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EgoApocalypse
12-09-09, 04:28 PM
EgoApocalypse: WTF?! What version are you using? That's the background used in the Alpha 3.0! Get your ass to Lurker's OMEGU thread and download his patch to get KiUB 1.1. Then apply my 1.2 patch. NOW!


Yes Sir......:salute:

lurker_hlb3
12-09-09, 04:45 PM
I have determined that the following procedure will provided an "accurate" mast height for the .cfg

Using S3D create a "test" node and slave it to the main ships node.
Place the "test node" on the keel under the "tallest" mast and note the "y" value.
Move the "test" node to the top of mast and again note the "y" value.
Determine the total number of units from keel to mast top and multiply by 10 to get the length in meters
Open the .sim file with S3D and note the "draught" under unit_ship/obj_hydro/Surfaced and "subtract" the value you generated in the last step.

I have conducted a number of different test today to "validate" the mast height are correct.


During testing I noted that the values for mast height and ship length for ships for OM will have to be redone as they are inaccurate. I will start working on this shortly

It sounds like a TON of work. Need help?

Had most of it done already. Had a small setback the other day when my original formula for mast height didn't work out, but I got it working now and have done a number of test to confirm that I'm getting the right answer. The ships from MFM were the ones that had the most problems.

I've already taken care of your other request, except for the one for markings on the ship images, I just don't have time. All the mast heights are from the tallest mast,except for the HMS Furious, which will be the flight deck

EgoApocalypse
12-09-09, 05:08 PM
Sry too Interupt Lurker.........................Rude I know.

But I had too.:DL

http://i241.photobucket.com/albums/ff92/A_COLOHAN/KiUB2.jpg

Oberleutnant nederlander
12-09-09, 06:46 PM
wow ! this look's wicked ! ...any of it insight of completion yet? first time ive seen this, look's great..

lets hope it will be a jgsme applied mod..

keep up the great work:salute::rock:

karamazovnew
12-09-09, 07:24 PM
Ego, did you overlap 2 screenshots? Or is that how it looks in the game? Because it shouldn't. I think you just applied the 1.2 patch directly over the KiUB Alpha 3.0 in OMEGU v300. Let me explain again:

1. Get OM v705 and DON'T PLACE place it over TMO or RFB: http://www.subsim.com/radioroom/downloads.php?do=file&id=1097
2. Apply the OM V705-V720 patch: http://www.subsim.com/radioroom/downloads.php?do=file&id=1403
3. Get OMEGU v300, this contains the Alpha 3.0 version of KiUB: http://www.subsim.com/radioroom/downloads.php?do=file&id=1336
4. Apply the OMEGU Patch1 which upgrades the KiUB to Final 1.1.: http://www.subsim.com/radioroom/downloads.php?do=file&id=1449
5. Apply my patch to bring it up to latest (and probably last) KiUB v1.2: http://www.filefront.com/15093763/KiUB-1.2-Patch.zip/

Note... if you want to use OM plot v400 instead of OMEGU:
1. same as before
2. same as before
3 & 4. Get the OM plot v401 here that contains KiUB v1.1: http://www.subsim.com/radioroom/downloads.php?do=file&id=1154
5. same as before

That applies to you too Oberltnt. And of course it's JSGME ready. The mod is ready and final unless anyone spots more bugs. :haha:

Lurker, nice job mate, can't wait to see them, please integrate the 1.2 patch and maybe even the changes I talked about in post #247. I'll then delete the patch from filefront to avoid any other misunderstandings. :up:

lurker_hlb3
12-09-09, 07:31 PM
Lurker, nice job mate, can't wait to see them, please integrate the 1.2 patch and maybe even the changes I talked about in post #247. I'll then delete the patch from filefront to avoid any other misunderstandings. :up:


Will do. I think OMEGU v300 Patch 2 will be up sometime on Friday

EgoApocalypse
12-10-09, 10:49 AM
1. Get OM v705 and DON'T PLACE place it over TMO or RFB: http://www.subsim.com/radioroom/downloads.php?do=file&id=1097
2. Apply the OM V705-V720 patch: http://www.subsim.com/radioroom/downloads.php?do=file&id=1403
3. Get OMEGU v300, this contains the Alpha 3.0 version of KiUB: http://www.subsim.com/radioroom/downloads.php?do=file&id=1336
4. Apply the OMEGU Patch1 which upgrades the KiUB to Final 1.1.: http://www.subsim.com/radioroom/downloads.php?do=file&id=1449
5. Apply my patch to bring it up to latest (and probably last) KiUB v1.2: http://www.filefront.com/15093763/KiUB-1.2-Patch.zip/



Thats how see looks in game...............

1. Already done
2. Already done
3. Already done
4. Already done
5. Already done

I have all that done karamazovnew and thats how it came out.....
Why What should it look like???
I have all the dials hidden and the task bar at the bottom hidden too.........

karamazovnew
12-10-09, 02:55 PM
Thats how see looks in game...............

1. Already done
2. Already done
3. Already done
4. Already done
5. Already done

I have all that done karamazovnew and thats how it came out.....
Why What should it look like???
I have all the dials hidden and the task bar at the bottom hidden too.........

It should look like this. http://img215.imageshack.us/img215/3091/kiub12screenshot.th.jpg (http://img215.imageshack.us/i/kiub12screenshot.jpg/)

Notice that the sides of the screen are ok and the viewfinder is bigger. Also the marks are uniform and there's also a periscope zoom indicator. Your screenshot looks as if the menu_1024_768.ini file from Omegu Patch 1 has not been applied. Please check if there's an additional file named "menu_1024_768.something" in the Data\Menu folder of the game. If there is, delete it because the game might load it by mistake instead of the correct one.

EgoApocalypse
12-10-09, 06:38 PM
Res:
1680*1050 8.5 @60hz???????????

karamazovnew
12-10-09, 06:51 PM
Res:
1680*1050 8.5 @60hz???????????

Resolution doesn't matter. Open the Data\Menu\menu_1024_768.ini file and do a search for "periscope_left.tga". If you find anything it means that the menu file is incorect. It's a reminiscent item left from alpha 3.0. I've just reinstalled the game from scratched and redownloaded the mods. I applied them in the given order and it works perfectly.

looney
12-11-09, 01:47 AM
I'm on 1680x1050 also and it works fine for me also.

karamazovnew
12-11-09, 05:00 AM
Will do. I think OMEGU v300 Patch 2 will be up sometime on Friday

I really hope it will be THIS Friday :haha:. I've just got a bloody nose during a convoy attack. Missed with all 4 eels. I calculated the speed for 3 ships to be 8 kts. I got pissed, loaded and recalculated for the leading corvette. They were at 9 kts :damn:. Did the same thing for range... 300 meters off at 2500m. :damn:

looney
12-11-09, 05:39 AM
I'm not into the mod neither :) but I hit 4 out of 6 torps yesterday. To bad no ship sunk :(. I need to learn to use it, so gods eye on and check check check double check

karamazovnew
12-11-09, 06:29 AM
I'm not into the mod neither :) but I hit 4 out of 6 torps yesterday. To bad no ship sunk :(. I need to learn to use it, so gods eye on and check check check double check

On lone ships I have no problem hitting with every eel. But on convoys the range is quite important. I do my best to hit with all 4 at the same time and fire them while moving slowly back. I never turn after an attack, I just back away. But I can't use the 000 gyro like this so I need all values to be correct. Since you don't need renown in OM I suggest you turn on event cam as it's easier to follow multiple eels. I hope that after Lurker recalculates the dimensions I can go back to my ACM style of play. Shoot, dive, turn tail and wait for impact confirmation or duds. No external or event cam :D

lurker_hlb3
12-11-09, 11:23 PM
OMEGU v300 patch 2 is up

Catfish
12-13-09, 02:18 PM
Hello,
thanks for the heads-up - already installed.

Few questions for Karamazovnew :

1. I do not see any green lines or units horizontally: not at the horizontal center of the 'scope, and not at the upper part ? But i can count it anyway via the diagonal small "echelons", if not that exact ...

2. Page 8 of the KiUB user guide: when getting the speed - now what you show is how the ship goes by at an AOB of appx. 90, but how do you measure the speed if the AOB is, say 45 ? The ship's length is then shortened and the method with the stop watch will then surely show a wrong speed ?

3. Page 9 of the KiUB user guide you put the measured 44 seconds of the middle ring at 151 meters as you write, while the length of the warship should be 251 ? Typo, or how do you find this 151 ? The photo again shows 251 ...

In that respect - i just measured a target getting by, and used 1 minute 24 seconds - how do i enter this in the AOBF ?
The scale goes up to 100, so i would have to enter "84" (seconds), ok - but what about more than 100 seconds measured time ?

Thanks and greetings,
Catfish

karamazovnew
12-13-09, 07:13 PM
Hello,
thanks for the heads-up - already installed.

Few questions for Karamazovnew :

1. I do not see any green lines or units horizontally: not at the horizontal center of the 'scope, and not at the upper part ? But i can count it anyway via the diagonal small "echelons", if not that exact ...

2. Page 8 of the KiUB user guide: when getting the speed - now what you show is how the ship goes by at an AOB of appx. 90, but how do you measure the speed if the AOB is, say 45 ? The ship's length is then shortened and the method with the stop watch will then surely show a wrong speed ?

3. Page 9 of the KiUB user guide you put the measured 44 seconds of the middle ring at 151 meters as you write, while the length of the warship should be 251 ? Typo, or how do you find this 151 ? The photo again shows 251 ...

In that respect - i just measured a target getting by, and used 1 minute 24 seconds - how do i enter this in the AOBF ?
The scale goes up to 100, so i would have to enter "84" (seconds), ok - but what about more than 100 seconds measured time ?

Thanks and greetings,
Catfish


http://img704.imageshack.us/img704/4117/aobf.th.jpg (http://img704.imageshack.us/i/aobf.jpg/)

1. If you mean the ones on the AOBF, the marks are just below the center line. I found them easier to read if they were like this. But you can move them up by editing the alpha channel in AP_PreciseMarks.tga.
3. I've made the guide during Alpha 3.0. Since then I've changed the AOBF, but the principle is the same. You align the length on the outer circle with the time on the middle outer circle and read the speed on the inner middle circle just below the red line. The AOBF is a circular slide ruler that does a division between the outermost circles and shows the answer on the marks circle, in the place indicated by the red line.
So, if Speed[Kts]=Distance[m]/Time[s].... then Speed[kts]=Distance[m]*0.5/Time[s]*0.5
In other words, if a target that is 160 meters long passes in 160 seconds (1. in the picture), it will have the same speed as a ship 80 meters long passing in 80 seconds (2. in the picture). So just divide both the time and length by 2, or by 10, the speed will be correct. But you'll raaarely need to do this.

2. The fixed wire method works at any AOB/Bearing. When the sub is standing still and you don't move the scope, the vertical center line becomes like an imaginary "start/finish" line projected on the water.
http://img341.imageshack.us/img341/4567/speedq.th.jpg (http://img341.imageshack.us/i/speedq.jpg/).
The time doesn't change, regardless of AOB. The only thing that changes is the Angular movement of the ship during that time. The closer the AOB is to 90, the bigger the angular movement during that time. That's why it seems to move faster. And of course, the width of the ship becomes a problem at low AOB's as you won't be able to figure out where the stern ends.

Now, If your sub is moving, the projected vertical line moves with your sub. So the only way to take accurate measurements is to point your sub directly before your target and use the 000 bearing as a projected line. As the sub moves forward, the line gets shorter but doesn't move.

Catfish
12-14-09, 10:05 AM
Hello Karamasovnew,

thanks for answering ...

1. There are no green numbers at all, at the horizontal center line - and not at the top - only those small edges going up in a "V" form. Huh ?
Or only visible at 1.5x, not 6x ?
Either they are not there, or invisible ? I did not change anything after applying the OMEGU patch 2 .. (left out patch 1, but lurker wrote this would be ok because it's all rolled up with #2 ?)
Hmm, will play around with the alpha channel ..


2. It is clear, that the sub should be at full stop, and the target move along the 000 bearing, for best estimations - even better when the AOB is roughly 090 degrees :-). I understand the vertical center line is a projection.
So, should i let the AOBF inner wheel stand where it was when taking the AOB measuring, to afterwards measure the speed ? Because then the AOB, or length, is taken into account ?

Hmm, i understand the target closes a certain angle, so it is the "angle speed" that is measured - but how can this comply with the real speed in knots ? Without taking the AOB into account ? :doh:


" ...Now, If your sub is moving, the projected vertical line moves with your sub. So the only way to take accurate measurements is to point your sub directly before your target and use the 000 bearing as a projected line. As the sub moves forward, the line gets shorter but doesn't move. ..."

Hmmm, yes. But if my sub moves at say 7 knots, and the target at 15 knots, the measurement from when the bow hits the 000 line until the rear end hits it again, takes forever (at distances of appx. 3500 meters). Takes much more than a minute even with a small freighter ...

3. Ok -


Will have to try this out and get some practice - anyway thanks :DL


edit... hmm the green numbers at left, right and middle center are visible only when the AOBF is not switched on, ok - thought they would be visible all the time.
But the two panels right and left really disturb the whole thing, and this automatic unlocking along with the periscope not being movable with AOBF on is a bit "uncomfortable" - have to get used to it.

edit 2 : i guess i do not understand the tutorial. There is that freighttr in the torpedo school mission (the moving one) and with 5 knots and the frighter making some 10+ knots we are approaching so fast i have barely time to adjust anything.The middle wheel does what it wants, and all torpedos fail.
Is there any othe turorial around - i remember the OLCgui video thing - does it also apply to this ?


Greetings,
Catfish

karamazovnew
12-14-09, 06:42 PM
There are no green numbers at all, at the horizontal center line - and not at the top - only those small edges going up in a "V" form. Huh ?
Or only visible at 1.5x, not 6x ?

There are 2 sets of marks. The ones visible when the AOB wheel is hidden, and another set when the AOB wheel is shown. Zoom doesn't change anything. Neither does resolution or aspect ratio. Please give me a screenshot of both situations.

So, should i let the AOBF inner wheel stand where it was when taking the AOB measuring, to afterwards measure the speed ? Because then the AOB, or length, is taken into account ?
No. To calculate the AOB you line up the target's range with it's length. To calculate the speed, you align the time (same circle but different value) with the length.

Hmmm, yes. But if my sub moves at say 7 knots, and the target at 15 knots, the measurement from when the bow hits the 000 line until the rear end hits it again, takes forever (at distances of appx. 3500 meters). Takes much more than a minute even with a small freighter ...
That's impossible. Even in the worst case scenario (running parallel with target, at 270 or 90) a speed of 8 (15-7) knots will still take less than 40 seconds.

i remember the OLCgui video thing - does it also apply to this ?
Yes it does. I now use the exact same procedure I used in ACM. Let me tell you, it all depends on how well you approach your target. With a good approach, you can make a good AOB measurement and put yourself on a perfect 90 intercept course from far away. Then you run underwater as fast as possible to get close enough. You get the speed when the target is at 45-60 AOB (full reverse and hit all stop as soon as you reach 2 kts) and you do a final range check just before shooting. You don't need to calculate the AOB when the target is CLOSE because you don't have time and you can visually estimate it well enough anyway.

The periscope cannot move with any AOB wheel mod. You don't need the torpedo setting panel when doing calculations. Just close it. The TDC one doesn't cover too much usable space anyway.

On my last patrol I've sunk 50k tons without saves (torpedoes only, deck gun only for finishing 2 targets after 2 duds). All torpedoes hit. And I do mean ALL. I took the AOB for some of them at 5000m and the speed at 3000m. I didn't even bother rechecking or inputing range. On some ships I intentionally made mistakes and still managed to nail the AOB within 10 degrees. Speed was even off by 1 knot (intentionally). Most shots were taken at <800 meters. After the targets closed down to less than 2000 meters, I followed them by sonar and only raised my scope for 5-10 seconds to shoot. It all comes down to practice.

MTotenkopf
12-24-09, 11:40 PM
i love it. great job, so i did read the manual how to use it but i cant still understand it. can someone make a video on youtube or something like that?

karamazovnew
12-26-09, 06:40 PM
i love it. great job, so i did read the manual how to use it but i cant still understand it. can someone make a video on youtube or something like that?

On it... but it will take a while. Most info is already in the manual, it all depends on how carefully you read it. Building up a general lesson that should also apply for SH5 (I hope).

skwasjer
12-27-09, 08:46 AM
I read something about ship measurements a few pages back. A little tip, is basically a hidden feature I used during development. In the 3D view press ctrl+F8. This gives you some node and rendering info, like fps, but also model dimensions in meters.

:up:

MTotenkopf
12-29-09, 04:42 AM
On it... but it will take a while. Most info is already in the manual, it all depends on how carefully you read it. Building up a general lesson that should also apply for SH5 (I hope).


The problem is that english is not my native language. I think if i see how its done i will have a better idea how to use it.

Catfish
12-29-09, 05:52 PM
Hello,
just trying again - so what am i doing wrong. I need a simple explanation of what to do, no multiplying with x if the scope is at 1.5 magnifying. Let's say it is at 6x all the time.
And it seems the target also changes its speed all the time, but let's concentrate on the steps to adjust the right topedo settings panel. I cannot understand it from the manual, sorry.
So let us assume i am at 6x magnification all the time, so nothing to multiply or whatever.

OK, situation is i am running roughly at a "T" course, the enemy ship is 45 degrees right in the periscope, AOB roughly guessed should be 35 degrees to port. So i am running straight ahead, and the target slowly wanders from the right to the left, slowly increasing its AOB to port.
I am moving at roughly 2 knots, target ship an estimated 8 (training U-boat school misssion, second target drone ship).

So first i identify the ship: "Target drone", ahh. Now i guess this is the 1850 ton cargo ship, mast height 24 meters, length 81 (hope it is).

Mast head in the units shown in the 'scope is 5.2 units, ok.
Switch on the AOB wheel, and set the inner dial of the middle wheel at the top wedge, at 5.2 (6x magnifying).

Then search for the outer wheel mast height (24), and read the outer dial units of the middle ring corresponding with the 24 of the outer wheel - roughly 1800 meters distance, ok.

I go to the right panel, switch off this glowing thing and set distance to 1800 meters. I also switch the speed to an assumed 8 knots.

Now i have the distance, and need to get the AOB, which looks to be roughly 45 degrees by now.

I take the length of the ship, it is roughly 13 left, and 13 right from the vertical center line. Since i am at 6x magnif. i add the values and get 26, ok ?

But what do i do now ?

The ship spans 26 degrees. Now i align the 1800 meters of the outer dial of the middle wheel, with the length of the ship, on the outer wheel - meaning i turn the 1800 meters to the 81 meters length of the target ship.

Now where do i read the AOB ?? When i act according to the KiUB manual i would look at the inner middle circle for "26" - which is at a 11 o'clock position of the inner wheel, and there are no numbers - blank steel. Gawwwd.
WTF am i doing wrong ?


edit: ok, didn't add the last lengths, didn't double the span and took now "13" units, thus AOB would be now 58 degrees port (more believable, now at distance of 1000 meters). Fired. All missed.

AM i right that i should tick the light at the torpedo settings panel to "on" again, after entering the AOB as the last change ?

I'm going crazy lol

Greetings,
Catfish

Catfish
12-31-09, 07:55 AM
Hello,
ok, managed to sink all of the ships in the training missions. Got the distance alright, also speed, but failed in AOB - so just guessed it, and it worked ;)

But.

How do i count the units of the ship's length for getting the AOB
in 6x magnification ?

Do i count all the units left and right from the vertical center line, or only those at one side ? Because when i use all left and right, adding them i am not able to read the AOB - it is always above the metal where there are no numbers engraved. When i do the other method, say there aer 12 units left, and 10 right, and i use the middle (=11), the AOB is not correct.

Thanks and greetings, and a Happy New Year,
Catfish

karamazovnew
01-01-10, 12:11 AM
My PC took a beating and I'm still trying to undo the damage. It's gonna be quite a while until I can get into the game. Too bad I can't post pictures either since I don't have screenshots. Anyway, here's a few things...

1. Never ever move the periscope when the TDC Autoupdate is OFF (in manual input mode). If you do, you mess up the AOB
2. Always unlock a target after you take the length and width readings. If you stay locked on the target, the AOB will always be wrong.
3. If you calculate the AOB, input it, then change your course, then fire, you'll miss. Every time you change course, you mess the AOB.

Forget about 1.5X zoom. There are 2 sets of periscope marks, the ones that you see when the AOBF is hidden, and the ones that you see when it's shown. As I said, the only difference between the 2, is that the AOBF ones are already doubled on the horizontal. A ship that spans 20 degrees, will span -10 +10 on the normal marks and -20 +20 on the AOBF ones. Since the Lock feature usually lock on the center of the 3d model, it's easier to just use the doubled ones.

So.. let's say you've spotted a ship (single, no escorts):

1. estimate AOB (no calculations, eyes only).
2. intercept at 90 degrees, based on that estimated AOB
3. decide if the target is moving slow enough to allow you to intercept it. If not, move parallel with it at flank speed until you overtake it by at least 45 degrees(when it's at your 225 or 135 bearing). Then do a T intercept.
4. as it moves closer, submerge (even warships will only spot you if they're bigger than 2 milirads or 2d mark on the scope).
5. at around 5000 meters you should be able to see it properly to do a reading (height + length). Write them down if you have bad memory and immediately UNLOCK the scope and don't move it anymore.
6. do the calculations but don't take note of the range, only the AOB.
7. enter the AOB, turn the TDC Autoupdate back ON and only now move the periscope to get 90 degree intercept course.
8. As you begin moving to that course reset your scope to 000 and reinput 90 degree AOB. From now on, any time you move the scope by mistake in manual mode, you can just repeat this step, set scope to 000 and reinput 90 AOB.
9. As soon as your target reaches 50 degrees AOB (at your 320 or 40 bearing) full reverse to bring your speed to 0 knots and stay there. If the target is very close you can just stay there, if not, you'll catch up later.
10. Start the chronometer and set your torpedoes in the meantime, you usually have about 20 seconds. As soon as the stern passes the center line stop the chrono and order a flank speed to catch up.
11. On the move, do a speed calculation and enter it in the TDC.
12. Immediately move the scope until the Gyro reads 000 (0 on the big one, 0 on the tens one). I'll call this the LOS bearing. If the target hasn't passed that point, you don't need to calculate the range. If your target is bigger than 4 milirads (4'th mark) you're close enough on any torpedo.
13.Shoot the torpedoes as soon the target reaches LOS bearing.
14.If the target did pass it already (it was too fast for you). Immediately do a quick range check and enter it in the TDC. Then move the scope over the target again and shoot.

And 3 more things:
1. the torpedoes take a few seconds to shoot and come to a full speed (even if you had opened the tubes). So shoot about 2 seconds before the sweet spot.
2. Speed input sucks in SH4. The dial is small (my bad) so you'll usually have a 0.2 knot error (better than the US boats tho, as they didn't allow for decimal speeds). So it helps to be as close as possible to your target.
3. Never use steam torpedoes. The target will spot them about 20 seconds before impact, enough time for them to full reverse and turn 90 degrees :haha:

As you can see, I've entered the final AOB at step 8, the final speed at step 11 and an optional range at step 14. The vids should be more helpful in understanding what that bloody AOB does. Hope this helps tho... Sorry Toten, you'll have to wait a bit more for vids.

I hope that in SH5 they'll allow us to input values even when TDC Autoupdate is ON. I also hope they'll link the AOB dial to the compass. Even so, on one attack, I destroyed 12 ships with 13 torpedoes in one single convoy attack (one ship took 2 eels because it was BIG). By single attack I mean that I didn't rechase the convoy to attack it again. It was all done in 30 minutes. That has to be a record. The poor Type VII only has 14 torpedoes! :))

Catfish
01-05-10, 08:00 AM
Hello Karamazovnew,

first a Happy New Year ! :DL

Second thanks for the info, guess i will find out what is going wrong sometimes now.

I recall from interviews and texts that in real U-boats they would have entered the data in the TDC, and then place the vertical line of the periscope to a certain bearing before the target ship's bow.

If the target ship began to pass the vertical line there would be the shout "Achtung" (attention), and when the exact point of impact crossed the line there would have been the shout "Deckung" (for "cover", or "mark" ?), which was then immediately followed by the direct command to fire the torpedo with the command "Fire" by the 1st WO.
There must have been a short time necessary to really get the torp out of the tube, but i guess the shout "Deckung" was then done a short time before the point of impact touching the vertical line, certainly based on experience. With that method it was possible to exactly hit a certain point of the ship like before the bridge or whatever, if all gathered data were close enough.

Were those three rings in the 'scope really used by the German Kriegsmarine ? And this "Attack disk, was it also a german tool really used back then for getting the data right ?

Thanks a lot and greetings,
Catfish

EgoApocalypse
01-06-10, 04:51 PM
Yay back online after moving house

Happy New year Kara. So here it is.

Got it working right.:woot:

http://i241.photobucket.com/albums/ff92/A_COLOHAN/Hunt2.jpg

Catfish
01-13-10, 11:27 AM
Hello Karamzovnew,

thanks for your explanations, hope your PC is working again. But ...
i still am not able to hit anything :shifty:

I think i get the distance right, identify ship, take height, set this "height" to the upper wedge (in 6x) by turning the middle dial, look for ship height at the outer ring and read the distance from the corresponding outer scale of the inner ring.
But then all goes wrong: I take the length of the ship, and move the middle dial in a way that the outer scale of the middle dial (distance) corresponds with the numbers of the outer dial (real length of ship).

Two questions : When do i have to double or even quadruple the numbers
vertically and horizontally ? Vertical seems to be the same with or without AOBF switched on and regardless of magnification, but i never get the horizontal rest right.
Let's say i am at 6x magnifying, the distance of the middle dial is set to the length of the ship on the outer dial. Regardless whether i doubled the marks or not at the horizontal line of the periscope, the AOB is NEVER right. it should be at some 60 to 80 degrees visually, but what it reads is 15 degrees, or 30 ?!
It does not help that the waves wash over the periscope all the time (or better 90 percent of the time), in hundred percent of the missions there is alway storm in a way that it is difficult to see anything, and when i pause the sim this dreaded "paused" appears exactly where i wanted to read out the length, before the next wave blocks the view altogether again for the next 90 percent of the time.
Seems to really try this out for the training, i need at least mirror-like seas :88)
Greetings,
Catfish

karamazovnew
01-13-10, 11:33 AM
My PC is working again but I'm in the middle of exams. Making a video is out of the question at this time. Sorry :cry:.

However, I'll work on a Word presentation showing an entire attack. That should only take me a few hours. See you back then :up:

Catfish
01-13-10, 02:03 PM
Hello Karamazovnew,
thanks a lot, i really appreciate it - but don't neglect your exams :up:
Good luck,
Catfish

karamazovnew
01-14-10, 12:41 AM
Done... Hope this does the trick.. I've updated the documetation links on the first post too.

http://www.filefront.com/15351513/Manual-Targeting.zip/

PS. I don't have the patience or energy to go through it again. If there are typos or the whole thing doesn't make sense, oh well...:arrgh!:

@MTotenkopf: sorry mate, your english will have to do. I hope the pics speak for themselves.

Catfish
01-14-10, 07:59 AM
Hello Karamzovnew,

hey thanks a lot !!
Just downloaded your document, a "short" 30+ pages report done in a few hours eh ?
When you wrote (not literally) that the bow and stern has to pass the mark, and not the beginning of the pixels i suddenly realized what was wrong and felt like an idiot lol there went my speed calculations :rotfl2:
Will still have to read it all, and make some parallel practising.

Hope all goes well with yor exams, i wish you luck :yep:

Thanks and greetings,
Catfish

karamazovnew
01-14-10, 01:15 PM
Hello Karamzovnew,

hey thanks a lot !!
Just downloaded your document, a "short" 30+ pages report done in a few hours eh ?
When you wrote (not literally) that the bow and stern has to pass the mark, and not the beginning of the pixels i suddenly realized what was wrong and felt like an idiot lol there went my speed calculations :rotfl2:
Will still have to read it all, and make some parallel practising.

Hope all goes well with yor exams, i wish you luck :yep:

Thanks and greetings,
Catfish

I didn't say I wrote it in a "Few hours". It was more like 12 hours :D
Yeah, at small AOB angles, the width of the ship becomes a problem. If you can clearly see the peak of the bow and the start of the flag (where applicable), then you can take a reading. If not, it's better to wait until you can see them properly. Should the target pass the 000 gyro "fire bearing", as I've shown in the tutorial, don't panic, just take a range reading and use magnetic torpedoes set at a depth equal to the target's draft.

Speed and Bearing need to be accurate.
Range can be off by a few hundred meters, and the AOB can be off by up to 10 degrees, you'll still hit your targets.

karamazovnew
01-16-10, 06:16 PM
So.. did it help? Have I managed to turn anyone to manual targeting? :shifty:

Catfish
01-17-10, 06:21 AM
Hellop,
i'm still reading and trying, 'twas the first time i realized the AOB would not change after having once entered it - as long as you did not mess it up with certain actions lol :DL
The manual is very thorough, but i'm not yet finished :up:
Thanks and greetings,
Catfish

looney
01-18-10, 10:14 AM
I think I'm goin to need to edit the file as to get a better view of the stadimeter and aobwheel buttons.

karamazovnew
01-19-10, 10:29 AM
I think I'm goin to need to edit the file as to get a better view of the stadimeter and aobwheel buttons.

Go ahead, just increase the contrast in "\Data\Menu\Karamazov\PeriButtons.tga" file in Photoshop of Gimp. The background should be a perfect black. Make sure not to mess up the alpha channel. I've kept them a bit darker because I didn't want them to look too modern or intrusive.

As a note, my monitor is a LCD that can't display pure black so it's possible that the entire interface might be too dark for some.

looney
01-19-10, 01:54 PM
am gonna try that next weekend :)

karamazovnew
02-01-10, 12:59 PM
I just added images to the scaling/pivots post, a picture is worth 1000 words :haha:

http://www.subsim.com/radioroom/showpost.php?p=1157028&postcount=7

Hitman
02-01-10, 02:34 PM
Hummm theoretically this all could work equally with the american TDC, right? :hmmm:

It has always bothered me that both the slide out TDC and the multi-purpose tool (Range/AOB/Speed) seem to get smaller the higher the screen resolution :damn:

karamazovnew
02-01-10, 02:48 PM
Hummm theoretically this all could work equally with the american TDC, right? :hmmm:

It has always bothered me that both the slide out TDC and the multi-purpose tool (Range/AOB/Speed) seem to get smaller the higher the screen resolution :damn:

Exactly. Change all items from 0 1 to 1 1 and it should work immediately without any other fuss.

Hitman
02-01-10, 03:13 PM
I gave it a quick look, and surprisingly all items seem to be the german ones, despite using FRB :hmmm: Does the multipurpose tool use the same menu entries as the notepad for the german side did (Seems like that but...)?

And where is the slide out TDC?

karamazovnew
02-01-10, 03:21 PM
None of the items you're looking for are in the G26 Page... for the US side that only gives you clicking masks, the background and the periscope marks. That's the reason why anyone can use KiuB in TMO or RFB for example, simply by copy-pasting the new dials and the G26 Page, as it doesn't change the US interface at all. There are 3 other pages that control the 3 slideable sections of the US interface, PK, TDC input, Torpedo buttons. I don't remember which they are right now... but they're easy to find.

Galanti
02-03-10, 07:49 AM
So.. did it help? Have I managed to turn anyone to manual targeting? :shifty:

It's a phenomenal piece of work, but...I am mainly loving the eyecandy of having the TDC dials visible from the scope, and being able to work the knobs right from that screen.

The AOBwheel...not so much...is there anyway I could mod the stadimeter to send range to the TDC like in olden times?

karamazovnew
02-03-10, 10:31 AM
It's a phenomenal piece of work, but...I am mainly loving the eyecandy of having the TDC dials visible from the scope, and being able to work the knobs right from that screen.

The AOBwheel...not so much...is there anyway I could mod the stadimeter to send range to the TDC like in olden times?

You can use the old Stadimeter and notepad in the Observation scope. I haven't touched that part. Just remember that using the stadimeter that way will reset your speed to zero and will probably mess up your AOB too :-?

Galanti
02-03-10, 10:47 AM
You can use the old Stadimeter and notepad in the Observation scope. I haven't touched that part. Just remember that using the stadimeter that way will reset your speed to zero and will probably mess up your AOB too :-?

Yeah, I know....I'm going to have resort to a combination of Obs scope, Attack scope and manual inouts to get my hits in while I figure out the AOB wheel.

Is is possible to set the whole TDC to manual, input range, AOB and speed while locked onto the target? In other words, can we use your wonderful mod without the AOB wheel?

karamazovnew
02-03-10, 11:40 AM
Yeah, I know....I'm going to have resort to a combination of Obs scope, Attack scope and manual inouts to get my hits in while I figure out the AOB wheel.

Is is possible to set the whole TDC to manual, input range, AOB and speed while locked onto the target? In other words, can we use your wonderful mod without the AOB wheel?

I really don't understand why you're so against the AOB wheel. It's a wonderful tool. Yes you can set the TDC while being locked on a target but if that target is fast, you'll end up with AOB error. If the target "travels" 20 degrees while you're setting your TDC, the AOB will be 20 degrees wrong. I suggest you persist with the AOBF, it's VERY simple once you get the hang of it. Try making some custom missions and place static ships at known distances and angles. That's how I tested the AOBF in the first place :up:


BTW. my 1000'th post, it's only fair to write it here on this thread :woot:

Galanti
02-03-10, 12:43 PM
I really don't understand why you're so against the AOB wheel. It's a wonderful tool. Yes you can set the TDC while being locked on a target but if that target is fast, you'll end up with AOB error. If the target "travels" 20 degrees while you're setting your TDC, the AOB will be 20 degrees wrong. I suggest you persist with the AOBF, it's VERY simple once you get the hang of it. Try making some custom missions and place static ships at known distances and angles. That's how I tested the AOBF in the first place :up:


BTW. my 1000'th post, it's only fair to write it here on this thread :woot:

Congrats!

I'm not against it, rather I'm terrible with lengthy procedures. I will keep at it.....

karamazovnew
02-03-10, 01:13 PM
Congrats!

I'm not against it, rather I'm terrible with lengthy procedures. I will keep at it.....

Practice makes perfect. It only takes me 20 seconds or so to get an AOB reading. It takes less than 10 seconds to calculate the range. Never try for perfect readings. One golden rule is that errors usually compensate eachother. :haha: That manual might be hard to follow :( I wish I had the time to make a movie, but my voice sucks :haha:

"Heye we zee thye enyemy wessel" :haha:

-Danse-
02-07-10, 04:19 PM
Is it possible to use this outside of Operation Monsun, back in the Indian ocean area?

Is there a stand-alone download anywhere that I'm missing?

After playing with this thing for a couple of hours, I can't imagine playing a U-boat now without it, but there are aspects of Monsun that I could do without.

I assume it's not compatible with Trigger Maru?


Sorry, one question became a few. :)

karamazovnew
02-07-10, 05:51 PM
Is it possible to use this outside of Operation Monsun, back in the Indian ocean area?

Is there a stand-alone download anywhere that I'm missing?

After playing with this thing for a couple of hours, I can't imagine playing a U-boat now without it, but there are aspects of Monsun that I could do without.

I assume it's not compatible with Trigger Maru?

Sorry, one question became a few. :)

No, there isn't a stand-alone version. The main reason is that to use the TDC you really need to know the length of the ship. Lurker included that info in the recognition manual using the same method that I used a long time ago for TMO 1.7. That mod is still on my filefront page but some ships were added or changed, and some values were not even correct so...

But you can import the mod in TMO yourself all you'll need from OMEGU are:
- the Karamazov folder that includes all the new images
- the G26 Page from the menu1024_768.ini file
- all the new dials (all start with "Karamazov") from the dials.cfg file.
- the American\Gui\Layout and German\Gui\Layout folders.

I've done this once to test it but as soon as I tried to use the AOBF without knowing the correct mast and length, I couldn't hit ****. What don't you like about OM? You can play in the pacific without any problems. And you can switch fast from OM and TMO with JSGME

-Danse-
02-08-10, 12:47 PM
I've done this once to test it but as soon as I tried to use the AOBF without knowing the correct mast and length, I couldn't hit ****. What don't you like about OM? You can play in the pacific without any problems. And you can switch fast from OM and TMO with JSGME

Thanks for replying Karamazov, you're a gentleman.

I was struggling to get my head around the contacts not having any indication of speed, but just a compass heading. I got used to working out quite accurate interceptions based on them.

Since I posted last night, I've made peace with the idea somewhat and I'm learning to work with it. Besides which, lets face it, every other aspect of OM is very impressive. I'll be sticking with OM I think, so I'm all good. :yeah:

My only concern now is that after OM and your AoBF, SH5 won't have half as much content and I won't want to play it.

We'll see I guess. :D

Thanks for the AoBF mate. It's great. :salute:

col_Kurtz
02-09-10, 11:54 AM
Hello Karamazovnew

OpsMonsun_V705
OMv_705_to_720
OMEGU_v300
OMEGU_v300_Patch2
OM_Harder_Escort_L1

My first VII`s patrol and...
I have a problem with setting up for torpedos tubes. In VII is only 5 tubes... and have a look on this screen...
Switch on II and III backlit third and fourth I mean activated ;)
http://naforum.zapodaj.net/thumbs/f9a4f85a2b3d.jpg (http://naforum.zapodaj.net/f9a4f85a2b3d.jpg.html)

Switch on I and IV backlit first and second
http://naforum.zapodaj.net/thumbs/eb715975364c.jpg (http://naforum.zapodaj.net/eb715975364c.jpg.html)

Here is okay.
http://naforum.zapodaj.net/thumbs/79b6f7114954.jpg (http://naforum.zapodaj.net/79b6f7114954.jpg.html)

In IX was/is everything okay.

karamazovnew
02-10-10, 03:46 PM
Danse, thanks for the kind words :salute:

Kurtz, are you saying that the salvo selector for the Type 7 has wrong labels? The selector itself can't be bugged so maybe there's a problem with the image file used as a background. I can't test the game from this computer, I'll look into this next week. In the meantime, you can find the dial plate here: Data\Menu\Karamazov\Torp_parts3.tga. The salvo selector for the Type 7 is the one in the lower right corner of the image.



EDIT: Ok, now I see, they're clearly different. Weird, I've never seen that configuration of salvo before. When I get home I'll do a bit more testing and post a fix. To be honest I never use salvos but that's not an excuse to leave such a bug. Anyway, you can trust the torpedo light bulbs, they're ok.

Hitman
02-10-10, 04:00 PM
karamazov,

I don't know how you did solve the matter in your mod, but in SH3 I was unable to have the game display correctly the encoded numbers of salvo dials of the attack map when adding a salvo dial to another screen.

So what I did for my own mod was create a graphic with the salvoes for the Type XXIII, one for the II, one for the VII and another for the IX, and then I tied that graphic to appear:

Type XXIII attached to tube II bulb
Type II attached to tube III bulb
Type VII attached to tube V bulb
Type IX attached to tube VI bulb

That way, since the Type XXIII only has two tubes, the other dial plates would display over it, but as soon as new tubes appear, the new dial plates are superimposed over the previous one, always displaying the correct salvo patterns for each sub class.

Will not work for the Type XXI, though, as it has 6 tubes like the Type IX but different salvo patterns.

Just in case it gives you an idea :up:

lurker_hlb3
02-10-10, 06:00 PM
Danse, thanks for the kind words :salute:

Kurtz, are you saying that the salvo selector for the Type 7 has wrong labels? The selector itself can't be bugged so maybe there's a problem with the image file used as a background. I can't test the game from this computer, I'll look into this next week. In the meantime, you can find the dial plate here: Data\Menu\Karamazov\Torp_parts3.tga. The salvo selector for the Type 7 is the one in the lower right corner of the image.



EDIT: Ok, now I see, they're clearly different. Weird, I've never seen that configuration of salvo before. When I get home I'll do a bit more testing and post a fix. To be honest I never use salvos but that's not an excuse to leave such a bug. Anyway, you can trust the torpedo light bulbs, they're ok.

Was going to upload a new patch for OMEGU, but I'm going to sit on it until you have completed your fix

AVGWarhawk
02-10-10, 06:19 PM
The interface is super nice!

piri_reis
02-10-10, 06:24 PM
This mod made me install SH4 again :salute:
Great work !

col_Kurtz
02-13-10, 05:36 AM
Danse, thanks for the kind words :salute:

Kurtz, are you saying that the salvo selector for the Type 7 has wrong labels? The selector itself can't be bugged so maybe there's a problem with the image file used as a background. I can't test the game from this computer, I'll look into this next week. In the meantime, you can find the dial plate here: Data\Menu\Karamazov\Torp_parts3.tga. The salvo selector for the Type 7 is the one in the lower right corner of the image.



EDIT: Ok, now I see, they're clearly different. Weird, I've never seen that configuration of salvo before. When I get home I'll do a bit more testing and post a fix. To be honest I never use salvos but that's not an excuse to leave such a bug. Anyway, you can trust the torpedo light bulbs, they're ok.

Great thanks for your answer...

Anyway, yes, I`m going say that, unfortunately :salute:
Did you mean that file? I found this: Torps_parts3.tga image on my PC and here is...

http://naforum.zapodaj.net/thumbs/ac4647dfc646.jpg (http://naforum.zapodaj.net/ac4647dfc646.jpg.html)

and actually it`s a higher right corner as you see :) Maybe... I say maybe that is a reason of this little bug.
I hope it is a little help from mi side not a problem ;)
I think for excuse is a one BIG GREAT JOB :) The Ubi team mades much more bugs ;) and tookes lot of money and no excuse for this day :D
Respect i and many words of thanks.

karamazovnew
02-13-10, 05:10 PM
karamazov,

I don't know how you did solve the matter in your mod, but in SH3 I was unable to have the game display correctly the encoded numbers of salvo dials of the attack map when adding a salvo dial to another screen.

So what I did for my own mod was create a graphic with the salvoes for the Type XXIII, one for the II, one for the VII and another for the IX, and then I tied that graphic to appear:

Type XXIII attached to tube II bulb
Type II attached to tube III bulb
Type VII attached to tube V bulb
Type IX attached to tube VI bulb

That way, since the Type XXIII only has two tubes, the other dial plates would display over it, but as soon as new tubes appear, the new dial plates are superimposed over the previous one, always displaying the correct salvo patterns for each sub class.

Will not work for the Type XXI, though, as it has 6 tubes like the Type IX but different salvo patterns.

Just in case it gives you an idea :up:

Except for the Type XXIII, (there isn't one in OM, or is there:hmmm:, never checked), I've done the same thing, I had to also do that for the torpedo open/close switches too (which are also dials). But thanks :salute:


Was going to upload a new patch for OMEGU, but I'm going to sit on it until you have completed your fix

Thanks dude. Back home, proud to say that I've passed my Estimated Coastal Navigation Exam with flying colors. Will work on it today and send it to you in about 24 hours. There's one more thing I'd like to do. There's no "Lock" display on the interface and it's hard to tell when the lock breaks. I'll make a visual cue, how about a bright green circle that shows around the Stadimeter button when you're locked on a ship?

The interface is super nice!
Thank you :oops:


This mod made me install SH4 again :salute:
Great work !
Have fun playing, don't forget to read the manual(s) :haha:

Great thanks for your answer...

Anyway, yes, I`m going say that, unfortunately :salute:
Did you mean that file? I found this: Torps_parts3.tga image on my PC and here is...

http://naforum.zapodaj.net/thumbs/ac4647dfc646.jpg (http://naforum.zapodaj.net/ac4647dfc646.jpg.html)

and actually it`s a higher right corner as you see :) Maybe... I say maybe that is a reason of this little bug.
I hope it is a little help from mi side not a problem ;)
I think for excuse is a one BIG GREAT JOB :) The Ubi team mades much more bugs ;) and tookes lot of money and no excuse for this day :D
Respect i and many words of thanks.
Hehe, That's the file, but you're wrong:

Up-Left: Type IX single
Down-Left: Type IX salvo
Up-Right: Type VII single
Down-Left: Type VII salvo.

I'll also make an english labels version for those who don't like the german ones. I'll send it all to Lurker so keep an eye on his OMEGU thread :salute:

-Danse-
02-13-10, 06:42 PM
There's one more thing I'd like to do. There's no "Lock" display on the interface and it's hard to tell when the lock breaks. I'll make a visual cue, how about a bright green circle that shows around the Stadimeter button when you're locked on a ship?


That would be fantastic. :D

karamazovnew
02-16-10, 01:57 PM
Done, and I'm sorry it took so much time.

1. Salvo Selector fixed for the Type VII, thanks Kurtz for pointing that out
2. Added the missing Straight Leg dial label (Laufstrecke, hope I've spelled that right)
3. Added a red ring around the stadimeter button when the target is locked. Note that there is no Lock Button in this interface, you'll still have to use the L key when the periscope is on a ship to see this effect.
4. At request, I also made optional English labels (see pic)

http://img19.imageshack.us/img19/5104/englishgo.jpg

All files were sent to Lurker a minute ago so expect to see these features in his next Omegu patch.

Cheers :salute:

FIREWALL
02-16-10, 02:01 PM
Is this a Standalone mod or do I have to install other mods first ?

btw I have SH4 1.5 UBM installed without mods.

karamazovnew
02-16-10, 02:03 PM
Is this a Standalone mod or do I have to install other mods first ?

The latest version of this mod has been included by Lurker_hlb3 in OMEGU V300 WITH Patch 4, and OM Plot v402 so make sure to download his latest versions and patches.

And to avoid any confusion, this is the required order of install:

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch1
OMEGU_v300
OMEGU_v300_Patch4
OM_SH3_Command_Keys (this one's optional)

The fix I've just made will be included in Patch 5 by Lurker so keep an eye on the OMEGU thread. Note that his patches inlcude all previous fixes so you won't need Patch 4 when patch 5 is out.

karamazovnew
02-16-10, 02:10 PM
BTW, for those who downloaded my tool kit, I've just found that the Word template document no longer had a macro attached. Not sure why, luckily I had posted the macro on another thread so here it is:

All you need to do is create a form with a textbox (txtPage) and a button (btnRenumber). This is all the code you need:


Private Sub btnRenumber_Click()
Dim iItem As Integer
Dim myRange As Range
If txtPage.Value = vbNullString Then
MsgBox "You must enter the Menu Page"
ElseIf Application.Documents.Count < 1 Then
MsgBox "No document Opened"
Else
iItem = 1
Set myRange = ActiveDocument.Range(Start:=0, End:=ActiveDocument.Content.End)
myRange.Select
With Selection.Find
.Forward = True
.Wrap = wdFindStop
.Text = "[" + txtPage.Value + " I"
Do While .Execute
Selection.Extend
Selection.Extend
Selection.Extend
Selection.TypeText Text:="[" + UCase(txtPage.Value) + " I" + CStr(iItem) + "]"
iItem = iItem + 1
Set myRange = ActiveDocument.Range(Start:=Selection.End, End:=ActiveDocument.Content.End)
myRange.Select
Loop
End With
End If
End Sub

To use it, just type the name of the menu page you want to renumber. For example: G26. Note that you must make sure that all new items in that page begin with G26.

Good:
[G26 I235]
[G26 I245]
[G26 I90]

BAD:
[G26 I235]
[G25 I245]
[G26 I90]

FIREWALL
02-16-10, 02:32 PM
THX :DL :salute:

col_Kurtz
02-16-10, 02:49 PM
Done, and I'm sorry it took so much time.

1. Salvo Selector fixed for the Type VII, thanks Kurtz for pointing that out
2. Added the missing Straight Leg dial label (Laufstrecke, hope I've spelled that right)
3. Added a red ring around the stadimeter button when the target is locked. Note that there is no Lock Button in this interface, you'll still have to use the L key when the periscope is on a ship to see this effect.
4. At request, I also made optional English labels (see pic)

http://img19.imageshack.us/img19/5104/englishgo.jpg

All files were sent to Lurker a minute ago so expect to see these features in his next Omegu patch.

Cheers :salute:

Dear Brother Karamazov:salute:
Be my guest, but... Is it pic from VII?:03: Six tubes... wait a minute. Let me count them because I used to IX... 1, 2, 3, 4 at bow... and... 5 and SIX at AFT station? Maybe I`m wrong, but I think... this screen is... from IX :O:
http://img96.imageshack.us/img96/7066/viiandix.jpg (http://img96.imageshack.us/i/viiandix.jpg/)

karamazovnew
02-16-10, 02:57 PM
Dear Brother Karamazov:salute:
Be my guest, but... Is it pic from VII?:03: Six tubes... wait a minute. Let me count them because I used to IX... 1, 2, 3, 4 at bow... and... 5 and SIX at AFT station? Maybe I`m wrong, but I think... this screen is... from IX :O:

Yes, it's from a type IX, don't worry, the Type VII will be ok now, I'm just to lazy to upload a new image on imageshack :D

col_Kurtz
02-16-10, 03:04 PM
Yes, it's from a type IX, don't worry, the Type VII will be ok now, I'm just to lazy to upload a new image on imageshack :D

Lazy:D If you are too lazy, I forgive you :D

Thank you very much :) and I`m looking for new patch :salute:

Great Job Mates!

Heretic
02-16-10, 09:55 PM
karamazovnew, this is just gorgeous. To think that silly notepad interface could evolve into this is amazing. I also have to commend you on the docs you put together. First rate!

Wilcke
02-16-10, 10:23 PM
Awesome work! Thank you!

lurker_hlb3
02-16-10, 11:01 PM
All files were sent to Lurker a minute ago so expect to see these features in his next Omegu patch.




Next patch will be out in a day or so.

lurker_hlb3
02-17-10, 07:39 PM
Problem 1

Neal has the download section disabled, he told me it will be next week before I can login to the ftp server and upload new files


Problem 2

Having problems uploading to FileFront and one of my RSRDC was corrupted. I have removed the bad file. Will let you guys know as soon as can get things done

Galanti
02-17-10, 10:13 PM
Problem 1

Neal has the download section disabled, he told me it will be next week before I can login to the ftp server and upload new files


Problem 2

Having problems uploading to FileFront and one of my RSRDC was corrupted. I have removed the bad file. Will let you guys know as soon as can get things done

No worries, there's more than enough goodness to tide me over in the current version.

Bummy
02-18-10, 12:32 PM
Awesome interface and system. Loved OLCs GUI on SH3 and now got something similar into SH4. As I'm still newbie, would someone recommend me some other tools for like how to find correct way to target.. Etc. What other tools you use with this and OM (if any)?

karamazovnew
02-18-10, 06:32 PM
Awesome interface and system. Loved OLCs GUI on SH3 and now got something similar into SH4. As I'm still newbie, would someone recommend me some other tools for like how to find correct way to target.. Etc. What other tools you use with this and OM (if any)?

You mean intercepting radio reports and hydrophone contacts? There are 2 awesome threads on the SH3 forum that deal with those, just do a proper search. Once you get into visual range, my documentation explains how to make a proper attack.

Here's what I use to intercept contacts:

http://www.subsim.com/radioroom/showpost.php?p=280892&postcount=41

http://www.subsim.com/radioroom/showthread.php?t=88961

As for hydrophone attacks, I never do them. The explained techniques rely on getting a very accurate bearing of a contact outside visual range, which i think was impossible in that era. What I usually do is just stop the boat and wait to see in which direction the enemy is going. I then surface and go to flank speed, leading it by 30 degrees or so. After a few minutes I dive again and check. Rinse and repeat. I usually end up either ahead of the target or behind it slightly.

karamazovnew
02-20-10, 11:16 AM
Lurker has just posted Patch 5 for OMEGU. Get it while it's hot :yeah:

http://www.subsim.com/radioroom/showthread.php?t=158764

Nordmann
02-21-10, 02:55 PM
I assume another mod is required in order to use this one? I'm currently playing a good stock 1.5 U-boat campaign, and I don't really feel like restarting because of a mega-mod install.

If someone could fill me in on what's what, I'd appreciate it. Thanks.

karamazovnew
02-21-10, 05:08 PM
I assume another mod is required in order to use this one? I'm currently playing a good stock 1.5 U-boat campaign, and I don't really feel like restarting because of a mega-mod install.

If someone could fill me in on what's what, I'd appreciate it. Thanks.

Yes, to see this interface all you need to do is install OM+Omegu, the links are in the first post, as is a bit of documentation on how to use this interface. OM is the only mega-mod for SH4 UBM and it's much grander in scope than NYGM,GWX and TMO or RFB, simply because you get to fight the Atlantic war in a game made for the Pacific.
I also get attached to my careers but remember that while you're stuck in the Pacific, we all roam the Atlantic in Type VII's. And the Med, and the Indian Ocean, and the Pacific, and type II's, IX's, XXI's and so on. :salute:

Heretic
02-22-10, 12:07 PM
Are dials 1 and 3 in the Attack Map reversed? I looks like the AOB dial from the periscope view is labled Bearing on the attack map. The Attack angle dial is AOB on the attack map. The functionality matches the labels, but the artwork looks reversed. Entirely possible I just don't know what the heck I'm talking about, of course. :06:

karamazovnew
02-22-10, 01:13 PM
Are dials 1 and 3 in the Attack Map reversed? I looks like the AOB dial from the periscope view is labled Bearing on the attack map. The Attack angle dial is AOB on the attack map. The functionality matches the labels, but the artwork looks reversed. Entirely possible I just don't know what the heck I'm talking about, of course. :06:

First of all, I never touched the Attack Map. Second, you're absolutely right. The devs opted to use different dial plates. They used the AOB dial for the Bearing and the Track Angle for the AOB.

Hitman pointed this out while I was working on the mod. At that moment I decided to stop copying the ACM (SH3 interface mod) layout and make more dials:

Oh BTW ...

Now that I see those pictures I must comment something I found out some time ago before it is too late :oops:

The TDC dials have probably been wrong for german subs since SH3 :damn: Apparently the TDC was not completely understood or correctly copied by the Devs in their visit to U-995 (May be because it was disarmed?) but a recent trip by a friend from mine provided me very good hi-res pictures and I could confirm thanks to them the problem.

The dial used in SH3 and SH4 for "Bearing" is actually the track angle dial, i.e. the dial which shows the expected angle at which the torpedo will hit against the target. Hence its division in red/green half-circles and most important, 0-180 degrees on both sides (Instead of 0-360º, as you see the bearing divided in all other views)

The correct dial for bearing is the one with black background, divided in 0-360º, and with another dial above that is the vernier (Indicates 0-10 degrees with each rotation for each 10 degree increment in the main bearing dial). Note how the lower dial has 0-360º in 10 degree increments, while the one above has the scale divided in 0-10.

The correct dial for Angle on the Bow is therefore the one used in SH3-4 for bearing :damn:, because as you can see it is also divided in red/green parts and 0-180 scales, not a single 0-360º one. The wording "Bug links" and "Bug rechts" means actually "Bow left" and "Bow right", i.e. which of its sides the TARGET is presenting. The inner dial, with red and green numbers is actually the vernier for that AOB, indicating each degree.

Here is a picture of the TDC with the labels for the correct dials:

http://img14.imageshack.us/img14/2455/15atorpedorechnerg.jpg

Superbus
02-27-10, 05:40 AM
Thank you for your wonderful torpedo interface. It was the reason I started playing SH4 + UBM again. I couldn't attack with full realism in UBM, but your mod changed everything.

I guess this is my way of saying Thank You:

http://www.youtube.com/watch?v=LY6PWox-WGg (this is v2 with karamazov's name spelled right)

It's not the video tutorial you suggest someone would make, just a demo of your magnificient work.

karamazovnew
02-27-10, 01:33 PM
Thank you for your wonderful torpedo interface. It was the reason I started playing SH4 + UBM again. I couldn't attack with full realism in UBM, but your mod changed everything.

I guess this is my way of saying Thank You:

http://www.youtube.com/watch?v=Gk5DVOPHD78

It's not the video tutorial you suggest someone would make, just a demo of your magnificient work.


Glad you like it :D Btw, who's this Kazamarov guy? :haha: I never could find the time to make a movie and to be honest, I don't even know how :D
It felt nice seeing it on youtube and now I can show it to my friends :yeah:, so thanks :woot:.
PS, I see you didn't use the latest omegu patch when making the movie, make sure you get it it has an added "lock" visual cue :salute:

Superbus
02-27-10, 01:40 PM
Oops, thousand apologies about the name! I feel for you, because I stopped using my real name online long ago - it was always spelled wrong. :( In my defence, though, I got your name right (karamazovnew (http://www.subsim.com/radioroom/member.php?u=244231)) in the youtube-page info box (by accident, probably).

I'll fix it in the video right away.

I downloaded patch 4 (isn't that the latest?) but it got lost somewhere. I have to check that.

+ Edit: Name fixed, video uploaded: http://www.youtube.com/watch?v=LY6PWox-WGg

Youtube usually processes the HD version for a few hours.

karamazovnew
02-27-10, 03:38 PM
Oops, thousand apologies about the name! I feel for you, because I stopped using my real name online long ago - it was always spelled wrong. :( In my defence, though, I got your name right (karamazovnew (http://www.subsim.com/radioroom/member.php?u=244231)) in the youtube-page info box (by accident, probably).

I'll fix it in the video right away.

I downloaded patch 4 (isn't that the latest?) but it got lost somewhere. I have to check that.

+ Edit: Name fixed, video uploaded: http://www.youtube.com/watch?v=LY6PWox-WGg

Youtube usually processes the HD version for a few hours.


You didn't have to do that :haha:, I didn't complain, I just thought it was funny, you have no idea how hard it is for me to give my mail on the phone :haha:. "Kar.. WHAT?!". Actually I got stuck with this name a loong time ago after reading "The Brothers Karamazov". I immediately identified myself with Ivan Karamazov, but yahoo had already used up all variants of that name. I had no idea at that time I'd use this for so long and for so many accounts. It pays to have a unique name on the internet :haha:

My latest fix can be found in OMEGU Patch 5. http://www.subsim.com/radioroom/showthread.php?t=158764

OMEGU v300 Patch 5A

Added more voice files to the German Side by Captain von Keldunk

---------------------

Added KiUB Fixes by karamazovnew

Fix:
- solves the Type VII salvo dial problem
- adds the missing label in German for the FAT straight leg
- adds a red ring around the stadimeter button when the target is locked.

------------------------

Added KiUB_English Mod

Replaces all labels with English terms

------------------------

Added OMEGU_English Mod

This mod restores English speech to Uboat crews for those users that don't speak German

Hitman
03-06-10, 09:59 AM
I can't figure how to insert the code for the renumbering macro into a word document, can you please upload again the document with the macro already built in?

Thanks :up:

karamazovnew
03-06-10, 05:48 PM
[QUOTE=Hitman;1297760]

See if this one works. http://www.filefront.com/15759753/MenuRenumber.docm

This macro only changes the text that you paste inside this file.
1. Copy/Paste the entire text from menu_1024_768.ini file.
2. Go to the Developer Tab (must enable it in the Word Options first) and click on Macros. You'll see the macro in the list.
3. Click Run and enter the page number (G26, G28, G2B, etc.). Then press Renumber. Wait for it to finish (it will take a while).
4. Then select the entire text and paste it on top of the menu_1024_768.ini file.

Yes, it also works for the SH5 page.ini files.

Tell me if it works.

Hitman
03-07-10, 03:29 AM
Will give it a try ASAP, thanks :up:

Will it work if I only paste there the section I'm modifying, e.g. G26? :hmmm:

karamazovnew
03-08-10, 02:27 AM
Will give it a try ASAP, thanks :up:

Will it work if I only paste there the section I'm modifying, e.g. G26? :hmmm:

Ofc, but you can also paste in any text. What it does is this:
- you tell it to look for page GXX
- it starts from the beginning of the file and searches for "[GXX I"
- then it replaces the following number with an incremental value (starting from 1) until it finishes the entire document

That's why you shouldn't have commented items in your file and they should be pretty much in order. Also, you only need to bother to rename copy/pasted items so that they have the proper page number:


[G27 I103]
[G27 I82]
[G27 I82]
[G27 I102]

is ok, but


[G27 I103]
[G27 I82]
;[G27 I82]
[G27 I102]

is not and neither is


[G27 I103]
[G27 I82]
[G26 I82]
[G27 I102]

It won't bug the macro, but it will bug the game :03:

Seabass
03-11-10, 04:52 AM
This interface rocks.

It confounded me at first, but after playing with it for a bit, I loaded up the OM convoy tutorial and sunk both merchants from 4.8km with two single shots on first try. My comfort zone for vanilla SH4 was 1.5 to maybe ~2km. Lol.

Anyway, nice work Karamazov. Might be just a tad overpowered though :DL

Hitman
03-11-10, 10:09 AM
Can't open the document with Word 2003, codification not recognized :damn:

[EDIT] I have no Word 2003 at my home system, it's the one in my office and it is installed in the net or whatever (I'm just another user, not the admin), does it have something to do with that?

karamazovnew
03-19-10, 06:37 PM
Can't open the document with Word 2003, codification not recognized :damn:

[EDIT] I have no Word 2003 at my home system, it's the one in my office and it is installed in the net or whatever (I'm just another user, not the admin), does it have something to do with that?

Ups, sorry for the delay... I think it's a Visual Basic problem. It's included in Word 2007, no idea about 2003...

supposedtobeworking
04-02-10, 09:18 PM
Yes I'm having trouble opening the documentation as well- I downloaded the Word conversion pack for 2003 and the docs won't open - I'll try the 2007 pack, but does the AOBF work just like the one in OLC Gold Gui for GWX?? I've used that before and it looks very similar. anyways, is the documentation available in a non-WORD format? Thanks for the awesome mod.


update: yeah 2007 converter pack doesn't work either - any other way to view these docs?

supposedtobeworking
04-03-10, 03:56 PM
ok I opened the documentation on an old macbook pro that still had word installed on it, but now I'm confused about ship height. In the user guide, it looks like you line up a little grey line in the stadimeter tool to get the "height". It says:

"As you can see the ship is about 11.2 degrees high."

But, the ship is not 11.2 degrees high, since the tallest mast looks to be just under 8 degrees on the next page - so is this an error in the guide, or am I to understand that you get the ship's "height" from seeing where that grey marking line lines up with the degree marks (while the mirror image's water line is lined up with the tallest mast of the real ship image)?

alexradu89
04-03-10, 04:19 PM
ok I opened the documentation on an old macbook pro that still had word installed on it, but now I'm confused about ship height. In the user guide, it looks like you line up a little grey line in the stadimeter tool to get the "height". It says:

"As you can see the ship is about 11.2 degrees high."

But, the ship is not 11.2 degrees high, since the tallest mast looks to be just under 8 degrees on the next page - so is this an error in the guide, or am I to understand that you get the ship's "height" from seeing where that grey marking line lines up with the degree marks (while the mirror image's water line is lined up with the tallest mast of the real ship image)?

http://img338.imageshack.us/img338/8578/asdasdasdv.jpg
When you line up the fake ship's waterline with the real ship's tallest mast, you will see that thin grey line move (along with various other elements more or less) as you can see in the image, it points at approximately 11.2 :up:

supposedtobeworking
04-03-10, 05:38 PM
ok, that's what I was seeing in the manual, but the text stated that the ship's "height" was 11.2, which is not the case - the tallest ship mast only went up to around the 8 degree mark, and that's why I was confused and not sure if there was a typo or something. So from now on I'll use that grey line as a marker for the value to match up with ship height in the rec manual (on the outer ring) jeez this is complicated.

Actually I tried a Night attack, and the grey marker was of course not visible on my LCD screen. I assume this is normal and night attacks naturally involve this handicap?

karamazovnew
04-05-10, 08:35 AM
Sorry for the late reply...
You'll have to understand that the tutorial was done with different pics taken at different times. :D

As I recall, during night time, the movable stadimeter line is shown in green. That thing is hard-coded so don't blame me if you can't see it :D. If your laptop has a dark display, just bump up the gamma or brightness. There's no point in shooting blind :D

And yes, the AOBF works the same as in OLC or other mods. It only works for 6X zoom and you never need to double values. In the tutorial I used the word "degrees" quite liberally. The attack periscope marks are actually in 10's of miliradians.

Just in case you're curios (but ignore this for AOBF calculations), each notch equals 2 "degrees", each "degree" equals 0.57 degrees.

supposedtobeworking
04-05-10, 12:57 PM
okay thanks for the info. At night the only green line I can see in the stadimeter tool is the one at the base of the keel of the mirror image - there is no other line further up running through the upper part of the ship image's profile, so I assume I need to change some gamma settings I guess somewhere.

karamazovnew
04-07-10, 01:33 AM
okay thanks for the info. At night the only green line I can see in the stadimeter tool is the one at the base of the keel of the mirror image - there is no other line further up running through the upper part of the ship image's profile, so I assume I need to change some gamma settings I guess somewhere.

"base of the keel"? :o You're doing this wrong.
In SH4, as long as you're locked on a ship, you don't need to put the horizontal line on the waterline of your target. You just need to put the mirrored waterline on top of the mast of the real target. It doesn't matter where they're placed vertically (or horizontally) on your viewfinder. They can be above or below the center of your scope.
The amount of vertical displacement is then given by the moving horizontal line, relative to the center of your scope.

I actually never leave the periscope centered on my target when doing a stadimeter reading because the horizontal line obstructs my view.
In the picture you posted a few posts back, the real ship was beneath the center line. That's why the mirrored waterline appears beneath the moving line.

GlobalExplorer
04-11-10, 04:35 AM
Since I haven't done so already, a big thank you to karamazovnew for this great interface!

What I didn't get while using it, is the procedure for using the UZO. Or do I always have to aim through the periscope?

Also, my recognition manual does not give me the length of ships.

karamazovnew
04-11-10, 05:49 AM
Since I haven't done so already, a big thank you to karamazovnew for this great interface!

What I didn't get while using it, is the procedure for using the UZO. Or do I always have to aim through the periscope?

Also, my recognition manual does not give me the length of ships.

KiUB only touches the Attack Periscope. The UZO and Obs Scope are pure vanilla. I don't understand why you can't see the length in the manual. Open up your ship cfg files and see if the Max Speed value is the same as the Length value for all.

GlobalExplorer
04-11-10, 06:31 AM
I understand it now. The reason was that I have overwritten menu.txt with a german one. Therefore it complete evaded me that you have replaced speed with length.

2019=Länge: <- had to be changed
2020=ENTFERNUNG
2021=Tiefgang:
2022=Mast:
2024=Grad:
2026=Entfernung:
2027=m;Meter
2028=t;Tonnen
2029=m <- had to be changed

Since this is easy to fix, I publish my german menu.txt as a quick solution for german captains. It's the original file from the german UBM 1.5, with lenght / meters corrected as described above. In addition it contains a handful of other corrections I made [ fixes the most glaring mistakes: e.g. 'COMSUBPAC' replaced with 'FdU', 'Nach:' replaced with 'An:', 'Anblasen' instead of 'Ausblasen', 'Torpedos' instad of 'Torpedoes', ... ]

The text strings still need additional work, so I wouldn't mind if some people publish their corrections as well. With some additional work it could be used as a small add-in to OMEGU, for people who prefer the german text.

download: http://www.global-explorer.de/20100411/20100411_German_Text_Quickfix.zip (JSGME compatible)

karamazovnew
04-11-10, 06:59 AM
I understand it now. The reason was that I have overwritten menu.txt with a german one. Therefore it complete evaded me that you have replaced speed with length.

2019=Länge: <- had to be changed
2020=ENTFERNUNG
2021=Tiefgang:
2022=Mast:
2024=Grad:
2026=Entfernung:
2027=m;Meter
2028=t;Tonnen
2029=m <- had to be changed

Since this is easy to fix, I publish my german menu.txt as a quick solution for german captains. It's the original file from the german UBM 1.5, with lenght / meters corrected as described above. In addition it contains a handful of other corrections I made [ fixes the most glaring mistakes: e.g. 'COMSUBPAC' replaced with 'FdU', 'Nach:' replaced with 'An:', 'Anblasen' instead of 'Ausblasen', 'Torpedos' instad of 'Torpedoes', ... ]

The text strings still need additional work, so I wouldn't mind if some people publish their corrections as well. With some additional work it could be used as a small add-in to OMEGU, for people who prefer the german text.

download: http://www.global-explorer.de/20100411/20100411_German_Text_Quickfix.zip (JSGME compatible)

Actually Lurker did those :D Why not send your file to him, other german players might need it and it would be easier to find on the OMEGU thread :up:

GlobalExplorer
04-11-10, 07:06 AM
Sure, I just wanted to make sure it doesn't create additional problems.

karamazovnew
04-11-10, 07:16 AM
Sure, I just wanted to make sure it doesn't create additional problems.

Don't worry, I used this method for TMO almost one year ago :03:
http://www.subsim.com/radioroom/showthread.php?t=153143

Nobody cared at the time though. :haha:
The only "problem" is that in the Mission Editor the Max Speed box for ships will show very high values. But that value is for visual reference only. Nothing else is affected because the speeds for ships are not taken from the cfg file but from a dat file. :03:

Keelbuster
04-11-10, 09:02 AM
KiUB only touches the Attack Periscope. The UZO and Obs Scope are pure vanilla. I don't understand why you can't see the length in the manual. Open up your ship cfg files and see if the Max Speed value is the same as the Length value for all.

Any way we could get the TDC firing control panels added to the UZO and OBS scope? I recognize that adding the range finding tools to the UZO might be problematic because of the different shape fo the scope, but perhaps we could just have access to the firing solution panels (AoB, speed, range, FaT settings, etc) in the UZO - right now it's basically useles because it just has that rotten data pad tool.

I guess I like the UZO for night time surface attacks - you can see a bit more clearly than through the periscope and it has that 'on the bridge' feel.

GlobalExplorer
04-11-10, 09:15 AM
Well, tbh I would like to see that, too. I just didn't dare to ask :oops:

Hitman
04-11-10, 12:39 PM
I have already done that to the Observation periscope easily, simply by renumbering all entries with find/replace from G26 to G2B and copying the (Also renamed) entries for the dials, making a new background image and then a new reticle and clearer lense.

But ideally karamazov should offer it himself so we have an official version with all AOB disk/stadimeter eliminated for Obs Scope and UZO. I haven't been lucky so far in getting them correctly out :hmmm:

karamazovnew
04-13-10, 11:58 AM
I have already done that to the Observation periscope easily, simply by renumbering all entries with find/replace from G26 to G2B and copying the (Also renamed) entries for the dials, making a new background image and then a new reticle and clearer lense.

But ideally karamazov should offer it himself so we have an official version with all AOB disk/stadimeter eliminated for Obs Scope and UZO. I haven't been lucky so far in getting them correctly out :hmmm:

I have to admit, I didn't expect for SH5 to be such of a letdown (so far). I might've taken the extra step to bring all items to the other pages. All 3 pages work exactly the same anyway... And I've marked all "new" and "old" items to know what and how to renumber. The problem is that a lot of people feel comfortable with the Notepad (or, better said, don't know how to use the AOBF). Plus, in the game, the Obs Scope and the Attack Scope are exactly the same with no penalty for the bigger wake. And surface attacks are quite rare. And unlike in SH3, the UZO doesn't have a stabilizer. I've spent a lot of time making the proper camera settings for the AP and a good mix of visibility by adding a filter that changes color from black during the day, to light green during the night, giving very good night visibility.

Unfortunately I'm busy with I.M.O officer courses and don't have the time to either play or mod the game :wah: On the bright side, they're more fun than the game :har: I've just finished 2 hours swimming in an Anti-Exposure suit and playing with life-rafts today. I felt like a kid in a candy-store.

http://www.seascout.org/general_resources/news/Saratoga_News_2004-01-07_files/jump1.jpg

Sorry, had to tell someone :haha:
So Hitman and the rest of you guys, don't wait for silly permissions from me, go ahead, mod the rest of the screens, you now also have the SH5 Menu Editor. On the other hand, SH5 will probably get better soon, so it might be a better idea to just import KiUB in it directly. :yeah:

Hitman
04-13-10, 02:21 PM
The problem is that a lot of people feel comfortable with the Notepad (or, better said, don't know how to use the AOBF)

And a lot more do not and prefer the KIUB everywhere :D

Plus, in the game, the Obs Scope and the Attack Scope are exactly the same with no penalty for the bigger wake

Yeah, but you can give them different light characteristics, as I did in my optics mod.

And surface attacks are quite rare.

Not in early war

And unlike in SH3, the UZO doesn't have a stabilizer

Which is quite realistic after all, and in any case the UZO has nothing but a crosshair as it is intended to be just a sight like transmitter.

Sorry, had to tell someone

Congrats for your progress, really looks like fun stuff :up: But beware, if you convert your hobby in your job, you lose the hobby ;)

So Hitman and the rest of you guys, don't wait for silly permissions from me, go ahead, mod the rest of the screens

Will do somewhen. Need to break down everything and understand it correctly before.:hmmm: Thanks for leaving notes here and there :up:

you now also have the SH5 Menu Editor

Does it work with SH4? I don't have Sh5, so I can't use it anyway.

karamazovnew
04-14-10, 11:32 AM
Congrats for your progress, really looks like fun stuff :up: But beware, if you convert your hobby in your job, you lose the hobby ;)

Well, it's fun when you do it in a warm closed pool. And it's more of a job that slowly turned into a hobby. I decided a few years ago that I don't want to spend 8 hours a day in a cubicle for a tenth of the money. I was quite reluctant at first and I actually started playing SH because ship sims are crappy. :haha: Thank god the game is fun because as far as naval simulators go, SH is worse than a paper/pen Battleships.

Will do somewhen. Need to break down everything and understand it correctly before.:hmmm: Thanks for leaving notes here and there :up:
Does it work with SH4? I don't have Sh5, so I can't use it anyway.

http://www.subsim.com/radioroom/showthread.php?t=163118

Both SH4 and SH5 have exactly the same method of placing and defining objects. However, pages are saved in different files. But it still beats my Excel tables and writing everything in Notepad :D You might say that SH5 is worth every penny for a SH4 interface modder.

col_Kurtz
05-09-10, 11:03 AM
Hello Karamazov...

It`s me again... me and my problem the same, almost same:oops:

Have a look on this screenshot. IXD2, lovely, pretty, shiny... and

http://naforum.zapodaj.net/thumbs/a0edd72da340.jpg (http://naforum.zapodaj.net/a0edd72da340.jpg.html)

karamazovnew
05-17-10, 01:02 PM
Maybe Lurker is messing around with the tube settings. Or they differ from one type of IX to another. No idea. It was also fine the first time, I did them after the objects in the game. Anyway, trust the bulbs not the dial. The selector plate is easy to fix in photoshop (it's one of the TGA files, I can't remember which). That file only has the plates for Type VII and Type IX. My crappy laptop can't handle it or the game so I can't fix it :wah:

reaper7
05-17-10, 06:19 PM
Both SH4 and SH5 have exactly the same method of placing and defining objects. However, pages are saved in different files. But it still beats my Excel tables and writing everything in Notepad :D You might say that SH5 is worth every penny for a SH4 interface modder.

Hi Karamazovnew, just popped over from the SH5 Forum to say thanks again for the insperation and use of yor KiUB Mod in creating my own version.

Just a few screenies to show how its progressing:

http://i236.photobucket.com/albums/ff240/reaper7_bucket/Silent%20Hunter%205%20Recon%20Manual%20Mod/RecMan3.jpg

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Image2.jpg

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Night2.jpg

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Night1.jpg

Also a request as well: would it be ok to re-work your tutorials for the RAOBF and attack disc that you did for KiUB for inclusion with my mod.

Thanks karamazovnew. :up:

lurker_hlb3
05-17-10, 06:30 PM
Maybe Lurker is messing around with the tube settings.

Lurker hasn't changed anything.

col_Kurtz
05-18-10, 10:21 AM
@Karamazov and Lurker...

Okay, thanks a lot...

karamazovnew
05-18-10, 02:29 PM
@Reaper7: go ahead, take anything you need :up: Btw, your interface is amazing, almost makes me enjoy SH5 :haha:

@lurker_hlb3 and col_Kurtz: to be honest, I never use the salvo settings :haha:. It's possible that the salvo settings differ from one subtype to another. Lurker, maybe you can check that out, I have no idea where to look. I remember seeing something somewhere in those files. Plus, I don't have the game on this laptop :cry:

GhengasCon
06-11-10, 06:31 PM
I hope that I am posting at the correct place..here goes...
I have installed Lurkers' graphics mod that includes your AOB finder on the periscope view. My problem is that I cannot get the right side button that lowers the AOB wheels to work. I have tried a complete fresh install of SHIV, patched and modded as recommended. Have you heard of this problem before? All other aspects of the game seem to work fine. i am only attempting to play the U-boat missions. Mods are installed with JGSME in the following order:
OM V 705
OM V705 to 720
OM V720 patch 4
OMEGU V 300
OMEGU V300 patch 6
I have enjoyed using the AOB wheels on the periscope in SHIII for sometime and would love to use them here as well. Any suggestions??

Dani
06-12-10, 05:54 PM
If you on auto targeting then the wheel will not come down.
In the gameplay options you must choose manual targeting.

Royale-Adio
06-19-10, 09:23 PM
Would be nice if you could make an interface like that for the american side!

karamazovnew
06-23-10, 12:33 PM
@GhengasCon, as Dani said...sorry for the very late response. There is no way to make the AOBF appear when using Automatic Targeting.

@Royale... I've never played much in the American Campaign mainly because of the PK. I hate using it, particularly when attacking convoys. But it's so hard-coded that it's impossible to improve on it more than current mods already have done. On the bright side, the PK is much more functional than the default german notepad (due to the speed reset thing).

Gorshkov
06-23-10, 07:39 PM
After reading tutorial it seems to me that manual targeting with this interface is harder than with OLC GUI in SH3. Am I right?

Royale-Adio
06-23-10, 08:24 PM
Oh yes, a lot harder but so much more realistic. I'm still learning how to use it ATM and I have to admit, the complexity of it still confuses me!

Gorshkov
06-24-10, 07:09 AM
Does any video tutorial exist showing targeting technique used in Karamazov's mod?

karamazovnew
06-24-10, 12:07 PM
Harder than OLC? It's exactly the same. Actually OLC is harder than mine because sh3 didn't have a proper stadimeter. Having more tools at your disposal makes things easier, not harder. There are no video tutorials, I never had the time to make one. I miiight make one but don't hold your breath. Anyway, if you have specific questions about manual targeting, feel free to ask. It's all about workflow.

And remember: I hear, I forget. I see, I remember. I do, I understand. (chinese proverb).

Gorshkov
06-24-10, 01:36 PM
I have a few questions:

1. Is it better to use stadimeter or green scale to measure range to target?

2. When to switch TDC from auto to manual mode and vice versa? What is optimal measurement sequence? Is this: range, AOB, speed?

3. This trick with intercepting target's course is smart but i cannot fully get it.

4. Were real U-boat crews using identical to your mod technique and hardware (TDC)?

karamazovnew
06-26-10, 04:58 AM
I have a few questions:

1. Is it better to use stadimeter or green scale to measure range to target?

2. When to switch TDC from auto to manual mode and vice versa? What is optimal measurement sequence? Is this: range, AOB, speed?

3. This trick with intercepting target's course is smart but i cannot fully get it.

4. Were real U-boat crews using identical to your mod technique and hardware (TDC)?

1. Always use the stadimeter. The green scale is only there to provide more accurate reading of how much the stadimeter has been displaced up.

2. You'll need to switch to manual mode every time you need to input speed/aob/range. Why? Because the devs said so...
The proper order is AOB (either visual estimated or with the AOBF in which case yes, you'll also find out the range at that time). With AOB you can then intercept very preceicely. You then calculate speed as late as possible to have a nice angle. Of course you can also use plotting and do AOB and Speed on the move. Final range should only be calculated and put into the TDC a few seconds before firing.

3. Read again. Once you have the AOB properly set into the TDC, you only need to rotate the periscope until the AOB dial rotates to the intercept angle that you want (90 preferably, 180 to overtake on a parallel course).

4. Depends... Some uboats were indeed fitted with double-split prisms (vertical AND horizontal stadimeters). These scopes had an AOBF even better than the one we're using. Calculating range and AOB was a piece of cake IF you knew the size of your target. The real TDC was a bit more... complex. It also showed you the distance your torpedo had to travel to the point of impact. Some parts of the TDC showed instant results (such as the AOB+Bearing connection). Other parts required a push of a button and a few seconds of computing. I'm not sure if the Gyro angle was one of those parts that required time to calculate.

If they used these techniques? I think they used more complex ones because real world physics are complex. They also had Attack Disks and lots and lots of nautical tables with values for pretty much everything you can think of.

Gorshkov
06-26-10, 06:49 AM
1. OK, so I'll remove green marks from periscope view as you suggested somewhere in the manual or in this thread.

2. So the proper targeting sequence is: AOB (with range by the way), speed and actual range just before torpedo launch. Always set TDC to manual entering each data and then back to auto.

3. I must practice this on moving target.

4. OK, I think your TDC is complex enough as for SH4 sim. As I understand, at those days Attack Discs and Nautical Tables were simply equivalents of present electronic calculators similar in functionality to widely used not so long ago slide rules.

Ducimus
06-30-10, 12:07 PM
I have a couple dumb questions.


First one being, i'd ilke to use this mod, may I?

Second one being, is there a stand alone D/L link? I can't seem to find one. :88)

Hitman
06-30-10, 12:21 PM
If you are interested, I added some time ago the same slide out panels to the UZO and observation scope :) They are now IIRC included in OMEGU :up:

Downside is you lose the stadimeter in those two stations, but given that none of them had it built in historically, it's no big loss. :D

karamazovnew
07-03-10, 09:53 AM
I have a couple dumb questions.


First one being, i'd ilke to use this mod, may I?

Second one being, is there a stand alone D/L link? I can't seem to find one. :88)

Only if I can play TMO for free... (of course you can :haha:).

Stand alone no... Even I don't have my separate files anymore (hard-drive crash). However the only files that were changed by me were the menu_1024_768.ini (the G26 page only) and dials.cfg files which add new items. All graphics that are used can be found in the Karamazov folder. Also used is the technique of changing the Max Speed Value of the recognition manual into lengths. I actually did that for TMO 1.7 more than a year ago, but not many cared :haha: http://www.subsim.com/radioroom/showthread.php?t=153143

Ducimus
07-03-10, 11:48 AM
Lurker passed me the files a couple days ago. Thank you!

karamazovnew
07-08-10, 11:39 AM
Ok peeps, I'm back at home now and I've fixed the 3 issues requested:

1. small fix to remove the extra reticule on the AOBF wheel (considering that the AOB wheel sits on top of the normal reticule, now you have no marks at all but... a request is a request)

2. the aob and stadimeter buttons were a bit to dark in their OFF state... I've made them brighter. enjoy

These 2 are optional, links in the first post.


3. I've done some work to the salvo dial which had errors (visual only, the bulbs and the switch itself were ok) on some uboats. The type 23 is at the moment unfixable. Files sent to the chief, expect an OMEGU update soon.

I've also posted the KiUB files which can be used by modders from now on, without having to ask for permission anymore. FOund at the end of the first post on this thread. Go crazy guys :yeah:

ichso
07-16-10, 12:42 PM
Hi,

I wanted to use this mod for the standard ATO scenario as well. On which version is the content of the menu_....ini in the link of the first page based on ?

I would just go ahead and replace the [G26 I*] sections in my own menu...ini with the ones from this link - say for the TMO2 version of the menu....ini. Would I need to consider more changes or is it done by that already ?

Thanks, i.

karamazovnew
07-16-10, 07:19 PM
Hi,

I wanted to use this mod for the standard ATO scenario as well. On which version is the content of the menu_....ini in the link of the first page based on ?

I would just go ahead and replace the [G26 I*] sections in my own menu...ini with the ones from this link - say for the TMO2 version of the menu....ini. Would I need to consider more changes or is it done by that already ?

Thanks, i.

If you're talking about the "kit for modders" at the bottom of the first post on this thread then yes. Also make sure to add the dials from my file at the end your dials.cfg file and renumber them correctly. It should work nice with TMO as it doesn't affect the US interface. Oh wait... it does, I've just realized. :damn:

Silly me. I completely forgot about the background. You see, the game loads files from the Data\Menu\Skins\ folder based on a script. If you're playing the Germans, it will load up the files in Data\Menu\Skins\German, otherwise it will load up Data\Menu\Skins\American. All of the files in both folders have the same names. This not only works with the vanilla files, but with any file that you add. So what I did was to create a new file called \Data\Menu\Skins\American\Gui\Layout\Original_Peri scope.dds which is basically the default american periscope background. Its correspondent in the German folder is a file called Original_Periscope.tga which is a blank image. This (these) files are then used in the G26 page for the actual periscope background. The game treats tga and dds files in the same way, it only looks at the file name, not the extension. So it's one entity but 2 different files. I was forced to do this at that time because I wanted to retain the original periscope background which is also used in the UZO and observation periscopes. And I didn't want to touch those pages in any way. I'll update the resource file tomorrow and put in these files.

There is one problem however when porting my interface to any other mod (or vanilla): the ship lengths... I already did this for TMO and there's a good tutorial on how to do it yourself here http://www.subsim.com/radioroom/showthread.php?t=153143

This of course means that you need to decide which version to use (feet or meters). The thing to remember is that the AOB wheel only works in meters... If you calculate in feet, it will work, but the range will be given in feet too :haha: But at least you get the ship lengths in the american recognition manual too. What I suggest is to write in both values (ex: "128ft 39m" or safer "128.39"). Since the game never uses that value EXCEPT in the mission editor, you can safely write anything you want. Hope they fit. Anyway, thanks for reminding me just how complicated modding actually is :haha:

karamazovnew
07-18-10, 05:24 PM
I've updated the "Kit for modders" file. If you've already made progress implementing the interface, simply include the Skins folder and you're ready to go.

ichso
07-19-10, 05:42 AM
Thanks, I will try it out very soon :salute:

Gorshkov
07-22-10, 03:05 PM
Gosh! Filefront got crazy today...I cannot download anything.

Dignan
11-02-10, 08:35 PM
Hope its not a problem posting in this thread four months later.

Just started learning how to use this. Great fun.

Two questions:

1. Is the only way to send info to the TDC by manually entering data on the attack map or panel to right of scope? In other words, you can't set the AOBF to the correct settings then hit some kind of "send data to TDC" button right? I ask because it is difficult to accurately input AOB and range on those small tic-mark dials.

2. Did we lose the ability to adjust periscope height with your mod?

Thanks.

Sailor Steve
11-03-10, 01:14 AM
Hope its not a problem posting in this thread four months later.
It never is a problem when you start with a disclaimer like that. It's the ones who jump right in and act like it was yesterday who get annoying. :sunny:

I don't actually use this one myself, as I can never seem to grasp manual targetting, so I stay with the old standby.

CCIP
11-03-10, 01:56 AM
1. Is the only way to send info to the TDC by manually entering data on the attack map or panel to right of scope? In other words, you can't set the AOBF to the correct settings then hit some kind of "send data to TDC" button right? I ask because it is difficult to accurately input AOB and range on those small tic-mark dials.

Well, the scope bearing is always precise. Otherwise, while this might initially seem 'unscientific' and bad, if you think about it - the general margin of error when measuring AoB, range and speed manually is much greater than the precision limitations of the instruments. As you use manual targeting, you will find that if you set up an attack correctly, what will really matter is a good ballpark estimates you can quickly adjust rather than perfect solutions, and learn to distrust these solutions when they seem a bit too perfect. This is because once you get in the flow of this mod, you will learn that the real solutions should always be in your head. And that half the solution has nothing to do with the TDC - it's how you position yourself. There are always tricks you can play and parts to solutions you don't even need - the fact is that manual TDC allows for a lot of flexibility and variety in methods and approaches, and it's that flexibility that is what you really want, not super-accurate dials. And I say that having managed some bloody impressive shots with this after some practice :)


2. Did we lose the ability to adjust periscope height with your mod?


Not at all. You can still do it with the usual keys.

Forensicman101
11-03-10, 05:00 AM
This is an excellent addtion to SH4 ATO mods. Two questions:

1) Is there an version with English labels to the dials?

2) On my computer the target ship name is obscured by the menu bar at the bottom of the screen. I've tried resolutions of 1366 x 768 (683:384) and 1366 x 1024 (85:64), but I get the same problem. The target ship name appears to be quite low down in the black area at the bottom of the periscope circle. Is there any way that I could edit this to raise the target ship name upwards by a line?

Dignan
11-03-10, 07:50 AM
Well, the scope bearing is always precise. Otherwise, while this might initially seem 'unscientific' and bad, if you think about it - the general margin of error when measuring AoB, range and speed manually is much greater than the precision limitations of the instruments. As you use manual targeting, you will find that if you set up an attack correctly, what will really matter is a good ballpark estimates you can quickly adjust rather than perfect solutions, and learn to distrust these solutions when they seem a bit too perfect. This is because once you get in the flow of this mod, you will learn that the real solutions should always be in your head. And that half the solution has nothing to do with the TDC - it's how you position yourself. There are always tricks you can play and parts to solutions you don't even need - the fact is that manual TDC allows for a lot of flexibility and variety in methods and approaches, and it's that flexibility that is what you really want, not super-accurate dials. And I say that having managed some bloody impressive shots with this after some practice :)



Not at all. You can still do it with the usual keys.


Ah yes, the periscope key commands. Forgot about that. Thanks. I really like the ability to "fine tune" periscope exposure in a uboat. Can't do that in a Fleet boat.

So complete accurate entering of data in the TDC is not possible. I seem to have medium to good success so far using the dials on the attack map. I just find myself wishing I could enter in the exact range. I'll keep working at it until I get fully comfortable. Thanks for the response.

Forensicman. OP MONSUN OMEGA Patch 7 has a file that changes the dial labels to english.

I use 1440xsomething resolution and my scope view seems fine. Try different ones until you find one that looks right.

Forensicman101
11-04-10, 07:07 AM
Many thanks for telling me about the OMEGU v7 patch, I only had the v6 patch. The english language version of the interface is a great help. I particularly like not having to alternate between the periscope view and the attack screen in order to establish my torpedo settings. I've now put Lurker's FileFront page down as a "favourite".

vdr1981
11-29-10, 12:42 PM
Greetings Gents! Automatic determination of target speed is completely inaccessible with this masterpiece mod?Can someone confirm this for me?Tnx...

MaddogK
11-29-10, 04:45 PM
Greetings Gents! Automatic determination of target speed is completely inaccessible with this masterpiece mod?Can someone confirm this for me?Tnx...

Works as advertised. The panel may be hidden, just click near the right edge of the screen in the TDC panel, and periscope stations - the panel should 'unhide' (same for the left side panel). The target speed gauge is the top/left on the right side panel, and only works accurately when the target is locked.

goose814
12-14-10, 02:15 AM
I'm not sure where this belongs. I already posted this on the OMEGU v300 thread but think it might belong here. Anyway, I just installed this and all seems to be well except the attack periscope doesn't have a position indicator designating its height location anymore. The observation periscope still does. Is this normal for this mod or is something amiss? Thanks for any help.

Activated Mods:
OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OMEGU_v300

I'm goin' down
01-27-11, 01:18 AM
I am studying the Kiub User Guide which explains the mod. The pictures in the guide are a little small, plus it is not easy to follow as some points. But it is full of information. This UBoat mod looks tougher to figure out than manual targeting in SH4 v1.5 with the Easy Aob mod activated.

Are there any good tutorials, or videos? I could use some help.

(I deleted my previous post re not being able to load the mod. If figured it out before anyone responded. It looks quite interesting if I could figure it out.)

Wilcke
01-27-11, 11:42 AM
I'm not sure where this belongs. I already posted this on the OMEGU v300 thread but think it might belong here. Anyway, I just installed this and all seems to be well except the attack periscope doesn't have a position indicator designating its height location anymore. The observation periscope still does. Is this normal for this mod or is something amiss? Thanks for any help.

Activated Mods:
OpsMonsun_V705
OMv705_to_V720
OMv720_Patch5
OMEGU_v300


Its normal!

I'm goin' down
01-30-11, 04:02 AM
I am working on the sub school mission. I have activated the Kiub mod and the English mod. I just discovered that the mast height is given in feet and the target's length is given in meters. The outer dial on the AobF wheel measures in meters I believe. If this is correct then the mast height (in feet) must be converted to meters to get the range. Do I have this right? My range mesurement have bee off, but they are not as far off when I convert the mast height to meters in the sub school mission.

Wilcke
01-30-11, 02:10 PM
I am working on the sub school mission. I have activated the Kiub mod and the English mod. I just discovered that the mast height is given in feet and the target's length is given in meters. The outer dial on the AobF wheel measures in meters I believe. If this is correct then the mast height (in feet) must be converted to meters to get the range. Do I have this right? My range mesurement have bee off, but they are not as far off when I convert the mast height to meters in the sub school mission.

According to KiUB manual it is all in meters. My recog manual indicates meters for all values.

I'm goin' down
01-30-11, 03:11 PM
In the Practice Mission for the mod, I was first ordered to attack an anchored target. I rechecked today and the mast height for that target is stated in feet. (Maybe this is only so in the Practice Mission?) I converted feet it to meters, and finally, the range (2,450 meters) matched the range that I plotted on the Attack Map. I input Aob to the TDC. I fired a spread of three torpedoes at 2,500 meters, and the first torpedo his the target amidships (yea!) and the other two bracketed the target on both sides. (:D) I was quite satisfied with myself!

Now I am rewatching the tutorials that you directed me to. I understand how to use the AOBF wheel to compute speed. The second one is a couple minutes in length and is designed specifically for the ATO mod. It does not go into how to track and intercept the target. The first video tutorial is designed for SH3 I think, but the techniques are the same, only the periscope screen and the method of issuing commands appear different. It is a much longer video. The portion of KIUB Users Guide (written tutorial) re intercepting targets is too difficult for me to follow, but I am pretty sure that subject is well covered in the second video.

I have spent a lot of time getting familiar with the dials, and once I solve the interception methods, I think I can finish the submarine school tutorial which has directed me, now that I sunk the stationary target, to find and sink a moving target.

This mod looks really interesting. Again, you have really helped me out. Without the tutorials, I would not have a chance to become proficient with the mod.

karamazovnew
02-25-11, 08:40 AM
Hey guys, back from a 6 month Atlantic voyage. I guess I'll have to roll up my sleeves and make a tutorial video. Should be a great help even for those playing SH5, as I see the interface in SH5 has also picked up some pace thanks to busy modders :D Great to be back again and a big thanks for all still playing SH4 with OMEGU :03:

I'm goin' down
02-25-11, 10:13 AM
I have been waiting for you to return. I am trying to figure out the UBoat challenge, but need some questions answered. I am looking forward to a tutorial. I had trouble in the sub school practice mission going after the moving target. I am familiar with the American version of 1.5, and can handle all aspects of manual targeting on a US sub. But the UBoats have me stumped. Also, I had some questions on the written tutorial which I posted in this forum.

Wilcke
02-25-11, 12:10 PM
Hey karamazovnew, good to see you posting again. I still run OM + OMEGU and the TDC has never been better. Its just plain deadly!

BULL
02-28-11, 01:38 PM
karamazovnew - this is an awesome mod. I only play high realism and use your mod for calculating speed and range. It ads to the realism of play for me. I still like to do AoB by my own mental estimation. I manage to achieve a high percentage of hits at least as good as what I think real U-Boats got. My last patrol was over 50K tons sunk with 73% hits using your targeting mod. Anyway - this is just to say thanks and welcome ashore!

I'm goin' down
03-06-11, 12:29 AM
I need a good tutorial. I am having trouble sinking moving ships, as their is not a really good tutorial. I am working on it though, as the mod looks really good.

karamazovnew
03-06-11, 05:59 PM
Captain Karamazovnew,

I have a small plan to modify SH4. Then, I want to know how buttons and circles work as an operator push or rotate them. I could find the secrets a little in menu_1024_768.ini and Dials.cfg, but not enough. Why do I can see the rings you created when I push the button with circles on the top? How do I link items with an action described in text files to the action of objects. Need Silent 3ditor?

I will appreciate your response. Looking forward to it.

Unfortunately in SH4 and Sh3, you're limited to the notepad and your imagination. I recommend using SH5's interface editor, as you can graphically see what's going on and en up with blocks of text which you can then paste into your SH4 menu file. SH4 and SH5 have exactly the same interface concepts.
The interface modding is a monster and I really can't take you through all the steps. There are quite a few tutorials out there including my own take on the SH5 editor here: http://www.subsim.com/radioroom/showthread.php?t=163118
There's also a tutorial in the SH3 section which shows you how to make dials, but I can't remember where.

However, when it comes to functionality, SH5 is very different. I never took the time to figure out how to do stuff such as a simple button. Basically in SH5 you can make anything you want. In SH4 you're limited to adding existing dials to specific screens (you can't add dials to the hydrophone screen, for example) and what's worse, you can't copy or move existing buttons (to copy the Autoupdate button from the TDC screen to the Periscope screen). You can only change the position on screen and change how they look, not what they do. Although the game has a simple "click item do action" file (the commands file), it doesn't seem to do anything when you add stuff, so you're stuck with all existing buttons. You can browse through this thread as I documented each step in making this mod, and you'll see all the corners and shortcuts I had to use. It was the sort of "cat + tin can + string = air conditioner".

Now for your exact questions:
- the button with the red circle is just a simple button, i'm guessing it's the stadimeter button. Buttons change their image when you click them. So I made 2 images, one of the simple button, and one with the "Circle on top". When you click that button, you see the other image. A special case is the AOBF red button. When you click that, you actually see another page with the graphic of that button included in the background. :doh:
- dials are more simple and I used them a lot, for example the torpedo tubes switches are actually dials, and so is the Autoupdate blue button on the TDC :o. If you go through the image files of this mod you'll see mirrored upside down switches. Each pair is a sort of rotating Needles that hide behind another part of the interface :doh: Dials are simply a background and a rotating image on top (usually a needle). You can either show an existing value, or modify that value through the dial (this is done by a few commands). In the dials.cfg file you can see all the dials in the game and their specific commands and trust me, you can't do anything that's not already there. You can link a dial to do a command (but not a button :doh:). The problem is that making a dial behave like a button is tough. It took me days just to make the Autoupdate button work when clicked.
- the Silent3d editor can be used mainly for 3d objects. So it won't help you. A cool think is that you can create a new 3d object and link any command to it. Why they didn't allow this in the 2d interface we'll never know....
- oh and an advice... don't waste time making linear dials (such as the periscope depth tube)...they're impossible to control.

karamazovnew
03-17-11, 12:19 PM
Nexus, thanks but it was a my choice not to include the Lut dials in the interface. First of all, there is no way to check if the torpedo in the selected tube is Fat or Lut or just a plain torpedo. Second, it's better to use Lut torpedoes from the Attack Map because you can see their pattern there. I actually took a lot of convincing to include the salvo and Fat dials, since I myself never used them and they were never done successfully in SH3 interfaces either. So it never was a problem of "not knowing how", it was an "I did it but it sucks, so I've removed it" thing :D And this was even before creating the 3d panels and rendering the images you see in the game. Here's the actual post: http://www.subsim.com/radioroom/showpost.php?p=1175198&postcount=51

As I recall, the Lut dials were not really usable (in the vanilla game), it wasn't just my interface. If you've managed to fix them, that's wonderful knews, but I'd still only use them in the Attack Map, for the above reasons. As for modifying the interface, you're free to do as you please with it, but I'm not touching it again. It's final as it is and very very hard to modify, even for me. A simple glance through the image files will reveal just how intertwined the elements of the interface are. Even I don't remember everything that's in it. I used to have a list of all my items somewhere but I can't find it anymore. The interface has a life of its own now, free from its creator :haha:, liiive little thing, liiive :arrgh!:

karamazovnew
03-18-11, 06:44 AM
Nexus, you got me wrong :haha:, I've said it time and time again that no permission is required to do anything with the interface, you can post here any idea, modification, open up new threads, anything. You can even take the interface, make it work in vanilla and rename it "The New Nexus Interface!" and I still won't mind :haha:. I've been begging modders of SH5 to take everything and put it in SH5, and use the power of SH5 to simplify the damn thing, but only Reaper7 took some interest into that.
My only concern for this interface is finally making a complex video training session to help players of all SH games grasp the power of the TDC. My fascination for Mikhayl's ACM interface for SH3 opened up a whole new way of playing the game. SH4 didn't have that and the U-boat expansion was impossible for me to play without proper tools, so I created this interface. It grew from a simple tool to an artistic endeavor, being the single greatest and at the same time only work I ever finished in a 3D and 2D program. It was also a Harry Potter mystery to figure out how the menu file worked, I solved it, created a method, tested every possible thing that was doable and made my interface at the limits of what was achievable, but all in the context of giving players a superb looking interface. It was great fun, but I've done it, it's finished. And it now rests in the files of another finished work, OM+OMEGU.

My advice is, if you want to start modding, you'll have a great time doing it. It's been one year since last tweaking this mod, I always worked by trial and error and I'm no modding teacher by far. WHat I've learned, I've wrote in this thread, least I forget them. And forget I did :) But try it in SH3 as there are tons of dedicated modders still pumping wonders into that old gem, or try modding SH5 as that one contrinues to grow and grow.

Although nobody has asked me this question, I think playing OMEGU is the best way to learn Silent Hunter. It's much easier and streamlined than either SH3 and SH5, sitting right between them in graphics and difficulty. It can be difficult but you always see who's hitting you and why, you always get the big picture, unlike the noob scares of SH3 or the toddler chairs of SH5. It's also the friendliest take on the game, with no bugs, no weird situations, just pure gameplay from the start. And you only need one big mod to start playing.
And considering just how broken the SH4+UBM game was at the start, and how limited in scope, it's a testimony to what Lurker has achieved with his unique mod. :salute:

I'm goin' down
03-18-11, 09:36 AM
If too much time elapses between calculation of the target's speed and Aob, it appears that the Aob reading will be inaccurate. The longer ones delays or the faster the target is moving the degree of inaccuracy in the determination of its Aob increases. Are, as a general rule, these assumptions correct? If so, since calculation of a target's speed is in part a function of its range and and time (i.e. the number of seconds it takes the target to travel its length), a delay in setting the Aob after speed is calculated may result in an inaccurate determination of Aob. This might result in screwing up the firing solution.

If the foregoing is correct, then as a general rule it seems that speed should be calculated after range and Aob are calculated. If a target takes a long time to cross a bearing on the periscope, or if is travelling at a high rate of speed, a subsequent Aob determination could very well be inaccurate. In the KIUB written tutorial, Karamazovnew's calcualtes range, Aob and speed in that order.

One altermative is that you can calcuate speed first. Then recalculate range and Aob. This means that you will make a second range reading to caluclate the target's speed.

Is may analysis of this issue correct. The above assumes that the KIUB interface is being used for the range, speed and Aob calculations.

CVeezy23
03-30-11, 01:04 AM
On my attack periscope, when I zoom, it says it's a 4x zoom. When I zoom out, it's 1x zoom. In the manual it said it was 1.5x and 6x. Does this matter or is there something wrong? I'll reinstall it all, but I just thought I'd ask.

Thanks

Wilcke
03-30-11, 11:18 AM
If too much time elapses between calculation of the target's speed and Aob, it appears that the Aob reading will be inaccurate. The longer ones delays or the faster the target is moving the degree of inaccuracy in the determination of its Aob increases. Are, as a general rule, these assumptions correct? If so, since calculation of a target's speed is in part a function of its range and and time (i.e. the number of seconds it takes the target to travel its length), a delay in setting the Aob after speed is calculated may result in an inaccurate determination of Aob. This might result in screwing up the firing solution.

If the foregoing is correct, then as a general rule it seems that speed should be calculated after range and Aob are calculated. If a target takes a long time to cross a bearing on the periscope, or if is travelling at a high rate of speed, a subsequent Aob determination could very well be inaccurate. In the KIUB written tutorial, Karamazovnew's calcualtes range, Aob and speed in that order.

One altermative is that you can calcuate speed first. Then recalculate range and Aob. This means that you will make a second range reading to caluclate the target's speed.

Is may analysis of this issue correct. The above assumes that the KIUB interface is being used for the range, speed and Aob calculations.

Correct, within all the parameters course is the most stable, as long as your concealment is proper. The AOB can be determined by eye, by the KiUB, or from your map tracking data. The speed in OM can be tricky, these targets like to change speed so its important to listen to the officers calling speed changes from the hydrophone or from the scope when up. Its always a good idea to do a guick check of your data about a minute before firing to make sure the solution is viable. Then you get close 800m or less which assures that any minor error is irrelevant.

Happy hunting!

jaxa
01-08-12, 04:36 PM
I've found this thread looking infos about KIUB in OM. Idea of this user interface is good and I like it, but when I use my LCD native resolution (1680x1050) KIUB doesn't look sharp, rather like coloured pencil drawings. Is it possible to polish it and make it more photorealistic and more HD? Maybe grey colour of back panels rather than brown too?

jaxa
01-09-12, 12:45 PM
Small misunderstanding - I was talking about GUI and all gauges of periscopes & UZO views for torpedo attacks, not about environment.
Gauges of attack map look crisp, but those I'm talking about like in lower resolution. Back panels are brown - better (and probably more historic accurate) look in grey, like in most of GUI addons. Using 1280x1050 resolution it's clearly visible. I saw at SH5 workshop thread about GUI for SH5 based on Karamazov KIUB for SH4 - gauges looked better than in original set IMHO.

ChopSuey1981
01-17-12, 02:49 AM
Respect for that Kind of Mod.. but i may ask you how i can deactivate this Mod...in Omegu... its a little bit too confusing for me!`?

Rocco_99
01-19-12, 02:36 PM
Hello sir,

pls tell me how can i install yur mod? which file i need to download, exactly?
i got a couple of files, but i still didnt works....

regards,

R.

http://img214.imageshack.us/img214/2927/kiub.jpg (http://img214.imageshack.us/i/kiub.jpg/)

This mod has been included by Lurker_hlb3 in OMEGU V300 WITH Patch (http://www.subsim.com/radioroom/showthread.php?t=158764), and OM Plot v402 (http://www.subsim.com/radioroom/showthread.php?t=158763) so make sure to download his latest versions and patches.


Optional fixes, enable them with JSGME AFTER all OMEGU mods:
- AOB wheel marks remover: http://www.filefront.com/17001559/KiUB%20AOBF%20marks%20remove.zip
(This removes the green marks that show up when you turn on the AOB finder wheel).

- AOBF and Stadimeter bright buttons: http://www.filefront.com/17001601/KiUB%20bright%20buttons.zip
(On low resolutions, these buttons can be hard to see. I've made them a bit brighter in the OFF status).

Documentation links:
http://www.filefront.com/14992013/KiUB-User-Guide.zip/
http://www.filefront.com/15351513/Manual-Targeting.zip/ this is a big one, 28 MB.


KiUB (or Kriegsmarine Interface for UBm, or "Cube" for short) is a mod that adds TDC and torpedo panels, miliradian marks and an AOB wheel to the Attack Periscope screen.
- it works for any resolution
- no optional files for different types of Uboats (only if you play Type 21 and want to see a correct salvo dial)
- doesn't affect the American Interface
- easy to customise marks and filters (details in the first documentation link)

Many thanks to all that helped me and kept me company during the 3 months it took to make. This thread is open for any question regarding the KiUB interface and the SH4 interface in general. If you make modifications to my image files (which I tried to encourage by making the files themselves as easy to change as possible) feel free to post them here and I'll update this main post, with all credit awarded to the respective modder. Since OMEGU is a big mod, it would be best to have small fixes and visual upgrades here instead of spamming Lurker for updates.

Unlike in SH3 where we had multiple options of campaigns and interfaces, Operation Monsun is THE mod to have when playing Uboats. Because of the simplicity of changing from RFB/TMO and other american side mods using JSGME, I've decided that making multiple versions of this interface for other super mods would be pointless. However anyone can integrate this into any interface (including vanilla, by using the resource files at the bottom of this page).

Making this mod has been difficult and many shortcuts had to be made. The SH4 interface has more hard coded elements and to make a mod that works on any resolution requires a good understanding of the object structure and a bit of planning. My mod should be regarded "as it is", adding new objects or moving/replacing current objects would be very difficult. While I am available for any bug reports, advice and open discussion about using and changing this mod, the main layout is final. The lessons learned are here on this thread and available to all that want to enhance the SH4 interface (and SH5, since they share the same 2d engine).

Special thanks:
- OLC, Hitman, Makman94, h.sie, Joegrundman and Mikhayl for their work with SH3 and showing us what a Sub sim interface should look like.
- again Hitman and Makman94 for their continued support with this mod
- Lurker_hlb3 for actually giving me a reason to make it :D
- the Subsim community for it's wealth of information and support for the game
- not least, the Ubisoft Romania dev team for making this game as modable as it is :)



Kit for modders: http://www.filefront.com/17110215/KiUB%20Files.zip
WARNING: this is NOT the mod itself, don't be fooled by the folder structure. DO NOT enable this in JSGME. The playable mod is already included in OMEGU.
These are all the files on which I have worked. Since the mod is integrated into OMEGU, to prevent weird situations, I'll offer them as resources here, separately. You can use, modify, integrate, do whatever you want, as long as you don't charge money (or I'll come to your door and beg for some). There's no need to ask me for permission to use them. Go ahead, have fun. A little credit would be nice, but don't bother too much with that either.

jaxa
01-24-12, 04:50 AM
As you have described above you don't need install specific files, simply install OMEGU addon.

But I have another question - how to safely uninstall KIUB from OM+OMEGU? I want to return to stock user interface, but with all OMEGU fixes. Is it possible?

marcospanik
03-10-12, 05:06 AM
i have the same question as Jaxa....is there any way how to get stock (sh3 like) interface for scopes and UZO (i really liked it, no insult to karamazovs work :) ) without interfeering other effects of OMEGU ??
...and also....with KiUB, how can I attack on surface, UZO is not recognizing any ship (i must identify it with attack scope).
thanks for reply

Munster
03-10-12, 12:07 PM
Hi, in the original post there's a link to a modders kit. Unfortunately the link is dead. I would like to play around a bit with the files - just for my own usage. Is it possible to re-up the modders kit?

Regards,
Munster

I'm goin' down
03-11-12, 07:26 PM
Hi, in the original post there's a link to a modders kit. Unfortunately the link is dead. I would like to play around a bit with the files - just for my own usage. Is it possible to re-up the modders kit?

Regards,
Munster

Is that Munster, as in the The Munsters, the famous television show? I suggest you send a PM to karamozovnew. If there is a link, he should be able to post it or send it to you.

Munster
03-12-12, 08:19 AM
Is that Munster, as in the The Munsters, the famous television show? I suggest you send a PM to karamozovnew. If there is a link, he should be able to post it or send it to you.

No, it's just Munster because it's a concise internet-nickname which isn't already used everywhere ;).

By the way: I don't need the files anymore but thanks for the reply!

I'm goin' down
03-12-12, 11:59 AM
As you have described above you don't need install specific files, simply install OMEGU addon.

But I have another question - how to safely uninstall KIUB from OM+OMEGU? I want to return to stock user interface, but with all OMEGU fixes. Is it possible?

i have the same question as Jaxa....is there any way how to get stock (sh3 like) interface for scopes and UZO (i really liked it, no insult to karamazovs work :) ) without interfeering other effects of OMEGU ??
...and also....with KiUB, how can I attack on surface, UZO is not recognizing any ship (i must identify it with attack scope).
thanks for reply

I do not know the answer to either of the questions. However, I would think that karamovnew should as he worked on the Kiub interface. I have not seen him for quite awhile, so I do not know if he is still around. Lurker created OM/OMEGU I think, and he no longer is around subsim. If others are out there, I do not know who they are. You could ask Jan Kyster or Peabody, as they may have some information that could help.

karamazovnew
05-06-12, 07:31 PM
I do not know the answer to either of the questions. However, I would think that karamovnew should as he worked on the Kiub interface. I have not seen him for quite awhile, so I do not know if he is still around. Lurker created OM/OMEGU I think, and he no longer is around subsim. If others are out there, I do not know who they are. You could ask Jan Kyster or Peabody, as they may have some information that could help.

Well... when I created this interface it only affected the german attack periscope screen, nothing more. So you could use the UZO and observation scope with the stock interface. After a while, somebody (I think Hitman), ported my interface to the other screens as well. I have no idea how his mod works, mine was very simple to remove, since it did not change any stock file, except for the dials/cfg and menu1024.ini files. Copy over the original unmodded versions of those files and see if you get lucky ;)

Hitman
05-07-12, 08:12 AM
Yes I ported that, it was included in the last version of OMEGU IIRC.

What I did was add the slide out panels, but not the tools (stadimeter, AOB finder) in the optics, as neither the UZO or the observation scope historically had them.

Later I found that I had placed several redundant entries :oops: but never published the fix, which only God knows where it might be in my HDD now ... Not that it causes bugs or loss of functionality, but I like to do clean jobs :hmmm:

Starfighter24
09-27-12, 05:56 PM
Hi everyone!! Congratulations for this fantastic mod. I have some problem with the RAOFB so i would read the manual but this links (http://www.filefront.com/14992013/KiUB-User-Guide.zip/
http://www.filefront.com/15351513/Manual-Targeting.zip/) are expired. Where i can find the documentation??

Claves_Mortis
12-21-12, 10:09 PM
Hi there,
I did use your KiUB mod for a while on Operation Monsun now and I am loving the wheely-thing to calculate range, AoB and target speed (don't know the english term for it).

Now I've got following question:
Is there a version of this mod usable with Trigger Maru Overhauled 2.5 instead of OM or do you know of a mod with the same usage for TMO? I did look for some in this forum and in google but could only find something similar for SH3 :(
Looking for something withou knowing the name for it isn't a big help neither ~~~

Best and thanks for a great mod anyway!
CM

Claves_Mortis
12-21-12, 10:15 PM
Hi everyone!! Congratulations for this fantastic mod. I have some problem with the RAOFB so i would read the manual but this links (http://www.filefront.com/14992013/KiUB-User-Guide.zip/
http://www.filefront.com/15351513/Manual-Targeting.zip/) are expired. Where i can find the documentation??

Hey Starfighter,
I used to have the same problem but got helped out in another thread here:
The how-to for this mod is in either the omegu patch or the omegu itself in the support and manuals folder as word file; got kiub in it's name, so search the mod folder for .doc with kiub in it. As I'm on my mobile now I cant tell gou the exact folder.
Best,
CM

moha14881
12-01-14, 08:25 AM
I was trying to setup my salvo for tubes 3&4 but I had tubes 2&4 highlighted like in the stock dial!!
This glitch isn't encountered in training mission!
Have uninstalled and reinstalled the game without luck!

pdiddy
02-09-15, 08:35 PM
This post won't quit (nor should it.) KiUB is a great mod that doesn't get the credit it deserves imo.

My question: When using the KiUB, if you click on the target's name with the rec. manual open, you are brought to the appropriate page for that target. I assume this is a commands.cfg command. Is that right? Anyone know which one?

I'd like to setup a shortcut key for this function in other versions.

camaroz28
01-18-16, 09:14 PM
HI karamazovnew.
I get your wonderful KIUB by the OMEGU MOD. You can see my order install and what options i choose in it. The other mods rsrd and op MONSUN have been installed completely.
The KIUB stadimeter works well, but i can't move the middle circle of the AOBF.
Finally all the buttons and gauges on the TDC are inactive when i move the periscope attack.
Something important : The KIUB only appears when i activate Magnified Hud Dials for OM+OMEGU_Large.
So please tell me if i'm doing wrong with the install or anything else.
Thank you.

PotroastXII
07-15-18, 03:44 AM
Hello there. I'm using the OMEGU mod with the Kiub but I can't use the range dial and etc. I want to be able to use it but I don't know how.

Niume
07-15-18, 05:32 AM
Guys you can play kSD II it has great interface

granite00
08-09-18, 02:14 AM
Hi everyone!! Congratulations for this fantastic mod. I have some problem with the RAOFB so i would read the manual but this links (http://www.filefront.com/14992013/KiUB-User-Guide.zip/
http://www.filefront.com/15351513/Manual-Targeting.zip/) are expired. Where i can find the documentation??

I haven't been able to locate the Manual-Targeting.zip file. Can someone point me in the right direction?

granite00
08-18-18, 05:33 PM
I haven't been able to locate the Manual-Targeting.zip file. Can someone point me in the right direction?

Does anyone still have this file?

ElCid97
04-12-25, 07:31 PM
I hate to "necro" a REALLY old post, but I was wondering if someone had the "kit" file which is on the very first post.

I'm trying to figure some stuff out for a mod, and that particular file (not part of the widely available mod) would probably be helpful.

Thanks!

ElCid97

propbeanie
04-13-25, 02:34 PM
Never fully released as a mod (there might have been a beta or two), but it was instead incorporated directly into Operation Monsun mod by lurker_hlb3.

You could get a "kit" of sorts by WinMerge comparing the OMEGU interface with the SH4 Stock interface in the menu_1024_768.ini files...

ElCid97
04-18-25, 09:42 AM
Thnaks for the heads up on that!

I'm just documenting what I'm doing for my own use and didn't want to "reinvent the wheel" to an extent if things had already been documented in a development kit of sorts.

I believe he had done some deeper explinations as to certain things in the "ini' file.

Once done on my end, I'll see about uploading to the regular file site here so it doesn't disappear and others can use as a reference.

Fair warning: it probably won't be as detailed or full of information as what he had. :D

ElCid97

propbeanie
04-19-25, 11:00 AM
Yes, there is that thread he did about it, but he rolled it over to lurker_hlb3 to implement it into Operation Monsun. What you could do is take base copy Operation Monsun, and a copy of OMEGU 300, and run the Menu folder in a WinMerge compare, and you should find all the dds file names, as well as the differences between the two menu_1024_768.ini and the menu.txt files. There is quite a bit to it though. Kind of like comparing a regular SH4 to CapnScurvy's Optical Targeting Correction mod, even with his "notes" text files... There is a LOT to that :damn: menu_1024_768.ini file... scary stuff. :salute: