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onelifecrisis
05-31-09, 03:32 PM
Hi OLC,

hope you have a nice holiday. If you're back, could you please explain the function of the "Weapon-Officer / Choose Torpedo Target / Mark nearest merchant" (and similar)-menu items. You integrated them into your GUI, but I don't know how they work. Maybe you can tell me.

Thanks,
h.sie

Actually I'm still on holiday, but it's been raining all day today and my legs hurt from all the walking I've been doing, so today we mostly stayed in the hotel and I've been on the forums a few times. :)

I don't know what those commands are supposed to do. They're part of the stock GUI. I didn't "integrate" them; they were already there, and I left them in there in case anyone was using them.

onelifecrisis
05-31-09, 03:35 PM
Yes

Disable it (choose one of the options without it instead).

OneTinSoldier
05-31-09, 03:51 PM
Hello onelifecrisis,

I haven't tried you mod yet but I downloaded and am thinking of installing it for my next campaign.

I just wanted to let you know that what I think =FI=Ghost is talking about is a mod by Hitman...

http://www.subsim.com/radioroom/showthread.php?t=147446

I gave the thread a bump so it'll be easy to find, but there is no longer a screenshot of it.


But take my word for it, it really is a very nice slideout compass that is better looking and more intuitive to use than the Stock GWX3 one, and according to Hitman is also more historically accurate. I don't know what all changes your mod makes to the 1024x768.ini file, but Hitman's mod doesn't make any changes to it. So it may be possible for anyone to just install Hitman's Slideout Compass after installing your OLC GUI.

Or, =FI=Ghost might have just been talking about the Big Slideout Compass that comes stock with GWX3, I'm not sure. But imho Hitman's new slideout compass graphics is the one to have! :03:

Cheers

=FI=Ghost
05-31-09, 04:53 PM
Hello onelifecrisis,

I haven't tried you mod yet but I downloaded and am thinking of installing it for my next campaign.

I just wanted to let you know that what I think =FI=Ghost is talking about is a mod by Hitman...

http://www.subsim.com/radioroom/showthread.php?t=147446

I gave the thread a bump so it'll be easy to find, but there is no longer a screenshot of it.


But take my word for it, it really is a very nice slideout compass that is better looking and more intuitive to use than the Stock GWX3 one, and according to Hitman is also more historically accurate. I don't know what all changes your mod makes to the 1024x768.ini file, but Hitman's mod doesn't make any changes to it. So it may be possible for anyone to just install Hitman's Slideout Compass after installing your OLC GUI.

Or, =FI=Ghost might have just been talking about the Big Slideout Compass that comes stock with GWX3, I'm not sure. But imho Hitman's new slideout compass graphics is the one to have! :03:

Cheers

I was talking about that stock GWX 3.0 compass that shows up when you put your mouse in the right edge of the screen, and which you can use to set course much more accurately than the little stock compass that comes with the game. I'd like to have that together with OLC's GUI mod. Thanx for the link, I'll try it and see if it works.

OneTinSoldier
05-31-09, 05:08 PM
Hello =FI=Ghost,

Well unfortunately if OLC's GUI Mod doesn't have the Big Slideout Compass on the right that comes stock with GWX3, then Hitman's Compass won't do anything for you. At least I don't think it will.

Slideout items such as this in mods are defined in the menu_1024_768.ini file, and Hitman's compass doesn't make any changes to that file. It just has new graphics files for the Big Slideout Compass that's already defined in the stock GWX3 menu_1024_768.ini file.

The file I'm referring to can be opened and edited with Notepad and can be found here --> SilentHunterIII\data\menu\menu_1024_768.ini

Regards

makman94
05-31-09, 08:31 PM
I was talking about that stock GWX 3.0 compass that shows up when you put your mouse in the right edge of the screen, and which you can use to set course much more accurately than the little stock compass that comes with the game. I'd like to have that together with OLC's GUI mod. Thanx for the link, I'll try it and see if it works.

hello FI=Ghost,

disable olc's gui and in there,

open the menu_ini and at the bottom of the page copy and paste this:

[G3F Ixxx]
Name=FLB Sale`s 6 Anzeigen, Kompass
Type=1026;Menu group
ItemID=0x3F0C0000
ParentID=0x3F000000
Pos=678,476,344,344
Color=0xFFFFFFFF
HorizSlide=344

[G3F Ixxx]
Name=Group feedback
Type=1026;Menu group
ItemID=0x3F010020
ParentID=0x3F000000
Pos=678,476,344,344
Color=0xFFFFFFFF
HorizSlide=344

[G3F Ixxx]
Name=Heading; FLB Sale`s 6 Anzeigen, Kompass
Type=1026;Menu group
ItemID=0x3F010021
ParentID=0x3F010020
Pos=0,0,344,344
Color=0xFFFFFFFF

[G3F Ixxx]
Name=Dial
Type=1031;Stat bmp array
ItemID=0x3F010022
ParentID=0x3F010021
Pos=6,-6,332,332
Color=0xFFFFFF00
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/layout/com_direction.tga
Crop 0=0.002994011,0.002994011,0.9940119761,0.994011976 1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F Ixxx]
Name=Glas1
Type=1030;Static bmp
ItemID=0x3F010023
ParentID=0x3F010021
Pos=0,0,344,344
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/Layout/Glas1.tga
Crop 0=0,0,1,1
MatFlags=0x9
TexFmt=0x9

[G3F Ixxx]
Name=Center
Type=1030;Static bmp
ItemID=0x3F010024
ParentID=0x3F010021
Pos=44,-44,256,256
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/layout/Lage.tga
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F Ixxx]
Name=New val
Type=1031;Stat bmp array
ItemID=0x3F010025
ParentID=0x3F010021
Pos=162,-20,20,304
Color=0xFFFFFFFF
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/layout/ZeigerKompass.tga
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F Ixxx]
Name=Crt val
Type=1031;Stat bmp array
ItemID=0x3F010026
ParentID=0x3F010021
Pos=8,-8,328,328
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/layout/Richtung.tga
Crop 0=0.002994011,0.002994011,0.9940119761,0.994011976 1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

then find the last entry of [G3F I---] that was in your menu_ini and continue the counting with the xxx

now open dials.cfg (it is located at data/menu/cfg/) and at the bottom of page copy and paste this :

[Dialxx]
Name=CompassFdbk
Type=12; DIAL_GYROCOMPASS
Cmd=Set_course,Crew
Dial=0x3F010022
CrtVal=0x3F010026
NewVal=0x3F010025
DialVal=-180,180
RealVal=-180,180; degrees
Circular=Yes
Dynamic=Yes

again make xx to continue the counting AND go to the UPPER line of page and add 1 to
[DIALS]
DialsNo= (if it is 74....make it 75 )

before you try all these backup first the original files(in case that something goes wrong)

enable olc's gui and you are ready to go

bye

=FI=Ghost
06-01-09, 03:05 AM
Thank you very much Makman94, I'll try it out as soon as possible.

=FI=Ghost
06-01-09, 06:25 AM
It's ALIVE, it's ALIVE!!!

Hehe, what I mean is - it works!!! Thank you so much Makman94, I really appreciate it!!

ivank
06-01-09, 02:10 PM
Ok I disabled EDE last night and it only improved a small bit. Today it is doing much better, but still a little slower than before(16KM).

onelifecrisis
06-01-09, 11:12 PM
Ok I disabled EDE last night and it only improved a small bit. Today it is doing much better, but still a little slower than before(16KM).

Not to put too fine a point on it: I'm not sure I believe you!

What are your AA/AF settings?

Can you demonstrate the problem with before & after screenshots (showing CTRL-F8 framerates)?

Pisces
06-02-09, 05:00 AM
Ok I disabled EDE last night and it only improved a small bit. Today it is doing much better, but still a little slower than before(16KM).Reducing the particle density in the options screen might also help a bit. But do that after you have that EDE thing solved with OLCs advice.

makman94
06-02-09, 07:55 AM
It's ALIVE, it's ALIVE!!!

Hehe, what I mean is - it works!!! Thank you so much Makman94, I really appreciate it!!

enjoy it ! :up:

Darkseed
06-02-09, 08:20 AM
What an awesome mod! This has finally made me take the plunge to using manual targeting without taking advantage of the solutions of the magic weapons officer. I've learned how to use the range/aob finder even though I'm still not very fast at using it. Gotta learn the attack disk now as well. :)

The only thing I'm missing with this mod is the wooden stop watch that was in vanilla GWX. Is it possible to get this back without screwing everything up?

Edit: Wild night in Bangkok? Oh no! The day I feared has finally come...

onelifecrisis
06-03-09, 12:39 PM
Well I am back from Italy now. I must say it's absolutely beautiful there! And they really know how to make coffee. Lots of coffee. Unfortunately I now seem to be in caffeine withdrawal and my the cup of tea in my hand has about as much "kick" as glass of water. :yawn:

The only thing I'm missing with this mod is the wooden stop watch that was in vanilla GWX. Is it possible to get this back without screwing everything up?

You can DIY. I and others have explained how in the past, but I just did a forum search and couldn't find the posts, sorry. Anyone else know where they are? :06:

Darkseed
06-03-09, 02:19 PM
Hm, I'm not very tech savvy though. I'd probably just break something. :-?

Why did you remove it anyway? It's not like it's in the way or anything since you can just move it offscreen if you don't like it. I think it's a great deal more immersive than the chronometer in your mod. Don't get me wrong, yours is very useful but for looking at when my eels will hit I prefer the simple wooden one.

tomfon
06-03-09, 02:32 PM
@Darkseed and/or anyone else intersted.

I think this (http://www.subsim.com/radioroom/showthread.php?t=128700&highlight=dragable+stopwatch) is it. The first post should suffice but read the whole thread anyway.

@OLC
Greetings mate. ;)
Italy uh? Nice. I've never been there yet. I've tried England and hopefully this year i'll go to France and not just for a few days. We'll see.

P.S. Could you please check what i've posted above. I hope it will help those interested to the dragable stopwatch issue.


Edit: I've just looked at Mikhay's single post and as far as i know his instructions should work fine. I've never tried this myself so please have a look OLC. Thanks.

Darkseed
06-03-09, 02:45 PM
Thanks mate! That post says GWX 2 or 2.1 but I take it that it'll work with GWX3 as well, right?

Now let's see if I can do it without breaking something. :hmmm:

tomfon
06-03-09, 03:04 PM
Yeah, it should be fine with GWX3 too. Give it a try.:)

onelifecrisis
06-03-09, 05:01 PM
I've tried England and hopefully this year i'll go to France and not just for a few days. We'll see.

Paris is awesome! :yep: I know that's not a very "original" recommendation but there's a reason - many reasons, actually - why Paris is so famous. One thing I'll say is that if you do ever go there then try to learn some basic French! The Parisians seem to hate it when people speak English, but if you try to speak French they'll warm to you even if you screw it up. Or maybe they just like to see Englishmen looking like idiots. :hmmm: Any Parisians reading this? Where's Alex when I need him? :arrgh!:

Edit2: I've just looked at Mikhay's single post and as far as i know his instructions should work fine. I've never tried this myself so please have a look OLC. Thanks.

Er, I had a glance at it. Yeah it's probably fine.

Alex
06-03-09, 08:31 PM
Here I am ! http://i9.photobucket.com/albums/a75/Panzer_Kamerad/smileys/ah.png

The Parisians seem to hate it when people speak English, but if you try to speak French they'll warm to you even if you screw it up. Or maybe they just like to see Englishmen looking like idiots. :hmmm: Any Parisians reading this?

Honestly ?
I can't say whether that's true or not. Went to Paris only half a dozen times in my life, when some members of my family were living there... The only thing I can say for sure about parisian people, is that they got their own way of life. For them, there's Paris, and the rest of the world. :stare:
I'm not going to say they're racist against us people living in the provinces, but one thing is sure, some (most ?) of them are full of themselves and do not appreciate us at all. :hmm2:
And we provincial people, give as good as we get : we do not like them either. :stare:

DivingDuck told me he was quite surprised when he came in France and realised very few people were speaking english fluently. :hmm2:
In my opinion, the reason why you had to try to speak french is that there's simply still not as much english speakers as needed among the population to give informations to tourists. :88) :88) :88) :88)

http://img41.imageshack.us/img41/5940/uglylaugh1.gif

tomfon
06-04-09, 05:47 AM
@OLC, @Alex

Well, i'm aware of the problem French people have with the English language, i've been told so quite a few times. :dead:
I've made an application for a master course. The University is situated at Lyon. Its called Claude-Bernard. Alex might know. I've been talking with a professor there. She is gonna be my supervisor and i must say that she has been very helpful, friendly and sincere. As far as i know Lyon is a beautiful city. In fact, the city of Lyon wasn't far from being the capital city of France some time ago. Lyon is a UNESCO World Heritage Site so it must be awesome.

I've already taken examinations for the French language so i should be fine. At least i'll try. And who knows? I might meet you guys some day. Besides, England isn't far away from France!! This summer i'm gonna visit a friend at Liverpool. He's not an SH3 player so we're not gonna sit by the port talking about all these convoys sailing from there during WWII(:rotfl:).I wouldn't stand anything like this anyway.

@OLC Thanks for having a look at it. I'm sorry, but anxiety possessed me for a moment. I wasn't sure. I hope Darkseed will do fine with Mikhayl's instructions, its not sthg difficult.
:ping:

Alex
06-04-09, 06:49 AM
[off-topic]

@ Tomfon : oh yes, I know the university, and Lyon's certainly one of the most well-known cities. See this page (http://en.wikipedia.org/wiki/Lyon). :ping:
Didn't have a chance to visit it until now though.

[/off-topic]

Sorry for the off-topic, OLC. :oops:

onelifecrisis
06-04-09, 07:59 AM
Sorry for the off-topic, OLC. :oops:

Don't be daft mate. :O: :03:

"on" topic, Lyon does look nice. I've never been there though.

tomfon, does this mean you'll be studying in Lyon full time? :o
Where are you actually from?

tomfon
06-04-09, 12:47 PM
@Alex
Merci pour ta reponse.;)

@OLC
I'm from Greece. I'm almost done with my studies (Physics) and there is a good probability that i will continue my studies at Lyon. So,yes, this means that i have to stay there for a year and if i decide to continue with my studies (PhD) then i will certainly stay there for a total of 4 years. All in all my current plans include a 4-year staying in France.
Could we return to our usual "on-topic" posts now? :oops:
P.S. Judging from your posts i realize Italy must have been a good experience to you, yes? If so, well done.

Darkseed
06-04-09, 03:22 PM
Well I'm done with adding the stop watch now and it works like a charm. Thanks for the help guys! Much appreciated.

On another note, I understand that being unable to use the sight for the deck gun is intentional. But what was the reason for it, if you don't mind telling me?

onelifecrisis
06-04-09, 04:13 PM
On another note, I understand that being unable to use the sight for the deck gun is intentional. But what was the reason for it, if you don't mind telling me?

It destabilises the deck gun view so that the player doesn't have such a laser-guided shot with it. In moderate waves you'll find it tricky to hit the target (you'll actually have to time your shot according to the pitch and yaw of your boat) which is how it should be.

tomfon
06-04-09, 04:42 PM
Hi again OLC.
Has it become more difficult to spot a ship at long distances when playing with OLCG2 or is it just me? It's not that i suddenly changed my mind for OLCG2, please don't misunderstand me, I'm just asking.

onelifecrisis
06-04-09, 04:57 PM
Hi again OLC.
Has it become more difficult to spot a ship at long distances when playing with OLCG2 or is it just me? It's not that i suddenly changed my mind for OLCG2, please don't misunderstand me, I'm just asking.

MkII does reduce the maximum visibility by a fraction (only a few hundred metres, as explained in the OP) for both the player and the crew. Also, visually speaking (this bit has nothing to do with sensors) ships and other objects will now fully fade into the horizon haze/fog instead of "popping" or "vanishing" out of existence at a certain range.

Were you asking about crew spotting distances or the players view?

tomfon
06-04-09, 05:02 PM
Thank you.:yep:
BTW, did my post above answer your question? :hmmm:

onelifecrisis
06-04-09, 05:15 PM
Thank you.:yep:
BTW, did my post above answer your question? :hmmm:

Yep! I wasn't sure whether to answer because of your request to get back on topic. ;)

At first when you said you planned to go to France I assumed you meant a holiday, not a four-year degree. Either way, if your French is half as good as your English then I should think you'll have a great time! :up: You know, sometimes I think having English as my first (and only) language is as much of a blessing as a curse. :88) I get jealous of you multi-lingual types. :shifty:

tomfon
06-04-09, 05:36 PM
Yep! I wasn't sure whether to answer because of your request to get back on topic. ;)
I thought so and thats why i asked, sorry mate.

At first when you said you planned to go to France I assumed you meant a holiday, not a four-year degree.

And thats my mistake. I would have thought the same thing.:dead:

Either way, if your French is half as good as your English then I should think you'll have a great time! :up: You know, sometimes I think having English as my first (and only) language is as much of a blessing as a curse. :88) I get jealous of you multi-lingual types. :shifty:

To be honest, my French aren't half as good as my English... yet. They are merely... good but i think i will enjoy it anyway. Besides, the best way to learn a language is to speak with native people.

Jealous of multi-lingual types? Me too. My teacher speaks English, French, German and Spanish.:timeout: How about that? :damn:

Now, since you're honest, i'll be honest. I'm jealous of ALL modders. I never had the time to develop a mod but I came up with two ideas yesterday: 1. Make a tonnage based GWX and not a renown based one - thats what we have right? 2. Improve the LRT mod. Time permitting...
Last, i'm grateful to all modders, that goes without saying.

Edit: Regarding my question. I was talking about player's view.

onelifecrisis
06-04-09, 06:10 PM
Now, since you're honest, i'll be honest. I'm jealous of ALL modders. I never had the time to develop a mod but I came up with two ideas the yesterday: 1. Make a tonnage based GWX and not a renown based one - thats what we have right? 2. Improve the LRT mod. Time permitting...
Last, i'm grateful to all modders, that goes without saying.

Edit: Regarding my question. I was talking about player's view.

Modding certainly does eat up time. I doubt I would have taken on a mod like OLC GUI if I hadn't suddenly found myself with a lot of time on my hands!

I'm curious to know what you'd do with LRT.

As for the player's view: graphically speaking, ships and funnel smoke in OLCG2 will fade into the horizon at exactly 16800m in theory (although in practice its difficult for the player to see a ship at anything over 16000m, even in daylight).

tomfon
06-04-09, 06:55 PM
I'm curious to know what you'd do with LRT.

I will tell you but first i have to do some testing. For a start, i'd like to merge SRM and LRT. The optional "No Damage Collision" removes ALL damage taken when the Uboat collides with a ship, land etc. Even on the occasion when your Uboat is rammed, it will suffer no damage. Yes, i don't hunt in shallow waters either but sometimes i find myself patrolling in shallow waters simply because BdU sent me there. Anyway, merging these two mods shouldn't pose any problems and it shouldn't take much time either.

As for the player's view: graphically speaking, ships and funnel smoke in OLCG2 will fade into the horizon at exactly 16800m in theory (although in practice its difficult for the player to see a ship at anything over 16000m, even in daylight).

And that should be the maximum rendering distance? Have i just said sthg stupid?

onelifecrisis
06-05-09, 05:29 AM
And that should be the maximum rendering distance?

What do you mean?

tomfon
06-05-09, 05:20 PM
What do you mean?

"maximum rendering distance": Beyond this distance the game won't let ships to be visible to the player (player's view).

onelifecrisis
06-05-09, 05:35 PM
In OLCG2 nothing will be visible to the player at a distance of 16800m or more.
In practice, most of the time it can be difficult to make out anything over 16000m.
But I already said that...
[edit]
...wait, no I didn't. I said things "fade into the horizon" at 16800m. Is that what caused the confusion?

tomfon
06-05-09, 05:55 PM
You have already answered to me, yes.
I just want to ask sthg completely different but i can't find the most suitable words.:oops:
If and when it becomes clear, i'll come back to it. I'm sorry to bother you but i'm confused right now. Excuse me.

onelifecrisis
06-05-09, 06:00 PM
I'm sorry to bother you with my stupidity. Sh!t! :damn:

Whoaa... :o
Steady on mate! Don't go overboard (pun intended). I certainly didn't mean to imply you're stupid, only that I don't understand your question. But still, ask away, it's no bother to me.

Edit:
Are you asking whether OLCG2 can be extended to 20km, as Hitman has done with the GWX atmosphere? If so then yes it can be done (and it wouldn't take long) otherwise I'm still flummoxed.

onelifecrisis
06-05-09, 06:12 PM
To anyone who has had the TDC switch bug in any version of OLC GUI:

I didn't want to start a whole thread for this so hopefully that will catch one or two watchful eyes! If you have ever had the problem I'm referring to, where the TDC switch/dials go out-of-sync, please tell me whether you play with VSync enabled or disabled? :hmmm:

makman94
06-05-09, 06:15 PM
To anyone who has had the TDC switch bug in any version of OLC GUI:

I didn't want to start a whole thread for this so hopefully that will catch one or two watchful eyes! If you have ever had the problem I'm referring to, where the TDC switch/dials go out-of-sync, please tell me whether you play with VSync enabled or disabled? :hmmm:

what do you mean OLC ? you mean that thing that dials not moving?

onelifecrisis
06-05-09, 06:20 PM
what do you mean OLC ? you mean that thing that dials not moving?

Some players occasionally experience a bug in OLC GUI where the TDC panel and the TDC switch go "out-of-sync" (so, for example, the TDC might be in Auto but the dials are showing, or vice versa). It's an old bug (since v1.0 of my GUI) and it only affects some people. I've never once had it happen to me, so I could never fix it, and the players that do occasionally have it don't seem to be able to consistently replicate it. There is a workaround (right-click on weapon officer and use the 3D switch to "re-sync" the dials) but it'd be nice if I could find out why the problem happens. I've been messing around with some stuff related to DirectInput and I realised that the problem could possibly happen as a result of VSync being disabled.

Pisces
06-05-09, 06:29 PM
To anyone who has had the TDC switch bug in any version of OLC GUI:

I didn't want to start a whole thread for this so hopefully that will catch one or two watchful eyes! If you have ever had the problem I'm referring to, where the TDC switch/dials go out-of-sync, please tell me whether you play with VSync enabled or disabled? :hmmm:I can't tell what my setting are at the moment as I just had my pc crash some week ago. I expect to be able to acces those drives tomorrow with my new notebook. But I probably did have it V-synced when I experienced the stuck TDC bug. A stubborn leftover habbit I kept from those DOS years. (to avoid flickering)

For those that do not know where the setting is: Options screen.

makman94
06-05-09, 06:32 PM
Some players occasionally experience a bug in OLC GUI where the TDC panel and the TDC switch go "out-of-sync" (so, for example, the TDC might be in Auto but the dials are showing, or vice versa). It's an old bug (since v1.0 of my GUI) and it only affects some people. I've never once had it happen to me, so I could never fix it, and the players that do occasionally have it don't seem to be able to consistently replicate it. There is a workaround (right-click on weapon officer and use the 3D switch to "re-sync" the dials) but it'd be nice if I could find out why the problem happens. I've been messing around with some stuff related to DirectInput and I realised that the problem could possibly happen as a result of VSync being disabled.
i had once the issue that the tdc was at manual but the dials were not fuctional but yes this can be 'fixed' with the 3d switch. (note that i had never change the vsync) but this happened only one or probably two times so its not big problem at all imo.

onelifecrisis
06-05-09, 06:35 PM
But I probably did have it V-synced when I experienced the stuck TDC bug.

Thanks Pisces. Damn. :damn: Are you sure? :hmmm:

A stubborn leftover habbit I kept from those DOS years. (to avoid flickering)

You mean tearing, right? V-Sync stops tearing. I always have V-Sync enabled (I hate tearing) and I was hoping I'd get lucky and discover that everyone who has the bug plays with V-Sync disabled.

Contact
06-06-09, 02:29 AM
If this is the one it's been set to:

http://img329.imageshack.us/img329/6877/clipboard.th.jpg (http://img329.imageshack.us/my.php?image=clipboard.jpg)

onelifecrisis
06-06-09, 04:03 AM
If this is the one it's been set to:

http://img329.imageshack.us/img329/6877/clipboard.th.jpg (http://img329.imageshack.us/my.php?image=clipboard.jpg)

And in your SH3 options screen? What is it set to in there?

tomfon
06-06-09, 04:13 AM
Whoaa... :o
Steady on mate! Don't go overboard (pun intended). I certainly didn't mean to imply you're stupid...

I know you didn't mean to imply that...:yep::yep: I didn't feel offended at all. Thats why i deleted this comment but not fast enough...:rotfl:
Well, i had a bad evening yesterday but everything is fine now.


Edit:
Are you asking whether OLCG2 can be extended to 20km, as Hitman has done with the GWX atmosphere? If so then yes it can be done (and it wouldn't take long) otherwise I'm still flummoxed.

No.



[edit]
...wait, no I didn't. I said things "fade into the horizon" at 16800m. Is that what caused the confusion?

Yeah. Thats it. Most definitely. :up:

Contact
06-06-09, 05:17 AM
And in your SH3 options screen? What is it set to in there?

it's like that:

http://img41.imageshack.us/img41/4403/shot1244283211.th.jpg (http://img41.imageshack.us/my.php?image=shot1244283211.jpg)

onelifecrisis
06-06-09, 05:20 AM
it's like that:

http://img41.imageshack.us/img41/4403/shot1244283211.th.jpg (http://img41.imageshack.us/my.php?image=shot1244283211.jpg)

Then your VSync is disabled. Do you often get the TDC bug? Try enabling VSync (tick the "Sychronized" option) and see if that fixes it. It's a long shot but worth a try.

Contact
06-06-09, 05:32 AM
Then your VSync is disabled. Do you often get the TDC bug? Try enabling VSync (tick the "Sychronized" option) and see if that fixes it. It's a long shot but worth a try.

I had a chance to see this bug once. Since I barely made 1.5 career with OLC GOLD.
I'm whole into map making on stock SH3 these days :)
Managed to make as huge map as SH3 engine allows of Operation Overlord.

I'll do that test with Vsync enabled on my next career and if something goes wrong I'll make it visible in this thread :salute:

onelifecrisis
06-06-09, 05:35 AM
Thanks. :up:

onelifecrisis
06-06-09, 08:20 AM
New in this version:


Fixed a minor problem in the LRT mod.
Improved the wave graphics. I've increased the "ChoppyWave" value from 0.03 to 0.04, which makes the water look better IMO (slightly more WAC-like). I didn't change this setting until now because I couln't be arsed to test it for adverse effects, but I've now tested various values of this setting and can confirm that it has no impact on sensors. It's impact on "physics" (ship motion/speed/sinking mechanics) is more difficult to determine, but I've noticed no obvious adverse effects even with large changes so I think the small increase from 0.03 to 0.04 is quite safe.
The map contact drawings for individual units are now smaller. This makes the map screen less "squashed" when there are individual units within visual range of your sub, but you still have the "benefits" (for want of a better word) of the Realistic Map Contact Updates feature. See the before/after screens below. A small bonus from this change is that small convoys now look different to individual units on the map.
Subtle changes to the wave textures and partial cloud texture.

Previous versions:
http://farm4.static.flickr.com/3568/3600470274_3c5a2511ed_o.jpg

MkIIc:
http://farm4.static.flickr.com/3608/3600470278_62505551c9_o.jpg

h.sie
06-06-09, 08:25 AM
(deleted. sorry.)

Darkseed
06-06-09, 08:45 AM
Nice, downloading new version now. :)

Did you alter menu_1024_768.ini and/or dials.cfg in the version change? If so I'll need to redo the wooden stop watch mod.

onelifecrisis
06-06-09, 08:52 AM
Nice, downloading new version now. :)

Did you alter menu_1024_768.ini and/or dials.cfg in the version change? If so I'll need to redo the wooden stop watch mod.

Nope, no changes to those files! :up:

Contact
06-06-09, 09:17 AM
Will download this soon :up:

Just a quick note, I tried the naval academy with Vsync enabled and I can say now it runs smooth when flying around with external camera. When Vsync was off, I did experienced a light twitch when flying with external cam.

Alex
06-06-09, 10:04 AM
What ? :huh:
So there's a new version ? :ahoy:

Downloading ! :arrgh!:

Venatore
06-06-09, 06:02 PM
New in this version


This one almost went through to the keeper (Australian slang for almost missing something). From b to c, I didn't even notice the name change :doh:

Thank you very much OLC for your hard work in the development of this awesome mod! :salute:

SeaWolf U-57
06-06-09, 07:07 PM
Wow more up-loading to be done :salute:

onelifecrisis
06-06-09, 07:51 PM
Cheers Ven. Nice to see you around. :)

Wow more up-loading to be done :salute:

Thanks! :yeah:
That should be it for a while. ;)

SeaWolf U-57
06-06-09, 08:51 PM
Cheers Ven. Nice to see you around. :)



Thanks! :yeah:
That should be it for a while. ;)

both new versions are up :salute:

Sea Hawk
06-07-09, 08:57 PM
Im playing on GWX gold + Commander, manual targeting.

I've loaded the following mods:-

OLC 'Gold' MkII ~ Option 2 ~ Environment and GUI with LRT
OLC 'Gold' MkII ~ Flat Sun Fix
sliderule+aob tools for gui 127

1) The sky is black as ink despite it being day time. The sky arround the ship is normal but just above the masts it goes black. I've tryed options 1 and 2, with and without the flat sunfix. How can I fix this black sky?

2) Ive downloaded the tutorials but I can only listen to the tutorial "origonal OLC GUI Video Tutorial", I cannot see it. Does anyone know where I can download a version that I can watch? (I can see & hear "video tutorial supplement for OLC Gold")

3) What is the differance between the 4 options for OLC Gold? What do EDE, GUI, & LRT stand for? Wjhich choice should I pick? (just found out that EDE is enhanced damage effects)

onelifecrisis
06-08-09, 03:56 AM
Hi Sea Hawk,

Im playing on GWX gold + Commander, manual targeting.

I've loaded the following mods:-

OLC 'Gold' MkII ~ Option 2 ~ Environment and GUI with LRT
OLC 'Gold' MkII ~ Flat Sun Fix
sliderule+aob tools for gui 127

The sliderule+aob tools mod is, as the name suggests, designed for use with OLC GUI 1.2.7 (a much older version of this mod). It is not compatible with OLC 'Gold'.

1) The sky is black as ink despite it being day time. The sky arround the ship is normal but just above the masts it goes black. I've tryed options 1 and 2, with and without the flat sunfix. How can I fix this black sky?

It's difficult to tell from your description (a screenshot would help) but it sounds like you may have installed the mod without first rolling back SH3 commander. Always make sure that SH3 Commander is rolled back before installing mods or you can seriously mess up your SH3 installation.

2) Ive downloaded the tutorials but I can only listen to the tutorial "origonal OLC GUI Video Tutorial", I cannot see it. Does anyone know where I can download a version that I can watch? (I can see & hear "video tutorial supplement for OLC Gold")

As stated on the video download page (which you should read, now, as it contains important information) you need the divx codecs to watch the videos. Go to www.divx.com (http://www.divx.com).

3) What is the differance between the 4 options for OLC Gold? What do EDE, GUI, & LRT stand for? Wjhich choice should I pick? (just found out that EDE is enhanced damage effects)

LRT stands for Longer Repair Times, a mod by nvdrfiter which dramatically changes the damage model for your U-boat. In particular it increases the amount of time it takes to make repairs to arguably more realisitc values.

In general, GUI stands for Graphical User Interface. In this case it's short for OLC GUI. As you can see, all four options include the environment and the GUI, so you just need to decide whether you want EDE or not, and whether you want LRT or not.

Sea Hawk
06-08-09, 04:51 AM
Thanks Onelifecricis

I will try uninsltalling OLC gold then role back SH3 commander, then reinstall tonight when I get home.

The reason I installed "sliderule+aob tools for gui 127" was because I could not find the slide rule and AOB calculator when I had only installed OLC Gold. I could find it after installing "sliderule+aob tools for gui 127".

It might be that I did not know where to click as I have not watched all the tutorial.

At presant I can bring up the AOB calculator by opening the TDC dials at the botom then clicking on the button in the center of this pannel. This center button was not there when I had only installed OLC Gold (but then I had not done the SH3 Commander role back).

I still cannot find the slide rule - I assume that this is the same as on the reverse side of the Wiz Wheel AOB calculator.

onelifecrisis
06-08-09, 05:12 AM
Thanks Onelifecricis

I will try uninsltalling OLC gold then role back SH3 commander, then reinstall tonight when I get home.

The reason I installed "sliderule+aob tools for gui 127" was because I could not find the slide rule and AOB calculator when I had only installed OLC Gold. I could find it after installing "sliderule+aob tools for gui 127".

It might be that I did not know where to click as I have not watched all the tutorial.

At presant I can bring up the AOB calculator by opening the TDC dials at the botom then clicking on the button in the center of this pannel. This center button was not there when I had only installed OLC Gold (but then I had not done the SH3 Commander role back).

I still cannot find the slide rule - I assume that this is the same as on the reverse side of the Wiz Wheel AOB calculator.

As you guessed, the video tutorial will answer some of your questions. However, there is no slide rule in OLCG2 (unless you want to be clever with the Range/AOB finder); the attack disc in OLCG2 has just one side.

It was explained to me before but I've since forgotten, so please tell me - what do people use the other side of the whizz wheel for?

I've never seen Pisces' 3-bearing AOB finder. I'm sure it's a good tool - Pisces is a very smart chap - but I doubt I'll add it. In OLCG2 I already have all the tools I need.

Maybe someone else will make a version of these tools which is compatible with OLCG2, for those who want them.

Pisces
06-08-09, 08:05 AM
I've never seen Pisces' 3-bearing AOB finder. I'm sure it's a good tool - Pisces is a very smart chap - but I doubt I'll add it. In OLCG2 I already have all the tools I need.

Maybe someone else will make a version of these tools which is compatible with OLCG2, for those who want them.*shameless plug* (http://www.subsim.com/radioroom/showthread.php?t=147719) It's not as versatile as Hitmans's attackdisk. But it allows fully passive AOB/course measurements on contact bearings. Which is not possible with his tool.

Thanks btw, about the 'smart chap'. :up:

Pisces
06-08-09, 08:25 AM
It was explained to me before but I've since forgotten, so please tell me - what do people use the other side of the whizz wheel for?Time/Speed/Distance, intercept angle, some sort of range/AOB fiddling with 2 pairs of them to calculate speed. And a range/angle someting way to calculate a solution.... To make a long story short: You do know there is a Attackdisk manual by KLH ?

http://www.subsim.com/radioroom/showthread.php?p=719271

But I personally added a free pointer arm to my handheld device to align a time mark with the sine scale, and also marked more time marks allowing more hours to be used (by re-aligning the 1 minute mark to where the 6(0) minute/1 hour mark was, you can calculate for upto 16 hours). That may not be so easy or even possible with a ingame version, or Hitman's stock handheld version.

onelifecrisis
06-08-09, 09:15 AM
Thanks for the answers and links. I read some of that whizz wheel PDF and, I must admit, I hadn't realised that some people put these to such a wide range of uses.

onelifecrisis
06-08-09, 12:38 PM
If you're reading this post, then you should read this post (http://www.subsim.com/radioroom/showthread.php?t=152561).

Darkseed
06-08-09, 02:21 PM
By the way, i've noticed the protractor doesn't actually have a protractor attached to it after applying this mod. The ruler and the circle tool does, however. (Can't remember the circle tool being supposed to have one but I could be wrong)

What gives?

Sea Hawk
06-08-09, 05:34 PM
Many thanks onelifecrisis.

Got your mod working (option 4), sky perfect, AOB slide rule working.
I have been able to watch both tutorials.

I had been wondering what the role-back was for in Commander - now I know.

I'm about to give it a go. It looks a fantastic mod.

Do you have any pictures of what could actually be seen through an attack scope in real life - the scales and prisms I mean, not the ships.
And any information on how the AOB/range was actually calculated?
If you don’t have it then I bet Jimbunna does!

Once again thanks for the mod and your helpful advice.

onelifecrisis
06-08-09, 06:29 PM
Do you have any pictures of what could actually be seen through an attack scope in real life - the scales and prisms I mean, not the ships.

Ever seen manual targetting done in SH4? The periscope view splits into two images, kind of like what happens when you cross your eyes, so instead of one ship you see two, one above the other. That's what they had on the German subs. Funnily enough, I think I read somewhere that they didn't have it on the American subs, which makes it's inclusion in SH4 a bit odd... or maybe what I read was wrong. But I digress. IRL, as I understand it, the Germans lined up the top of one image with the bottom of the other by turning something on the scope (which caused the images to move together/apart, and also rotated the discs on the Range/AOB finder). Once aligned they'd read the range from the Range/AOB Finder disc and then rotate the prism in the scope so that the two images are side by side instead of one above the other. They'd then twist the thingy again and align the two images bow-to-stern, and then read off the AOB. This is simulated in the U-Jagd tools in OLC GUI by counting the vertical marks to the top of the mast and manually rotating the disc, then counting the horizontal marks and manually rotating again.

onelifecrisis
06-08-09, 06:33 PM
What gives?

Me.

I give and give and give.

Darkseed
06-08-09, 06:50 PM
Me.

I give and give and give.

I'm sorry, I didn't mean to be rude or ungrateful in any way or form. If I came off as such I apologize. I just wanted to know if it's a bug or not because as far as I know the circle tool should not have the protractor attached (at least I don't see any reason for it) and the angles tool should. So I thought maybe they got mixed up in the recent changes.

At least it's not like this in the original olc video tutorial.

onelifecrisis
06-08-09, 06:57 PM
I'm sorry, I didn't mean to be rude or ungrateful in any way or form. If I came off as such I apologize.

No, you didn't come off as any of those things. Obviously my attempt at deflecting your question with humour didn't work. I guess today I am that guy from Good Morning Vietnam who says "I know I'm funny".

I just wanted to know if it's a bug or not because as far as I know the circle tool should not have the protractor attached (at least I don't see any reason for it) and the angles tool should. So I thought maybe they got mixed up in the recent changes.

At least it's not like this in the original olc video tutorial.

It's not a bug, but it's not a "recent" change either. That video is oooold, and as you can see a lot of things have changed in the GUI since it was made. Anyway...

In the GWX GUI the protractor image was exactly the same as one of the other tools, and I would sometimes forget which one I was using. It annoyed me so I made one of them different. You can still use the other one... in fact between the various navmap tools you have a choice of at least three protractor images to use, one of which is even draggable.

Darkseed
06-08-09, 07:13 PM
In the GWX GUI the protractor image was exactly the same as one of the other tools, and I would sometimes forget which one I was using. It annoyed me so I made one of them different. You can still use the other one... in fact between the various navmap tools you have a choice of at least three protractor images to use, one of which is even draggable.

Maybe it's the lateness of the hour or the fact that my navigation skills are poor but I don't think I understand what you're getting at. What other tool can I use? As far as I know there's only one angles tool (which I use a lot) and that's the one without the protractor attached. The draggable protractor is a moot point in this case since you can't place it somewhere and then use it to draw lines in the direction you want. You can only place it on top of something already drawn.

I'm sorry if I'm annoying you with my questions. I just want you to know that I'm enjoying your mod immensely and I wouldn't be calculating my own shots without it.

onelifecrisis
06-08-09, 07:31 PM
Maybe it's the lateness of the hour or the fact that my navigation skills are poor but I don't think I understand what you're getting at. What other tool can I use? As far as I know there's only one angles tool (which I use a lot) and that's the one without the protractor attached.

Why would you need a protractor image attached to the angle-drawing tool when it already tells you what angle it is drawing? The previously attached protractor image was useless unless one of the two lines you were drawing was perfect North, and even then the previous statement still applies: the tool tells you what angle it is drawing anyway.

The line-drawing and circle-drawing tools, on the other hand, don't tell you what angle you're drawing with them and so protractor images are useful (and present) on those tools.

Forgive me if I'm teaching you how to suck eggs here, but just try drawing an angle with the angle-drawing tool and you'll see that it tells you what angle you're drawing.

onelifecrisis
06-08-09, 07:38 PM
Oh, wait, I think I know what you were doing... using the image to draw the first line, then using the tool to draw an angle... yes yes okay I get it. I'm not sure when or why you'd do that, but rather than debating the pros and cons of your methods or my design choices lets just fix it like this:

Go into the mouse cursors folder in OLC Gold, rename the protractor.tga (or whatever it's called) to something else, then make a copy of ruler.tga (or whatever) and rename that copy to protractor.tga. Disable and re-enable OLC GUI and your problem is solved.

Darkseed
06-08-09, 07:52 PM
No I used it to know in what direction I was drawing the second leg. Like in Step 2 of this thread here: http://www.subsim.com/radioroom/showthread.php?t=88961

Thanks a bunch for the fix though. :up:

Sea Hawk
06-09-09, 08:14 AM
Oh, wait, I think I know what you were doing... using the image to draw the first line, then using the tool to draw an angle... yes yes okay I get it. I'm not sure when or why you'd do that, but rather than debating the pros and cons of your methods or my design choices lets just fix it like this:

Go into the mouse cursors folder in OLC Gold, rename the protractor.tga (or whatever it's called) to something else, then make a copy of ruler.tga (or whatever) and rename that copy to protractor.tga. Disable and re-enable OLC GUI and your problem is solved.

Many thanks for this fix, I too like to see the protractor when measureing angles.
It enables you to measure the angle between the 2 legs, but at the same time be able to see the true bearing of the 2nd leg.

Hitman
06-09-09, 08:21 AM
That's what they had on the German subs. Funnily enough, I think I read somewhere that they didn't have it on the American subs, which makes it's inclusion in SH4 a bit odd... or maybe what I read was wrong.

Yes, split prism stadimeters where in the ealier german attack periscope models (Never AFAIK in the observation ones), and you can still see a nice example in the Vesikko. Later models lost the split prism in favour of binocular view, which is a more relaxed experience for the eyes and allows cathing finer details.

But I digress. IRL, as I understand it, the Germans lined up the top of one image with the bottom of the other by turning something on the scope (which caused the images to move together/apart, and also rotated the discs on the Range/AOB finder). Once aligned they'd read the range from the Range/AOB Finder disc and then rotate the prism in the scope so that the two images are side by side instead of one above the other. They'd then twist the thingy again and align the two images bow-to-stern, and then read off the AOB.

Exactly :up:

Sea Hawk
06-09-09, 09:10 AM
Can someone point me in the right direction for a draggable stopwatch mod for OLC 'gold'

Ive tried the links earlier on in this thread and cannot get the links to filefront to work.

Ive tried:-
Mikhayl http://files.filefront.com/GWX+stopwatch+for+OLCzip/;9411042;/fileinfo.html

Gairith http://files.filefront.com/Jonz+Chronorar/;11282969;/fileinfo.html

neither of these work.

I find Mikhayl http://www.subsim.com/radioroom/showpost.php?p=819148&postcount=4 very confusing.

onelifecrisis
06-09-09, 11:15 AM
Re: the fix, you're welcome.

@Hitman
See, I did pay attention when you explained this stuff! ;)

Pisces
06-09-09, 11:17 AM
By the way, i've noticed the protractor doesn't actually have a protractor attached to it after applying this mod. The ruler and the circle tool does, however. (Can't remember the circle tool being supposed to have one but I could be wrong)

What gives?This does:

http://www.subsim.com/radioroom/showpost.php?p=919104&postcount=1308

;)

jaxa
06-09-09, 02:44 PM
OLC, could you make order icons smaller? I think about submenu orders icons at front of you, not at lower right.

onelifecrisis
06-09-09, 02:55 PM
OLC, could you make order icons smaller? I think about submenu orders icons at front of you, not at lower right.

If by "could" you mean "would" then I'm afraid not, sorry.

tomfon
06-09-09, 03:32 PM
@OLC

Hi. Would you mind if i use menu_ini and dials.cfg files for a "Dragable Stopwatch" mod for use along with your mod? Its gonna be a special delivery for Sea Hawk (and for anyone else interested of course).

onelifecrisis
06-09-09, 03:36 PM
Of course, no need to even ask. :up::up:

tomfon
06-09-09, 03:45 PM
Special delivery for Sea Hawk! :D

D/L Link:

http://rapidshare.com/files/242915120/_Dragable_Stopwatch_for_OLC__Gold__MkIIx-versions___mod.rar

:ping:

P.S. Thanks OLC.

Sea Hawk
06-09-09, 05:27 PM
Many Many thanks tomfon for the special delivery. :up::yeah::up::yeah:

This forum and the people on it are brilliant.

Ive transferred to file into the mods folder for JSGME.
It will be a bit of time before I can try it out as I have just started my 1st patrole with OLC 'gold'. I have to sail all the way arround Britain to get to BF17.
I will pick up the stop watch when next in Wilhelmshaven.
I will let you know how it works.

Thanks again. :up:

onelifecrisis
06-09-09, 06:28 PM
I will pick up the stop watch when next in Wilhelmshaven.

Since it is just a GUI change you should be able to enable it mid-patrol with no problems if you want. :up:

Sea Hawk
06-10-09, 06:29 AM
Im being deapth charged at presant, I might be starting a new career sooner than I expected.

h.sie
06-11-09, 12:31 PM
hello olc,

did you use the basic.cfg from LATE WAR SENSORS in your mod, or did you use the standard one for early war?

h.sie

onelifecrisis
06-11-09, 01:22 PM
h.sie,

OLCG2 includes an LRT-compatible version of the LWS mod (as a seperate JSGME mod).

tomfon
06-12-09, 05:36 PM
Hi OLC.
How are you doing?
I see that you're into a serious debate at "General Topics". Take it easy, mate.;)
BTW, where did you get the "Internal Uboat Sound" mod. I can't find it.
Thanks in advance.

onelifecrisis
06-12-09, 05:51 PM
Hi OLC.
How are you doing?
I see that you're into a serious debate at "General Topics". Take it easy, mate.;)
BTW, where did you get the "Internal Uboat Sound" mod. I can't find it.
Thanks in advance.

Heh, yeah, no ****. If you think what's in that thread is bad you should see my PMs. What really did my head it was Aramike's non-response to my initial PM to him. I spent quite a while replying to every bloody point he made including the one in particular which I felt was actually relevant, and I felt sure I had him pretty well cornered on it (he'd been evading it and trying to bury it in a sea of tangent arguments) and then I got his reply saying he won't discuss it further! And he had a few choice words for me too, which I won't repeat. I sent him a few more PM's but all I got back was abuse - really strong abuse actually, but he's ex-army or something so I guess it's to be expected. Well, so much for my attempt to calm him down by taking things to PM - that didn't work at all! :nope:

Anyway, yeah... sorry, load off chest... the Internal U-Boat Sound... go to BTS mods and look in Venator's mods. :up:

tomfon
06-12-09, 06:17 PM
I spent quite a while replying to every bloody point he made including the one in particular which I felt was actually relevant

Unfortunately it doesn't always work this way though i don't agree too when people go like "i won't discuss this matter further". Then i'll say sthg like, "You arrogant @#!?*^$" and inevitably hell breaks out. Anyway...

go to BTS mods and look in Venator's mods. :up:

Got it!

:arrgh!:

Brer Rabbit
06-13-09, 12:07 AM
I want to take the opportunity to thank-you both for your mods, explanations and help given to the community.

I am on my second GWX career and third patrol using OLC's mod. I have upgraded to the newer versions after each patrol. At first I was disappointed, I missed my god's eye view, I missed the event camera, I missed all of the ways that I had used track, target and sink ships. I felt lost without the tools and assists I got from elements of the more simplified means to sink ships. I found that by to my surprise, I have been reasonalbly successful in my attacks--and to the point I am more in line with RL patrol results. I am improving with each patrol. Thanks for again for your dedication to improving the realism of this great subsim.

Tomfon I appreciate the draggable stopwatch, I have missed having it, and your mod is greatly appreciated.

Keep up the great work! :salute:

tomfon
06-13-09, 02:52 AM
Thank you for your kind words Brer Rabbit.:yep:
However, the "draggable stopwatch" is a mod i "made" by simply following Mikhayl's instructions i found on subsim plus its the only mod i've ever "made"...:wah: :shifty:

Just for the sake of history and proper crediting (i hope such a word exists in English) there are, literally, countless people who contribute and contributed to the community with real mods! (OLC, Rubini, Thomsen, Mikhayl... and newer modders like h.sie, makman... the list is endless let alone the GWX, WAC and NYGM team.:o)

Anyway, thanks again. :up: :oops::oops:

onelifecrisis
06-13-09, 11:26 AM
Thanks Brer.

I missed my god's eye view, I missed the event camera

Just to check... what do you mean by "god's eye view"?

JT1981
06-13-09, 11:40 AM
Oh,i have a problem. when using the OLC Gold MKiic,my periscope have only one magnification,the mousewheel dosnt work at all....

when i disable the OLC Gold MKiic(i used the fourth main mod),everything is ok!

why?

onelifecrisis
06-13-09, 11:49 AM
Oh,i have a problem. when using the OLC Gold MKiic,my periscope have only one magnification,the mousewheel dosnt work at all....

when i disable the OLC Gold MKiic(i used the fourth main mod),everything is ok!

why?

The scopes each have a (different) fixed zoom level in this mod. I made it like like that because that's the only way (that I know of) to fix the zoom/wave rendering problem in SH3 (in any other GUI you will see that waves are stretched and flattened more and more by increased zoom levels, but that problem does not happen in OLCG2).

JT1981
06-13-09, 12:01 PM
so you mean i could not switch the magnification (http://www.iciba.com/magnification/) between 1.5 and 10 in attack periscope like in GWX3?

another question: now,the magnification (http://www.iciba.com/magnification/) of attack/observe periscope is 1.5/10?

onelifecrisis
06-13-09, 12:03 PM
so you mean i could not switch the magnification (http://www.iciba.com/magnification/) between 1.5 and 10 in attack periscope like in GWX3?

Yes, that's what I mean.

another question: now,the magnification (http://www.iciba.com/magnification/) of attack/observe periscope is 1.5/10?

The attack scope in OLCG2 is set at 3X zoom.
The observation scope in OLCG2 is set at 6X zoom.

Brer Rabbit
06-13-09, 06:48 PM
OLC
Just to clarify my earlier post, the God's eye view was the map updating that accurately places ship symbols on the map as you zoom in.

In the same tract sonor lines of contact seemed quite accurate as to range by measuring the distance along the line to its end, and allowed you to get a reasonably accurate course by marking the ends of the lines. Currently the lines seem to show more realistically the sound propagation in the water, so that at this time I can only ascertain the bearing to the contact, at least until I get closer.

onelifecrisis
06-13-09, 06:55 PM
OLC
Just to clarify my earlier post, the God's eye view was the map updating that accurately places ship symbols on the map as you zoom in.

In the same tract sonor lines of contact seemed quite accurate as to range by measuring the distance along the line to its end, and allowed you to get a reasonably accurate course by marking the ends of the lines. Currently the lines seem to show more realistically the sound propagation in the water, so that at this time I can only ascertain the bearing to the contact, at least until I get closer.

Oh I see. I thought for a moment you had turned off map updates entirely! No worries, then.

Sea Hawk
06-13-09, 08:49 PM
Just had my 3rd kill of my current patrol - passenger/cargo east of Scappa flow. 1st patrole since loading OLC gold, 2nd kill only a coal tender thingy (does it still count), mind didn't use up any fishes on it.

I love the range and AOB finding mechanisms in OLC Gold. I never did like the steadyometer in the stock game. BIG THANKS to OLC.
:yeah::up::yeah::up: Attack disk is excelent as well. :up::yeah::up::yeah:

Draggable stopwatch working great. Tomfon - you must have flown it to me by condor and dropped it down my hatch, your special delivery is much appreciated.:yeah:

Also trying a little bit of MoBo, still mainly using the navigation chart in SH3.

onelifecrisis
06-13-09, 08:52 PM
I love the range and AOB finding mechanisms in OLC Gold. I never did like the steadyometer in the stock game. BIG THANKS to OLC.
:yeah::up::yeah::up: Attack disk is excelent as well. :up::yeah::up::yeah:

Just to give credit where it is due, Hitman and joegrundman made those tools. :yep: All I did was to find a "better" way to integrate them into the SH3 GUI, and make a tutorial video. :up:

JT1981
06-14-09, 03:42 AM
Yes, that's what I mean.



The attack scope in OLCG2 is set at 3X zoom.
The observation scope in OLCG2 is set at 6X zoom.

if i want to aim the target at different zoom like in olc gui 1.2.7,how could i do?is there any mod or something to install?

onelifecrisis
06-14-09, 02:13 PM
if i want to aim the target at different zoom like in olc gui 1.2.7,how could i do?is there any mod or something to install?

Well, you could go back to OLC GUI 1.2.7 if you like, but I don't know if it's fully compatible with GWX3.

Contact
06-14-09, 02:28 PM
if i want to aim the target at different zoom like in olc gui 1.2.7,how could i do?is there any mod or something to install?


Ok I know how you feel, to lose scope "zoom" is like to loose one eye, but don't freak out yet, later you will understand that you don't realy need it in OLC GOLD. Except the moment when you want to calculate true course using whiz wheel. You will have troubles calculating AOB from great distance without zoom. But I don't think it's very bad.
If you already have veteran eye on AOB betting you will not go missing :)

vorosgy
06-14-09, 03:37 PM
I installed the mod a few days ago, and I'm still missing the zoom... I hope it will get better! :)

The other thing I miss is the bearing rose on the map, the one that came with GWX. I'm talking about the compass that is centered on your U-boat on the navmap. It was so helpful! I also cannot see my position on the map (unless I draw some waypoints).

Is there a way to get back that bearing rose?

Btw, thanks for the mod, OLC, it is simply brilliant!

TigerShark808
06-14-09, 04:36 PM
Installed the MOD a few days ago also..this makes the game so much better.

I would advise anyone who is having trouble switching or choosing to switch from auto to manual or thinking that its just not worth the time to learn the targeting to try this mod. If you have access to a laptop and can set it up next to your "SH3 COMPUTER" :D Then go ahead and download the "ORIGINAL OLC VIDEO" and play while you watch. The learning curve will shorten if you do this. With in a few hours I was feeling very comfortable with the whole system and often wondered why I didnt do this earlier. As they say in those cheesey ITT commercials back here in the States " If I can do it then anyone can"

Thanks OLC.
You have kept my SH3 from hitting the "ONCE PLAYED" shelf in my vast collection of "ONCE PLAYED"

JT1981
06-14-09, 09:59 PM
Ok I know how you feel, to lose scope "zoom" is like to loose one eye, but don't freak out yet, later you will understand that you don't realy need it in OLC GOLD. Except the moment when you want to calculate true course using whiz wheel. You will have troubles calculating AOB from great distance without zoom. But I don't think it's very bad.
If you already have veteran eye on AOB betting you will not go missing :)

aob and range is not a problem for me,i always caculate them by eye looking.so maybe i should use this mod,and forget olc gui1.2.7.

btw,the gui 1.2.7 is compatible with GWX3.

onelifecrisis
06-14-09, 10:13 PM
btw,the gui 1.2.7 is compatible with GWX3.

Yeah, it'll work, but there might be some old or missing entries in the en_menu.txt file (or whatever it's called) and some slightly incorrect images (such as the wrong torpedo images in the torp loading screen) but those are minor things. I do vaguely remember one pretty severe problem that that file caused with GWX3 if you used SH3 Commander, but I think that only happened if you picked a certain date and flotilla... though I really can't remember for sure now. Anyway if you've noticed no problems then it's probably fine. :up:

JT1981
06-15-09, 05:36 AM
Yeah, it'll work, but there might be some old or missing entries in the en_menu.txt file (or whatever it's called) and some slightly incorrect images (such as the wrong torpedo images in the torp loading screen) but those are minor things. I do vaguely remember one pretty severe problem that that file caused with GWX3 if you used SH3 Commander, but I think that only happened if you picked a certain date and flotilla... though I really can't remember for sure now. Anyway if you've noticed no problems then it's probably fine. :up:

yes,i used olc1.2.7 in GWX3 and found no problem at all,i have finished 16 potrols successfully,and everything is ok.

vorosgy
06-15-09, 07:33 AM
I installed the mod a few days ago, and I'm still missing the zoom... I hope it will get better! :)

The other thing I miss is the bearing rose on the map, the one that came with GWX. I'm talking about the compass that is centered on your U-boat on the navmap. It was so helpful! I also cannot see my position on the map (unless I draw some waypoints).

Is there a way to get back that bearing rose?

Btw, thanks for the mod, OLC, it is simply brilliant!

I managed to get back the bearing rose, so everything is fine.

For those who miss the attack scope zoom: the vertical markings of the observation scope are the same as the attack scope's rangefinder ones. This way you can measure the distance of ships that are far away more accurately.

TigerShark808
06-15-09, 02:04 PM
One question with this MOD..I notice that the Navigator (NA) is the one to goto when you ask for a weather report. How does the Navigator know the weather @ 80meters?

Pisces
06-15-09, 04:06 PM
He has got all the neccesary celestial navigation, planet ephemeride and astronomy books under his desk. Wouldn't be surprised if he does astrological predictions as a hobby. ;)

Jimbuna
06-15-09, 05:03 PM
He has got all the neccesary celestial navigation, planet ephemeride and astronomy books under his desk. Wouldn't be surprised if he does astrological predictions as a hobby. ;)

Either that or he's a psychic :DL


http://img46.imageshack.us/img46/2328/crysta121.gif

onelifecrisis
06-15-09, 05:04 PM
One question with this MOD..I notice that the Navigator (NA) is the one to goto when you ask for a weather report. How does the Navigator know the weather @ 80meters?

What's the longest time you've ever stayed at 80 meters for? ;)

TigerShark808
06-15-09, 07:38 PM
Ok I withdraw the question :DL

INDIANNA
06-16-09, 07:17 AM
Hello all. Vorosgy, could you let me know how you got the bearing rose back. Love olc's work.... ... first rate. Thanks :)

Sea Hawk
06-16-09, 01:23 PM
I managed to get back the bearing rose, so everything is fine.

For those who miss the attack scope zoom: the vertical markings of the observation scope are the same as the attack scope's rangefinder ones. This way you can measure the distance of ships that are far away more accurately.

How did you get back the bearing rose?

tomfon
06-16-09, 06:01 PM
The mod has been uploaded to the downloads section ("Gameplay Mods").

onelifecrisis
06-17-09, 01:00 PM
I've made a JSGME mod which will update OLC 'Gold' from MkIIc to MkIId.

MkIId is a small cosmetic update; the changes are:


Slightly modified the partial cloud texture.
Made it easier to tell the difference between "poor" and "moderate" visibility conditions when the sky is overcast (they looked almost exactly the same in MkIIc).

Get the MkIId update here (http://files.filefront.com/OLC+Gold+MkIId+Update/;13909129;/fileinfo.html).

EmeAzul
06-17-09, 02:31 PM
OLC, thank you for all your contributions to the SH3 community. As an 8K environment user, I was wondering if there are a few parts of OLC Gold Mod that I could use. I realize you developed this for 16K environments, but are there a few items generic enough that they will also work in an 8K environment? Thx
EmeAzul

SeaWolf U-57
06-17-09, 03:32 PM
Just uploaded it I hope todd will add it soon:salute:

bert8for3
06-18-09, 06:57 AM
Tks much OLC :up:

onelifecrisis
06-18-09, 05:06 PM
Are there a few items generic enough that they will also work in an 8K environment?

Not really, no.

Edit:
If you just want the GUI, try OLC GUI 1.2.7.

sharkbit
06-19-09, 12:17 PM
Question:

Does the periscope need to fully extended to get accurate ranges? I wouldn't think it would really matter though.

I haven't had a chance to really experiment, but I noticed if I observe a ship with the scope barely extended above the surface some of the ranges were off compared to with the scope fully extended.

Part of this may have been just my lack of experience with using OLC's GUI.

Thanks.
:)

onelifecrisis
06-19-09, 02:10 PM
Question:

Does the periscope need to fully extended to get accurate ranges? I wouldn't think it would really matter though.

I haven't had a chance to really experiment, but I noticed if I observe a ship with the scope barely extended above the surface some of the ranges were off compared to with the scope fully extended.

Part of this may have been just my lack of experience with using OLC's GUI.

Thanks.
:)

The height of the scope makes no difference.

vorosgy
06-20-09, 08:03 AM
Hello all. Vorosgy, could you let me know how you got the bearing rose back. Love olc's work.... ... first rate. Thanks :)

The roses for U-boats are contained by these files (without OLC mod, of course):
<SHIII directory>\data\Submarine\NSS_Uboat<Type>\NSS_Uboat<Type>_shp.tga

For example, this file (for the Type IX/b sub):
<SHIII directory>\data\Submarine\NSS_Uboat9b\NSS_Uboat9b_shp.tga

To get back the original higher zoom levels for the navigational map (to see the rose more clearly), you may also need to modify this file:
<SHIII directory>\data\Menu\cfg\Maps.cfg
in the row which begins with ZoomLevels.


I made a small JSGME-compatible package for myself, which does these jobs. In case you are interested, you can download it from here:
http://rapidshare.com/files/246634331/OLC__Gold__MkII_Bearing_rose.rar.html
The link is limited for 10 downloads.

INDIANNA
06-20-09, 11:07 AM
Thats great, thanks Vorosgy. I cant get your download link to work but I recon I can make my own little mod with the info you have kindly provided. Thanks for taking the time to reply. :)

vorosgy
06-20-09, 03:56 PM
Thats great, thanks Vorosgy. I cant get your download link to work but I recon I can make my own little mod with the info you have kindly provided. Thanks for taking the time to reply. :)

No problem, and good hunting!
:up:

Contact
06-25-09, 06:47 AM
Hey, I just started my third patrol and got surprised by faulty binoculars magnification:

http://img265.imageshack.us/img265/1435/scope.th.jpg (http://img265.imageshack.us/i/scope.jpg/)

Never seen this before.. :-?

onelifecrisis
06-25-09, 06:49 AM
Hey, I just started my third patrol and got surprised by faulty binoculars magnification:

http://img265.imageshack.us/img265/1435/scope.th.jpg (http://img265.imageshack.us/i/scope.jpg/)

Never seen this before.. :-?

Me neither! List your active mods plz (in the order they appear in JSGME).

Contact
06-25-09, 06:51 AM
Here it is:

http://img265.imageshack.us/img265/6835/jsgme.th.jpg (http://img265.imageshack.us/i/jsgme.jpg/)

Contact
06-25-09, 07:05 AM
Went far away from harbour made a save, reloaded the game and it came back to normal. It is probably SH3 Commanders malfunction option that gave this issue.

Never thought it could have an impact on binoculars :hmmm:

onelifecrisis
06-25-09, 07:26 AM
Went far away from harbour made a save, reloaded the game and it came back to normal. It is probably SH3 Commanders malfunction option that gave this issue.

Never thought it could have an impact on binoculars :hmmm:

Good job you mentioned this. I never used malfunctions/sabotage but looking in the SH3C cfg files it seems that it can cause problems with OLCG2.

[Mal0:data\Library\Cameras.dat]
;Randomly adjusts blur duration time to simulate periscope seal/lens integrity, also disables attack scope zoom, simulates periscope magnification breakdown
;1939 8% randomization
ApplyToPeriod=19390101|19391231
ChooseFrom=90
RndMidPat=0

0_x2ECD=20 ;Attack Periscope Drops duration[4]
0_x2EE2=20 ;Attack Periscope Blur duration[3]
1_x2ECD=37
1_x2EE2=37
2_x2ECD=60
2_x2EE2=60
3_x2ECD=3600
3_x2EE2=3600

4_x2ECD=37
4_x2EE2=37
4_x2AFC=18 ;Obs Periscope Drops duration[5]
4_x2B11=18 ;Obs Periscope Blur durarion[4]

5_x2ECD=3600
5_x2EE2=3600
5_x2AFC=18
5_x2B11=18

6_x2ECD=20
6_x2EE2=20
6_x302F=1.5 ;Zoom
6_x304E=1.5 ;Zoom

7_x302F=1.5
7_x304E=1.5

8_x302F=6.0
8_x304E=6.0

;----------------------------------------------------------------------------------
[Mal1:data\Library\Cameras.dat]
;1940 10% randomization
ApplyToPeriod=19400101|19411231
ChooseFrom=90
RndMidPat=0

0_x2ECD=20 ;Attack Periscope Drops duration[4]
0_x2EE2=20 ;Attack Periscope Blur duration[3]
1_x2ECD=37
1_x2EE2=37
2_x2ECD=60
2_x2EE2=60
3_x2ECD=3600
3_x2EE2=3600

4_x2ECD=37
4_x2EE2=37
4_x2AFC=18 ;Obs Periscope Drops duration[4]
4_x2B11=18 ;Obs Periscope Blur durarion[3]

5_x2ECD=3600
5_x2EE2=3600
5_x2AFC=18
5_x2B11=18

6_x2ECD=20
6_x2EE2=20
6_x302F=1.5 ;Zoom
6_x304E=1.5 ;Zoom

7_x302F=1.5
7_x304E=1.5

8_x302F=6.0
8_x304E=6.0

;----------------------------------------------------------------------------------
[Mal2:data\Library\Cameras.dat]
;1942 15% randomization
ApplyToPeriod=19420101|19431231
ChooseFrom=60
RndMidPat=0

0_x2ECD=20 ;Attack Periscope Drops duration[4]
0_x2EE2=20 ;Attack Periscope Blur duration[3]
1_x2ECD=37
1_x2EE2=37
2_x2ECD=60
2_x2EE2=60
3_x2ECD=3600
3_x2EE2=3600

4_x2ECD=37
4_x2EE2=37
4_x2AFC=18 ;Obs Periscope Drops duration[4]
4_x2B11=18 ;Obs Periscope Blur durarion[3]

5_x2ECD=3600
5_x2EE2=3600
5_x2AFC=18
5_x2B11=18

6_x2ECD=20
6_x2EE2=20
6_x302F=1.5 ;Zoom
6_x304E=1.5 ;Zoom

7_x302F=1.5
7_x304E=1.5

8_x302F=6.0
8_x304E=6.0

;----------------------------------------------------------------------------------
[Mal3:data\Library\Cameras.dat]
;1944 18 % randomization
ApplyToPeriod=19440101|19440531
ChooseFrom=50
RndMidPat=0

0_x2ECD=20 ;Attack Periscope Drops duration[4]
0_x2EE2=20 ;Attack Periscope Blur duration[3]
1_x2ECD=37
1_x2EE2=37
2_x2ECD=60
2_x2EE2=60
3_x2ECD=3600
3_x2EE2=3600

4_x2ECD=37
4_x2EE2=37
4_x2AFC=18 ;Obs Periscope Drops duration[4]
4_x2B11=18 ;Obs Periscope Blur durarion[3]

5_x2ECD=3600
5_x2EE2=3600
5_x2AFC=18
5_x2B11=18

6_x2ECD=20
6_x2EE2=20
6_x302F=1.5 ;Zoom
6_x304E=1.5 ;Zoom

7_x302F=1.5
7_x304E=1.5

8_x302F=6.0
8_x304E=6.0
I can't be bothered to check that code but I can see immediately that some of it will cause problems (buggered firing solutions for sure, and probably your binocular problem as you guessed). For now I recommend you disable this particular malfunction by backing up Randomised events.cfg and then deleting from it all of the code shown above.

Post #1 edited. Cheers.

Contact
06-25-09, 07:41 AM
That's ok OLC, unless it is not a bug I like to have malfunctions ON to simulate breakdowns :) It strongly adds a flavour of challenge that I really like :up:

onelifecrisis
06-25-09, 07:47 AM
That's ok OLC, unless it is not a bug I like to have malfunctions ON to simulate breakdowns :) It strongly adds a flavour of challenge that I really like :up:

If you delete just the code I showed, as I explain, then it won't disable all malfunctions. It will only disable those malfuctions which affect the scopes and binocs, which you really don't want with OLCG2. Take the attack scope for example. One of the malfunctions is supposed to restrict it to 1 zoom level, but the OLCG2 scope is already fixed at 1 zoom level and this malfunction will mess up that zoom level (rather than having no effect at all) and consequently mess up the firing solutions. That is not a realistic malfuction, so you really ought to disable it.

If you follow the instructions I gave then all the other malfuctions will still happen, but it's up to you of course.

Contact
06-25-09, 08:00 AM
If you delete just the code I showed, as I explain, then it won't disable all malfunctions. It will only disable those malfuctions which affect the scopes and binocs, which you really don't want with OLCG2. Take the attack scope for example. One of the malfunctions is supposed to restrict it to 1 zoom level, but the OLCG2 scope is already fixed at 1 zoom level and this malfunction will mess up that zoom level (rather than having no effect at all) and consequently mess up the firing solutions. That is not a realistic malfuction, so you really ought to disable it.

If you follow the instructions I gave then all the other malfuctions will still happen, but it's up to you of course.

Maybe that is why I had strangely odd firering solutions calculated earlier without any logical explanations why ? :hmmm:

However there is a seal on lens malfunction that gives a slopy view if periscope is lifted above water in persicope depth which I would still like to have..
Is there any way of leaving only this malfunction regarding scopes ?

onelifecrisis
06-25-09, 08:23 AM
Is there any way of leaving only this malfunction regarding scopes ?

Yes, in theory, but I'm afraid I don't have the time to dig around in the hex and work out which lines change what. Maybe someone else will... otherwise your options remain the same.

TigerShark808
06-25-09, 09:06 AM
Hey, I just started my third patrol and got surprised by faulty binoculars magnification:

http://img265.imageshack.us/img265/1435/scope.th.jpg (http://img265.imageshack.us/i/scope.jpg/)

Never seen this before.. :-?
I have had this happen to me a few times also(3 or 4 times). I just save game and exit then once reloaded everything is usually fine.
My problem now and has been for a few days is I cant read my crews XP in the XP BAR ? .You know the bar that shows the lvl of proficiency when a group is in one of the many station assigned to them? I would take a snap shot of the problem but cant seem to do that now either.

Have reintstalled the game twice now. Same problem(s).

I had this happen before and as above with the binocular problem it went away when i reloaded the game. But it refuses to go away now :damn:

Oh well.

onelifecrisis
06-25-09, 09:11 AM
My problem now and has been for a few days is I cant read my crews XP in the XP BAR ? .You know the bar that shows the lvl of proficiency when a group is in one of the many station assigned to them?

If you mean the bar above each compartment then that is a known side-effect/bug of the LRT mod. If you use one of OLCG2's LRT options then you just have to make do without that bar.

TigerShark808
06-25-09, 09:13 AM
Thank you sir..I feel so much better now :salute:

Contact
06-25-09, 10:28 AM
If you mean the bar above each compartment then that is a known side-effect/bug of the LRT mod. If you use one of OLCG2's LRT options then you just have to make do without that bar.


I thought these green bars over the top of each compartment represents the average crew efficiency level at the particular compartment which is made by each persons fatigue level in that same compartment. So I don't see any green bars too but I believe it is just because I have settings in SH3 comander set to no fatigue. right ?

onelifecrisis
06-25-09, 11:01 AM
I thought these green bars over the top of each compartment represents the average crew efficiency level at the particular compartment which is made by each persons fatigue level in that same compartment.

Correct.

So I don't see any green bars too but I believe it is just because I have settings in SH3 comander set to no fatigue. right ?

Wrong. The LRT mod is the reason you don't see the bars.

Pisces
06-25-09, 11:05 AM
No it really is due to longer repair times mod. I have the exact same SH3Commander settings as I had in GWX2.1+(OLCE+Gui), which was standard 8h GWX setting. Never had LRT mode before. And iirc it was specificaly stated being a side effect in it's thread or readme. Now i do not have te green bars anymore. Limiting time compression and making regular crew shifts becomes more of an issue this way. But that's all part of officer-hood I'm afraid.

Contact
06-25-09, 11:28 AM
I see.. thanks. Well then usage of "no fatigue" option with LRT in SH3Cmdr can now be justified assuming crew shifts changes every 8 hours or so..

LGN1
06-27-09, 07:44 PM
Hi,

concerning the sabotage/malfunction feature, this thread might be of interest:

http://www.subsim.com/radioroom/showthread.php?t=139603

As OLC has said, one has to localize the new hex offsets in OLC's camera.dat file for the parameters and correct the entries in Randomised events.cfg.

Cheers, LGN1

(Just to make sure, the values given in the link will not work with OLC's work.)

Captain Birdseye
06-28-09, 06:50 PM
Hi there, whenever I try to click the white disc to drop down onto the peri lens, the periscope moves and I can't get it to drop down. Does anyone know why this is?

badwolf
06-28-09, 09:57 PM
I see.. thanks. Well then usage of "no fatigue" option with LRT in SH3Cmdr can now be justified assuming crew shifts changes every 8 hours or so..

Hi Contact
LRT only effects the repair time, all other compartment efficiencies are the same as GWX. The crew will get tired on duty as normal for that fatigue model used.
Its just a matter of personnal preference if you use a particular fatigue model or none at all. I personally use fatigue as I enjoy the fact that the repairs are made much more realistic due to the uncertainties and organising crew to work efficiently is a challenge, but its not everyones cup-of-tea.

vorosgy
06-29-09, 03:22 AM
Hi there, whenever I try to click the white disc to drop down onto the peri lens, the periscope moves and I can't get it to drop down. Does anyone know why this is?

You have got to enable the manual targeting realism setting.

Yoda1976
06-29-09, 12:03 PM
Hi OLC, :salute:

i play normaly with LSH. But i like your OLCE Scene`s. You have made an OLCE Scene.dat für NYGM, i think it was the OLCE Horizon Fix. In LSH we have an wonderful Moon with nice reflections, and in your Scene for NYGM you have made a nice moon too.

Can you help me, with your MKIId Scene.dat, i want to activate the reflections, an want to have the same moon like this one in your OLCE Horizon Fix for NYGM.

I hope you can help me.

Sorry for my bad english.

Regards Marius

Captain Birdseye
06-29-09, 04:13 PM
You have got to enable the manual targeting realism setting.
Thanks buddy :up:

rs77
07-03-09, 02:50 AM
hi, I have questions :DL

I did fresh install of SH3, patched to 1.4b, then GWX3.0, SH3 commander+ SH3 commander files for GWX3.0, SH3 commander files for OLC, then OLCG2 option 4

1. realism settings: 'no event camera' does not affect realism, it can be off or on and the realism stays at 100%, is it intentional or do I have something really messed up ?

2. UZO: what's the vertical scale in it for ? the one starting with 140 and with decreasing numbers as going up the UZO view ? what's the general idea of performing night time surfaced attacks ? how to make firing solution with UZO ?

thanks

EDIT: I found OLC_Ubermod manual and it probably answers my UZO marking question:
The only thing not covered by those videos is
the marking lines in the UZO, which allow you to obtain the range to a ship. The procedure is: multiply the
mast value of the ship you're looking at by the number next to the UZO marking line which corresponds to
the top of its mast. So for example, if the ship's mast value is 20m, and if (when viewed through the UZO)
the top of its mast lines up with the horizontal line marked 50, then the ship is 50x20m=1000m away.is that right for OLCG2 too ? if yes then forget question no.2 (range + bearing -> target course + speed -> AoB -> solution :up:

tomfon
07-03-09, 07:31 AM
Hallo.

As far as question 2 is concerned it seems that you have found the answer. You can find more info in the readme files accompanying OLC's mod.

About question #1:

With OLC's mod activated if you click on "Realistic" while you're at the Realism Options in-game page you get 100% realism. That leaves the "No Event Camera" option unchecked by default. If you insist on having this option enabled and for this reason check the corresponding box then no changes will be applied to the realism percentage. The same goes for the other unchecked-by-default options. Alternatively, you can change the settings by editing the GameplaySettings.cfg and i mean the one that comes with OLC's mod. Last but not least:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1112

Sorry, i have to go now.

rs77
07-03-09, 08:33 AM
tomfon, thanks for the answer :salute:

I just found it a bit strange that unchecked event view gives 100% realism, and suspected that I messed sth up, but of course I don't complain on this in any way

once again, thanks :up:

onelifecrisis
07-03-09, 09:10 AM
I like a bit of eye candy, but the external camera is too powerful and too easy to abuse for my liking. The event camera, on the other hand, doesn't give the player that much information. Also, a lot of the info that the EC does give - such as whether or not a torpedo missed, and even whether it missed aft of the target or not - could be determined by the hydrophone operator, I should think.

For those who agree with the above, the event camera can be enabled with no realism hit. For those who disagree, the event camera can be disabled. Seems like a win/win to me, which is why I put it in the mod. :)

In my current career I actually have the EC turned off, but it's nice to know I can turn it on any time.

rs77
07-03-09, 11:02 AM
OLC, if you like eye candy, then maybe you should try Waterstream+Exhaust Combi by h.sie, new version V2.3 is compatible with OLCG2 :up:

http://www.subsim.com/radioroom/showthread.php?t=152144&page=4

onelifecrisis
07-03-09, 11:58 AM
OLC, if you like eye candy, then maybe you should try Waterstream+Exhaust Combi by h.sie, new version V2.3 is compatible with OLCG2 :up:

http://www.subsim.com/radioroom/showthread.php?t=152144&page=4

Thanks for the tip :) but... since U-boats did not leave trails of smoke in the air IRL I'm not keen on having them do it in the game :roll: and since you can only see the waterstreams from external view (which I don't use) I don't think I'll be installing that mod. ;)

Azrael Valedhel
07-03-09, 04:19 PM
Just how many times did you say that it is the last release? Ah, well - don't stop doing that :up:
Thank you, chapeau bas.

tomfon
07-03-09, 04:55 PM
I like a bit of eye candy, but the external camera is too powerful and too easy to abuse for my liking. The event camera, on the other hand, doesn't give the player that much information. Also, a lot of the info that the EC does give - such as whether or not a torpedo missed, and even whether it missed aft of the target or not - could be determined by the hydrophone operator, I should think.

Yep. Plus its nice watching the torpedo moving in the water. Personally, I don't use the hydrophone to find out what has happened to my torpedo in case there is no *BOOM* so yeah its nice!

Bummy
07-07-09, 02:26 PM
Again questions.. At least I tried to read topic and didn't find it out. :)
Is it possible or more likely, what files I should edit to get normal Nav map back with unit icons there when zoomed closer to map?

Same with two zoom levels periscope? That's not so needed but as newbie I'd need at least those icons on nav map for begin of my game.
Or should I just go back to 1.27? What all does it miss? I absolutely like new graphics but if 1.2.7 is otherwise just easier and works well, then I should use it? I use GWX3 with no other mods.

Thanks for very nice mod OLC. Even I'm newbie I like to use new system for targeting. :)

vorosgy
07-07-09, 04:04 PM
I think you should edit the config file data/Menu/cfg/Maps.cfg (the lines SymbolZoom and GroupZoom). Though I didn't try it, I think that should do the trick.

Bummy
07-08-09, 01:17 PM
I think you should edit the config file data/Menu/cfg/Maps.cfg (the lines SymbolZoom and GroupZoom). Though I didn't try it, I think that should do the trick.
That worked.. At least nearly completely. Thanks! :yeah:
I just didn't get the tails back to icons. Someone know what to edit that I get them back as well?

OuNiS
07-17-09, 05:50 PM
I try turn on 'map update' option when using your mod but this option doesn't work. Only in map scale above 125 km I could see a visual, sonar contacts and submarine icon. I use GWX 3.0, SH3 Comm 3.2. Could you tell me why this option doesn't work in my game?

Azrael Valedhel
07-24-09, 07:18 AM
You should read more about this mod - this is normal behaviour with OLC Gui, no more GPS in WW2. Although... Aren't sonar lines visible at any zoom? Hm, can't remember that.

OuNiS
07-24-09, 07:57 AM
[quote=Azrael Valedhel;1139457]You should read more about this mod - this is normal behaviour with OLC Gui, no more GPS in WW2. [quote]

Thanks for answer. I watched OLC's video tutorial in which he turn on map updates to better ilustrate some behaviors of his mod.
I thought that this feature is available.

tomfon
07-28-09, 01:45 PM
IMPORTANT


I strongly recommend using makman94's TMT Mod (http://www.subsim.com/radioroom/showthread.php?t=153937) with OLCG2.

:yeah:

And as makman said....its a must.

h.sie
08-07-09, 10:21 AM
Hello OLC,

I finally changed to your Gold MkII GUI because of the environment's superb horizon. Now I make some small individual changes. For my taste the periscope/Binocs view turns too fast if I press the "Arrow-Left", "Arrow-Right", "Arrow-Up" or "Arrow-Down"-Key, even if I additionaly press "Shift" (or was it "Ctrl"?). I think that can be fixed in Cameras.dat. Do you know what parameters have to be changed?

Thanks & Greetings!
h.sie

P.S. Are you currently working on a GUI for GWX4?

h.sie
08-08-09, 05:10 PM
In the meantime I tried to add an AxisRotation - Controller to the Periscopes & UZO in Cameras.dat, but that didn't work. Now I give up.

java`s revenge
08-15-09, 11:06 AM
I have a question,

Today i installed this olc version. It`s a very nice mod.
But the binoculars are very twisty and periscope. Can`t look at easy around.

Do someone have a solution for this?

onelifecrisis
08-15-09, 11:43 AM
I have a question,

Today i installed this olc version. It`s a very nice mod.
But the binoculars are very twisty and periscope. Can`t look at easy around.

Do someone have a solution for this?

Hold down the Ctrl key while moving the mouse.

java`s revenge
08-16-09, 07:49 AM
Thank you for the hint ! :up:

bybyx
08-18-09, 09:04 AM
I have a strange problem. With OLC gold MkIId option 3 enabled I can't use de zoom function of the periscope. If I disable the mod it works. The level of zoom does not even show on the lens. I have Sh3 + latest patch+ Gwx Gold+ Sh3 Commander + Files for SH3 Commander +Olc Gold MkIId and the files for SH3 Commander

Contact
08-18-09, 09:27 AM
I have a strange problem. With OLC gold MkIId option 3 enabled I can't use de zoom function of the periscope. If I disable the mod it works. The level of zoom does not even show on the lens. I have Sh3 + latest patch+ Gwx Gold+ Sh3 Commander + Files for SH3 Commander +Olc Gold MkIId and the files for SH3 Commander

Zoom function is choped out in all 4 options of OLCG2

bybyx
08-18-09, 09:28 AM
Zoom function is choped out in all 4 options of OLCG2
Why is that?

Contact
08-18-09, 09:39 AM
Why is that?

Because OLC decided so :DL

But you may want to browse this thread to look for more info about why it is so. Since I don't already remember the original reason, don't want to lie to you by making things up.

bybyx
08-18-09, 09:57 AM
Because OLC decided so :DL

But you may want to browse this thread to look for more info about why it is so. Since I don't already remember the original reason, don't want to lie to you by making things up.

I see...
No harm intended. I'll look for more info then. Still how can it simulate reality without periscope zoom capability?

Contact
08-18-09, 10:02 AM
I see...
No harm intended. I'll look for more info then. Still how can it simulate reality without periscope zoom capability?

You don't realy need the zoom capability in OLCG2. Observation periscope (already fixed zoom level) and binoculars are your zoom instrumments.

h.sie
08-18-09, 10:25 AM
...the waves can only be rendered for one single zoom level (if I remember correctly).

bybyx
08-18-09, 12:12 PM
Ok then.
Here's another question. Can we use OLC Gold MkIId with another GUI that allows periscope zoom? If yes which one?
And another thing regarding the map update feature. I understand the logic in your choice OLC but what if could get updates only for one ship and not for the entire convoy. I mean you choose a ship to sink and you get updates only for that ship. Am I making any sense?

Contact
08-19-09, 02:08 AM
Ok then.
Here's another question. Can we use OLC Gold MkIId with another GUI that allows periscope zoom? If yes which one?
And another thing regarding the map update feature. I understand the logic in your choice OLC but what if could get updates only for one ship and not for the entire convoy. I mean you choose a ship to sink and you get updates only for that ship. Am I making any sense?


I'm affraid you won't be able to use any of previous GUIs with newest OLCG2.

Updates for ship ? Like updates in nav map ? Or when you are already in position to attack a convoy ? If so you calculate Speed and AOB of any ship in the convoy. After doing so the AOB will be automatically adjusted to any ship you aim. So what is left for you to do is recalculate range for every ship you decide to attack in particular convoy.

bybyx
08-19-09, 02:22 AM
Updates in the navmap, but only for the ship you choose to sink and not for the entire convoy

Contact
08-19-09, 02:59 AM
Updates in the navmap, but only for the ship you choose to sink and not for the entire convoy

I'm not getting the point why you need icons anyway if you're doing manual targeting ?

Contact
08-20-09, 02:44 AM
Just a few minutes ago I have finished making my video about manual targeting technique. However it is not a tutorial since it has no comments on what you see, but still if you are already familiar with basics of OLCGUI you'll understand everything.

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

Pisces
08-20-09, 11:09 AM
Updates in the navmap, but only for the ship you choose to sink and not for the entire convoyBecause the game (even stock Sh3) simply doesn't allow this. It's hardcoded so OLC can't do anything about it if he whished. It's either all or nothing through the realism option.

bybyx
08-20-09, 12:36 PM
I see. I can live with that but it would have been nice to have at least the zoom on the periscope.

h.sie
08-20-09, 03:07 PM
you can use OLC GUI v1.2.7 (has two zoom levels) together with GWX-16km-athmosphere or as I do, with GWX-16km-athmosphere.

geosub1978
08-20-09, 04:17 PM
Hi! Is there any no GUI version of this very nice mod?Thanks!

tomfon
08-21-09, 01:54 AM
Hi! Is there any no GUI version of this very nice mod?Thanks!

Hi. Download OLC's Ubermod from here (http://www.filefront.com/14019299/OLC-Ubermod-243.7z/) and enable the environmental part.

tomfon
08-21-09, 01:56 AM
[Nothing here. My mistake, i'm sorry.]

Contact
08-21-09, 12:23 PM
Hey, anyone using Option 4 ? The one with LRT ?

I was wondering if it works as it should be. Since I have a suspission it keeps hull integrity much too big when you get serious damages. Recently I came back from a patrol, from which I think I should not had to.

I had received one portion of depth charges on me, and later I hit a mine. I was expecting to see H.I at least 60% or even less, but when I docked SH3Comander was showing (H.I. 92.88%)

I really think it's not realistic though..

tomfon
08-21-09, 01:05 PM
Yeah, i've just read your story. Well, LRT significantly increases the hull's strength while on the other hand increases the chance the Uboats equipment receive more damage than usual in an attempt to break the dependency of the damage from the damage the hull may take. In other words, if you don't use LRT then due to stock behaviour most of the damage a Uboat takes is depicted as a reduction to the hull's integrity percentage.
Is there any chance you might know which section/compartment of your Uboat hit the mine? From what i've read i'd say that the mine exploded somewhere between the command room and bow quarters. Yeah, i now this might be a silly question but I'm asking cause i'd like to find out if the LRT mod "overstrengthens" (does this word exist?:hmmm:) the hull, if i can.

Contact
08-21-09, 01:22 PM
Yeah, i've just read your story. Well, LRT significantly increases the hull's strength while on the other hand increases the chance the Uboats equipment receive more damage than usual in an attempt to break the dependence of the damage from the damage the hull may take. In other words, if you don't use LRT then due to stock behaviour most of the damage a Uboat takes is depicted as a reduction to the hull's integrity percentage.
Is there any chance you might know which section/compartment of your Uboat hit the mine? From what i've read i'd say that the mine exploded somewhere between the command room and bow quarters. Yeah, i now this might be a silly question but I'm asking cause i'd like to find out if the LRT mod "overstrengthens" (does this word exist?:hmmm:) the hull, if i can.

I think I got your point but still... damages from mines should be more fatals with LRT.. When I hit a mine I got all sections yellow and only the radio room red. Because hydrophone was destroyed.

tomfon
08-21-09, 01:33 PM
... damages from mines should be more fatals with LRT.. When I hit a mine I got all sections yellow and only the radio room red. Because hydrophone was destroyed.

I'm not so sure. If an explosion from a mine is meant to inflict fatal damage to the Uboat then it's almost certain that you die. I don't know if that was the case for Uboats in WWII. However if this is true then LRT requires a fix. I'll try to find some info regarding this issue.

Contact
08-21-09, 01:38 PM
I'm not so sure. If an explosion from a mine is meant to inflict fatal damage to the Uboat then it's almost certain that you die. I don't know if that was the case for Uboats in WWII. However if this is true then LRT requires a fix. I'll try to find some info regarding this issue.


One thing I can tell myself.. Mines were developed to sink any size of the ship so they had plenty of force to rip a decent hole in any ships hull.
For the u-boat.. on contact it should rip her apart :timeout:

tomfon
08-21-09, 01:46 PM
Hehe... It seems to me that you had quite an experience with that mine on your last patrol.:03:

Contact
08-21-09, 01:48 PM
Hehe... It seems to me that you had quite an experience with that mine on your last patrol.:03:

I had some experience with them before this one too. :) Without LRT and they were all deadly.

Contact
08-21-09, 02:19 PM
Well trusting my beliefs I will switch to option 3 now which has no LRT. At least untill it will be tweaked to simulate H.I. damages correctly. Want to stay as close to realism as possible though..

tomfon
08-21-09, 03:27 PM
Tweaking LRT might be... tricky. On the other hand, it might be easier to mess with the files which control the behaviour of the mines. A few adjustments for the LRT should be possible though i can't tell for sure. I have to check.

h.sie
08-21-09, 06:25 PM
it could also be possible to use only LRT Lite functionality which does not change the submarines .zon-files and so only raises repair times without changing the submarines damage model....

Contact
08-22-09, 12:12 AM
it could also be possible to use only LRT Lite functionality which does not change the submarines .zon-files and so only raises repair times without changing the submarines damage model....

Looks like a good idea, so can anyone do that ? :yep:

h.sie
08-22-09, 08:46 AM
you can easily do it yourself:

1) Disable OLC Gold.

2) Go into the MODS directory and make a copy (inclusive subfolders) of the original mod
"OLC Gold MkII ~ Option x ~ Envxxx with LRT"

3) Rename the copy to
"OLC Gold MkII ~ Option x ~ Envxxx with LRT Lite".

4) Then go into /data/Submarine folder of the copy and remove ALL .zon-files in the Subfolders.

5) Enable the new Mod "OLC Gold MkII ~ Option x ~ Envxxx with LRT Lite".

That's all. Sh3 now uses the original .zon-files of GWX instead of these from LRT.
I also prefer not to use the .zon files from LRT.

h.sie

Contact
08-23-09, 05:34 AM
Thanks a lot, will do.

bybyx
08-23-09, 10:38 AM
That worked.. At least nearly completely. Thanks! :yeah:
I just didn't get the tails back to icons. Someone know what to edit that I get them back as well?

What values dis you put in?

Contact
08-25-09, 02:34 AM
Spotted a graphical issue when observing smokes coming from a damaged ship in a distance.

I spotted a convoy, unfortunetlly I was short in torps only with two left at stern. I took an aim at 09 Tanker and fired one at it, after I fired I noticed that convoy is changing course but luckily I managed to hit Granville in the way. The bloody granvilles ain't sinking from one torp as ussuall for me :damn:

So it strated spliting black smoke up in the air. I kept monitoring whether she will sink or not, but she kept going, badly listed to port and managed to keep up the speed of the convoy :shifty: Visibility was good so I continued monitoring her smokes high in the horizon, when suddently smokes started to flicker before vanishing. I assume this happened because even smoke has reached it's visibility limit ? However I was waiting for a nice fade out of the smokes.. Well it is small thing of course, but still looks weird :dead:

onelifecrisis
08-25-09, 02:29 PM
Spotted a graphical issue when observing smokes coming from a damaged ship in a distance.

I spotted a convoy, unfortunetlly I was short in torps only with two left at stern. I took an aim at 09 Tanker and fired one at it, after I fired I noticed that convoy is changing course but luckily I managed to hit Granville in the way. The bloody granvilles ain't sinking from one torp as ussuall for me :damn:

So it strated spliting black smoke up in the air. I kept monitoring whether she will sink or not, but she kept going, badly listed to port and managed to keep up the speed of the convoy :shifty: Visibility was good so I continued monitoring her smokes high in the horizon, when suddently smokes started to flicker before vanishing. I assume this happened because even smoke has reached it's visibility limit ? However I was waiting for a nice fade out of the smokes.. Well it is small thing of course, but still looks weird :dead:

I assume this happened at sunrise/sunset.

At sunrise/sunset, when looking (more or less) in the direction of the sun, the effect you describe can happen. It bothers me too, but there's not much that can be done about it (and what could be done would make the game look very bad IMO).

All objects "vanish" in SH3; in order to give the appearance of fading-out, the engine gradually changes their colour to match the fog/haze colour as they get further away (based on various parameters in the environment files which I've already tweaked so that the "fading" is complete before the object vanishes). The problem with sunrise/sunset is that the sky colour is very different at the "front" (near the sun) than it is at the "back" (away from the sun) but the fog/haze colour is the same for both front and back (SH3 limitation) so I can only match the haze colour to one or the other (and I matched it to the back). Make sense?

Contact
08-26-09, 02:25 AM
I assume this happened at sunrise/sunset.

At sunrise/sunset, when looking (more or less) in the direction of the sun, the effect you describe can happen. It bothers me too, but there's not much that can be done about it (and what could be done would make the game look very bad IMO).

All objects "vanish" in SH3; in order to give the appearance of fading-out, the engine gradually changes their colour to match the fog/haze colour as they get further away (based on various parameters in the environment files which I've already tweaked so that the "fading" is complete before the object vanishes). The problem with sunrise/sunset is that the sky colour is very different at the "front" (near the sun) than it is at the "back" (away from the sun) but the fog/haze colour is the same for both front and back (SH3 limitation) so I can only match the haze colour to one or the other (and I matched it to the back). Make sense?

Ummm.. I wouldn't tie this up to the time of the day I think. If I remember correctly I got the encounter with the convoy around midday :hmmm: Can't reproduce the time in my memory sorry, but it surely was a bright blue day.

I understand that the object - a ship will firstly fade out in horizon and then vanish somewhere out there, but smokes from damage they have different or most probably bigger fading-out, vanishing values since we can see them from much grater distance then the ship itself ?
Well from all I can imagine things work like this: Ship reaches the vanishing point and drags the smokes from damage with him, but in this case smoke are still visible so we can see how would a ship vanish outside vanishing point but in smoke shape ?

So in short I think: we can see damage smokes flickering in the horizon because smoke is tied up with the ship and when the ship reaches vanishing point it takes his smokes with him so to say :) And this flickering of smokes is like mirror image of the ship which is not fading out but already vanishing.

onelifecrisis
08-26-09, 01:16 PM
Ummm.. I wouldn't tie this up to the time of the day I think. If I remember correctly I got the encounter with the convoy around midday :hmmm: Can't reproduce the time in my memory sorry, but it surely was a bright blue day.

I understand that the object - a ship will firstly fade out in horizon and then vanish somewhere out there, but smokes from damage they have different or most probably bigger fading-out, vanishing values since we can see them from much grater distance then the ship itself ?

Smokes do have some different fading parameters but one of the things I've done in OLCG2 is fix them all. Are you using some other smoke mod?

Well from all I can imagine things work like this: Ship reaches the vanishing point and drags the smokes from damage with him, but in this case smoke are still visible so we can see how would a ship vanish outside vanishing point but in smoke shape ?

So in short I think: we can see damage smokes flickering in the horizon because smoke is tied up with the ship and when the ship reaches vanishing point it takes his smokes with him so to say :) And this flickering of smokes is like mirror image of the ship which is not fading out but already vanishing.

:-? I'm not really following all that...

Contact
08-27-09, 01:55 AM
Smokes do have some different fading parameters but one of the things I've done in OLCG2 is fix them all. Are you using some other smoke mod?

No, I'm not using any smoke mod..

Nevermind, actually I just wanted to let you know what I saw about smoke.. :yawn:

Laffertytig
08-27-09, 06:22 PM
i know this mod contains the LRT mod but does it also contain the depth charge shake mod that LRT had?

tomfon
08-27-09, 06:58 PM
No it doesn't. OLC removed the files responsible for the "depth-charge shake" effect. The following files have been removed:

data\sound : Sh3.sdl, shake,shake2,shake3

data\library : Cameras.dat, particles.dsd

If you want the effect back you must place these files to the corresponding directories. If you just want the effect and not the rest of OLC's mod or even the LRT mod itself then i think that making a JSGME-ready mod with the contents of data\sound and data\library will do the job.:yep:

onelifecrisis
08-27-09, 08:28 PM
If you want the effect back you must place these files to the corresponding directories.

That would be a really bad idea.

tomfon
08-28-09, 02:17 AM
That would be a really bad idea.

Now that i had a second though on this, yes, it would be a bad idea.(:rotfl:)
On the other hand i just wanted to say that its possible to use the effect, only. If so, then he shouldn't use it with your mod enabled or incorporate these files to your mod, ok that's fair. Besides, that's how you made LRT compatible with your mod ; by removing these files. right?

Laffertytig
08-28-09, 05:59 AM
its been a while since i used this mod but how do i re-enable contacts to appear on the map when zoomed in?

Contact
08-28-09, 06:02 AM
its been a while since i used this mod but how do i re-enable contacts to appear on the map when zoomed in?

In short: If you can't live without ship icons on a map, better don't use this mod yet :shucks:

Laffertytig
08-28-09, 02:12 PM
oh go on the then contact, make me feel like a right noob why dont ya:)

nah seriously though, i remember a while back bein told how do it, just cant remember how though.

tomfon
08-31-09, 10:23 AM
This mod has reached 900+ downloads.:o

irish1958
08-31-09, 10:49 AM
Spotted a graphical issue when observing smokes coming from a damaged ship in a distance.

I spotted a convoy, unfortunetlly I was short in torps only with two left at stern. I took an aim at 09 Tanker and fired one at it, after I fired I noticed that convoy is changing course but luckily I managed to hit Granville in the way. The bloody granvilles ain't sinking from one torp as ussuall for me :damn:

So it strated spliting black smoke up in the air. I kept monitoring whether she will sink or not, but she kept going, badly listed to port and managed to keep up the speed of the convoy :shifty: Visibility was good so I continued monitoring her smokes high in the horizon, when suddently smokes started to flicker before vanishing. I assume this happened because even smoke has reached it's visibility limit ? However I was waiting for a nice fade out of the smokes.. Well it is small thing of course, but still looks weird :dead:

Did the ship sink? Or perhaps, they put the fire out.

Contact
08-31-09, 01:34 PM
Did the ship sink? Or perhaps, they put the fire out.

No he did not sink.. He got away spiting black smokes.

onelifecrisis
09-01-09, 01:50 PM
This mod has reached 900+ downloads.:o

Heh, cool... but not really true. The subsim download counter doesn't reset when I upload a new version. So the downloads of MkII plus the downloads of MkIIa, MkIIb and MkIIc is 900 total. The MkIId update at my FF account (which is the only place you can get MkIId) had been downloaded I think about 200 times last time I checked, so probably less than a hundred people are actually using the mod...

...but I like to think they're extremely happy with it. ;)

Contact
09-01-09, 01:54 PM
Well.. I'm sure happy I learned manual targeting with it :know:

tomfon
09-01-09, 02:23 PM
Heh, cool... but not really true. The subsim download counter doesn't reset when I upload a new version. So the downloads of MkII plus the downloads of MkIIa, MkIIb and MkIIc is 900 total. The MkIId update at my FF account (which is the only place you can get MkIId) had been downloaded I think about 200 times last time I checked, so probably less than a hundred people are actually using the mod...

...but I like to think they're extremely happy with it. ;)

Yeah, i thought that the figure can't be really true but i didn't know that subsim doesn't reset the counter. And yeah, we wouldn't ever bother to download the newest versions of this mod if we weren't really happy with it. Bottom line, the 900+ downloads may be telling the truth after all...;)

Bosje
09-02-09, 04:12 AM
TMT goes after OLC gold, yes?

Contact
09-02-09, 04:16 AM
TMT goes after OLC gold, yes?

Should be no difference here.

Bosje
09-02-09, 10:45 AM
thanks Contact, helpful on one thread, trolling on the next, lol

ok this is my first go with the OLC GUI so please bear with me people...

no bearing ring around the boat at the navmap where you can draw a plot, is that correct? there is one on the attackplot if you click the '?' but you can't plot there.
is that how it's supposed to be or have I missed something?

I have option 2 (with LRT) and fatigue turned off atm. no effeciency bars are shown in the crew management and my torpedo load time is 12 minutes with a full forward torp compartment with all the qualified guys. is that about right? or will it be better once we get some medals and stuff?

lastly for now, I can't get my head around this one: small merchant (edit) in the scope. count the vertical bars, drag that value to 90, look at 19,5 (mast height) on the outer ring, tool says range 1500 which checks out nicely. Now, click and hold at 19,5 and drag to 78,5 (length) and count horizontal bars which in this case was 22. look at 22 on the inner ring.... and the 22 mark is just left of the 90 mark on the AOB finder...

try again and again and again and again and each time it gives me a reading outside the tool (-> to the left of the 90 mark)
I hope i was clear in my description of the problem and I wonder how stupid I must sound right now... but please explain that one to me
(ps I fiddled with the attackdisk to get his true heading for plotting purposes. should I not have done that? should I reset the attackdisk before touching the AOB finder? how do I do that?)
when I get a new target in the scope it works fine again -> reading between 90 and 30 AOB but the first one is still screwed i think
*sits down scratching head*

thanks

Bosje

pps i don't think I mentioned that this is one fine piece of modding! hats off to OLC:salute:

tomfon
09-02-09, 11:44 AM
no bearing ring around the boat at the navmap where you can draw a plot, is that correct?

Yes it is.

I have option 2 (with LRT) and fatigue turned off atm. no effeciency bars are shown in the crew management and my torpedo load time is 12 minutes with a full forward torp compartment with all the qualified guys. is that about right? or will it be better once we get some medals and stuff?

You can't see the efficiency bars because you have enabled one of the two options which includes LRT. LRT makes the efficiency bars disappear.

12 min is almost excellent. Later on, as the petty officers qualified as torpedomen will gradually begin to gain experience you'll notice that they will be able to load all four tubes within 28-30min all by themselves. Promotions will help too.

lastly for now, I can't get my head around this one: small merchant (edit) in the scope. count the vertical bars, drag that value to 90, look at 19,5 (mast height) on the outer ring, tool says range 1500 which checks out nicely. Now, click and hold at 19,5 and drag to 78,5 (length) and count horizontal bars which in this case was 22. look at 22 on the inner ring.... and the 22 mark is just left of the 90 mark on the AOB finder...

try again and again and again and again and each time it gives me a reading outside the tool (-> to the left of the 90 mark)
I hope i was clear in my description of the problem and I wonder how stupid I must sound right now... but please explain that one to me

Errr...

Try to sink the coastal merchant in the training mission "Torpedoes". Range is about 800m and AoB 33-36deg, approximately. In case you feel something is going wrong, report back. Now excuse me, i have to go.

Bosje
09-02-09, 11:47 AM
i'll keep at this for a while and see if i can figure out how i screwed up the aob finder
the previous questions were because I usually get a reload time of just under 8 mins from just a half-filled compartment. ah well, i'll train em up a bit :)
thanks for helping, slowly getting to grips with this mod :)

tomfon
09-03-09, 05:38 AM
So, how did you do Bosje? Did you try to sink that coastal merchant? Did you verify the figures i posted above? Don't forget to watch the tutorials too. They're most helpful.

:arrgh!:

Bosje
09-03-09, 07:19 AM
yeah i already watched the tutorials and I spent several hours hunting, both in the academy missions and in the august '39 career start 7th flot. with the drones in the konigsberg bay

i'm hitting my targets no problems and i'm getting to grips with plotting-without-map updates etc, but the problem I tried to describe still exists:

after I used the attackdisk (which I use to give me true bearing, for plotting purposes), I get incorrect values for the AOB on the AOB finder.
so, with the academy torpedo mission, everything checks out for speed, range aob and everything. Then I use the attackdisc to determine true bearing and true heading for the small tanker, and after that the AOB finder gives reading to the left of the 90 mark

I probably screw something up, possibly a stupid mental math thing at which I suck, but I just don't get why it gives a reading outside the 'zone'
I'll update when I figure something out.

Another thing: I added TMT without reading its whole thread carefully. does it change the damage model or sinking mechanics or something? out of 20plus ships I torpedoed yesterday, only 3 sunk from one torpedo. even the coastal tramps in the training mission don't go down from one hit (or should I wait 24 hours before shooting again?)
It's simply not what I used to see in 'pure' GWX but of course it could simply be bad luck

I feel like a noob all over again, it's a lot of fun learning to become an ace with historical tools!
:know:

and thanks :)

edit: I'm sure I tried to read off some wrong dials or something, most solutions come out correctly with a little more experience

Bosje
09-03-09, 09:01 AM
owwww

holding the ring at the mastheight value and dragging it to the shiplength value, which sets up the ring to take an AOB measurement... that process most be 'reset' every time you do it by first resetting the target range!

so I was trying to get the AOB at a range of 1000 m while the AOB finder was still set up for 1500 m

it had nothing to do with touching the attackdisc or anything, obviously.
sorted, I think :DL

*wanders off to the idiot's corner and sits on a stool wearing a silly hat*
:damn::damn::damn:

Bosje
09-03-09, 08:11 PM
I'm there, missed a ship by 2 meters at 3100 meters, good enough :)
6 ships sunk for 31000 tons in a VIIB oct. '39.
half of those without watch officer help ('report nearest visual contact')

thanks for the help and damn, why did I not install this sooner?
whole new side to GWX gold

:salute:

ps I saw a screenshot where someone had TMT installed -BEFORE- OLC GUI but I figured it was after, does that matter?

Pisces
09-04-09, 04:55 AM
owwww

holding the ring at the mastheight value and dragging it to the shiplength value, which sets up the ring to take an AOB measurement... that process most be 'reset' every time you do it by first resetting the target range!

so I was trying to get the AOB at a range of 1000 m while the AOB finder was still set up for 1500 m

it had nothing to do with touching the attackdisc or anything, obviously.
sorted, I think :DL

*wanders off to the idiot's corner and sits on a stool wearing a silly hat*
:damn::damn::damn:Yes, that makes sense. Your initial post didn't make it clear enough (to me anyway) this happend at subsequent measurements. Your procedure seemed correct at first sight. The horizontal size you measure in the scope is also dependent on distance. (or else it would look very stretched-out when it is right in front of you) So you need to do the range thing again if a significant time has past since your last AOB measurement. "significant" depending on the closure rate of the target to you. The higher the rate the more quickly the last range-setting becomes old.

p.s. No need to sit in te idiots corner... you just got smarter!

DeadlyWolf
09-04-09, 09:09 AM
I just switched from a "GWX+TMT2" campaign to a new one, containing "GWX+OLC2(opt4)+TMT2+SH3 commander". I followed all the instructions in all of them, and noticing some differences from the previous pack I was wondering if there's some problem or not.

1) I have no more "green lines" on the compartments rooms.
2) All the screens (f3, f5, f6, f7, etc..the 2d components) seem way darker than before. Too dark for my taste. It's like if the gamma value was being halved.

Is it normal? (I also had the sun issue, but the relative mod resolved it:))

h.sie
09-04-09, 09:29 AM
the missing green lines come from LRT

DeadlyWolf
09-04-09, 10:01 AM
the missing green lines come from LRT

I tried:

1) To enable opt 3 in place of opt 4: loading in mid patrol made the "career" end. I then made another career and no green lines.
2) Opt1 and enabling edm from gwx. Before that I also rolled back sh3 commander. I made another career and still no green lines.
:damn:

The screens remains dark. (I'll do a screenshot after working out the 1st issue)

karamazovnew
09-04-09, 11:36 AM
h.sie, how was that night at Langtrees Brothel? I'm still recovering from the one in Bangok :har:.

DeadlyWolf, the missing green lines are not a bug, they are a feature. I suggest using the "no fatigue" option in SH3 Commander anyway. The dark screens are made by the files in the Data\Menu\Dark folder. There are quite a lot in there, but the ones responsible for most screens are Console.tga and ConsoleInverted.tga. Open them in Photoshop or Gimp and fill the alpha channels with black. That will make all the dark layers invisible and the screen brighter overall :up:

Pisces
09-04-09, 12:09 PM
Those dark screens are intentional. That way you can actually see stuff when it is night in the game. The normal bright interface graphics ruin your eye sensitivity. Infact, the AOB-finder still hurts my eyes.

karamazovnew
09-04-09, 12:12 PM
True, but we don't know how his monitor behaves at certain colors. They might be too dark for him.

h.sie
09-04-09, 01:28 PM
h.sie, how was that night at Langtrees Brothel? I'm still recovering from the one in Bangok

i'm no native english speaker. if that was humour or similar, i did not understand it. what is Langtrees Brothel?

ReallyDedPoet
09-04-09, 01:54 PM
i'm no native english speaker. if that was humour or similar, i did not understand it. what is Langtrees Brothel?

Just SUBSIM having some fun with the Avatars here:


Rough Night at Langstress Brothel
http://i491.photobucket.com/albums/rr278/A_Very_Super_Market/a36.jpg

Similar to these :DL

Extended Shore Leave
http://i491.photobucket.com/albums/rr278/A_Very_Super_Market/a27.jpg

A Wild Night in Bangkok
http://i491.photobucket.com/albums/rr278/A_Very_Super_Market/a20.jpg

Stinking Drunk in Trinidad
http://i491.photobucket.com/albums/rr278/A_Very_Super_Market/a31.jpg

Pooped from Posting
http://i491.photobucket.com/albums/rr278/A_Very_Super_Market/a44.jpg

Rafael
09-04-09, 01:57 PM
i'm no native english speaker. if that was humour or similar, i did not understand it. what is Langtrees Brothel?

Me either no native English speaker. I think it has do with private sex workers? :hmmm:

Ahhh ... I can remember that I was a transvestite :haha:

karamazovnew
09-04-09, 02:10 PM
Thanks reallydedpoet, it would've been a bit hard to explain. By the way. Can I have my Wild Night in Bangkok avatar back? It still cracks me up. Plus it looks just like my last girlfriend :haha:

DeadlyWolf
09-04-09, 02:13 PM
DeadlyWolf, the missing green lines are not a bug, they are a feature.

A feature of the entire mod, I assume (and not limited to the LRT)
Is there a simple way to re-enable it?:hmmm:

PS: I don't intend to use the "no fatigue" SH3c feature;)

skookum
09-13-09, 01:43 PM
what part of map.cfg do I have to edit to get the sub icon to reappear while zoomed in on the navmap?

onelifecrisis
09-15-09, 08:21 PM
A feature of the entire mod, I assume (and not limited to the LRT)
Is there a simple way to re-enable it?:hmmm:

PS: I don't intend to use the "no fatigue" SH3c feature;)
It's only in the LRT bit. AFAIK it isn't a feature at all, but rather a known limitation/bug of the LRT mod.