new to the ACM mod, you might wonder why I spent time on a SH3 mod. Well, Mikhayl's interface is the best. The layout is perfect and I'd love to see it in SH4 too. I've used it for months and the only changes I could make are minor "artistic" things.

This mod includes all of the files and changes stated below. This mod doesn't include ACM's original so download that first. In case you're wondering, enable ths mode after ACM. ACM can also be loaded after OLC's latest mod (not 100% recommended). I have the "OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT" and it works perfectly in those parts that ACM didn't touch. However, after reading and analyzing OLC's mod, I'm amazed that the game doesn't crash. If you encounter problems when combining with OLC's, check Lopo's issue and link a few posts above.

Features at a glance:
- new backgrounds for AP, OP, UZO, TDC
- cleaner map with improved Line Bearing Tool
- new scope marks and filters with easy to change colors and transparency
- new recalibrated AOB tool that doesn't require doubling the mast.
- center cross and discrete bearing readout on the binocular view.

If you make any changes to the mod, remember to disable/reenable it in JSGME. Please note that changing colors for marks or filters in one file might lead to changes made in other files for color consistency. I used the same color for the AP marks, UZO marks and Binocular Marks. Read further to understand the use of each file.

Attack Periscope (AP):
http://img217.imageshack.us/img217/7182/image090723013354.th.jpg (http://img217.imageshack.us/i/image090723013354.jpg/)

Files:
- Data\Menu\Gui\Periscope.tga: this is more or less the background of the Attack Periscope view. I've removed all the marks from the "lens" and changed the texture on the panels. It's the same as on the UZO, but even darker. The ship's name, after you identify it, appears over the SIEMENS part (i don't use it any more and didn't know where to place it :oops: because of lack of space. And I like that Siemens text :|\\).
- Data\Menu\Lenses\per_marks.tga: these are the attack periscope Marks. To change the color, open in GIMP or photoshop and paintbucket fill with any new color. What you see is what you get, since the layout of the marks is taken from the opaque alpha channel. Don't mess with the alpha map unless you know what you're doing. The marks are 1 pixel in width.
- Data\Menu\Lenses\per_filter.tga: this is the filter on the Attack Periscope. It's a red tint, for good horizon contrast. To change the color and brightness, open in GIMP or Photoshop. The color is given by the RGB (color) layer. Paintbucket fill with any color you want (I strongly recommend using pure bright colors). To change the visibility of the filter, paintbucketf ill the Alpha channel with any shade of gray. The lighter the shade, the more opaque the filter will be, translating in more brightness, stroger color, but less contrast. So for example, if you make the color a dark red and you increase the opacity, you'll get preety much the same view as in the default, but with less contrast. The best contrast is achieved for completely transparent (invisible) filters. The color information however remains the same, you don't get new light information, but you also don't lose any. I hope that makes sense for you. In short, change the color (bright green, blue, yellow, pink, whatever) and only change opacity if it looks bad.
- Data\Menu\OLC\AOFBInnerDIsc.tga: completely changed, check tutorial below.
- Data\Menu\OLC\AOBFOuterDisc.tga: The Ujagd Tools precision marks are back. Of course you have to click the AOB tool to see them first. They have the same color as the Periscope Marks. To remove them, edit the alpha channel and fill the marks with black. The outer dials now have nice transparent plastic marks. If you ever need to mod this file, you'll curse me for not saving the .psd file with the layers.

Observation Periscope:
http://img217.imageshack.us/img217/1264/image090723013409.th.jpg (http://img217.imageshack.us/i/image090723013409.jpg/)

Files:
- Data\Menu\OLC\ObsScope.tga: the background, same comment as for the AP.
- Data\Menu\Lenses\obs_marks.tga: the marks on the lens, same comment as for the OP. The marks are 2 pixels thick, since the view is twice the size of the AP view. They're black, since they're perfectly visible on top of the bright filter, even at night.
- Data\Menu\Lenses\obs_filter.tga: the filter, with the same comment as for the AP filter. Default color is bright Yellow. The filter is not much opaque than the AP one, but since the color is "whiter" it's appears to have more brightness overall. I use a very dark monitor so I might've made it a bit too bright for others.

UZO:
http://img145.imageshack.us/img145/76/image090723013700.th.jpg (http://img145.imageshack.us/i/image090723013700.jpg/)

Files:
- Data\Menu\OLC\UZO.tga: the background for the UZO view. I've mirrored the changes in the AP background. It's a bit brighter since you're outside :haha:. I've added marks similar to the ones found in the latest OLC mod. They're included in the background files, since the UZO doesn't require filters. You'll see a dark green box in the middle of the view. Change it to any color you want. The actual marks are edited in the aplha channel. To remove the marks, just fill those marks with a black pencil.

Attack Map:

http://img228.imageshack.us/img228/6407/image090723013803.th.jpg (http://img228.imageshack.us/i/image090723013803.jpg/)

Files:
- Data\Menu\Gui\StrTactMap.tga: this is the overlay on the attack map. I've removed the coffee stains and paper fold marks, since the view was way too cluttered. I've kept the yellowish paper texture tho.
- Data\Menu\MouseCurs\Line.tga and Line Ext.tga: As seen in the pic, the line helper tool now has extra marks on the inside. The lines represent 45 degree intervals (N,NE,E,SE,S, etc.). While the small dots represent 22.5 degree intervals (NNE,ENE,ESE, etc.). The very very small 10 degree intervals on the inside are missaligned but ignore them ;).

TDC View (Attack Map):

http://img232.imageshack.us/img232/9793/image090723013819.th.jpg (http://img232.imageshack.us/i/image090723013819.jpg/)

Files:
- Data\Menu\Gui\TDC\TDCCover.tga: just a simple background, with the new metal texture. The screenshot doesn't do it justice. I think it looks amazing with the new shadows.


Binoculars:

http://img217.imageshack.us/img217/7396/image090723142727.th.jpg (http://img217.imageshack.us/i/image090723142727.jpg/)

Files:
- Data\Menu\OLC\Binoculars.tga: I've just added a small green cross in the middle for easy airplane flak targeting. Don't worry, it won't change color when you mouse-over a target. As in the UZO file, change the color of the green circle in the middle to change the color, and if you want, go to the Alpha Map to change the layout of the cross.
- Data\Menu\OLC\BinBearing.tga: these are the bearings that you see under the cross. They're at 10 degree intervals and they're preety narrow. Open that file to change the color or even delete marks in the Alpha channel. My first version was with 30 degree intervals only. But it was a bit troublesome. To make them dissapear completely, fill the alpha channel with black. Or, if you really want to know how I made them appear again, go to the menu_1024_768.ini file and search for "BinBearing.tga". You'll see this:
[G27 I7]
Name=Compass
Type=1030;Static bmp
ItemID=0x27000002
ParentID=0x27000000
Pos=483,360,60,16;423,1774,180,16 OLC moved off screen
Color=0xFFFFFFAA;0xDFDFDFAA;0x969696FE
Materials=1
Display=0;No stretch
Mat 0=data/menu/OLC/binbearing.tga

Edit the "Pos" line to change the location. The original values of OLC are after the ";" character.

Other changes in the Menu.ini file:
I've changed this part:
[G33 I5]
Name=Type val
Type=1029;Static text
ItemID=0x33010012
ParentID=0x33010000
;Pos=117,-136,115,16
;Color=0x111111FF
;Font=5
;Text=0
;TextFlags=0x6
, by commenting out the last 5 lines to make the "Merchant/Warship" text from the Hydrophone menu go away. Now you won't be able to know from 10km away in pitch black if that tugboat is armed or not :arrgh!:. Remove the ";" characters to have that line back.


Other changes:
- Data\Menu\Gui\Layout\RecFreighters.tga (THIS ONE IS IMPORTANT): Since I'm using makman94's TMT mod (found here: http://www.subsim.com/radioroom/showthread.php?t=153937), I had to adjust some of the values of the mini recognition manual. The Granville Freighter now has 18 meter mast and 92 length, the Medium Cargo has 21 meters mast, and the Ore Carriet a 23 meter mast. In case you don't use that mod, delete my file from the mod, before enabling it. However, please note that the Granville really is 92 meters in length, and not 78, even without the mod.
-Data\Menu\en_menu.txt: Removed the "Mast(X2):" reference. It's now just "Mast:".

karamazovnew
07-24-09, 04:41 PM
The following ship is at a range of 850 yards and has 55 degree AOB (tested it with autotargeting). This is how to find those values when using my AOB tool. Don't laugh if you already know how to use an AOB wheel, some still need a refreshment :03:. All of the steps are made for a 6X zoom on the periscope.


http://img219.imageshack.us/img219/4906/image090724222605.jpg (http://img219.imageshack.us/i/image090724222605.jpg/)

As you can see, the ship spans across 9 marks vertical and around 26 marks horizontal.

a) RANGE:
When you click on the AOB tool, you'll also see more precise markings. From them I can tell that the ship is about 9.3 marks vertical.

http://img403.imageshack.us/img403/4134/image090724222728.jpg (http://img403.imageshack.us/i/image090724222728.jpg/)

1) Line up the number of marks on the Inner dial with the black line at the top of the screen. In our case, it's around 9.3.
2) Check the Manual to see the mast (don't worry, I removed the X2 text). In our case, about 23 meters.
3) You can now see the range on the middle dial, right next to the mast value on the outer dial. In our case 23 is next to 850 meters (8.5*100).

b)AOB:

Now that you know the range, do this:

http://img521.imageshack.us/img521/1048/image090724222759.jpg (http://img521.imageshack.us/i/image090724222759.jpg/)

1. Line up the range on the middle dial with the Lenght of the ship on the outer dial. In our case, we line up 850m (8.5) with 78.
2. Check how many horizontal marks takes to cover the ship. If you use the precise markings (only visible when the AOB wheel is visible), lock on the target and see where the tip of the bow intersects the marks. In our case 26.
NOTE: Don't add up the values on both sides, as we did in the first picture. That was for the normal 10|10 horizzontal markings on the scope. The precise markings already have a double horizontal scale.
3. You can now see the AOB on the inner dial, right next to the number of marks on the middle dial. In our case 26 is next to 56 degrees.

c)SPEED:
Make sure the scope isn't locked on the target. Put the center of your periscope just in front of the target. From now on don't move the periscope anymore. Also make sure that your speed is bellow 2 knots and that the ship presents a nice AOB (between 45 and 135 degrees).

As it's bow crosses the center line, start the clock.

http://img265.imageshack.us/img265/9226/image090724222840.jpg (http://img265.imageshack.us/i/image090724222840.jpg/)

As it's stern crosses the center line, stop the clock.

http://img219.imageshack.us/img219/8623/image090724222918.jpg (http://img219.imageshack.us/i/image090724222918.jpg/)

As you can see the ship traveled a distance equal to it's own length in around 24 seconds. Now you can move the periscope again. Open up the AOB tool:

http://img182.imageshack.us/img182/1229/image090724222938.jpg (http://img182.imageshack.us/i/image090724222938.jpg/)

1. Line up the time on the middle dial (think of it as seconds, 25=25 seconds, not 2500 meters) with the lenght of the ship on the outer dial. In our case, you line up 24 seconds with 79 meters.
2. Read the range shown by the red mark. In our case, the speed is around 6.2 knots.

karamazovnew
07-25-09, 09:31 PM
I've fixed a small error in the Attack scope lines. Due to a bad conversion to JPG of my screenshot capture program, the lines above and to the left the center were missaligned by 1 pixel. This made no real impact on readings since you don't normally add up marks bellow and above the center line, but I've fixed it nonetheless (and updated the download link above, of course).

And remember, if you feel that any of the screens are too dark, or if you find an imba combination of mark/filter colors, let me know about it :up:.

Aleksandar the Great
07-25-09, 11:58 PM
Im very much obliged to you.
Will you please change-delete on next version the precise markings, and back original Mikhayl design.

karamazovnew
07-26-09, 01:02 AM
Im very much obliged to you.
Will you please change-delete on next version the precise markings, and back original Mikhayl design.

I don't have access to a Photoshop for about a week so you'll have to do it yourself.

As I said in my download post:

The Ujagd Tools precision marks are back. Of course you have to click the AOB tool to see them first. They have the same color as the Periscope Marks. To remove them, edit the alpha channel and fill the marks with black.

Too get rid of my textures. Hmm.... so what you want is his tga's with my aplha channels. Simple. All you need to do is open up the original ACM Periscope.tga, ObsPeriscope.tga and UZO.tga. Then open up mine. Copy paste the color channels in the originals onto mine, and you're done.

PS: remember to post the files somewhere, as an optional, others may want it too.

Aleksandar the Great
08-03-09, 09:55 AM
ACM Reloaded NPMV (No Precise Markings Version)
Download-http://www.filefront.com/14186551/ACM-Reloaded-NPMV.7z/
http://www.sk.rs/forum/attachment.php?attachmentid=30148&d=1249309776

karamazovnew
08-03-09, 10:17 AM
Gratz. I've been trying to place a chronometer in the nav map and the hydro room screens. Seems that some pages don't allow the reading of data from the dials.cfg file. Atm I'm hard at work to make a similar inteface for SH4. I've already managed to put all the dials into the periscope screen and they work as intended, except for one big "minor" detail. I can't move the autoupdate button from the TDC map. It seems that in SH4, the game checks a list of it's hardcoded menu id's, to figure out what to place on German and on US subs. That means that I can't, under no circumstance, place any new button in any screen with a commands.cgf command attached, or move any "glass" object to show if the TDC is on or off. My only option seems to put a button in the orders bar and assign a keyboard command. The same goes for the open/close tubes command. I think I'll resort to buttons in the orders bar for those too (probably with versions for each german sub, since they have different number of tubes). Graphic switches can be linked to the "Open tube X" dials, to show their status, but clicking them won't do anything.

bojan811
08-03-09, 12:45 PM
This is awesome.

Because of your mod I wanna play on 100% reality.

Keep up the good work.:yeah:

karamazovnew
08-03-09, 02:29 PM
Since I'm currently trying to make an OLC/ACM type interface for SH4 I can only marvel at the amount of work that was involved in these interface mods. Yet such work is neccesary in order to adapt the game to one's needs. Especially in SH4 :har:. But until that is finished, I have noted 2 problems with ACM:
1. the download link for the original ACM doesn't work for me.
2. combining ACM with the latest OLC is problematic.

Since ACM included an older variant of OLC, I've winmerged all of the files in order to reduce the impact of the mods and ,for the moment, it seems to work very well. The waves improvement in OLC will be lost (in case you don't mind loosing the ability to change zoom levels). But all of the other improvements work. I'll test it a bit more and, if it all works well, I'll post a link to a full archive that can be used with "OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT".

Aleksandar the Great
08-03-09, 03:37 PM
ACM Reloaded NPMV new litle correction-http://www.filefront.com/14186551/ACM-Reloaded-NPMV.7z/

Kptlt Thomsen
08-03-09, 05:41 PM
Gee..too bad Filefront doesn't have the GUI mod anymore..really sweet looking and would LOVE to have it!!! GWX 3.0 compatible?

Lopo
08-03-09, 05:51 PM
Since ACM included an older variant of OLC, I've winmerged all of the files in order to reduce the impact of the mods and ,for the moment, it seems to work very well. The waves improvement in OLC will be lost (in case you don't mind loosing the ability to change zoom levels). But all of the other improvements work. I'll test it a bit more and, if it all works well, I'll post a link to a full archive that can be used with "OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT".

I have made for my personal use the same combi mod and I had the same observations as you. If it can help you there is my little contribution here, but be careful I'm not a moder and even it seems to work that's not mean that it isn't without errors.

http://www.filefront.com/14187411/CombiMod%20OLC%20%27Gold%27%20MKIId%20%26%20ACM.ra r

Take care

Lopo

karamazovnew
08-04-09, 02:00 AM
Already downloading. Mine has an issue with the Orders Page, I can't see the exit button so I'll try yours :woot:. I'll still keep my basis.cfg file tho... I like receiving renown for arriving at the proper patrol zone (even though it's usually empty). Without that I'd just loiter around the east coast of britain and lately they've placed mines there :har:

Thomsen, check out Lopo's link, i'll still do my job and post a smaller version without OLC's for those that already have it. About the compatibility. ACM is GWX3 compatible. Same is OLC's mark2+ACM, so enjoy...

bojan811
08-05-09, 04:03 PM
Is there a way that I could back my auxilary stopwatch?
I realy used to have her I now I`m missing her very much.
Thaks in advance

karamazovnew
08-05-09, 05:21 PM
You mean the draggable watch by JonZ? The one that you couldn't click? I don't like draggable stuff on my screen as it's already too cluttered :doh:. That's why I didn't include it. Short answer NO, long answer YES, but you have to mod it yourself. This should also work on the original ACM, as I didn't mess with the dials or with the G3F page.

You need to include this in the Data\Menu\Cfg\dials.cfg file:

DialsNo=91 (AT THE START)

and add at the end:

[Dial87]
Name=Add_ChronoSec
Type=13; DIAL_CHRONO_SEC
Dial=0x0
CrtVal=0x3FF00002
NewVal=0x0
DialVal=0,360
RealVal=0,60; seconds
Circular=Yes

[Dial88]
Name=Add_ChronoMin
Type=14; DIAL_CHRONO_MIN
Dial=0x0
CrtVal=0x3FF00003
NewVal=0x0
DialVal=0,360
RealVal=0,60; minutes
Circular=Yes


[Dial89]
Name=Add_ChronoEstSec
Type=40; DIAL_TORP_ESTIM_SEC
Dial=0x0
CrtVal=0x3FF00004
NewVal=0x0
DialVal=0,360
RealVal=0,60; seconds
Circular=Yes

[Dial90]
Name=Add_ChronoEstMin
Type=41; DIAL_TORP_ESTIM_MIN
Dial=0x0
CrtVal=0x3FF00005
NewVal=0x0
DialVal=0,360
RealVal=0,60; minutes
Circular=Yes

Then go to the Data\Menu\menu_1024_768.ini file and at this at the end of the file, or even better, at the end of the G3F page (search for "[G40 I1]" and place just above):

[G3F I387]
Name=Dial
Type=1031;Stat bmp array
ItemID=0x3FF00000
ParentID=0x3F000000
Pos=180,990,214,248
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/Chronometer.tga
Crop 0=0,0.03125,0.8359375,0.96875
MatFlags=0x29
TexFmt=0x9
Drag=true
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I388]
Name=Reflection
Type=1030;Static bmp
ItemID=0x3FF00006
ParentID=0x3FF00000
Pos=0,13,256,256
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/Reflex.tga
MatFlags=0x29
TexFmt=0x9

[G3F I389]
Name=Center
Type=1030;Static bmp
ItemID=0x3FF00001
ParentID=0x3FF00000
Pos=109,-126,4,4
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/Chrono.tga
Crop 0=0.0625,0.960938,1,0.984375
MatFlags=0x29
TexFmt=0x9

[G3F I390]
Name=Sec
Type=1031;Stat bmp array
ItemID=0x3FF00002
ParentID=0x3FF00000
Pos=106,-68,10,120
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Chrono.tga
Crop 0=0.3125,0,0.3125,0.9375
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=false
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I391]
Name=Min
Type=1031;Stat bmp array
ItemID=0x3FF00003
ParentID=0x3FF00000
Pos=107,-82,8,40
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Chrono.tga
Crop 0=0,0,0.25,0.3125
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=false
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I392]
Name=Estim Sec
Type=1031;Stat bmp array
ItemID=0x3FF00004
ParentID=0x3FF00000
Pos=106,-68,10,120
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Chrono.tga
Crop 0=0.6875,0,0.3125,0.9375
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I393]
Name=Estim Min
Type=1031;Stat bmp array
ItemID=0x3FF00005
ParentID=0x3FF00000
Pos=107,-82,8,40
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Chrono.tga
Crop 0=0,0.492188,0.25,0.3125
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

LiveGoat
08-05-09, 10:37 PM
Hey, Karamazovnew,

Thanks for posting the dragable chrono tweak. I've been truing like heck to get JSGME Jonz chrono to work with this gui forever but this did it. If I could make a clarification, the first file configuration is done in ACM 1.1.0 and the second config change is in ACM Reloaded, correct? Anyway, that's how I got it to work for me.

Thanks for the mods, just started using the RFB hydrophone mod and it's made a whole new game. Guys like you, OLC, Mikayl, etc.. keep this game alive and kicking. Can't wait to see what you've got in store for SH4.

karamazovnew
08-06-09, 07:22 AM
If I could make a clarification, the first file configuration is done in ACM 1.1.0 and the second config change is in ACM Reloaded, correct?

Sure thing, as I said, I didn't change the dials.cfg file so there isn't such a file in my mod :P The menu.ini file I only changed slightly to include my marks :up:.

Well, I'm almost done on my upgrade version for OLC Mk2. I found a way to include Map Contacts without sacrificing difficulty. I've never used it but I love seeing the hydrophone lines (as long as I can't plot on them). Since Mikhayl turned the TDC view intro a full TDC without a map, we can't benefit from the different settings of each map. Single units can be completely hidden from the nav map and the info that you get by clicking them can be hidden too. That means both the single ship reports AND the map boxes of the visual contacts around your sub. You'll still get coloured hydrophone lines that give you a good ideea of range (but impossible to plot this time :haha:).

The side effect is that convoys will no longer show their type, course and speed, you need to check the radio message for that. You'll never get reports of single ships (you do but you can't see them). I've never figured why a sub would report a tugboat north of Ireland, instead of just destroying the thing and then reporting it's kill :arrgh!:. At low zoom level you'll also get the bearing overlay used in the old TDC screen. Not good enough to plot with it but very good for orientation while dodging destroyers. Oh and since I've raised the minimum zoom level you won't see the harbour maps anymore. Combined with the uber GPS of the game, harbor infiltration missions seemed too... simple.

Seems like paradise to me, but I'm not sure everyone agrees with this type of difficulty. Any thoughts?

bojan811
08-06-09, 02:49 PM
You mean the draggable watch by JonZ? The one that you couldn't click? I don't like draggable stuff on my screen as it's already too cluttered :doh:. That's why I didn't include it. Short answer NO, long answer YES, but you have to mod it yourself. This should also work on the original ACM, as I didn't mess with the dials or with the G3F page.

You need to include this in the Data\Menu\Cfg\dials.cfg file:

DialsNo=91 (AT THE START)

and add at the end:

[Dial87]
Name=Add_ChronoSec
Type=13; DIAL_CHRONO_SEC
Dial=0x0
CrtVal=0x3FF00002
NewVal=0x0
DialVal=0,360
RealVal=0,60; seconds
Circular=Yes

[Dial88]
Name=Add_ChronoMin
Type=14; DIAL_CHRONO_MIN
Dial=0x0
CrtVal=0x3FF00003
NewVal=0x0
DialVal=0,360
RealVal=0,60; minutes
Circular=Yes


[Dial89]
Name=Add_ChronoEstSec
Type=40; DIAL_TORP_ESTIM_SEC
Dial=0x0
CrtVal=0x3FF00004
NewVal=0x0
DialVal=0,360
RealVal=0,60; seconds
Circular=Yes

[Dial90]
Name=Add_ChronoEstMin
Type=41; DIAL_TORP_ESTIM_MIN
Dial=0x0
CrtVal=0x3FF00005
NewVal=0x0
DialVal=0,360
RealVal=0,60; minutes
Circular=Yes

Then go to the Data\Menu\menu_1024_768.ini file and at this at the end of the file, or even better, at the end of the G3F page (search for "[G40 I1]" and place just above):

[G3F I387]
Name=Dial
Type=1031;Stat bmp array
ItemID=0x3FF00000
ParentID=0x3F000000
Pos=180,990,214,248
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/Chronometer.tga
Crop 0=0,0.03125,0.8359375,0.96875
MatFlags=0x29
TexFmt=0x9
Drag=true
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I388]
Name=Reflection
Type=1030;Static bmp
ItemID=0x3FF00006
ParentID=0x3FF00000
Pos=0,13,256,256
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/Reflex.tga
MatFlags=0x29
TexFmt=0x9

[G3F I389]
Name=Center
Type=1030;Static bmp
ItemID=0x3FF00001
ParentID=0x3FF00000
Pos=109,-126,4,4
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/Chrono.tga
Crop 0=0.0625,0.960938,1,0.984375
MatFlags=0x29
TexFmt=0x9

[G3F I390]
Name=Sec
Type=1031;Stat bmp array
ItemID=0x3FF00002
ParentID=0x3FF00000
Pos=106,-68,10,120
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Chrono.tga
Crop 0=0.3125,0,0.3125,0.9375
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=false
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I391]
Name=Min
Type=1031;Stat bmp array
ItemID=0x3FF00003
ParentID=0x3FF00000
Pos=107,-82,8,40
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Chrono.tga
Crop 0=0,0,0.25,0.3125
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=false
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I392]
Name=Estim Sec
Type=1031;Stat bmp array
ItemID=0x3FF00004
ParentID=0x3FF00000
Pos=106,-68,10,120
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Chrono.tga
Crop 0=0.6875,0,0.3125,0.9375
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I393]
Name=Estim Min
Type=1031;Stat bmp array
ItemID=0x3FF00005
ParentID=0x3FF00000
Pos=107,-82,8,40
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Chrono.tga
Crop 0=0,0.492188,0.25,0.3125
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

It worked just fine.
Thanks man :rock:

bojan811
08-14-09, 09:05 AM
Is it possibly to remove the filters or to change the color of the AP filter.
I can`t see nothing at dark night`s.
And One again congratulations on job well done.
Because of the people like you the SH3 heart is ticking.:up:

PL_Cmd_Jacek
08-14-09, 01:09 PM
Karamazovnew included the filter to make scope's lines visible during night attack. If you wish to remove the filter, just use base ACM mod.

Aleksandar the Great
08-14-09, 01:36 PM
ACM Reloaded NPMV

http://www.sukhoi.ru/forum/attachment.php?attachmentid=97110&d=1249475893

bojan811
08-14-09, 04:20 PM
Aha I see:hmmm:...il stick to may good old acm reloaded.

Thanks man

karamazovnew
08-18-09, 05:17 PM
Sorry for the late reply...

Bojan, please read again my instructions (posted up on 07-25-2009 12:04 AM) on what this mod does and how to customise it. If you don't have photoshop, Gimp is a free app that does the same job. No photo skills needed, all you do is fill the images with single colors :O:. Experiment a little. If you want to remove the filters all you need to do is fill the aplha channels of the *_filter.tga files with perfect black. Don't delete them or you'll get a "file not found" error. The AP is darker than the UZO and Obs Scope by design, not by accident. Even so, it's a bit brighter than the original ACM 1.10 one.

Cmd_Jacek, you've got it all wrong. I did not add filters to make the marks more visible :har:. Ok, the Obs scope line are Black because the filter itself is more bright so now the marks are visible :hmmm:. But that was just coincidence, since green lines didn't look good on a yellow background as they did on the red one. FFS, now I'm getting confused:har:. Let me explain a bit:
- the "lens" is actually a transparent (black alpha) hole in the background image through which you can see the 3d world.
- the "lens" has 3 components, so to speak:
1. the geometry of the lens, meaning the illusion that the lens is curved on the outside, made by using gradients (black to white circles) in the ObsScope.tga and Periscope.tga alpha channels. Indeed, the Periscope.tga alpha channel has a more "opaque" lens, meaning that it's a tiny tiny bit darker (whiter alpha), but not as dark(opaque/white) as the original ACM file.
2. the color of the lens (the "glass", not the lines!), given by the *_filter.tga files. Again, if you read carefully the instalation instructions, near the download link, you can see that to make the lens brighter, all you need to do is change the color in that file with a brighter (whiter) tint. Yeap, that's all.
3. the markings on the lens, given by the *_marks.tga files. These are transparent (but coloured) images, except for the opaque (white alpha channel) marks that you see as lines and numbers.

Wait a sec.....:doh: uhmmm.... :damn:

karamazovnew
08-18-09, 05:20 PM
1. Read Instructions (http://www.subsim.com/radioroom/showpost.php?p=1139675&postcount=190) :know:
2. Open files in Gimp :o
3. Bucket fill with color of choice :|\\
4. Test in SH3 :damn:
5. Download my files again after you mess up yours.... :dead:
6. If needed, GOTO 1. :hmmm:

:yeah:

PL_Cmd_Jacek
08-19-09, 10:45 AM
:oops::oops::oops: ok I'm a Nub

so what I can do, is only punish myself :damn:

karamazovnew
08-19-09, 11:08 AM
Allow me to assist :rock::damn:.

Just kiddin mate :haha:, it's my fault for not keeping things simple :oops:.

PS, I'm not at home for a while so I can't work on the Upgrade for OLC mk2.
It's more of a map upgrade as I'm trying to keep the hydrophone lines while hiding the visual contact boxes. It's harder than it sounds, believe me.
But I'll finish it as soon as I can so that I can finaly make the ACM for SH4 :up:.

PL_Cmd_Jacek
08-19-09, 11:19 AM
Why would like to keep the hydrophone lines ? Now the mod is so realistic and of course hard.

Especially, that there is a method to get speed, range and AOB of target based only from bearings.

makman94
08-19-09, 11:24 AM
..... I'm trying to keep the hydrophone lines while hiding the visual contact boxes.....

why do you want to keep the hydrophone lines? i mean is much more interesting not to have them. i think that having the ''no map contacts update'' checked is the best situation you can have

...But I'll finish it as soon as I can so that I can finaly make the ACM for SH4 ....

i remember that Mikhayl had face big problems trying (not solved finally) to import the u-jagd tools in sh4 .have you made any progress at this point?

karamazovnew
08-19-09, 11:24 AM
I hate the Map Contact Updates option, because it's too precise. But when you're underwater trying to dodge a few destroyers while being in the middle of a convoy, those hydro lines are very good at painting an overall image of the situation. It's a substitute for the incapability of the sonar man to track more than one target (the closest one). :yeah:

PL_Cmd_Jacek
08-19-09, 11:36 AM
I played with 100% realism with the ACM mode ( with No Map Contact Updates ). It gives me a lot of fun when I have to dodge the destroyers based only on: periscope view and bearings from sonar or just listening to voices from outside

karamazovnew
08-19-09, 11:46 AM
Hey mak, the page didn't update. As for the hydro lines, if I can't find the perfect solution, I will not include it anyway. The drawback of the current solution is that the single ship convoys are replaced with empty tga files so you won't see reports of single ships anymore. The convoy details (type, course, speed) also need to go just in case people start clicking everywhere on the map. And of course, as soon as you raise your scope, the lines go away :damn:.

As for the SH4 interface, I've already created all the necessary dials in the periscope screen. Sh4 has a hard-coded check for the itemId's (it's how the game differentiates the US interface from the German one) so it's no longer possible to move objects from one page to another. If you remember, it was possible to move the notepad pages from the obs scope screen to the AP screen. No more... Also, the commands.cfg file is useless for asigning commands to graphic objects. So it took a lot of head scratching to get around that. The open/close torpedo tubes and the toggle TDC autoupdate button will now be on the bottom bar, in the periscope page. Resolution and aspect ratio scaling is controled by the Zone line. As long as all the items are parented to menu groups glued to the sides of the screen, it works great. The draging effect of the small handles is also hardcoded to the width of those menu pages. Now if only I can decide on a final position for them and start doing the whole thing in 3d in maya, I'd be done in about a week or so :|\\. I have tools for both item renumbering and zone line editing (long live the VBA macros for MS Office) so adding things in the menu.ini file just takes seconds.

karamazovnew
08-19-09, 11:52 AM
Okok, i'll drop the whole hydro thing! I asked about it before and nobody answered :O:.

Another note on the resolution issue. The reason why the Ujagd tool is hard to do is because it needs to sit in the center of the screen. I won't do that... I'll make a smaller version, that will sit at the side of the screen, based on this picture:
http://img166.imageshack.us/img166/734/wwheelfz1.jpg

makman94
08-19-09, 11:59 AM
Hey mak, the page didn't update---what do you mean?. As for the hydro lines, if I can't find the perfect solution, I will not include it anyway. The drawback of the current solution is that the single ship convoys are replaced with empty tga files so you won't see reports of single ships anymore. The convoy details (type, course, speed) also need to go just in case people start clicking everywhere on the map. And of course, as soon as you raise your scope, the lines go away :damn:. ---i can't understand what you don't like if you check the ''no map contact updates'' . everything disapears from the navmap.what is this that bothering people and try to modify that?

As for the SH4 interface, I've already created all the necessary dials in the periscope screen. Sh4 has a hard-coded check for the itemId's (it's how the game differentiates the US interface from the German one) so it's no longer possible to move objects from one page to another. If you remember, it was possible to move the notepad pages from the obs scope screen to the AP screen. No more... Also, the commands.cfg file is useless for asigning commands to graphic objects. So it took a lot of head scratching to get around that. The open/close torpedo tubes and the toggle TDC autoupdate button will now be on the bottom bar, in the periscope page. Resolution and aspect ratio scaling is controled by the Zone line. As long as all the items are parented to menu groups glued to the sides of the screen, it works great. The draging effect of the small handles is also hardcoded to the width of those menu pages. Now if only I can decide on a final position for them and start doing the whole thing in 3d in maya, I'd be done in about a week or so :|\\. I have tools for both item renumbering and zone line editing (long live the VBA macros for MS Office) so adding things in the menu.ini file just takes seconds.--- as i haven't involved with sh4 moding (can't understand how things working there and left it) ...i don't have a clue about all these.but ,tell me, you are saying that you sucessfully imported the u-jagd tools in sh4 ??

look at red

karamazovnew
08-19-09, 12:23 PM
The page didn't update: Your comment appeared as I was writing my reply to Cmd_Jacek, so I didn't see your post until after I posted my comment.

The hydro lines... well... If you don't use Map Updates, you never see them ofc. But if you use them (i like the lines, not the bloody boxes), you only see Hydrophone lines of sound contacts if you can't visually spot the ships. That means that you see them only if you're submerged AND your periscopes are down. As soon as the scopes break the water and a ship enters visual range, some magic dude replaces all the lines with visual boxes. I like the hydro lines because they are updated in a circular way, once every 10-20 seconds, which is preety realistic. Also, by replacing the ContLine.tga file with a staggered line like the RFB one, you can't plot on the lines, they loose all of their precise range length. :doh: I'll stop here.

The Ujagd Tools: Not yet, one step at a time. They're simple dials linked to the temporary TDC solution pages. I will not import them, I'll recreate them from scratch. The Stadimeter will work but only for visual reading of the marks because I can't show the angle reading (it's buggy and can only be viewed if the stadimeter is started from the Range Page which I plan to use for something else). I'll also keep the game's original scope lenses, zoom levels and hard coded line marks. The Attack disk will only have the front side. I'll link it to the proper Bearing/Course dials to automate it as much as possible. If only I had access to my main pc I'd show you a few interesting screenies :oops:, but that's not possible for almost a month :wah:. The whole shabang is made in Maya as a complete 3d enviroment render split into separate tga's. It looks awesome :|\\.

makman94
08-19-09, 12:43 PM
The page didn't update: Your comment appeared as I was writing my reply to Cmd_Jacek, so I didn't see your post until after I posted my comment.

The hydro lines... well... If you don't use Map Updates, you never see them ofc. But if you use them (i like the lines, not the bloody boxes), you only see Hydrophone lines of sound contacts if you can't visually spot the ships. That means that you see them only if you're submerged AND your periscopes are down. As soon as the scopes break the water and a ship enters visual range, some magic dude replaces all the lines with visual boxes. I like the hydro lines because they are updated in a circular way, once every 10-20 seconds, which is preety realistic. Also, by replacing the ContLine.tga file with a staggered line like the RFB one, you can't plot on the lines, they loose all of their precise range length. :doh: I'll stop here.

The Ujagd Tools: Not yet, one step at a time. They're simple dials linked to the temporary TDC solution pages. I will not import them, I'll recreate them from scratch. The Stadimeter will work but only for visual reading of the marks because I can't show the angle reading (it's buggy and can only be viewed if the stadimeter is started from the Range Page which I plan to use for something else). I'll also keep the game's original scope lenses, zoom levels and hard coded line marks. The Attack disk will only have the front side. I'll link it to the proper Bearing/Course dials to automate it as much as possible. If only I had access to my main pc I'd show you a few interesting screenies :oops:, but that's not possible for almost a month :wah:. The whole shabang is made in Maya as a complete 3d enviroment render split into separate tga's. It looks awesome :|\\.

about Hydro: i see your point but i think (yes ,we must consider that this has do to with the matter of ...taste) that when you are hunted by dds your job is to sit at the chair of sonarman and plan your escape from there .thats only my opinion though and as i said is a matter of taste

about u-jagd: i think i got you and seems very interesting! looking forward to see what you are preparing... good luck!

bojan811
08-21-09, 12:44 PM
Sorry for the late reply...

Bojan, please read again my instructions (posted up on 07-25-2009 12:04 AM) on what this mod does and how to customise it. If you don't have photoshop, Gimp is a free app that does the same job. No photo skills needed, all you do is fill the images with single colors :O:. Experiment a little. If you want to remove the filters all you need to do is fill the aplha channels of the *_filter.tga files with perfect black. Don't delete them or you'll get a "file not found" error. The AP is darker than the UZO and Obs Scope by design, not by accident. Even so, it's a bit brighter than the original ACM 1.10 one.

Cmd_Jacek, you've got it all wrong. I did not add filters to make the marks more visible :har:. Ok, the Obs scope line are Black because the filter itself is more bright so now the marks are visible :hmmm:. But that was just coincidence, since green lines didn't look good on a yellow background as they did on the red one. FFS, now I'm getting confused:har:. Let me explain a bit:
- the "lens" is actually a transparent (black alpha) hole in the background image through which you can see the 3d world.
- the "lens" has 3 components, so to speak:
1. the geometry of the lens, meaning the illusion that the lens is curved on the outside, made by using gradients (black to white circles) in the ObsScope.tga and Periscope.tga alpha channels. Indeed, the Periscope.tga alpha channel has a more "opaque" lens, meaning that it's a tiny tiny bit darker (whiter alpha), but not as dark(opaque/white) as the original ACM file.
2. the color of the lens (the "glass", not the lines!), given by the *_filter.tga files. Again, if you read carefully the instalation instructions, near the download link, you can see that to make the lens brighter, all you need to do is change the color in that file with a brighter (whiter) tint. Yeap, that's all.
3. the markings on the lens, given by the *_marks.tga files. These are transparent (but coloured) images, except for the opaque (white alpha channel) marks that you see as lines and numbers.

Wait a sec.....:doh: uhmmm.... :damn:
Oh thanks for the reply.I read this just now.
Will try to experiment , but I am kind of used to it right now.

karamazovnew
08-24-09, 08:33 PM
All right, finnaly I've managed to finish it :woot:. I've managed to reduce the ACM mod (with ACM reloaded) to only 49 MB and made it compatible with OLC's MK2. You no longer need the ACM 1.1 (download link doesn't work either), but now you do need the OLC Mk2 (either C, or D, doesn't matter). Since you're realism purists, I guess you won't mind that it's only tested with the Longer Repair Times version :cool:. It took some testing yet some things might've slipped by me.

I've decided to start a new thread since the change is major. Any bugs, tips, comments for the "ACM Reloaded for OLC's Mk2" should be posted here: http://www.subsim.com/radioroom/showthread.php?p=1158177#post1158177 Mikhayl, I hope you'll use it too when you play SH3 :up:.

Max_Kruschka
08-26-09, 03:00 AM
Hi,
help me set in the German Attack Disc of ACM GUI v.1.1.0 scale «Vorhalt» from U-jagd 1.3.

Thanks in advance!

karamazovnew
08-26-09, 01:10 PM
Hi,
help me set in the German Attack Disc of ACM GUI v.1.1.0 scale «Vorhalt» from U-jagd 1.3.

Thanks in advance!

Do you mean the front side of the attack disk? If you drag on the outside you can rotate the transparent double wedge . If you drag on the inside you can rotate the inner (ship) dial. I hope that's the info yo u needed.

Max_Kruschka
08-27-09, 12:22 AM
Do you mean the front side of the attack disk? If you drag on the outside you can rotate the transparent double wedge . If you drag on the inside you can rotate the inner (ship) dial. I hope that's the info yo u needed.

Yes, I mean the front side of the attack disk. For training I use a manual "Angriffsscheibe_Handbuch_3" and there almost all the examples use a scale «Vorhalt». In the manual Scale «Vorhalt» denoted "D" (Bearing and Lead Angle).
Link to manual http://www.mediafire.com/?jjtm0omyt3w
Link to U-jagd 1.3. (Here all parameters of the scale «Vorhalt») http://www.filefront.com/user/joegrundman
ACM GUI v.1.1.0. is a great mod, so please help add scale «Vorhalt» in the ACM GUI v.1.1.0.

makman94
08-27-09, 01:43 AM
Yes, I mean the front side of the attack disk. For training I use a manual "Angriffsscheibe_Handbuch_3" and there almost all the examples use a scale «Vorhalt». In the manual Scale «Vorhalt» denoted "D" (Bearing and Lead Angle).
Link to manual http://www.mediafire.com/?jjtm0omyt3w
Link to U-jagd 1.3. (Here all parameters of the scale «Vorhalt») http://www.filefront.com/user/joegrundman
ACM GUI v.1.1.0. is a great mod, so please help add scale «Vorhalt» in the ACM GUI v.1.1.0.

Max_Kruschka,
check the thread [REL] OLC Ubermod v2.4.3 for GWX 2.1 (http://www.subsim.com/radioroom/showthread.php?t=134186&highlight=%5BREL%5D+OLC+Ubermod+v2.4.3+for+GWX+2.1 )

at post 1301 you will find what must do to get that you want

bye

Max_Kruschka
08-27-09, 05:44 AM
Max_Kruschka,
check the thread [REL] OLC Ubermod v2.4.3 for GWX 2.1 (http://www.subsim.com/radioroom/showthread.php?t=134186&highlight=%5BREL%5D+OLC+Ubermod+v2.4.3+for+GWX+2.1 )

at post 1301 you will find what must do to get that you want

bye


Thank you very much! Set! Success! :up:

Max_Kruschka
08-28-09, 06:13 AM
Max_Kruschka,
check the thread [REL] OLC Ubermod v2.4.3 for GWX 2.1 (http://www.subsim.com/radioroom/showthread.php?t=134186&highlight=%5BREL%5D+OLC+Ubermod+v2.4.3+for+GWX+2.1 )

at post 1301 you will find what must do to get that you want

bye


However, devices Attack Disk have turned out elongated. Perhaps to depends on the fact that OLC Ubermod use is a 16km environment?
Can I use your example for the ACM GUI v.1.1.0.? If not, how fix this example for ACM GUI v.1.1.0.?

karamazovnew
08-28-09, 07:57 AM
However, devices Attack Disk have turned out elongated. Perhaps to depends on the fact that OLC Ubermod use is a 16km environment?
Can I use your example for the ACM GUI v.1.1.0.? If not, how fix this example for ACM GUI v.1.1.0.?

Why would the 16 km environment affect the 2d interface :o? ACM was based on an OLC interface, not sure which one, but the items should be there, just make sure to renumber everything correctly. Good luck.

However, since this is an ACM thread, why do you even bother with the attack disk? I have a self-made attack disk but I never use it. The TDC does everything that you'd need. The only thing that it can't give you is the target's course based on it's bearing and AOB. And the Attack disk does that beautifully with it's present items. Check out my guide to using the TDC, http://www.subsim.com/radioroom/showthread.php?t=151431.

JohnnyBlaze
08-31-09, 07:03 PM
Hi, Mikhayl. Great work on this mod, thanks!

One thing I would like to change

-I removed the coloured marks on the AOB finder, IMO they give much more accuracy than what real life Kaleuns had and I felt I was kind of cheating. With the coloured marks it was possible to find a pretty good firing solution with only one observation, now since the scope marks are more spaced and thus less accurate, you will want to plot your target for a bit and make several observations to get a decent firing solution.How can I get this back?

Thanks :up:

Nissum
10-13-09, 02:46 AM
Just downloaded your ComboGui and installed it with Jsgme, looks very good. I have a little problem though. I don`t know if it is your GUI or GWX 3,0 that does it but my weapons officer can no longer give me the firing solution. When i press the shortcut for the weapons officer all his functions are there but the firing solutions button. He can ID the ship, choose target, manage weapons, open and close selected tubes. I know that in your combo mod all the tools for a manual target solution are there but along with my geomatry skills my math skills suchs, i just can`t get the AOB right no matter how hard I try and no matter how many manuals I read about the attack disc (the original german to) I just don`t understand the basics of the wheel. So I need my weapons officers fantastic skill for this. Can you help me? Mods I am using are:

1. GWX 3.0
2. GWX merged campaign
3. GWX VIIC41 player sub
4. GWX Enhanced damage effect
5. ACM v 1.1.0 Core files
6. ACM v 1.1.0 Dark files
7. Lifeboats & Debris_v4
8. DBSM
:cry: :wah: :damn: :down: :nope:

h.sie
10-13-09, 03:05 AM
The firing solution button has been deleted for realism purposes, because ACM GUI has been made for manual targeting. You have to calculate your solution by yourself.

Einsman
10-13-09, 07:07 AM
Hi!

Is this mod compatible with WAC 4.1?

Thank you

Venatore
10-22-09, 09:15 AM
Unable to download link from the first post?

Kind Regards

Venatore

Plissken_04
10-22-09, 10:44 AM
@Venatore

Download it from my Mediafire Site ;)

http://www.mediafire.com/?zniiyuviw2g


Greetings

Maik

Venatore
10-22-09, 05:24 PM
@Venatore

Download it from my Mediafire Site ;)

http://www.mediafire.com/?zniiyuviw2g


Greetings

Maik

Maik,

Thank you very much for taking the time to post a download link for me.

Kind Regards

Venatore.

Plissken_04
10-22-09, 09:06 PM
Maik,

Thank you very much for taking the time to post a download link for me.

Kind Regards

Venatore.


Your Welcome,Mate :up:

Venatore
10-23-09, 05:16 AM
Mikhayl,

This is a fantastic mod, so from me to you...thank you.

Kind Regards

Venatore
U-657

el cheguevara
03-13-10, 01:16 AM
Anyone still using this gui? Just wanted to know if it was compatible with GWX 3.

PsycoM34
04-09-24, 11:59 AM
donde debo entrar para hacer una pregunta, estoy encallado!...

Aktungbby
04-09-24, 12:06 PM
donde debo entrar para hacer una pregunta, estoy encallado!... PsycoM34!:Kaleun_Salute: puedes probar aquí: https://www.subsim.com/radioroom/forumdisplay.php?f=217