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onelifecrisis
02-01-09, 03:25 AM
This is an Environment & GUI "combimod" for GWX3 (previously known as the OLC Ubermod for GWX2).


Downloads:

Get MkIIc from the SUBSIM downloads section (here (http://www.subsim.com/radioroom/downloads.php?do=file&id=997)). An upgrade from MkIIc to MkIId is available at my FF page (here (http://files.filefront.com/OLC+Gold+MkIId+Update/;13909129;/fileinfo.html)).


If you're new to this mod:

There's a download in the SUBSIM download section called "OLC GUI Video Tutorials" (here (http://www.subsim.com/radioroom/downloads.php?do=file&id=1112)) which explains how to use my GUI. Be sure to read the description text on the download page as it contains some things that were not covered in the videos.


Compatibility:


OLCG2 is not compatible with the Malfunction and Sabotage options in SH3 Commander. Please make sure those options are disabled.
I strongly recommend the use of makman94's TMT Mod (here (http://www.subsim.com/radioroom/showthread.php?t=153937)) with OLCG2.



New in MkII:


A much-improved horizon. Clouds, ships and smoke will now fade into the horizon much more convincingly than before (new sky graphics are included to achieve this effect); distant ships don't "float in the fog" anymore and the horizon line is drawn at the correct distance, so ships less than 8km from you will look like they've not reached the horizon yet, where as ships more than 8km will look like they're "over" the horizon.
Better framerates. Yes, better! Contrary to my previous statements, this new version actually improves framerates rather than making them worse.
Slightly tweaked water reflection settings.
Subtle changes to the cloud and wave textures.
A global tweak to the waves: I've increased the "ChoppyWave" value from 0.03 to 0.04, which makes the water look better IMO (slightly more WAC-like). I stayed away from this setting in the past 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.
Fixes for some particle effects which were still suffering from the "glow in the dark" problem (with or without EDE).
Smaller map contact drawings for individual units. This makes it easier to see where individual units are, relative to your boat, and also means that single ships now look different to small convoys on the map.
The option to use the Longer Repair Times mod by nvdrfiter (v2.04 FULL is included in OLCG2 and has been modified for compatibility with OLC GUI).

The environment and the GUI are inseperable. I would like to have split them for this release but unfortunately the horizon improvements won't work very well without the "correctly rendered waves" trick used in my GUI, and of course the GUI requires the environment (as before) so the two mods are mutually dependent now, I'm afraid.

Please note that in order to accomodate some of the horizon changes, the maximum visibiliy was reduced a tiny bit (just a few hundred metres).

http://farm4.static.flickr.com/3635/3559433597_46327d24d1_o.jpg

Castout
02-01-09, 03:34 AM
Thans OLC be downloading the mod.

Is there any way to make your GUI mod to be fully compatible with widescreen fix mod?

Plase I'm sure there are many widescreen players out there who use your GUI mod.

onelifecrisis
02-01-09, 03:43 AM
Is there any way to make your GUI mod to be fully compatible with widescreen fix mod?
I'm afraid not. Lots of problems with that, and no solutions. And frankly, even if it were possible (which I assure you it isn't) I still wouldn't do it (no offense intended I'm just being honest).

Hitman
02-01-09, 04:21 AM
Are the storm waves smaller or is it just an optical illusion? :hmmm:

onelifecrisis
02-01-09, 04:25 AM
Are the storm waves smaller or is it just an optical illusion? :hmmm:

Well that's the Bismarck mission which takes place in 9m/s winds, not 15m/s if that's what you were thinking?

Wilhelm Keppler
02-01-09, 04:28 AM
Very impressive work :up:

Kpt. Lehmann
02-01-09, 04:37 AM
Nice work OLC!

http://i46.photobucket.com/albums/f117/KptLehmann/armee33ko01.gif

GOZO
02-01-09, 04:55 AM
Thanks matey!:salute:

This we have longed for.

/OB

Hitman
02-01-09, 04:59 AM
Well that's the Bismarck mission which takes place in 9m/s winds, not 15m/s if that's what you were thinking?

Probably so. It's just that I remembered bigger waves in that mission and thought that may be you had made them smaller -which is something I'm looking to do if possible, as I want heavy seas but not storms, which are too frequent for my taste-

Thanks :yeah:

Alex
02-01-09, 06:01 AM
Thanks a lot, mate ! :sunny:

:up: :rock:

Trefoil
02-01-09, 09:56 AM
Much appreciated, OLC:yeah: - I haven't upgraded to GWX Gold yet, partially because of possible compatability issues with your Ubermod.

robbythesub
02-01-09, 01:34 PM
Great work as always and much appreciated.

Shame we cant range the deck gun easily but I read your reasons and fully understand, the mods outweighing the lack of this facility.

Cheers! :up:

Jimbuna
02-01-09, 03:46 PM
Top drawer mate http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

filefool
02-01-09, 07:41 PM
That's an awesome mod, thanks a lot OLC!

Just a little request:

Is there any way i can get the map marker back? The circle when zooming out and the u-boat scheme when zooming in?

I have a hard time navigating my boat manually, when i don't know wehre i'm heading...:88)

Castout
02-01-09, 08:28 PM
Is there any way to make your GUI mod to be fully compatible with widescreen fix mod?
I'm afraid not. Lots of problems with that, and no solutions. And frankly, even if it were possible (which I assure you it isn't) I still wouldn't do it (no offense intended I'm just being honest).

I appreciate you being frank with us :) . Thanks anyway I've always enjoyed your mods. Will try this one.

FIREWALL
02-01-09, 09:33 PM
:salute: :yeah: :up: :salute: :yeah: :up: :salute: :yeah: :up: :salute: :yeah: :up:

onelifecrisis
02-03-09, 11:29 PM
A small patch is available from my FF page (see first post for link). It fixes an incorrect setting in OLC 'Gold' which caused the wind to change direction much too slowly, and adds an OLC 'Gold' compatible version of the Enhanced Damage Effects mod.

Alex
02-04-09, 05:45 AM
Downloaded and installed...

Thanks a lot OLC ! :salute:

http://i9.photobucket.com/albums/a75/Panzer_Kamerad/smileys/popcorncow.gif

Dutchie-one
02-04-09, 05:01 PM
Hello Guy`s, I wonder if someone can help me out.?
I am trying for 2 days now to dl. OLC Gold from Filefront but I get the message
wait to load ????? I wait for half an our now but nothing happens
I have this problem for five times now.
DL the Patch gives me no problem.

I hope someone can help me out

Thanks, Dutchie-one :damn: :damn: :damn: :damn:

bybyx
02-05-09, 02:54 AM
So I have:
GWX Enhanced Damage Effects
Racerboy SH4 Effects v 2.04f by Asanovic7
OLC Gold

Can I combine them, and if I can in which order?

Contact
02-05-09, 03:30 AM
Can hardly notice any difference. I know it is just a cosmetic improvement, but I still would like to know what was changed ?

Thanks.

SeaWolf U-57
02-05-09, 03:53 AM
So I have:
GWX Enhanced Damage Effects
Racerboy SH4 Effects v 2.04f by Asanovic7
OLC Gold

Can I combine them, and if I can in which order?

Why would you want to :hmmm: all the need is ether GWX or OCL versions and Torpedo Damage final ver2 :up:

bybyx
02-05-09, 07:11 AM
http://www.subsim.com/radioroom/%5BURL=http://imageshack.us%5D%5BIMG%5Dhttp://img89.imageshack.us/img89/109/modshc0.png%5B/IMG%5D%5B/URL%5DI see
Well then, these are the mods I use. Is that the proper order? Could there be some conflicts?

http://img89.imageshack.us/img89/109/modshc0.png (http://imageshack.us)


http://www.subsim.com/radioroom/%5Burl=http://imageshack.us%5D%5Bimg=http://img89.imageshack.us/img89/109/modshc0.png%5D%5B/url%5D%20%5Burl=http://g.imageshack.us/img89/modshc0.png/1/%5D%5Bimg=http://img89.imageshack.us/img89/modshc0.png/1/w750.png%5D%5B/url%5D

SeaWolf U-57
02-05-09, 07:42 AM
http://www.subsim.com/radioroom/%5BURL=http://imageshack.us%5D%5BIMG%5Dhttp://img89.imageshack.us/img89/109/modshc0.png%5B/IMG%5D%5B/URL%5DI see
Well then, these are the mods I use. Is that the proper order? Could there be some conflicts?

http://img89.imageshack.us/img89/109/modshc0.png (http://imageshack.us)


http://www.subsim.com/radioroom/%5Burl=http://imageshack.us%5D%5Bimg=http://img89.imageshack.us/img89/109/modshc0.png%5D%5B/url%5D%20%5Burl=http://g.imageshack.us/img89/modshc0.png/1/%5D%5Bimg=http://img89.imageshack.us/img89/modshc0.png/1/w750.png%5D%5B/url%5D

One I can see straight away is GWX-16k atmosphere and OLC. Olc is 16k version so the GWX version is not needed.
And the water stream mod I think I read somewhere its not compatible with GWX3.0 ???:hmmm:
Nice to see you use my mod also I hope you keep an eye on my BtS mods page because soon the new version will be on there :up:

SeaWolf U-57
02-05-09, 07:51 AM
Thomsen water should be after all OLC files

onelifecrisis
02-05-09, 08:12 AM
Can hardly notice any difference. I know it is just a cosmetic improvement, but I still would like to know what was changed ?

Thanks.
The changes in the environment are:
New sunlight reflection colours have been added. The reflection off the water was disabled in all previous versions since OLCE1, for good reasons which I won't go into, but now it's back (partly to make things look right with the brighter GWX3 water colours) without noticable adverse effects.
The colours of the bow foam/wake and sea foam have been altered (as have the colours of particle effects such as water splashes) particularly at sunset and sunrise (see the sunset shots in the first post). That's something I wanted to do for quite a while because those colours never looked quite right when the camera was facing the sun at sunset. Facing a sunset in rough foamy seas looks much better to me now.
The new artistic-license-size GWX moon has been replaced by the old real-life-size OLCE2 moon (and the reflection has been removed of course).
The reflection of the clouds has been tweaked.In case it needs saying: none of the changes have any effects on sensors.

bybyx
02-05-09, 08:15 AM
Thank you very much Phoenix1957:salute:
I have been on your site since it came to be, and personally I kind of liked it the way it was, but now I guess I will get used to it as it is.:up:
Regarding the water stream mod incompatibility, so far I did not get a CTD, but I only played a mission.:hmmm:

I would also like to thank OLC for his work. The GUI and this OLC Gold are amazing

Contact
02-05-09, 09:44 AM
Can hardly notice any difference. I know it is just a cosmetic improvement, but I still would like to know what was changed ?

Thanks.
The changes in the environment are:

New sunlight reflection colours have been added. The reflection off the water was disabled in all previous versions since OLCE1, for good reasons which I won't go into, but now it's back (partly to make things look right with the brighter GWX3 water colours) without noticable adverse effects.
The colours of the bow foam/wake and sea foam have been altered (as have the colours of particle effects such as water splashes) particularly at sunset and sunrise (see the sunset shots in the first post). That's something I wanted to do for quite a while because those colours never looked quite right when the camera was facing the sun at sunset. Facing a sunset in rough foamy seas looks much better to me now.
The new artistic-license-size GWX moon has been replaced by the old real-life-size OLCE2 moon (and the reflection has been removed of course).
The reflection of the clouds has been tweaked.In case it needs saying: none of the changes have any effects on sensors.

Lovely, now I know this is a MUST have. Well Done as ussual! :salute:

SeaWolf U-57
02-05-09, 10:52 AM
Hello Guy`s, I wonder if someone can help me out.?
I am trying for 2 days now to dl. OLC Gold from Filefront but I get the message
wait to load ????? I wait for half an our now but nothing happens
I have this problem for five times now.
DL the Patch gives me no problem.

I hope someone can help me out

Thanks, Dutchie-one :damn: :damn: :damn: :damn:

sorry to hear you are having trouble :haha: try this ...http://www.bts-mods.com?page=sh3user=onelifecrisis

Contact
02-05-09, 11:00 AM
OLC, what does "Install SH3 Commander Files for OLC 'Gold'.exe" acctually do ?

and it should be installed after "GWX3_SH3Cdr3.2Files_v1.2.exe" right ?

Do I need to enable 16km atmosphere before enabling OLC Gold or is it already integrated into OLC Gold ?

bybyx
02-05-09, 11:10 AM
How can i get the 360 degrees bearing tool back, cause I am not that of a hardcore player and sometimes I have a hard time navigating.:D
I noticed that the interior and the different screens like the attack map, are a bit darker. It is my imagination or my display will die soon?
Thanks!

Contact
02-05-09, 11:57 AM
Heh well, tried OLC Gold. It must be me cuz I like integrated orders too much, so it feels somehow not right when it's not enabled :D Anyway I left a nice jewel from this install for myself: "Flat sun fix" which is compatible even without OLC Gold itself.
Just what I needed :yeah:

Dutchie-one
02-05-09, 02:11 PM
Hello Guy`s, I wonder if someone can help me out.?
I am trying for 2 days now to dl. OLC Gold from Filefront but I get the message
wait to load ????? I wait for half an our now but nothing happens
I have this problem for five times now.
DL the Patch gives me no problem.

I hope someone can help me out

Thanks, Dutchie-one :damn: :damn: :damn: :damn:

sorry to hear you are having trouble :haha: try this ...http://www.bts-mods.com?page=sh3user=onelifecrisis


Sorry Mate, the same problem Gold will not DL the patch yes.
I have only problems with this file other dl. no problem.

Dutchie-one :yeah:

Madox58
02-05-09, 05:16 PM
OLC,
I can't answer your PM to me if you chose not to accept PM's.
:hmmm:

Anvart
02-05-09, 08:42 PM
:hmmm: ???

bybyx
02-06-09, 02:34 AM
Anyone about the 360 degrees bearing tool??

SeaWolf U-57
02-06-09, 03:25 AM
Anyone about the 360 degrees bearing tool??
Im sorry i do not use this mod :up: but did you get the file Gold yet

Funduro
02-06-09, 06:21 AM
Thank you OLC. Just ran the Scapa Flow mission and the environment looks superb now with all those reflections. :up:. Anybody still running with ye olde AGP graphics I can highly recommend the ATI HD 3850 card just to get the last few miles out of your system.

bybyx
02-06-09, 07:24 AM
I guess I can wait a bit for the 360 degrees bearing tool. I hope OLC can help me. Until then a few screens shots:

http://img218.imageshack.us/img218/1193/sh3img522009164831qs2.th.png (http://img218.imageshack.us/my.php?image=sh3img522009164831qs2.png)

http://img218.imageshack.us/img218/2936/sh3img52200916630187ma1.th.png (http://img218.imageshack.us/my.php?image=sh3img52200916630187ma1.png)

http://img88.imageshack.us/img88/8990/sh3img52200923956850ih8.th.png (http://img88.imageshack.us/my.php?image=sh3img52200923956850ih8.png)

I have a Ati 3850 video card

ECAaxel
02-07-09, 05:40 AM
Where are the videos?

java`s revenge
02-07-09, 06:52 AM
I do have another download link. I hope that it will
work for the people who has troubles with downloading.

http://www.gigasize.com/get.php?d=w9qp933gvkc

SeaWolf U-57
02-07-09, 07:08 AM
I do have another download link. I hope that it will
work for the people who has troubles with downloading.

http://www.gigasize.com/get.php?d=w9qp933gvkc

Nice site 60 seconds of pop-up’s before the down load starts and he still may not get the whole file if he has a file size limit or even a time-out running.:hmmm:

Dutchie-one
02-07-09, 08:53 AM
I do have another download link. I hope that it will
work for the people who has troubles with downloading.

http://www.gigasize.com/get.php?d=w9qp933gvkc

Nice site 60 seconds of pop-up’s before the down load starts and he still may not get the whole file if he has a file size limit or even a time-out running.:hmmm:

Hello Mate, you are richt I get a file named OCL.ZIP and he is 86.140 big not 180 Mb and i can not open him file is corrupt.

I still wonder why I can not dl the File from the BtS site ?

I have no problems with dl other file`s from FileFront and the BtS site
so I do not think there is something wrong with my computer.

Thanks, Dutchie-one:damn:

Dutchie-one
02-07-09, 09:50 AM
Hello, after Java`s Revenge advise I scan my computer on Spy- or Malware
it founds 4 entrance I fixed it and YES I can dl de OLC-Gold file.
So my promblem is solved now.

Thanks Guy`s for our help

Dutchie-one:yeah:

-SWCowboy.
02-07-09, 10:29 AM
Hello Mate, you are richt I get a file named OCL.ZIP and he is 86.140 big not 180 Mb and i can not open him file is corrupt.

I still wonder why I can not dl the File from the BtS site ?

I have no problems with dl other file`s from FileFront and the BtS site
so I do not think there is something wrong with my computer.

Thanks, Dutchie-one:damn:

If anyone else has problems grabbing files from our site, I recommend you set bts-mods.com as an allowed site on your browser - someone else had this problem and when they did that it disappeared. :yeah:

Dutchie-one
02-07-09, 11:32 AM
Hello Mate, you are richt I get a file named OCL.ZIP and he is 86.140 big not 180 Mb and i can not open him file is corrupt.

I still wonder why I can not dl the File from the BtS site ?

I have no problems with dl other file`s from FileFront and the BtS site
so I do not think there is something wrong with my computer.

Thanks, Dutchie-one:damn:

If anyone else has problems grabbing files from our site, I recommend you set bts-mods.com as an allowed site on your browser - someone else had this problem and when they did that it disappeared. :yeah:

Yes I will thanks Russ.

Dutchie-one:up:

tomfon
02-08-09, 03:59 PM
Thank you for this release OLC. Its appreciated as much as your previous work. :rock:
I had to do some adjustments to the cameras.dat file though cause i don't like the wide angles. But that's just me. Anyway, thanks.

:up:

Ktl_KUrtz
02-09-09, 11:31 AM
Thanks OLC,
Grade: Top marks+ as always!
KUrtz

Jimbuna
02-09-09, 04:49 PM
Just checked the site and loved the icons for the gramaphone tracks :yeah:

cemtufekci
03-31-09, 05:38 AM
How can we put the double mast valued recognition manual into olc gold and also olcgui_special?

Pisces
03-31-09, 05:54 AM
I don't think you need too. As far as I understood (I haven't instaled 'Gold' yet) You need to use the GuiSpecial that is part of the mod, and it has the mast doubling allready incorporated into the scope recticles.

cemtufekci
03-31-09, 07:33 AM
I don't think you need too. As far as I understood (I haven't instaled 'Gold' yet) You need to use the GuiSpecial that is part of the mod, and it has the mast doubling allready incorporated into the scope recticles.

Thank you for the answer. I understood the issue after watching the last video tutorial. We can also add new ships without affecting olc. Isn't it? Another thing is: Is LRT 2.04 compatible with enhanced damage affects of olc gold?

Pisces
03-31-09, 09:46 AM
Thank you for the answer. I understood the issue after watching the last video tutorial. We can also add new ships without affecting olc. Isn't it? Yes, as long as the mastheight in the recognition manual matches the 3d model. But the whole page including view-drawings should match for complete play compatibility imho, not just a mastheight value. Another thing is: Is LRT 2.04 compatible with enhanced damage affects of olc gold?I have no idea, someone else must answer that.

onelifecrisis
04-06-09, 08:31 AM
Just a little bump...
OLC 'Gold', the father of a dozen bastard children, is now available from the SUBSIM downloads section. :yeah: This is not a new version, it's the same OLC 'Gold' as before (though it does have a readme now).

Another thing is: Is LRT 2.04 compatible with enhanced damage affects of olc gold?

If JSGME complains about conflicts then no it isn't - you should keep EDE disabled in that case.

UberTorpedo
04-06-09, 07:16 PM
:woot:Yeaaa!!!

Most excellent news! Thanks OLC. :salute:

cheers

onelifecrisis
04-07-09, 12:47 AM
:woot:Yeaaa!!!

Most excellent news! Thanks OLC. :salute:

cheers

Actually its thanks to you, lol. I had another GD HDD reformat a few weeks ago and had to DL most of my stuff from your FF page. So yeah, thanks for keepin it there! :yeah:

Alex
04-08-09, 07:57 AM
Just a little bump...
OLC 'Gold', the father of a dozen bastard children, is now available from the SUBSIM downloads section. :yeah:

http://img10.imageshack.us/img10/5214/54161874.jpg

:hmmm:

By the way, glad to see you popping in, OLC. ;)

onelifecrisis
04-08-09, 08:04 AM
http://img10.imageshack.us/img10/5214/54161874.jpg

:hmmm:

By the way, glad to see you popping in, OLC. ;)

D'oh.
Fixed.
Thanks for letting me know.
And, yeah, thought I'd stop by ;) it's nice to see you mate. I must say, though, it seems fairly dead around here at the moment. :yawn:
I guess everyone has moved to SH4? :hmmm:

Alex
04-09-09, 08:20 AM
There are just less mods released these days... :-?
Though most of all people certainly keep enjoying SH3, I believe :cool:.

Hehe. :yep: :up:

tomfon
04-09-09, 03:25 PM
Hi there.
Just dropped by to say hello.
How are you doing guys?

OLC, glad to see you around mate. Are you still playing SH3?
There are no careers at your signature.
I'm still playing and i'm still alive. April '43. Grid EK17. Intercepting a convoy.:rock:

onelifecrisis
04-10-09, 06:26 AM
Hi there.
Just dropped by to say hello.
How are you doing guys?

OLC, glad to see you around mate. Are you still playing SH3?
There are no careers at your signature.
I'm still playing and i'm still alive. April '43. Grid EK17. Intercepting a convoy.:rock:

Hi mate, thanks and its good to see you too. '43 eh? Nice. :yeah:

I'm not playing atm. I had another HDD reformat (this time it was involuntary) and I lost a lot of stuff, including my DiD career and a pretty sweet WIP mod for a different game. :wah: The idea of restarting either of them from scratch is just too depressing to contemplate, so I'm distracting myself with simpler games. I shoot things, and they die. Contact would be proud. :har:

Sink 'em all mate... c u around! :salute:

tomfon
04-10-09, 12:51 PM
Hi mate, thanks and its good to see you too. '43 eh? Nice. :yeah:

I'm not playing atm. I had another HDD reformat (this time it was involuntary) and I lost a lot of stuff, including my DiD career and a pretty sweet WIP mod for a different game. :wah: The idea of restarting either of them from scratch is just too depressing to contemplate, so I'm distracting myself with simpler games. I shoot things, and they die. Contact would be proud. :har:

Sink 'em all mate... c u around! :salute:

Sorry to hear about the loss of your data. I know the feeling...:yep::-?

Be well. :salute:

Sharkley
04-11-09, 01:46 PM
Great Mod - Many thanks !!

Two questions, what's up with the binoculars !?!, when I press "B" all I get is a framed circle with no zoom what so ever, is that the way it is meant to be ?

Running

SH3 1.4b
GWX 3.0 Gold
SH3Commander 3.2
OLC Gold

followed all readme's 100%

2nd question

WO calls a ship spotted but nothing shows up on map, as a matter of fact I don't even have a ico for my own boat, is that normal as well.

I'll take some screenshots and post them ASAP

Thanks again !!

Pisces
04-12-09, 05:56 AM
What you describe fits what everybody else gets. And what is realistic, or just OLCs prefference.

The binocular is realistic. If you ever look through a real binocular and see 2 (partial) circle-views instead of 1 (combined) then you haven not correctly adjusted the eye-to-eye seperation. Over time this will tire you, your eyes, out. In a 1 circle view your eyes work together for the best quality. It's the movies that show it wrong all the time with 2 overlapped circles.

The WO is on the tower when he calls out range and bearing. He can't rush towards the navigator's table. Since it is a manual targeting kind of mod it is intended you draw it in yourself. Instead of relying on the super GPS accuracy the map plots provide. Lack of a ship icon is for the same reason. Navigators never had a (super GPS) accurate idea of where they were on the map. They tried as best they could to keep track of their speed and course to make a deadreckoning estimation, and when ever possible use the stars to correct it. But there are small mod solutions to put the icon back in place (I don't know which thread though), or you could leave a waypoint on the map. It allways points back to your uboat.

Sharkley
04-12-09, 06:02 AM
Thanks, I understand what your saying. But it was a glitch. When I reloaded SH3 the binocular's gave me a "zoomed" in view which they lacked when I first installed the mod.

As for the NAV map, AS I played it kinda dawned on me that this was the way it should be.

One last thing, does your weapons officer so anything torpedo related anymore set depth, speed, etc ??

I am still at the stage where I need them more then they need me.

Any way to add the stopwatch to you NAV map ??

onelifecrisis
04-12-09, 07:26 AM
Sonar contacts are shown, but for visual contacts only "high level data" is shown i.e. you have to zoom out quite a bit to see the icons, and for a convoy you'll see only one icon for the whole convoy not individual icons for each ship.

The Weapons Officer can ID ships, and that's all.

I've never heard of this "binocular zoom bug" you speak of. Screenshot, please?

Sharkley
04-12-09, 09:05 AM
Sonar contacts are shown, but for visual contacts only "high level data" is shown i.e. you have to zoom out quite a bit to see the icons, and for a convoy you'll see only one icon for the whole convoy not individual icons for each ship.

The Weapons Officer can ID ships, and that's all.

I've never heard of this "binocular zoom bug" you speak of. Screenshot, please?

As stated, when I restarted the game the "bug" went away

Another question, when installing via JSGME is Enhanced Damage Effects for OLC Gold supposed to overwrite files from OLC Gold ??

Also, just a observation but I find the crew screen (F7) to be really dark during the evening (game time) when playing during the day (real life) it is hard to see.

Hate to complain about such a great mod, but the no stopwatch in NAV map and the darkness are my only two things..



In my case it does, problems or normal ??

onelifecrisis
04-12-09, 01:25 PM
Another question, when installing via JSGME is Enhanced Damage Effects for OLC Gold supposed to overwrite files from OLC Gold ??

Yes.

Also, just a observation but I find the crew screen (F7) to be really dark during the evening (game time) when playing during the day (real life) it is hard to see.

Hate to complain about such a great mod, but the no stopwatch in NAV map and the darkness are my only two things..



In my case it does, problems or normal ??

Normal (for people who play during the day on low brightness/contrast screens).

Sharkley
04-12-09, 01:36 PM
Thanks.

I have a great LCD monitor brightness at 100% but I'll look into the contrast.

Thanks again

onelifecrisis
04-12-09, 03:01 PM
...brightness at 100% but I'll look into the contrast.

By "brightness/contrast" I meant the luminance (http://en.wikipedia.org/wiki/Luminance) (colloquially "brightness") and contrast ratio (http://en.wikipedia.org/wiki/Contrast_ratio) of your screen, not your settings. Playing with the settings might help a bit, but you'll get much better results by just drawing your curtains. :up:

Sharkley
04-12-09, 03:49 PM
LOL, gotcha :salute:

Laserg
04-12-09, 04:18 PM
Why I can't zoom when using periscope?? Tab isn't working, is it normal??
It is strange, can you help??

onelifecrisis
04-12-09, 05:13 PM
Why I can't zoom when using periscope??

Because I said so.

Tab isn't working, is it normal??

I confess ignorance - what does Tab (normally) do?

Laserg
04-12-09, 05:23 PM
Tab?? According to GWX manual - zooms.

So now in Gold version there is only one zoom level, right??

onelifecrisis
04-12-09, 05:59 PM
Tab?? According to GWX manual - zooms.

So now in Gold version there is only one zoom level, right??

Yes there is one zoom level, but it's not new to the Gold version.

Laserg
04-12-09, 06:11 PM
I'm new to gold version, is it clear now?

Is older version (1.2.7 I guess) compatible with GWX 3? This change with zooming levels makes a game... well, not better.

onelifecrisis
04-12-09, 06:41 PM
Is older version (1.2.7 I guess) compatible with GWX 3?

Yes.

Contact
04-14-09, 01:37 AM
Wanted to try out U-jagd tool untill I saw installation procedures :nope:

Now once again decided to put my paws on OLC Gold.
Can't find OLC Gold Patch included in our download section. Is it already integrated into OLC Gold itself ?

Oh it's in the .rared archive already, thanks.

cemtufekci
04-14-09, 02:29 AM
Flat sun fix didn't solve my problem. I have a nvidia and set 16xCSAA with nhancer overriding in game settings. Also gama correction is set. Enhancing in game AA doesn't work so maybe in game AA is off. How can i set it? Only with 4x or lower AA without gama correction it is ok.

Contact
04-14-09, 08:39 AM
Wanted: OLC Gold tutorials, videos, any kind of manuals. Everything. :-?

Pisces
04-14-09, 09:06 AM
I've uploaded some of OLC's files to my Filefront page. But the really big files (+100MB) have been removed recently. Only the GuiSpecial video is there. And maybe a few pdf tutorials.

Filefront's '4 days deletion queue'-email warning is just a load of cr@p. Never got the chance to un-queue those files, and no response to my emails ofcourse. The files were gone before I even had read my email that day. :nope:

Contact
04-14-09, 09:26 AM
I've uploaded some of OLC's files to my Filefront page. But the really big files (+100MB) have been removed recently. Only the GuiSpecial video is there. And maybe a few pdf tutorials.

Filefront's '4 days deletion queue'-email warning is just a load of cr@p. Never got the chance to un-queue those files, and no response to my emails ofcourse. The files were gone before I even had read my email that day. :nope:

Appreciated. Any info about how to use olc gui is welcome.

onelifecrisis
04-14-09, 09:30 AM
I'll upload the videos to SUBSIM at some point, but in the meantime they are available at UberTorpedo's FF page.

Contact
04-14-09, 09:40 AM
I'll upload the videos to SUBSIM at some point, but in the meantime they are available at UberTorpedo's FF page.

Yep that's UberTorpedo who helped me out last time I was in need of something about Ubermod. Thanks.

I already know the basics from Pisces OLCGuiSpecial_Tutorial. Will see what I can find more.

Contact
04-15-09, 08:12 AM
Hey, OLC, I found one problem with wiz-wheel in OLC Gold. Not sure are u aware of it so here it is: When I switched from TDC to whiz wheel and pointed the mouse arrow somewhere outside the wheel circle, I can't exit cam view after that.

Contact
04-15-09, 08:18 AM
So I'm improving my aiming skills and I feel amazing satisfaction when torp touches the iron :rock:

Still would like to know how to aim using UZO. And updated full video tutorial for OLC Gold would be outstanding. The old is also good enough it's just you need to skip certain steps while watching it like using zoom for range, aob etc.. :)

Ups, looks like historically UZO was not used to calculate anything.

Sharkley
04-15-09, 09:21 AM
Hey, OLC, I found one problem with wiz-wheel in OLC Gold. Not sure are u aware of it so here it is: When I switched from TDC to whiz wheel and pointed the mouse arrow somewhere outside the wheel circle, I can't exit cam view after that.

Contact,

Can you post a screenshot of this whiz-wheel from OLC Gold, I can't seem to find anything like that in the attack periscope view (F3) but I can't seem to clcik on it.

Many Thanks

Contact
04-15-09, 09:26 AM
Correction it's the Attack disk. It's where TDC is. You can see a tiny little dot at the middle of the TDC panel. Click on it and here it is.

onelifecrisis
04-15-09, 09:26 AM
Hey, OLC, I found one problem with wiz-wheel in OLC Gold. Not sure are u aware of it so here it is: When I switched from TDC to whiz wheel and pointed the mouse arrow somewhere outside the wheel circle, I can't exit cam view after that.

Explain that again, please? What does "exit cam view" mean?

Ups, looks like historically UZO was not used to calculate anything.

Correct, but range could be visually estimated fairly accurately by a man standing on the bridge of a U-boat (up to a certain distance). To get the range in the OLC GUI UZO just multiply the UZO mark by the mast height. The marks did not exist on the real UZO; they exist in OLC GUI only as a way of "simulating" the ability to estimate the range in real life.

Contact
04-15-09, 09:34 AM
Explain that again, please? What does "exit cam view" mean?



Correct, but range could be visually estimated fairly accurately by a man standing on the bridge of a U-boat (up to a certain distance). To get the range in the OLC GUI UZO just multiply the UZO mark by the mast height. The marks did not exist on the real UZO; they exist in OLC GUI only as a way of "simulating" the ability to estimate the range in real life.

Ahmm.. When you switch to the Attack disk and point your mouse outside the disk you can rotate the cam outside the disk right ? However I couldn't find the way to release cam and switch back to SH3 pointer arrow..

No big deal hitting F1 solved the problem :)

onelifecrisis
04-15-09, 09:53 AM
Ahmm.. When you switch to the Attack disk and point your mouse outside the disk you can rotate the cam outside the disk right ? However I couldn't find the way to release cam and switch back to SH3 pointer arrow..

Hah, I see. Once upon a time I made it idiot proof by preventing the user from clicking outside the wheel at all, but I later undid that change so that certain dials and buttons could be used while the wheel is open. It could be changed back to "idiot proof" again... or... you could just stop moving the camera while the wheel is open. :03:

Those are the only two options really. SH3 has a hardcoded quirk: after moving a camera and clicking the mouse, the cursor goes back to the centre of the screen (instead of staying where is was when you first clicked). When that happens and there is something clickable at the centre of the screen then you get the bug you just described. I can't stop the cursor from going back to centre, so the only "fix" is to prevent the user from moving the camera whenever something clickable is in the centre of the screen - and in this case that would mean preventing the user from clicking anywhere outside of the attack disk, since some cameras take up the whole screen.

Sharkley
04-15-09, 10:17 AM
Correction it's the Attack disk. It's where TDC is. You can see a tiny little dot at the middle of the TDC panel. Click on it and here it is.

Thank you, I have seen the dot and will click on it tonight..

Many Thanks

Contact
04-15-09, 02:54 PM
So it is good if you attack lonely ship. But I wonder how OLC Gold deals with attack on convoy mission :) Tried it at Naval academy to attack convoy, but in the result - could not manage to hit more than one ship :)

onelifecrisis
04-15-09, 03:02 PM
So it is good if you attack lonely ship. But I wonder how OLC Gold deals with attack on convoy mission :) Tried it at Naval academy to attack convoy, but in the result - could not manage to hit more than one ship :)

A poor workman blames his tools.

http://files.filefront.com/OLCU+Convoy+Attack+March417z/;12864372;/fileinfo.html

Contact
04-15-09, 03:07 PM
:haha: I already got it, I've seen it once, wished it was with comments :) but I got the idea.. I think.. Will watch it again tomorrow since I'm exhausted already.

Now Contact falls in bed like a stone :salute:

youpi
04-15-09, 04:58 PM
Hi, I have just install this great mod and I want to thank you OLC for his work. So now I have some questions and sorry for my poor english.

How can I have the contact of my U-boat in the map is it possible to do ? It's too hard for me without this. And for the other boat is it possible too ? Is it works with contact color mod or other mod like this ?

Two questions about "zoom" in the map, is it normal that the maximum zoom is 2500 Meters on the map when I center the map to my boat ?

For the zoom in the attack periscop I understand that now threre is no zoom but I have a question about the AOB finder. In the older version of this mod when we use zoom in X6 or X1.5 it was not the same marker we need for calculate the AOB . For the X6 it was the 90 ° (on the center) but when we were in X1.5 zoom we need to use the marker next to the 15°. Now there is only one view on the periscop attack, so we use the 90° or the marker next to the 15° for find the AOB ?

Thanks :)

Pisces
04-15-09, 05:08 PM
So it is good if you attack lonely ship. But I wonder how OLC Gold deals with attack on convoy mission :) Tried it at Naval academy to attack convoy, but in the result - could not manage to hit more than one ship :)Maybe after your nap you can explain a bit more how you tried it. And what you thought went wrong.

Did you perform the range/AOBfinder-steps again and again for each target? There's no need to. The only things that are different in the shooting process for each ship in the convoy is range, and torpedo depth. Once you have set the AOB for one ship (assuming it is accurate enough), and tdc panel is closed, AOB is synchronised to the persicope bearingchange at all times. So it's only a matter of pointing the scope from now on. Even if you are looking aft. All ships move at the same speed, so that dial can be left alone aswell once set. Only range depends on the position in the rows and columns of the convoy, and ofcourse the time of shooting. But with certain attack setups it's influence can be eliminated or minimised.

Probably the trickiest thing is to get all torpedos to hit at the exact same time. Or the targets that are to be hit a bit later get more time to accellerate/avoid the torpedo, once they realize they are under attack.

Sharkley
04-15-09, 07:10 PM
Correction it's the Attack disk. It's where TDC is. You can see a tiny little dot at the middle of the TDC panel. Click on it and here it is.

I see it, click it, and nothing !?!

Contact
04-16-09, 01:26 AM
Maybe after your nap you can explain a bit more how you tried it. And what you thought went wrong.

Did you perform the range/AOBfinder-steps again and again for each target? There's no need to. The only things that are different in the shooting process for each ship in the convoy is range, and torpedo depth. Once you have set the AOB for one ship (assuming it is accurate enough), and tdc panel is closed, AOB is synchronised to the persicope bearingchange at all times. So it's only a matter of pointing the scope from now on. Even if you are looking aft. All ships move at the same speed, so that dial can be left alone aswell once set. Only range depends on the position in the rows and columns of the convoy, and ofcourse the time of shooting. But with certain attack setups it's influence can be eliminated or minimised.

Probably the trickiest thing is to get all torpedos to hit at the exact same time. Or the targets that are to be hit a bit later get more time to accellerate/avoid the torpedo, once they realize they are under attack.

Good morning :)

Coffee coffee coffee!

So yesterday I tried to attack convoy the way you're said. Did calculations on one ship and started to fire at him and the rest of convoy. So I hit that ship on which I was making calculations but it was the only I hit :)

Do I need to recalculate range and set for every other ship individually ?

So I rewatched OLCU_Convoy_Attack_March41.avi and noticed that he measures range for every ship he's going to attack and before enterind range data to TDC he unlocks the target on the scope. I was not doing that so I think here is my problem ?

Contact
04-16-09, 01:29 AM
I see it, click it, and nothing !?!

Thats odd, you should be able to see it :hmmm:

Have you enabled the manual targeting on realism settings ? If not this might be the problem.

Contact
04-16-09, 01:52 AM
Hi, I have just install this great mod and I want to thank you OLC for his work. So now I have some questions and sorry for my poor english.

How can I have the contact of my U-boat in the map is it possible to do ? It's too hard for me without this. And for the other boat is it possible too ? Is it works with contact color mod or other mod like this ?

Two questions about "zoom" in the map, is it normal that the maximum zoom is 2500 Meters on the map when I center the map to my boat ?

For the zoom in the attack periscop I understand that now threre is no zoom but I have a question about the AOB finder. In the older version of this mod when we use zoom in X6 or X1.5 it was not the same marker we need for calculate the AOB . For the X6 it was the 90 ° (on the center) but when we were in X1.5 zoom we need to use the marker next to the 15°. Now there is only one view on the periscop attack, so we use the 90° or the marker next to the 15° for find the AOB ?

Thanks :)

Hi :)

I remember myself when I first saw OLC GUI... It is really something different then I used to see in SH3 or GWX. The times when I wasn't using manual targetings and saw OLC GUI I thought to myself: "omg this is some sort of rocket science". And how it looks was a huge different in all aspects :) So I think it was not the right time for me to start using OLC GUI.

When I started to do manuall targetings, I'm now seeing things not so complicated and I feel already comfortable in not seeing ship icons anymore. Even not using the nav or tactic maps while on making attack.

So I guess you need time to bring yourself to upper level before start of using OLC GUI.

This was my story :)

onelifecrisis
04-16-09, 03:48 AM
Hi :)

I remember myself when I first saw OLC GUI... It is really something different then I used to see in SH3 or GWX. The times when I wasn't using manual targetings and saw OLC GUI I thought to myself: "omg this is some sort of rocket science". And how it looks was a huge different in all aspects :) So I think it was not the right time for me to start using OLC GUI.

When I started to do manuall targetings, I'm now seeing things not so complicated and I feel already comfortable in not seeing ship icons anymore. Even not using the nav or tactic maps while on making attack.

So I guess you need time to bring yourself to upper level before start of using OLC GUI.

This was my story :)

Quite right. I wouldn't have been able to handle OLC GUI when I started out. It took me a while to get the hang of stock manual targetting, then when I got involved in the development of the U-Jagd tools I remember joegrundman having to explain the tools to me quite a few times before I got it. Even then it took me a while to get the hang of them, as the tutorial video shows. ;)

I would say most people should get very familiar with normal manual targetting, and the TDC in particular, before they try OLC GUI.

Do I need to recalculate range and set for every other ship individually ?

So I rewatched OLCU_Convoy_Attack_March41.avi and noticed that he measures range for every ship he's going to attack and before enterind range data to TDC he unlocks the target on the scope. I was not doing that so I think here is my problem

Yes, you need to recalculate the range for each shot. But if you use the right "tricks" then that's all you need to recalculate.

When the TDC is on Auto the Bearing and AOB are both automatically updated as the scope turns. When the TDC is on manual, neither of them are updated when the scope turns... BUT... when you switch it from manual back to auto it updates the bearing (if the scope has moved) without updating the AOB. So if the scope moves at all while the TDC is on Manual then it will mess up your firing solutions as soon as you switch it back to Auto, and seeing as the scope will get "dragged" around by any locked target that means you must unlock it before switching the TDC to manual (and not move it again until the TDC is back on auto).

This is the stock behaviour of the TDC. It's nothing new. As I said above, you really need to be familiar with the TDC (not just the notepad) before using OLC GUI.

youpi
04-16-09, 03:55 AM
Thanks
Perhaps you'r right but it's just more comfortable with my uboat contact on the map :O: . Manual targetting is not really a problem, I understand how to do this and always use it ( not always with luck and accurate :arrgh!: )

And for the AOB finder ? What about the mark, wich mark do I use for find the AOB ? These next to the 15° (because I think the zoom is at X1.5) ? Or we don't care and we don't need to use this mark :rotfl:?

Contact
04-16-09, 07:24 AM
Thanks
Perhaps you'r right but it's just more comfortable with my uboat contact on the map :O: . Manual targetting is not really a problem, I understand how to do this and always use it ( not always with luck and accurate :arrgh!: )

And for the AOB finder ? What about the mark, wich mark do I use for find the AOB ? These next to the 15° (because I think the zoom is at X1.5) ? Or we don't care and we don't need to use this mark :rotfl:?

You don't need to use marker for AOB anymore.

When you calculate the range to target (leave the disks as they are after that) You look at ships mast in recognition manual, find that value on outter disk, click on it and drag it on ships lenght matching recognition manual on the same outter disk. Then while locked on target you count how many graduations there are from the center to the bow or from the bow to center if you find that way easier to see. Just keep in mind every graduation is equal to 2 ================>> 0 |||| 10

Then after counting the graduations the ship takes you're have to look for the same number on middle disk. When found Center disk will tell you what is AOB.

I'm not that good in explaining this so I strongly advice you to watch: OLCGuiSpecial_Tutorial. There is a brief introduction on Range and AOB.

Contact
04-16-09, 07:50 AM
Yes, you need to recalculate the range for each shot. But if you use the right "tricks" then that's all you need to recalculate.

When the TDC is on Auto the Bearing and AOB are both automatically updated as the scope turns. When the TDC is on manual, neither of them are updated when the scope turns... BUT... when you switch it from manual back to auto it updates the bearing (if the scope has moved) without updating the AOB. So if the scope moves at all while the TDC is on Manual then it will mess up your firing solutions as soon as you switch it back to Auto, and seeing as the scope will get "dragged" around by any locked target that means you must unlock it before switching the TDC to manual (and not move it again until the TDC is back on auto).

This is the stock behaviour of the TDC. It's nothing new. As I said above, you really need to be familiar with the TDC (not just the notepad) before using OLC GUI.

So in short we can make an important note:

1. Leaving of TDC in manual for longer time than necessary will lead to inacurate calculations.

2. When target is temporarily unlocked and TDC switched to manual. You don't want to move the scope but will have limited period of time to input data to TDC because if the target ship travels fast you can loose him from scope and without moving scope you woun't be able to lock him again right ? :)

youpi
04-16-09, 09:12 AM
You don't need to use marker for AOB anymore.

Then after counting the graduations the ship takes you're have to look for the same number on middle disk. When found Center disk will tell you what is AOB.

I'm not that good in explaining this so I strongly advice you to watch: OLCGuiSpecial_Tutorial. There is a brief introduction on Range and AOB.

Yes I understand all of this steps but I saw this video too and that's why I ask you because in the video at one time he says if the target it too near you can't use the zoom X6 for counting the graduations (in the video there is two zoom for the periscop). So use normal zoom (x1.5) and use the mark next to the 15° for find the AOB.

But this tutorial was made with an oldier version of OLC and now there's no zoom in the periscop attack.

I don't know if my english is understandable :D

Contact
04-16-09, 09:26 AM
Yes I understand all of this steps but I saw this video too and that's why I ask you because in the video at one time he says if the target it too near you can't use the zoom X6 for counting the graduations (in the video there is two zoom for the periscop). So use normal zoom (x1.5) and use the mark next to the 15° for find the AOB.

But this tutorial was made with an oldier version of OLC and now there's no zoom in the periscop attack.

I don't know if my english is understandable :D

You was watching the wrong tutorial then. Can't remeber where I downloaded it from :x

onelifecrisis
04-16-09, 09:42 AM
So in short we can make an important note:

1. Leaving of TDC in manual for longer time than necessary will lead to inacurate calculations.

No. You can leave the TDC in manual for as long as you want, as long as the scope does not move - and to ensure that the scope does not move, you must unlock it.

2. When target is temporarily unlocked and TDC switched to manual. You don't want to move the scope but will have limited period of time to input data to TDC because if the target ship travels fast you can loose him from scope and without moving scope you woun't be able to lock him again right ? :)

Again, no. You can measure the range with the target locked. You then unlock the scope, take as long as you want to put the range into the TDC, then make sure the TDC is on Auto before moving the scope back to the target and locking again.

onelifecrisis
04-16-09, 09:45 AM
@youpi

You was watching the wrong tutorial then. Can't remeber where I downloaded it from :x

Contact is right, there is an updated tutorial video that you need to watch. It's currently available at UberTorpedo's filefront page. I'll put it in the SUBSIM downloads section shortly.

Contact
04-16-09, 11:05 AM
Again, no. You can measure the range with the target locked. You then unlock the scope, take as long as you want to put the range into the TDC, then make sure the TDC is on Auto before moving the scope back to the target and locking again.

I see.. should I also unlock the scope on AOB or speed input to TDC ? (When targeting lonely ship)

I'm so missing an updated video for OLC Gold from A to Z, it would surely cost less questions here :)

youpi
04-16-09, 11:10 AM
Thanks I'm downloading the new tutorial on FF page :D

Contact
04-16-09, 11:14 AM
My best shot so far with OLC Gold: Target Range 5 km, AOB 170. Speed 4 knots

Dead center hit on tramp steamer in torpedo tutorial :cool:

onelifecrisis
04-16-09, 11:32 AM
I see.. should I also unlock the scope on AOB or speed input to TDC ?

I'm so missing an updated video for OLC Gold from A to Z, it would surely cost less questions here :)

Yeah... sometimes.

I think it's for the best that there isn't a full "A to Z" tut. The OLC GUI and U-Jagd tools are the most fun when you really understand what they do and why they work, and what the TDC does and how it works, and tutorials can only do so much to aid understanding. When I say "understand" I don't mean "be able to explain the whole thing in math" I mean understand in the way that mechanic understands an engine.

Blindly following steps A B C to get a firing solution is a good way to start out, but I think that at some point you have to throw the tuts in the bin and just start messing around with **** until you start to get it. When you "get it" you can do things in whatever way and whatever order seems best in the current situation, and use the tools (including the TDC) truly as tools (rather than using them as black boxes).

I think the tuts cover everything they should. Some people seem to think that the tuts are supposed to be A Complete Guide To Everything In The Game, but in fact they're only meant to cover everything in OLC GUI, and that they do (except for the UZO marking lines :damn:).

Contact
04-16-09, 11:49 AM
Well thanks for leaving something to learn on ourselves :DL

Of course tutorials cover basics on how to use GUI but there are also gaps left to find out what combinations are the best to use for every Kaleun.

I still think that fastest way of learning new things depends on good tut. :yep:

Contact
04-19-09, 03:51 PM
:hmmm: I'm having troubles in reading AOB sometimes. It feels like I'm missing numbers in the center ring (Zielkurswinkel) after 90 to the left side. I'm usually lost when my counted horizontal marks for AOB are bigger than center ring (Zielkurswinkel) can show.

I know when ship is heading away from my boat I have to substract discovered angle from 180. And I do so successfully, but sometimes it seems I can't get the correct numbers for AOB :-?

Pisces
04-19-09, 05:56 PM
Too many width-marks beyond the 90 degree angle mark most often suggests the range calculation went wrong. You either measured the wrong mast/flag/whatever, or the right mast but too short because of pixels vannishing (mast being thinner than halve a pixel). Or the level-line wasn't on the waterline.

If that is not the case you could have a bad intel. Meaning the recognition manual doesn't match the 3d model. What ship model was it?

Contact
04-20-09, 12:37 AM
Too many width-marks beyond the 90 degree angle mark most often suggests the range calculation went wrong. You either measured the wrong mast/flag/whatever, or the right mast but too short because of pixels vannishing (mast being thinner than halve a pixel). Or the level-line wasn't on the waterline.

If that is not the case you could have a bad intel. Meaning the recognition manual doesn't match the 3d model. What ship model was it?

The ships I'm using is only from GWX3 + St Nazaire and Schleuse and other Units + OLC Gold. I'm usually getting wrong calculations with smaller ships. But it isn't a rule since sometimes I manage to hit a tramp steamer from 5 km distance which is traveling 150 AOB. It's just funny when sometimes I'm having troubles in clearily reading AOB which is visually doing ~100 AOB at 1.5 km range. Mystery..

Thanks for the hint! It has to be invisible pixels while measuring the mast. I do experience difficulties sometime to clearly see where it ends or sometimes the top of the mast flickers. Resolution fix seems not doing much help with that too.

FIREWALL
04-20-09, 01:33 AM
Only one question OLC. Is the screenshot what the mod will look and operate like ?

onelifecrisis
04-20-09, 02:33 AM
@Contact
AA is practically a requirement for using this mod (it makes the masts much easier to see).

@FIREWALL
Yes those are all unaltered environment shots with no other mods running except GWX Gold + OLC Gold.

Contact
04-20-09, 04:09 AM
@Contact
AA is practically a requirement for using this mod (it makes the masts much easier to see).

@FIREWALL
Yes those are all unaltered environment shots with no other mods running except GWX Gold + OLC Gold.

Excuse me but what does AA should mean ? :doh: Anti Aircraft Gun ? :haha:

onelifecrisis
04-20-09, 04:10 AM
Excuse me but what does AA should mean ? :doh: Anti Aircraft Gun ? :haha:

Anti-aliasing. :)

Contact
04-20-09, 04:23 AM
Anti-aliasing. :)

I'll try. Danks :)

Contact
04-22-09, 10:24 AM
So I completed my first patrol with OLC Gold and I'm pretty happy with the results. Despite the bloody weather most of the time I still managed to sink 5 ships:

http://img98.imageshack.us/img98/3402/mypatrol.th.jpg (http://img98.imageshack.us/my.php?image=mypatrol.jpg)

I was thinking would it be possible to get target course by just measuring range couple of times using WO, protractor and a ruler, then draw a line through two marks made on map and this way get the course ?

Attack disk is of course usefull tool to resolve course as well, but when I'm far away from target it's damn tricky to get accurate AOB or almost impossible at night.

The same principle could be adapted in getting the speed using 3.15 min rule I think ? :hmmm:

tomfon
04-23-09, 04:48 AM
Hallo Contact!

You can get a ship's course or a convoy's course by marking its position on the navigation map for a period of time. You should be able to determine this period of time on your own, there are no fixed solutions. I follow my target, at the edge of the visual range, and mark its position at 4 or 5min intervals for a distance of about 25km. Then i get the course the way you describe.

There is another way of doing this, specifically when the target is a convoy. First, mark its position on the nav map. Follow the convoy for about 25km or more and mark its position again. Find the course by using the protractor. So,
- If you get a radio contact report then you have the 1st mark. You can then plot an interception course which will bring you in front of the convoy just outside the visual range. Then, another sighting is all you need.
- If you get a second radio report then you have the 2nd mark.
-A sighting will give you the 1st mark (i.e you spot the convoy).
Follow it and you either mark its position every 4 or 5 min or take another mark after 25km.

Thats what i do. Also, you should not expect to find the EXACT course. Your calculations will give you a course which differs from the exact course by 1 or even 2deg. If you want to practice then, after getting the course, send a message to BdU to radio the convoy's position. This way you can verify your calculations. But when playing your real career, this is cheating. Its all up to you.

:salute:

Contact
04-23-09, 04:59 AM
Hi Tomfon,

Thanks for sharing your experience. However I will try my own method in first place on my second patrol.. I will mark the first sight position, then will let the clock go for 3.15 min. Mark second position, this way I will get more or less accurate course and speed in one shot. :hmmm:

I will then use speed chart table to calculate the interception spot close enough to get decent AOB and Torpedo LOS!

Contact
04-23-09, 06:00 AM
BTW. Is there any way to measure salvo spread angle accordingly to range ?

Pisces
04-23-09, 11:04 AM
Taking range and bearings from the watch officer is what alot of us do. I too find it tricky to use the range-finder al long distances.

3m 15 seconds is an easy quick interval. But only if you keep in mind it is crude. High speeds isn't much of a problem. 13 knots is only 8 % bigger than 12 and would require also 8 % more lead. But if you mistake a 4 knots for a real speed of 5 knots your lead would be lacking by 25%. Not an issue at close range (see below). But it is for long range shots. Also, plotting when 16km away the uncertainty is atleast a 150m radius circle, bigger than the 100m for every knot. And since you have to deal with 2 such circles, think again. I usually use the 3m15 second interval to set a quick parallel course, and then plot for a longer time (i.e. multiples of 3m15s: 6m30s, 9m45s, 13m) without risking getting too close. Don't forget OLC included a nomograph tool on the map. (well, gwx has one too) It helps you to calculate speed for any time interval. Except it is a bit too short for long range intercepts. It's only for a couple of hours. So I never leave port without my Attackdisk.

BTW. Is there any way to measure salvo spread angle accordingly to range ?The width of 1 degree is about 17.5 meters per kilometer. A ship being 78.5 meters long would be close to 4.5 degrees (78.5/17.5) at 1km, and 2.25 at 2km (since distant objects look inverse proportional smaller). A ship 140m long would be 8 degrees wide at 1km, and ofcourse 4 degrees at 2km, 2 degrees at 4km. You get the idea? Those are just the most common lengths I remember.

Or 1 degree is roughly 60 meters range per meter width (5% too much). Then the approximation of width-angle comes down to alpha=60*length/range (both in meters)

Contact
04-23-09, 03:25 PM
Taking range and bearings from the watch officer is what alot of us do. I too find it tricky to use the range-finder al long distances.

3m 15 seconds is an easy quick interval. But only if you keep in mind it is crude. High speeds isn't much of a problem. 13 knots is only 8 % bigger than 12 and would require also 8 % more lead. But if you mistake a 4 knots for a real speed of 5 knots your lead would be lacking by 25%. Not an issue at close range (see below). But it is for long range shots. Also, plotting when 16km away the uncertainty is atleast a 150m radius circle, bigger than the 100m for every knot. And since you have to deal with 2 such circles, think again. I usually use the 3m15 second interval to set a quick parallel course, and then plot for a longer time (i.e. multiples of 3m15s: 6m30s, 9m45s, 13m) without risking getting too close. Don't forget OLC included a nomograph tool on the map. (well, gwx has one too) It helps you to calculate speed for any time interval. Except it is a bit too short for long range intercepts. It's only for a couple of hours. So I never leave port without my Attackdisk.

The width of 1 degree is about 17.5 meters per kilometer. A ship being 78.5 meters long would be close to 4.5 degrees (78.5/17.5) at 1km, and 2.25 at 2km (since distant objects look inverse proportional smaller). A ship 140m long would be 8 degrees wide at 1km, and ofcourse 4 degrees at 2km, 2 degrees at 4km. You get the idea? Those are just the most common lengths I remember.

Or 1 degree is roughly 60 meters range per meter width (5% too much). Then the approximation of width-angle comes down to alpha=60*length/range (both in meters)

Roger that, thanks for explanation! :) All I need is a calculator now :up:

tomfon
04-23-09, 04:49 PM
Hi Tomfon,

Thanks for sharing your experience. However I will try my own method in first place on my second patrol.. I will mark the first sight position, then will let the clock go for 3.15 min. Mark second position, this way I will get more or less accurate course and speed in one shot. :hmmm:

I will then use speed chart table to calculate the interception spot close enough to get decent AOB and Torpedo LOS!

Thats fine too. In the end, you will find your own way of doing these things in SH3. And thats the real fun, i believe. Keep on! :yeah:

Platapus
04-25-09, 07:52 PM
I am having a problem with map contacts with olc.

I aint got none!!

I recently dusted off my copy of SH3 and decided to upgrade to GWX3 (it has been a while since I played SH3

Installations seemed to go ok

SH3
GWX3
New version of SH3 commander
OLC gold

No other mods

I set my realism just like I used to do in GWX2/olc

Limited Fuel deselected
No map contacts deselected
No event camera deselected
No Stabilize view deselected
No weapon officer assistance deselected

Everything else selected. Under my old configuration this gave me a realism rating of 80%. This time, however, it is up to 95%

The problem is when I play, I have no map updates. I have tired rebooting, selecting and deselecting No map contacts. No change.

When I select No map contacts the realism does not change. I don't remember this with my old version of GWX.

I tried using the world famous forum search function on this forum,but could not find any posts that addressed this

In my desperation, I even read the manuals!

Since I could not find anything that addresses this, I have come to the conclusion that I am doing something simple but wrong.

I uninstalled OLC and the problem went away. So what am I doing wrong with OLC. :88)

Any help would be greatly appreciated

How do I get my map contacts back?

Another question. Like I posted, it has been a while since I played SH3. Did war careers always start 1 Aug 39? I don't seem to remember that from my past play. Seems kinda weird to have to kill a month just to get to the sinkin stuff?

cemtufekci
04-26-09, 03:43 AM
It's normal. It comes with OLC gui special. If you read the readme you will see. OLC thought that no map update is somewhat unrealistic because it makes you totally blind. When you zoom up you only sea sonar contacts and you can not sea your sub. When you zoom down you sea visual contacts and your sub but they are very inaccurate so you can not calculate solutions with them. In other words you still have to find solutions yourself. You see sonar contact lines which your sonarman report so you don't have to ask your sonarman manually every single minute. He tells you himself. When you are at the surface you will get inaccurate visual contacts on the map which tells about bearing and a little about range so you don't have to ask your watchman every single minute. This brings situational awareness without hindering realism.

onelifecrisis
04-26-09, 04:39 AM
It's normal. It comes with OLC gui special. If you read the readme you will see. OLC thought that no map update is somewhat unrealistic because it makes you totally blind. When you zoom up you only sea sonar contacts and you can not sea your sub. When you zoom down you sea visual contacts and your sub but they are very inaccurate so you can not calculate solutions with them. In other words you still have to find solutions yourself. You see sonar contact lines which your sonarman report so you don't have to ask your sonarman manually every single minute. He tells you himself. When you are at the surface you will get inaccurate visual contacts on the map which tells about bearing and a little about range so you don't have to ask your watchman every single minute. This brings situational awareness without hindering realism.

:yep: :up:

Platapus
04-26-09, 06:27 PM
Ok, that takes care of my major concern. It is functioning as designed.

Phew! Thought I was doing something wrong

If using Map Contacts with OLC gives me inaccurate placements of the sighted ship's position, I can't just Mark time 3:15 Mark and get speed and course any more? :wah:

or they accurate for that?

Are there tutorials for the new OLC? I have the old tutorials but they did not address the new contact display in OLC.

I love OLC! I tried playing the game without it and it just does not seem the same. But with this new limited display you are forcing me to learn more about sub tactics.

Damn you!:damn::damn::damn:
:D

Seriously has someone smart written a tutorial for this new gui display environment?

Platapus
04-26-09, 06:35 PM
... If you read the readme you will see.

This just aint my day.

<hanging head in shame>

Where is this readme file? I have looking inside my SH3/mod/olc folders and even had my computer search for a readme but no avail.

cemtufekci
04-27-09, 04:11 AM
You get sighting marks only when you are in zoomed out view( when you see map grids ) so your drawings from those will be inaccurate. You need an accurate course line in zoomed in view( like 1cm=100m ). You can't draw an accurate line in zoomed out view for your zoomed in needs so you have to draw lines from your own observations (or your watchman's).
OLC first uploaded OLC Gold without readmes. Then he uploaded it with readmes. If you get the old version you don't have the readmes like me. I don't know if they are the same with the latest ones or not but you can download OLC_Ubermod_243 from Ubertorpedos filefront link. It has the readmes about new gui. It tells about new contact updates since not very detailed. Though it is not necessary . There is'nt much to talk about it. Old tactics still count with some minor tweaks. Here is the link to ubertorpedos page: http://hosted.filefront.com/UberTorpedo
For your signature:
#2 Don't tell them their faults if it's not really very necessary for you.
#3 Don't tell them about your success.

onelifecrisis
04-27-09, 04:32 AM
Actually even the new version doesn't have the any sort of manual in it IIRC, just a one page "how to install" readme and that's it.

Alex3886
05-04-09, 07:05 AM
I have a question?
I am presently using OLC v.2.4.3, and I was wondering why didn't make the back side of the angriffscheibe. That could of been very useful.
That is a great tool to have. I am using 100% reality and I like using the attack disk but I wish I had the back side of it as well.
Could you please incorporate it onto the present attack disk somehow, we wold very much appreciate it.
Thank you very much.

onelifecrisis
05-04-09, 08:18 AM
Sorry but I'm not working on the mod anymore.

Contact
05-05-09, 05:38 AM
I got TDC panel controls and attack disk stuck suddenly! Can not set anything.. WTF ? Could this be a malfunction ? I have it enabled in SH3cmdr.

onelifecrisis
05-05-09, 05:45 AM
I got TDC panel controls and attack disk stuck suddenly! Can not set anything.. WTF ? Could this be a malfunction ? I have it enabled in SH3cmdr.

It's an old bug. It only affects a few players and I've never been able to replicate it on my machine, so I don't know what causes it. When it happens, right-click on your weapons officer icon and then left click once on the TDC auto update switch (the one in the 3D world, not the one on the GUI).

This is the only bug in the mod, and it's been there (for some players) since the first release of OLC GUI. I'd love to fix it but I have no info on what causes it or why it happens. Nobody seems to be able to consistently replicate it, and I've never had it happen to me once, despite having spent hours randomly clicking stuff in a vain attempt to make it happen. Maybe it's related to some hardware configuration or some particular graphics setting. Just a thought... do you use the hi-rez mod?

Contact
05-05-09, 05:52 AM
It's an old bug. It only affects a few players and I've never been able to replicate it on my machine, so I don't know what causes it. When it happens, right-click on your weapons officer icon and then left click once on the TDC auto update switch (the one in the 3D world, not the one on the GUI).

This is the only bug in the mod, and it's been there (for some players) since the first release of OLC GUI. I'd love to fix it but I have no info on what causes it or why it happens. Nobody seems to be able to consistently replicate it, and I've never had it happen to me once, despite having spent hours randomly clicking stuff in a vain attempt to make it happen. Maybe it's related to some hardware configuration or some particular graphics setting. Just a thought... do you use the hi-rez mod?

Yes I do use hi-rez fix, But how does this might be related to this bug ?

I was just able to set speed succesfully on TDC, then wanted to adjust range couple of times and it got stuck.

Pisces
05-05-09, 06:22 AM
I don't think it is the hi-resolution fix/patch/whatever. I have had it several times aswel (also not consistant reproduceable) but have just an ordinary 1024x768 crt screen (on a Sapphire Ati Radeon 9550).

onelifecrisis
05-05-09, 06:26 AM
OK, nevermind that idea then.
Contact, if it happens again just use the workaround.

Contact
05-05-09, 06:31 AM
So I made a save after TDC stuck and left the game to make a post about it here (rez fix does not allow alt+tabing). No I'm getting CTD during the load after "Not So Long Ago" screen :nope:

It's not my day obviously :)

wolfpack_jim
05-07-09, 03:43 AM
I would be more than greatful if you could create o mod that would allow me to aim at a target throw different zoom levels.
As far as a Know there are a standar zoom 3x using the olc's perfect tool (3 concentric rings) for the attack periscope only (which is probably historically correct).
Is there a mod that could enable a greater zoom 6x or 15x for the observation periscope if we assume that is not possible for technical reasons to have two zoom levels for the attack periscope?
If there is a mod for this already please give me a link for that.
I play sh3-gwx3gold-olc 2
I need a greater zoom for longer shoots
I would like to thank you in advance

tomfon
05-07-09, 05:06 AM
You might want to try the ACM GUI v1.1.0 made by Mikhayl but i doubt if its compatible with OLCE2. OLC and Mikhayl know better, for sure.

Here is the link for the ACM GUI.

http://www.subsim.com/radioroom//showthread.php?t=144855

Also, check post #138 (current thread). This will give an answer to your request, assuming that it is made to OLC.

;)

wolfpack_jim
05-08-09, 01:03 AM
Thanx a lot. Is ACM GUI v1.1.0 compatible with GWX 3 gold ?

onelifecrisis
05-08-09, 07:34 AM
Is ACM GUI v1.1.0 compatible with GWX 3 gold ?

Yes. It's also compatible with OLCE2. Probably the easiest way for you to install it is to just enable ACM over the top of OLC 'Gold'. JSGME will warn you about file conflicts, which in this case you can ignore. You should then have GWX3 + the OLC 'Gold' environment + the ACM GUI.

Dr. Evil
05-11-09, 10:44 AM
Can anyone point me to a manual that'll show me how to use that freaking whiz wheel over the periscope? :06: :damn:

onelifecrisis
05-11-09, 11:55 PM
Here:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1112

=FI=Ghost
05-12-09, 10:56 AM
Hi everyone!

I have a very annoying problem. After I have installed OLC Gold I get CTD after I try to load my second save from a mission. For instance, I start a mission and make a save. I can load it later and continue playing but after I make another save and try to load it later I get CTD when the game loads and I see "Not so long ago" writing. I've played a lot of missions before I got OLC mod and never had such a problem, but now I cannot even finish my first mission because of this. I've posted this in a separate topic but I didn't get any answer.

OLC, thank you for this mod, it's wonderful and I really hope that I can solve my problem and be able to continue playing..

onelifecrisis
05-12-09, 11:27 AM
Hi everyone!

I have a very annoying problem. After I have installed OLC Gold I get CTD after I try to load my second save from a mission. For instance, I start a mission and make a save. I can load it later and continue playing but after I make another save and try to load it later I get CTD when the game loads and I see "Not so long ago" writing. I've played a lot of missions before I got OLC mod and never had such a problem, but now I cannot even finish my first mission because of this. I've posted this in a separate topic but I didn't get any answer.

OLC, thank you for this mod, it's wonderful and I really hope that I can solve my problem and be able to continue playing..

There are several stock bugs that can cause CTDs, and many, many threads covering how to avoid them. The main things to remember are: don't save while submerged, and don't save when you know that there are other ships within 50km of your sub! If you save in either of those circumstances you will have problems (including but not limited to CTDs) when you reload. Those are stock problems and have nothing to do with OLC Gold.

HTH
OLC

Dr. Evil
05-12-09, 12:20 PM
Thanks, onelife. Also, another annoying problem is that whenever I try to lock something in the scope, it stays locked for about five seconds, and then it unlocks. Annoying as hell. I would keep it out of the thread for this mod, but it only seems to happen when I use OLC and I don't think it worth a thread of its own.

onelifecrisis
05-12-09, 12:25 PM
Thanks, onelife. Also, another annoying problem is that whenever I try to lock something in the scope, it stays locked for about five seconds, and then it unlocks. Annoying as hell. I would keep it out of the thread for this mod, but it only seems to happen when I use OLC and I don't think it worth a thread of its own.

It happens in stock SH3, GWX, and probably in the other supermods as well. This is not something I've changed, but don't take my word for it, check it yourself. Uninstall OLC Gold, do a mission, and lock on to a target that is more than 5km away.

The scope automatically unlocks when you lock on to a target that is too far away. If you're interested, the distance is determined by a setting in sensors.dat (a file you'll notice is not changed by OLC Gold) but I don't recommend changing it from the default GWX setting (unless you want to mess up your crew's ability to spot ships).

tomfon
05-12-09, 01:23 PM
@OLC

I've been playing with the Ubermod for some time and with its 'Gold' version for quite a few time too. In both modes the radar contacts are shown as red and black lines for airplanes and warships respectively. BUT! I think that Uboat Commanders couldn't know if the contact was seaborne or airborne.

In case this is true would you mind telling me how to change this i.e force the game to use only one color for all types of radio contacts?

Is this related to the menu_configuration file? :hmmm:

onelifecrisis
05-12-09, 02:13 PM
@OLC

I've been playing with the Ubermod for some time and with its 'Gold' version for quite a few time too. In both modes the radar contacts are shown as red and black lines for airplanes and warships respectively. BUT! I think that Uboat Commanders couldn't know if the contact was seaborne or airborne.

In case this is true would you mind telling me how to change this i.e force the game to use only one color for all types of radio contacts?

Is this related to the menu_configuration file? :hmmm:

I don't know whether they could tell or not. :hmmm:

Just so you know, if you make it one colour for all contacts then it will also affect hydrophone contacts.

Assuming you want to go ahead, open up maps.cfg and look in there. I can't remember for sure but I think you change

Mat1=0x09,0x0B,data/menu/gui/ContLine.tga

to

Mat1=0x3B,0x0B,data/menu/gui/ContLine.tga

or something like that. Give it a try. :up:

tomfon
05-12-09, 05:37 PM
Roger that. Thanks!

:up:

onelifecrisis
05-20-09, 12:10 PM
Actually, tomfon, thinking about it... wouldn't they have been able to tell from the speed? Even a slow aircraft moves an order of magnitude faster than a ship, which is a bit of a give-away, or so I'd have thought. :hmmm:

tomfon
05-20-09, 01:09 PM
Actually, tomfon, thinking about it... wouldn't they have been able to tell from the speed? Even a slow aircraft moves an order of magnitude faster than a ship, which is a bit of a give-away, or so I'd have thought. :hmmm:

Thats a good thought but i think that the capabilities of the radar detectors in WWII were quite limited i.e. they could only detect emissions from a source emitting "energy" i.e. the radar, depending on the sensitivity of the radar detectors e.g. the FuMB-1 could not detect the S-band radars. Also, in order to determine whether its a ship or an aircraft, the RWR set should be equipped with something that calculates the distance to the target. As far as i know Uboats weren't equipped with Doppler radars or stuff like that. Thats post-war tecnology. Evidently, they were receivers of radio waves (thus Radar Warning Receivers, lol!). Early RWR sets could not even tell the bearing of the contact! So, its not right when the FuMB-1 keeps your navmap constantly updated on the warship's position. Could this be changed? After searching SH3's files a bit, why do i have the feeling its hardcoded? :hmmm:

BTW your suggestion (see your previous post) is correct and... quite obvious.:oops: To cut a long story short, it works. To tell the truth, i've changed my mind ; i won't change any colors, basically for two reasons:
1. It slows down my gameplay, beyond the limits of my patience.
2. Even if all contacts were shown as e.g. black lines, the best way to deal with it would be to dive and check with the hydrophone for a closing ship. If i don't hear anything then its probably a plane, right? Well, thats fine too cause it means that i didn't give him the chance to attack me. But it doen't really matter since i never fight airplanes; i always dive. Secondly, i don't count on the RWR to intercept a ship, i use the hydrophones and my watch crew.


Anyway, thanks for having a second thought on this matter. ;) Few info can be found here (http://www.uboataces.com/radar-warning.shtml) .

onelifecrisis
05-20-09, 01:21 PM
So, its not right when the FuMB-1 keeps your navmap constantly updated on the warship's position. Could this be changed? After searching SH3's files a bit, why do i have the feeling its hardcoded? :hmmm:

Yeah. A sensor is a sensor in SH3. They all sort of work the same, in so much as that they all get the exact position of a contact and the only difference is how they do it. There are two kinds of map markers (a line or a position marker) and all you can do is change which one is used for any given sensor.

2. Even if all contacts were shown as e.g. black lines, the best way to deal with it would be to dive and check with the hydrophone for a closing ship.

Heh, good point.

tomfon
05-20-09, 02:02 PM
Yeah. A sensor is a sensor in SH3. They all sort of work the same, in so much as that they all get the exact position of a contact and the only difference is how they do it. There are two kinds of map markers (a line or a position marker) and all you can do is change which one is used for any given sensor.

Hmm, thanks. :up:
Not much of a choice then.

LGN1
05-20-09, 10:45 PM
Hi,

do I understand it correctly that it is possible to show ship contacts on the map not via icons, but via contact lines? If yes, how can you do that? This might be a good way to replace the WO's deadly accuracy with something more crude.

Cheers, LGN1

onelifecrisis
05-20-09, 11:27 PM
do I understand it correctly that it is possible to show ship contacts on the map not via icons, but via contact lines?

Yes...

If yes, how can you do that? This might be a good way to replace the WO's deadly accuracy with something more crude.

I thought I'd already achieved that objective! :O:

If you want to do this I think it's in maps.cfg... I can't remember for sure and I'm a little busy right now. Have a look in maps.cfg and if you get stuck let me know.

onelifecrisis
05-21-09, 12:08 AM
I'm getting ready to start a brand new GWX3+OLC+LRT campaign, and I decided to sort out something that had been bugging me: the sky/clouds not looking quite right near the horizon, particularly during daytime partial-cloud conditions. It proved easy enough to fix (mainly cos I'd been mulling it over for some time) so in true OLC-makes-a-mess-of-the-'Gold'-bit fashion, I'm releasing the tweak.

Here is a before/after (left/right respectively) comparison image to show what it does:
http://farm4.static.flickr.com/3352/3550082919_d25b3bf790_o.jpg

You get a similar effect in overcast conditions as well. This is a purely graphical effect and has zero impact on the gameplay. If you like the look of it then grab it here (http://rapidshare.com/files/235458580/OLCs_Latest_Tweak.rar.html) and install it over the top of OLC 'Gold'. It's fully compatible with the other OLC 'Gold' modlets and addons (such as the Flat Sun Fix). Given the files being changed, I imaging it's best not to enable this mid-patrol.

Cheers,
OLC

LGN1
05-21-09, 12:14 AM
Thanks, OLC.

In maps.cfg (from GWX 2) I have found the following:

[MAPS]
MapsNb=2
;materials
Mat0=0x09,0x0B;default
Mat1=0x09,0x0B,data/menu/gui/ContLine.tga
Mat2=0x09,0x0B,data/menu/gui/DashLine.tga
Mat3=0x09,0x0B,data/menu/gui/Degrees.tga
Mat4=0x3B,0x0B,data/menu/gui/Units/Torp.tga
Mat5=0x3B,0x0B,data/menu/gui/Units/Selection.tga
Mat6=0x3B,0x0B,data/menu/gui/Units/ShipDestroyed.tga
Mat7=0x3B,0x0B,data/menu/gui/Units/AirDestroyed.tga
Mat8=0x3B,0x0B,data/menu/gui/Units/City.tga

;units military symbols
;MatSymbXY where X digit means the type of the unit/convoy and Y digit is the size of the convoy (0 for small, 1 for medium and 2 for large)
MatSymb00=0x3B,0x0B,data/menu/gui/Units/UnitWShip.tga
MatSymb01=0x3B,0x0B,data/menu/gui/Units/UnitWShip.tga
MatSymb02=0x3B,0x0B,data/menu/gui/Units/UnitWShipM.tga
MatSymb03=0x3B,0x0B,data/menu/gui/Units/UnitWShipL.tga
MatSymb10=0x3B,0x0B,data/menu/gui/Units/UnitMShip.tga
MatSymb11=0x3B,0x0B,data/menu/gui/Units/UnitMShip.tga
MatSymb12=0x3B,0x0B,data/menu/gui/Units/UnitMShipM.tga
MatSymb13=0x3B,0x0B,data/menu/gui/Units/UnitMShipL.tga
MatSymb20=0x3B,0x0B,data/menu/gui/Units/UnitSub.tga
MatSymb21=0x3B,0x0B,data/menu/gui/Units/UnitSub.tga
MatSymb22=0x3B,0x0B,data/menu/gui/Units/UnitSubM.tga
MatSymb23=0x3B,0x0B,data/menu/gui/Units/UnitSubL.tga
MatSymb30=0x3B,0x0B,data/menu/gui/Units/UnitAir.tga
MatSymb31=0x3B,0x0B,data/menu/gui/Units/UnitAir.tga
MatSymb32=0x3B,0x0B,data/menu/gui/Units/UnitAirM.tga
MatSymb33=0x3B,0x0B,data/menu/gui/Units/UnitAirL.tga
MatSymb40=0x3B,0x0B,data/menu/gui/Units/UnitLand.tga
MatSymb41=0x3B,0x0B,data/menu/gui/Units/UnitLand.tga
MatSymb42=0x3B,0x0B,data/menu/gui/Units/UnitLandM.tga
MatSymb43=0x3B,0x0B,data/menu/gui/Units/UnitLandL.tga

I guess the comment is missleading. 'Y=0' is the ship symbol and 'Y=1,2,3' is the group symbol for small,medium, large.

If I want to have single ships on the map indicated by the lines, I would replace

MatSymb00=0x3B,0x0B,data/menu/gui/Units/UnitWShip.tga

with

MatSymb00=0x3B,0x0B,data/menu/gui/ContLine.tga

Can anyone confirm this? Unfortunately, I cannot test it myself (I am travelling and my notebook is too weak. I only have a backup with the files).

Thanks anyone!

Cheers, LGN1

onelifecrisis
05-21-09, 12:16 AM
Yeah, that looks like it should do the trick, LGN1.

Edit:
Wait, sorry...
Engage brain before post!
On second thought I'm not sure that's right, and on third thought I'm not even sure that what I said in the other post was right either (about being able to change how map contacts are shown). It's been a while since I looked at it, sorry. I'll take a look later today.

Contact
05-21-09, 02:57 AM
I have completely mastered the use of the attack disk. It's just a PITA when you ask a sonar guy the bearing to update position on the true course line and he says "no sound contact" :damn: But the sound of a contact can be heard very well on hydrophone. Incompetent fool! :)

When this happens I do have to takeover a seat of sonar's guy to check the bearing myself. But it's quite annoying everytime this happens. :shifty:

tomfon
05-21-09, 04:10 AM
Judging from the screenshots and only from those, doesn't the tweak affect the sea? In particular, the reflections of the clouds on the surface of the sea?

onelifecrisis
05-21-09, 04:28 AM
I have completely mastered the use of the attack disk. It's just a PITA when you ask a sonar guy the bearing to update position on the true course line and he says "no sound contact" :damn: But the sound of a contact can be heard very well on hydrophone. Incompetent fool! :)

Yeah, until you get both guys qualified (a qualified Radioman will make your Sonarman perform better - go figure) and promoted to the rank of UberGod, they can be pretty incompetent. Turning off fatigue in SH3C helps! ;)

Judging from the screenshots and only from those, doesn't the tweak affect the sea? In particular, the reflections of the clouds on the surface of the sea?

Hi mate.
No, not at all, they're exactly the same as before. Well, actually, thinking about it the reflection right on the horizon (and I mean right on it) will be very slightly different (more "blended in") but that's it.

To anyone else reading:
Thanks to some PM brainstorming with Hitman I'll be following this up with another tweak which will do what the "Horizon Extension" mod did (stop the ships on the horizon from "floating in the fog") except that this version looks better, doesn't hit framerates anywhere near as badly, and doesn't remove the horizon haze. I'm testing it now and it's a huge improvement on the previous OLC horizon IMO. :yeah:

tomfon
05-21-09, 04:32 AM
To anyone else reading:
Thanks to some PM brainstorming with Hitman I'll be following this up with another tweak which will do what the "Horizon Extension" mod did (stop the ships on the horizon from "floating in the fog") except that this version looks better, doesn't hit framerates anywhere near as badly, and doesn't remove the horizon haze.

:o :o :o :o :o

Re.. Re... Rea.... Real... Reaaaaallyy???

:sunny: :sunny: :sunny: :sunny: :sunny:

P.S. Waiting impatiently. I'm going to study now. I'll be back in a few hours. Good luck mate.

onelifecrisis
05-21-09, 04:42 AM
:o :o :o :o :o

Re.. Re... Rea.... Real... Reaaaaallyy???

:sunny: :sunny: :sunny: :sunny: :sunny:

Really. :yep: :sunny:

It even has the effect of making ships go "over" the horizon so that at long range all you can see is the smoke, and without making the ships look like they got sawn in half. TBH, this bit was an unexpected bonus and partly luck.

Thank Hitman for the idea. He suggested a load of ideas I'd previously disregarded, but when I rethunk them (after telling him "no, no, that won't work" :roll:) I realised that a halfway house between what he said and what I tried in the last "Horizon Extension" tweak might work. And it did! :rock:

Now, this version does still hit framerates (in order to prevent certain problems that would otherwise occur) but this FPS hit is not even in the same ballpark as the last one. The tweak is pretty close to the current version of OLC 'Gold' in terms of performance. :DL

UberTorpedo
05-21-09, 08:35 PM
OLC

Rapidshare linky no work no more. :cry:

Please upload again?:up:

cheers

onelifecrisis
05-21-09, 09:05 PM
I only put it there cos FF was acting up. The new horizon is done and working beautifully, so I'll shortly release a full update with these changes included, plus (if I can get it looking right) a tweak for the searchlights. :)

Alex
05-22-09, 04:57 AM
Great news ! :yeah: :yep:

:rock:

Letum
05-22-09, 06:33 AM
I'm getting ready to start a brand new GWX3+OLC+LRT campaign, and I decided to sort out something that had been bugging me: the sky/clouds not looking quite right near the horizon..... If you like the look of it then grab it here (http://rapidshare.com/files/235458580/OLCs_Latest_Tweak.rar.html)


Link is down. Does anyone have another link?

Good work OLC!

onelifecrisis
05-22-09, 06:51 AM
Link is down. Does anyone have another link?

Good work OLC!

I'm just testing OLC 'Gold' MkII (:haha:) and then I'll release it in time for the weekend. It contains the change shown above and some other goodies too.

SeaWolf U-57
05-22-09, 06:57 AM
I only put it there cos FF was acting up. The new horizon is done and working beautifully, so I'll shortly release a full update with these changes included, plus (if I can get it looking right) a tweak for the searchlights. :)

Hi OLC if you would be so kind as to Shoot me a P.M with the link for the Horizon mod i will put it up on BtS as well if you like :03:

onelifecrisis
05-22-09, 07:01 AM
Hi OLC if you would be so kind as to Shoot me a P.M with the link for the Horizon mod i will put it up on BtS as well if you like :03:

Will do, thanks. :up:

onelifecrisis
05-22-09, 11:05 PM
OK, it's done! Check post 1 for details.

I have not done a huge amount of testing on this version, but I've not changed anything very critical either so it should be fine. That said, if you do get any problems then of course let me know.

I'm off to start my new campaign! :rock:

cemtufekci
05-23-09, 04:01 AM
Does flat sun fix work for settings bigger than 4xAA? It doesn't for me so i want to know if it's normal. Sun glows with 4xAA also without the fix but not with 8 or 16.

onelifecrisis
05-23-09, 05:03 AM
Does flat sun fix work for settings bigger than 4xAA? It doesn't for me so i want to know if it's normal. Sun glows with 4xAA also without the fix but not with 8 or 16.

It varies depending on all sorts of things. On my machine, for example, the sun gets brighter and brighter the more Adaptive AA I use (Adaptive AA is ATI's version of Transparency AA) but normal AA makes no difference and neither does AF. Other people have said that on their machines the AF makes all the difference. Also, some have said that the hirez fix solves the problem for them. You'll just have to mess around with different settings and find out what works for you.

tomfon
05-23-09, 05:12 AM
Congrats for the new release, OLC.
Sooo..., improved framerates? Aaaastonishing! :yeah:
Its time i continued with my career... :rock:

Have a nice weekend.

onelifecrisis
05-23-09, 05:20 AM
Congrats for the new release, OLC.
Sooo..., improved framerates? Aaaastonishing! :yeah:
Its time i continued with my career... :rock:

Have a nice weekend.

You too mate, and I hope you like the new version, assuming you try it out. :up:

Letum
05-23-09, 07:39 AM
ed: oups

onelifecrisis
05-23-09, 07:45 AM
Click on my name > view profile > downloads...
OR
Click on downloads > search > enter OLC Gold...
OR
Click on... oh **** it, just click here (http://www.subsim.com/radioroom/downloads.php?do=file&id=997) you lazy git! :O:

Letum
05-23-09, 07:49 AM
/swoons.

Why, thankyou!
And such a big file size!


YaY!

onelifecrisis
05-23-09, 07:52 AM
OK the gay thing is getting old. Please stop. Forever. Thanks. :up:

tomfon
05-23-09, 09:06 AM
I've just dropped by to say that the new version is simply, magnificent. The best thing is that we now have a quite impeccable environment with zero negative impact to framerates. In fact, yes, OLC has managed to improve the framerates. On my machine, OLCG2 runs better than what the Ubermod and OLC 'Gold' did. IMHO OLCG2 is indeed a major improvement to the game and thats it.:yep::yep::yep:

@OLC: Hats off!
Also, Hitman deserves a BIG thanks, i believe, for making OLC change his mind. (LOL!)

@OLC: The only problem i encountered is this. When i click on 'Exit Patrol' the free camera won't travel and the musical theme which accompanies the camera's movement doesn't play. I've noticed no other "anomalies" (:rotfl:).

onelifecrisis
05-23-09, 10:04 AM
Glad you like it, but, I have no idea what you're talking about with the "exit patrol free camera" :doh:

Contact
05-23-09, 12:01 PM
Nice work, downloaded. Is OLC's Modified Searchlight Beams for GWX3 also included ?

tomfon
05-23-09, 01:25 PM
Glad you like it, but, I have no idea what you're talking about with the "exit patrol free camera" :doh:

I am talking about the screen you see when after you click "exit patrol"--> "Return to base". The one where you can see the patrol statistics. Anyway, problem solved. In fact there wasn't any problem....:oops: Too much of excitement.

Signing off for the time being. Time for a few beers with friends.

:up:

regards,
tfn

tomfon
05-23-09, 01:28 PM
Nice work, downloaded. Is OLC's Modified Searchlight Beams for GWX3 also included ?

http://www.subsim.com/radioroom/downloads.php?do=file&id=1135

bert8for3
05-23-09, 05:54 PM
Tks OLC, will install after this patrol. :yeah:

onelifecrisis
05-23-09, 09:27 PM
MkIIb will soon be in the downloads section. I still wasn't happy with the reflections so I tweaked them some more. Those who already downloaded MkII can just download the new scene.dat (http://files.filefront.com/MkIIb+scenedat/;13799427;/fileinfo.html) (instead of having to re-download the whole MkIIb mod) then disable OLCG2 in JSGME, overwrite the scene.dat files in all four "options" with the new one, then re-enable OLCG2. The new scene.dat contains a minor tweak to the reflections, but no other changes.

onelifecrisis
05-24-09, 03:52 AM
Nice work, downloaded. Is OLC's Modified Searchlight Beams for GWX3 also included ?

No, it's not included.

Lopo
05-24-09, 04:13 AM
Thank you so much for your work OLC!
I can say a lot of nice things about it but I prefer telling you I'm playing with your mod since the beginning and I always know why I have choose it :salute:

onelifecrisis
05-24-09, 04:22 AM
Glad you like it Lopo :)

jaxa
05-24-09, 05:14 AM
OLC, thanks for your superb work, Kaleun!
I've got two questions:
1. is OLC Gold Mk.II compatible with Racerboy's SH4 Effects mod? If yes, when it should be enabled - before OLC Gold or after that?
2. is it very difficult to fix Integrated Orders mod for using with OLC Gold? Or is it completely impossible?

onelifecrisis
05-24-09, 05:20 AM
OLC, thanks for your superb work, Kaleun!
I've got two questions:
1. is OLC Gold Mk.II compatible with Racerboy's SH4 Effects mod? If yes, when it should be enabled - before OLC Gold or after that?
2. is it very difficult to fix Integrated Orders mod for using with OLC Gold? Or is it completely impossible?

1. If you want to use it then you should probably enable the effects mod after OLC Gold.

2. Didn't we go over this months ago? :hmmm: Which integrated orders are you missing? I've already put all the useful ones into the mod, but if there is a particular button/command in the IO mod which is not in OLC Gold and you'd like it added then say which one(s).

Hitman
05-24-09, 09:24 AM
You should have made a separate thread (with screens) to make more noticeable to everyone the BIG improvement done with the horizon :yeah:

Really, this subtle change modifies the whole game depth, it's amazing to be able finally to have the best of both worlds: Hulld down the horizon effect and a sharp horizon with no fog for "ships floating in the fog"

onelifecrisis
05-24-09, 01:03 PM
You should have made a separate thread (with screens) to make more noticeable to everyone the BIG improvement done with the horizon :yeah:

Really, this subtle change modifies the whole game depth, it's amazing to be able finally to have the best of both worlds: Hulld down the horizon effect and a sharp horizon with no fog for "ships floating in the fog"

You can't really show it in screens. Even you didn't react much to the screenshots I sent you, but then you seemed thrilled once you got it running and saw it working in-game. And I can see why... looking at a screenshot doesn't really convey the full effect.

I will post some screens, though. I'm actually uploading some environment shots now, so I'll follow them up with binocular/horizon shots.

:up:

jaxa
05-24-09, 01:05 PM
New in MkII:


A much-improved horizon. Clouds, ships and smoke will now fade into the horizon much more convincingly than before (new sky graphics are included to achieve this effect); distant ships don't "float in the fog" anymore and the horizon line is drawn at the correct distance, so ships less than 8km from you will look like they've not reached the horizon yet, where as ships more than 8km will look like they're "over" the horizon.
OLC, is it possible to release new improved horizon as a standalone mod for stock GWX Gold?

onelifecrisis
05-24-09, 01:17 PM
[/list]
OLC, is it possible to release new improved horizon as a standalone mod for stock GWX Gold?

If by "is it possible" you meant "will you do it" then the answer is no, sorry. If you mean "is it possible" then the answer is yes and no. It's possible to improve on the current GWX horizon using changes similar to those used in OLCG2, but you can't get it anywhere near as good as it looks in OLCG2 without using the "wave rendering fix" (or whatever we should call it) and you can never get it mathematically accurate like it is in OLCG2. Furthermore, finding the "best" settings would be a pain because settings that look OK on a 6X scope will not look good on a 10X scope and vice versa... and what with all the various optics mods out there... well you can see where I'm going with this, right?

onelifecrisis
05-24-09, 01:41 PM
These are all unaltered shots using MkIIb. Click on an image to enlarge it!

http://farm4.static.flickr.com/3369/3560248446_444b1667cd.jpg?v=0 (http://farm4.static.flickr.com/3369/3560248446_96d3d76431_o.jpg)http://farm3.static.flickr.com/2480/3560246126_e987fe4ab3.jpg?v=0 (http://farm3.static.flickr.com/2480/3560246126_669bd66025_o.jpg)http://farm4.static.flickr.com/3377/3559436113_3b359ef0f1.jpg?v=0 (http://farm4.static.flickr.com/3377/3559436113_101361e08b_o.jpg)http://farm4.static.flickr.com/3634/3560249260_e2459e1a60.jpg?v=0 (http://farm4.static.flickr.com/3634/3560249260_87333962ba_o.jpg)http://farm4.static.flickr.com/3646/3560249414_825f8175ae.jpg?v=0 (http://farm4.static.flickr.com/3646/3560249414_d929249069_o.jpg)http://farm3.static.flickr.com/2463/3560247514_dc00aea001.jpg?v=0 (http://farm3.static.flickr.com/2463/3560247514_21f15280f5_o.jpg)http://farm3.static.flickr.com/2423/3560247368_1ee3071058.jpg?v=0 (http://farm3.static.flickr.com/2423/3560247368_ec32fe074b_o.jpg)http://farm4.static.flickr.com/3652/3559434347_830a503967.jpg?v=0 (http://farm4.static.flickr.com/3652/3559434347_de9c1d5312_o.jpg)http://farm4.static.flickr.com/3635/3559433597_b65532b55b.jpg?v=0 (http://farm4.static.flickr.com/3635/3559433597_46327d24d1_o.jpg)http://farm4.static.flickr.com/3317/3559610339_6b8d11ae03.jpg?v=0 (http://farm4.static.flickr.com/3317/3559610339_26de201b4c_o.jpg)http://farm4.static.flickr.com/3076/3559433867_2c394a56d4.jpg?v=0 (http://farm4.static.flickr.com/3076/3559433867_f8ac9b2632_o.jpg)http://farm4.static.flickr.com/3314/3559434171_0b74ac7de9.jpg?v=0 (http://farm4.static.flickr.com/3314/3559434171_c36e62359c_o.jpg)http://farm3.static.flickr.com/2483/3559435331_4642f78cce.jpg?v=0 (http://farm3.static.flickr.com/2483/3559435331_568fc6da5e_o.jpg)http://farm4.static.flickr.com/3275/3559434869_46d4d8e0ca.jpg?v=0 (http://farm4.static.flickr.com/3275/3559434869_d36ef31a1b_o.jpg)http://farm4.static.flickr.com/3368/3559436015_95b801524b.jpg?v=0 (http://farm4.static.flickr.com/3368/3559436015_2ae07c42f4_o.jpg)http://farm4.static.flickr.com/3586/3559435845_f62afbda41.jpg?v=0 (http://farm4.static.flickr.com/3586/3559435845_83c9b98699_o.jpg)http://farm4.static.flickr.com/3584/3559435669_2f2c03ef59.jpg?v=0 (http://farm4.static.flickr.com/3584/3559435669_c69d073c3f_o.jpg)http://farm4.static.flickr.com/3564/3560468750_e3309cc976.jpg?v=0 (http://farm4.static.flickr.com/3564/3560468750_20225d0485_o.jpg)

jaxa
05-24-09, 02:33 PM
I was asking you about that because I'm a big fan of your environment part of OLC Gold, but prefer hsGUI 2.1 mod than OLC GUI. I'd like to use new environment from OLC Gold MkII with GWX Gold. Is it possible to separate it? I know you probably would like people to use all MkII version, but environment addon for stock GWX Gold could be very attractive mod for our community.

mr chris
05-24-09, 02:34 PM
OLC would this mod be compatible with the GWX 16Km version of your Environment?

Hitman
05-24-09, 02:45 PM
As far as I have tested, the horizon is vastly improved just by using it, even if the custom cameras from OLC GUI are not used. But I have added it to the upcoming GWX 20km atmosphere mod :D, using your scene.dat as base, and resizing your fog and clouds model, and it certainly looks wonderful. I'll send you the files soon, before they are released :up:

mr chris
05-24-09, 02:47 PM
As far as I have tested, the horizon is vastly improved just by using it, even if the custom cameras from OLC GUI are not used. But I have added it to the upcoming GWX 20km atmosphere mod :D, using your scene.dat as base, and resizing your fog and clouds model, and it certainly looks wonderful. I'll send you the files soon, before they are released :up:

Ah dis count my last post OLC.
Glad to hear you are still working on this mod Hitman.

Hitman
05-24-09, 02:53 PM
Glad to hear you are still working on this mod Hitman.

I had it ready for release this weekend, but OLC just PMed me with his latest findings for a horizon fix and I decided to hold it and see what would come up...now I have to implement this new thing, it's too good to let it out :haha:

mr chris
05-24-09, 03:02 PM
I had it ready for release this weekend, but OLC just PMed me with his latest findings for a horizon fix and I decided to hold it and see what would come up...now I have to implement this new thing, it's too good to let it out :haha:

No worries i look forward to what surprises you have in store:)

onelifecrisis
05-24-09, 03:33 PM
Hmm...

So there I am in SUBSIM PM land, busy sharing information with Hitman on how to do this and that, answering his questions on how to apply my optics fix... and I come to this thread and find Jaxa accusing me of trying to monopolise SH3 modding, and Hitman contradicting my statement that the optics fix is needed while in the background he's busy coding it into his mod with my help! :roll:

*sigh*

Hitman
05-24-09, 03:50 PM
and Hitman contradicting my statement that the optics fix is needed while in the background he's busy coding it into his mod with my help! :roll:


:o No I'm not contraditing you, nor did I ever pretend that! I just said that the fix is noticeable and already improves the horizon even without the changes in cameras, yet of course it looks at its best when used together with the cameras tweak, as it was originally intended.

No disrespect to your work or statements at all, as I had already said I was planning to send you the 20k mod with the horizon fix for approval before releasing anything. Don't be touchy, man :wah:

jaxa
05-24-09, 04:11 PM
and I come to this thread and find Jaxa accusing me of trying to monopolise SH3 modding, *sigh*

OLC, don't understand me bad, I've never accused you of monopolise SH3 modding :salute:
Simply I've tried to persuade you to make environment addon for stock GWX Gold from OLC Gold MkIIb.
If you understood it another, I apologise you.

Contact
05-25-09, 01:14 AM
From the post #1:

"As before, the environment and the GUI are inseperable. I would like to have split them for this release but unfortunately the horizon improvements won't work without the "correctly rendered waves" trick used in my GUI, and of course the GUI requires the environment (as before) so the two mods are mutually dependent now, I'm afraid.
"

Dowly
05-25-09, 02:35 AM
Danke! What a better way to start *playing SHIII again than this. :up:


*Not that I will ever finish a patrol... again!

h.sie
05-25-09, 04:30 AM
Hi OLC,

hereby I ask for your permission to use parts of your OLCGUI TDC screen (attack map) in my selfmade combimod called hsGUI. Would be very kind.

h.sie

makman94
05-25-09, 04:31 AM
nice work here OLC ! :up:

onelifecrisis
05-25-09, 04:33 AM
Thanks guys.
hsie, yes of course, no problem.

h.sie
05-25-09, 04:35 AM
Thank you very much OLC!

SeaWolf U-57
05-25-09, 05:59 AM
Both new mods are up on Bts (will remove dead links for the old versions soon):salute:

Uber Gruber
05-25-09, 04:22 PM
Many thanks OLC....I was having an SH3 rest....but now, well, now I have to did out the SH3 disk again....sigh:nope:

Lopo
05-26-09, 07:09 AM
Is it possible for me to change easily (I supose with Sh 3ditor) camera's values in the hydrohone room and the conning deck without break your fantastic mod? In the hydrophone room and in the conning deck camera seems to me too away from hydrophone and uzo...
If yes, can you please tell what values?
If not, there is not a problem at all.

Thanks and sorry for disturbing you.
Take care

onelifecrisis
05-26-09, 07:23 AM
Is it possible for me to change easily (I supose with Sh 3ditor) camera's values in the hydrohone room and the conning deck without break your fantastic mod? In the hydrophone room and in the conning deck camera seems to me too away from hydrophone and uzo...
If yes, can you please tell what values?
If not, there is not a problem at all.

Thanks and sorry for disturbing you.
Take care

If you mean the field of view then yes, it's very easy. Open cameras.dat and change the value called AngularAngle. Changing that value won't break anything on most of the cameras/views, but don't change it on the UZO or the scopes!

Lopo
05-26-09, 07:25 AM
Many thanks OLC!

rvoissem
05-26-09, 09:46 AM
Hi all, I am having a problem with the tutorial videos for the olcgui. I have gotten pretty good with manual targeting running gwx3.0 but would like to run the game using OLC'Gold'mk2. I downloaded the videos with winrar but when i double click the rar files i just get audio with no video. Do i need to un pack them somewhere or install them in the mod folder to get video?
I do not have a lot of experience messing with winrar or mods so any help would be appricated. I am running vista 32 playing them in media player if that makes any difference.

Thanks, RV.

onelifecrisis
05-26-09, 09:52 AM
Hi all, I am having a problem with the tutorial videos for the olcgui. I have gotten pretty good with manual targeting running gwx3.0 but would like to run the game using OLC'Gold'mk2. I downloaded the videos with winrar but when i double click the rar files i just get audio with no video. Do i need to un pack them somewhere or install them in the mod folder to get video?
I do not have a lot of experience messing with winrar or mods so any help would be appricated. I am running vista 32 playing them in media player if that makes any difference.

Thanks, Rick.

Install the divx codecs.
www.divx.com

Contact
05-26-09, 11:06 AM
Hi all, I am having a problem with the tutorial videos for the olcgui. I have gotten pretty good with manual targeting running gwx3.0 but would like to run the game using OLC'Gold'mk2. I downloaded the videos with winrar but when i double click the rar files i just get audio with no video. Do i need to un pack them somewhere or install them in the mod folder to get video?
I do not have a lot of experience messing with winrar or mods so any help would be appricated. I am running vista 32 playing them in media player if that makes any difference.

Thanks, RV.

Get the http://www.videolan.org/vlc/ player and you will forget about various codex.

rvoissem
05-26-09, 12:19 PM
Thanks for the quick replys. i downloaded the VLC player and the videos work great. Nice job on the Mod OLC, It looks great, :up: you work is much appricated.

RV.

robbythesub
05-27-09, 03:08 PM
Fantastic mod to a fantastic mod- keep em coming OLC and thanks a lot! :up:

tomfon
05-28-09, 06:18 AM
Is it possible for me to change easily (I supose with Sh 3ditor) camera's values in the hydrohone room and the conning deck without break your fantastic mod? In the hydrophone room and in the conning deck camera seems to me too away from hydrophone and uzo...


Just a small tip of advice, nothing important here.

In case you prefer, like or you've got used to Ubermod's cameras and you don't want to make adjustments yourself, then the easiest way is to replace the Cameras.dat file which comes with OLC 'Gold' with the one that comes with the Ubermod. That's all.
:ping:

Lopo
05-28-09, 06:40 AM
Indeed it's the easiest way. Thanks a lot for the advice.

Take care

ichso
05-28-09, 06:47 AM
I finally moved on to SH4 and you still release improvements, OLC ? I feel like I'm missing so much, dammit :o:cool:

tomfon
05-28-09, 07:25 AM
Indeed it's the easiest way. Thanks a lot for the advice.

Take care

You're welcome.
Thanks.

JT1981
05-29-09, 11:05 AM
Great job!I used your OLC Gui-1.2.7 and it works well,now i think i should use the new one:up:

BTW,do you have a plan to make a Gui or something for SH4?Because the GWX4 will be released in the end of the year........

Jimbuna
05-29-09, 01:40 PM
Great job!I used your OLC Gui-1.2.7 and it works well,now i think i should use the new one:up:

BTW,do you have a plan to make a Gui or something for SH4?Because the GWX4 will be released in the end of the year........

That is very interesting to know http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

FIREWALL
05-29-09, 03:03 PM
Read the simple and easy pdf readme and it installed without a hitch and runs Great OLC. :up::up::up: :salute:

ivank
05-29-09, 03:39 PM
Is this part of your mod? Or can I get this somewhere else? And is your mod workable with GWX? I mean the entire Periscope/torpedo things

http://farm4.static.flickr.com/3635/3559433597_46327d24d1_o.jpg

Pisces
05-29-09, 08:28 PM
Is this part of your mod? Or can I get this somewhere else? And is your mod workable with GWX? I mean the entire Periscope/torpedo thingsThat's his mod. Everything you see is what you get. (except whoever made the screenshot forgot to install the files into Sh3Commander, as the salvo selector dial is missing) Iirc, OLC allways released a version based on GWX first. So yes, it's GWX(3) compatible. Just don't forget to read the readme/manual, and watch his videos.

ivank
05-29-09, 08:44 PM
thank you

ivank
05-30-09, 02:02 PM
thanks!
what does EDE, GUI, and LRT stand for?

sharkbit
05-30-09, 03:19 PM
thanks!
what does EDE, GUI, and LRT stand for?

EDE=Enhanced Damage Effects
GUI=Game User's Interface(I think:hmmm:)
LRT=Longer Repair Times

Pisces
05-30-09, 03:22 PM
thanks!
what does EDE, GUI, and LRT stand for?

Enhanced Damage Effects (more Boooommmm!!!! and fireworks than what GWX does standard)

Graphical User Interface: Everything that you can see and use to tell the game what you want to do, like the dial panels, the message panel and all that. Not a concept specific to Silent hunter. It's what Windows is renowned for and what old DOS lacks. (I hope you're old enough to know what that is ;) )

Longer Repair Times (mod; speaks for itself what it does)

ivank
05-30-09, 04:00 PM
Thank you

ivank
05-30-09, 07:41 PM
i took a major FPS hit, is this normal, i never had a problem with 16km

onelifecrisis
05-31-09, 03:55 AM
Hi,

I am on holiday atm so I am not around to answer questions much but since I am here right now...

i took a major FPS hit, is this normal, i never had a problem with 16km

No that is not normal, in fact the FPS should be slightly better than you get with the GWX 16km Atmosphere. Did you enabled EDE for the first time?

Shakatan
05-31-09, 06:25 AM
Hi!
I have some questions:
I was trying to install your mod. I ran "Install SH3 Commander Files for OLC 'Gold' MkII.exe" file, then tried install "Option 3" via JSGME but i encounter some conflicts.

"M35B_shp.tga" has already been altered by the "MFM-Beta-4.1" mod.
"M36B_shp.tga" has already been altered by the "MFM-Beta-4.1" mod.
"NLL__shp.tga" has already been altered by the "MFM-Beta-4.1" mod.
"NRC__shp.tga" has already been altered by the "MFM-Beta-4.1" mod.

1.I don't want mess working Merchant Fleet Mod so i resigned to install OLC. After that I've lost 'Start patrols at sea' option. How I should now clean my SH3 Commander file structure?
or:
2.Its safe to overvrite this tga files? The same files want to be overwrite if i want install LifeBoats&Debris_v4 on MFM 4.1. What is correct install order for those mods: MFM4.1 , OLC and LifeBoats&Debris_v4?
Iambecomelife says that i can overwrite MFM by LifeBoats&Debris_v4 - but when should be install OLC?

Thanks for answer,
greetings,
Shakatan

=FI=Ghost
05-31-09, 01:29 PM
I have a question for you OLC, could you implement that big direction compass that shows up when you point your mouse on the right of the screen in GWX 3.0 into your mod? That's the thing I really miss while using your, otherwise, brilliant mod.

onelifecrisis
05-31-09, 01:43 PM
FI Ghost, someone (makman94? :hmmm: I'm not sure :oops::oops::oops:) did a mod which adds a big compass to my GUI, but I don't know if it is up-to-date and compatible with the latest version of my mod. Hopefully he/someone will read this and answer your question with a link.

Shakatan, install OLC first then let the other mods overwrite it. As long as the only files being overwritten are the ones you named, it should be OK. Those pages in your recognition manual might look a bit strange, but no other conflict-related problems should arise.

h.sie
05-31-09, 03:19 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

ivank
05-31-09, 03:28 PM
Hi,

I am on holiday atm so I am not around to answer questions much but since I am here right now...



No that is not normal, in fact the FPS should be slightly better than you get with the GWX 16km Atmosphere. Did you enabled EDE for the first time?

Yes