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View Full Version : [REL] Manos Gui (MaGui)


makman94
10-17-09, 03:29 PM
link to final version of mod:
www.subsim.com/radioroom/showthread.php?t=16 (http://www.subsim.com/radioroom/showthread.php?t=166320)

ReallyDedPoet
10-17-09, 04:14 PM
Looks very nice Makman :yep::up:

makman94
10-17-09, 04:24 PM
Looks very nice Makman :yep::up:

:DL ! Thank you RDP ! ...see it in action and tell me after that your opinion! :up:

onelifecrisis
10-18-09, 01:09 AM
Very professional work makman! The attention to the little details on every screen... looks like the work of a perfectionist to me.
:salute:

java`s revenge
10-18-09, 04:15 AM
Wow, another surprise for sh3....

I will surely use it !

Hitman
10-18-09, 04:21 AM
Very talented and professional :shucks:

SeaWolf U-57
10-18-09, 05:00 AM
It looks Fantastic great work :up:

coronas
10-18-09, 05:34 AM
Fine work, makman! :salute:

irish1958
10-18-09, 06:32 AM
"And :yawn:n the Seventh Day He Rested"
:salute:Great Work, Matey!:salute:

makman94
10-18-09, 08:09 AM
thank you all guys ! i am very glad you like it ! :up:
BUT.....WAIT ! THERE IS MORE....:DL

no, i am only amatuer at graphics programmes...still learning them (and as you learning them ....the more you get amazed with the abillities they have! i am wondering why so long noone that knows very well how to handle these programmes...haven't made a gift to sh3.i don't believe that there is noone in this forum)

just 'played' yesterday with layers for lights,emboss...etc effects and in fact this is the...beggining .the following pic is only a first attempt ...it is far from the final 'look'

ps: i will make a version of MaGui with dark metal ('used' look) panels. but i can't find real good layers for that (internet is haotic...i know there must be somewhere but i can't find something real good).does anyone has some metal layers ? i will really appreciate any...help:up:

AS IT IS NOW:
http://i545.photobucket.com/albums/hh372/makman94/1-13.jpg
AND AFTER 'PLAYING' A BIT WITH THE EFFECTS:
http://i545.photobucket.com/albums/hh372/makman94/2-13.jpg

nikbear
10-18-09, 08:10 AM
A very fine and detailed piece of work:salute::salute::salute:

Rafael
10-18-09, 08:25 AM
Congratz! :salute:

Very professional and perfect GUI.

My sincere compliments!!! :yep: :up:

makman94
10-18-09, 08:50 AM
thank you very much all !

@Rafael: the credits must also go to Olc and Mikhayl and to the rest of the community for their mods that used in this gui .
thank you for your kind words ! :up:

Platapus
10-18-09, 10:42 AM
Thank you for putting in the time to work on this GUI. :yeah:

It is people like you that make people like me like people like you. :D

I will be loading this up tonight and looking forward to it.

Am I correct that your GUI replaces the OLC Gui entirely. Meaning that we have to de-install OLC and install your GUI? Or do we still need OLC GUI loaded?

Uber Gruber
10-18-09, 11:10 AM
Excellent work yet again Makman....really excellent:up:

java`s revenge
10-18-09, 11:38 AM
I have installed it over the olc gui, no problems found.

The only matter that i have now is the calculations. Because
you can now zoom in with the periscope and there are no figures
in the scope...

Platapus
10-18-09, 11:58 AM
I have installed it over the olc gui, no problems found.




Using GME did you disable the OLC Gui or load them both?

Sorry for the idiot questions but I get easily confused when trying to install mods. :88)

java`s revenge
10-18-09, 12:22 PM
A time ago I have installed olc gold mkII. Today I installed this mod over it.

I am really glad with it. You can now constantly see your tdc.

makman94
10-18-09, 08:55 PM
Using GME did you disable the OLC Gui or load them both?

Sorry for the idiot questions but I get easily confused when trying to install mods. :88)
hello Platapus,
the MaGui is a stand alone mod,that means that it containes anything it needs to 'run' properly.as long you enable it LAST in your mod list you will have no problem.BUT be careful with the mods that you may enable AFTER MaGui.....if jsgme complain when you enable something AFTER MaGui then you will have....problem



The only matter that i have now is the calculations. Because
you can now zoom in with the periscope and there are no figures
in the scope...

??? what do you mean ? the vertical scale and the horizontal scale is there

ATTENTION TO ALL:i have include wrong readsme.txt for Manos Optics in the documents(i took them from an earlier version of my optics and the uzo fuctionality is not described correct.)
FOR THE UZO: you have to place the ABOVE RED HORIZONTAL LINE to the top mast of the ship and read the mark that the waterline is showing on scale and then :

10x(mark)x(mast)=range

SeaWolf U-57
10-19-09, 04:41 AM
Your page it up Here.... http://www.silenthuntermods.com/forum/index.php?board=7.0 :salute:

java`s revenge
10-19-09, 09:55 AM
I do mean the vertical line.


But which zoomfactor do i have to use
for the tdc calculation?

karamazovnew
10-19-09, 10:08 AM
Grats Makman :salute:, that wood texture make me feel I'm playing the Rolls Royce of the Kriegsmarine :haha:. I bet you haven't played an entire patrol in weeks, the fate of modders :nope:.

makman94
10-19-09, 11:27 AM
I do mean the vertical line.


But which zoomfactor do i have to use
for the tdc calculation?

get the readsme.txt from my optics mods(the ones that describes the reversed optics). the vertical scale are these red marks on periscope view.
the u-jagd rings are set to work at x15 zoom level (this doesn't mean that your x6 zoom is useless...read the readsme to get it).
in the optionals ,i have include the set of u-jagd rings for the x6 zoom level.if you proceed to use the optional that means that the u-jagd rings are set now to work at x6 zoom level (again your x15 zoom level will not be useless,read the readsme)

Grats Makman :salute:, that wood texture make me feel I'm playing the Rolls Royce of the Kriegsmarine :haha:. I bet you haven't played an entire patrol in weeks, the fate of modders :nope:.

:DL,wait to see the metal panels...will be the 'bad' sub of Kriegsmarine! i have forgot when was my last patrol...maybe more than 7-8 months!

still searching for some good textures for dark metal used panels.

what do you think about these panels....are ''too much'' or no?
http://i545.photobucket.com/albums/hh372/makman94/before1-12.jpg

Laufen zum Ziel
10-19-09, 11:59 AM
WOW!!!! Very nice work:yeah:

java`s revenge
10-19-09, 12:08 PM
Thank you, thought that the readme.txt was in this mod.

Hitman
10-19-09, 02:09 PM
what do you think about these panels....are ''too much'' or no?

Looks to me like marmor or granite :hmmm:

Getting good metal textures that look believable is a nightmare, I know what I'm talking about :damn:

karamazovnew
10-20-09, 08:35 AM
Come on.. it's not that hard...
A few tutorials: http://www.tutcity.com/tutorials/photoshop/textures/
SOme textures for adding details: http://www.smashingmagazine.com/texture-gallery-metal-rust-industrial/
http://www.bencloward.com/textures_metal.shtml

And the best for last: http://fc08.deviantart.com/fs14/f/2007/070/e/1/Grunge_texture_by_darkrose42_stock.jpg

I've used this baby in ACM Reloaded (just a part of it). After playing with contrast and placing a light effect it looked just like metal.

makman94
10-20-09, 03:34 PM
Looks to me like marmor or granite :hmmm:

Getting good metal textures that look believable is a nightmare, I know what I'm talking about :damn:

oh yes Hitman ! it was much more difficult than i thought !

Come on.. it's not that hard...
A few tutorials: http://www.tutcity.com/tutorials/photoshop/textures/
SOme textures for adding details: http://www.smashingmagazine.com/texture-gallery-metal-rust-industrial/
http://www.bencloward.com/textures_metal.shtml

And the best for last: http://fc08.deviantart.com/fs14/f/2007/070/e/1/Grunge_texture_by_darkrose42_stock.jpg

I've used this baby in ACM Reloaded (just a part of it). After playing with contrast and placing a light effect it looked just like metal.

thank you very much Karamazovnew for your help ! i really appreciate it ! :up:
but i have allready found a texture i was looking for and have allready start making the dark metal panels .here is a pic of what is coming:
http://i545.photobucket.com/albums/hh372/makman94/peri-1.jpg

U-48Kriegsmarine
10-20-09, 04:04 PM
I Must say GREAT JOB!! Will be using this one for a long time!

I do have a question though, how do you find the target speed? is says in the manual that you must 'flip over' the wheel thingy, but how do you do that? Just can't figure out target speed!

Thanks, and Great Work!

makman94
10-20-09, 05:53 PM
I Must say GREAT JOB!! Will be using this one for a long time!

I do have a question though, how do you find the target speed? is says in the manual that you must 'flip over' the wheel thingy, but how do you do that? Just can't figure out target speed!

Thanks, and Great Work!

no you don't ''flip over'' anything although i don't really understand what you mean.you find the speed with exactly the same way you did it so long. But becuase the u-jagd rings are setted for the x15 zoom you will read the speed from the 'new' mark that is paint on the inner inner ring.(note that if you use the optional set for the x6 zoom ....you will still ''read'' the speed from the mark that you knew till today)

thank you for your words U-48Kriegsmarine :up:

bye

U-48Kriegsmarine
10-20-09, 09:50 PM
So those ring things that you click and appear around the periscope involve speed? How do you use them? I've never used any sort of manual targeting other than the stock, so I'm pretty lost!

Thanks,

IFRT-WHUFC
10-21-09, 07:50 AM
Great work on the GUI!:up: Especially love the desk lamp shining on the charts! Awesome! only problem i'm having is in conjunction with the Open Hatch Mod Version 3 if i enable that it conflicts with the zoom levels! perhaps you could check this out?

Way To Go
Rick

makman94
10-21-09, 06:35 PM
So those ring things that you click and appear around the periscope involve speed? How do you use them? I've never used any sort of manual targeting other than the stock, so I'm pretty lost!

Thanks,
oh i see U-48Kriegsmarine,this is a long story ! try find some tutorials about Olc's gui (you will find facts about the u-jagd rings in these tutorials) and also search (i didn't manage to find it for you) for a very good pictured tutorial made by Karamazovnew.i am sure that when you got these you will have your answers !

Great work on the GUI!:up: Especially love the desk lamp shining on the charts! Awesome! only problem i'm having is in conjunction with the Open Hatch Mod Version 3 if i enable that it conflicts with the zoom levels! perhaps you could check this out?

Way To Go
Rick

hello Rick,

you mean the night filter e? yes,i like it very much too !
about the cameras.dat if you pay a closer attention to the first post you will read there that you must do some things first if you want to use a mod AFTER MaGui that uses cameras.dat too. you will find at the readsme of MaGui what you have to do.
you don't really expect me to make MaGui compatible with every mod that uses cameras.dat ...right?
thank you for your words
bye

IFRT-WHUFC
10-22-09, 05:45 AM
oh i see U-48Kriegsmarine,this is a long story ! try find some tutorials about Olc's gui (you will find facts about the u-jagd rings in these tutorials) and also search (i didn't manage to find it for you) for a very good pictured tutorial made by Karamazovnew.i am sure that when you got these you will have your answers !



hello Rick,

you mean the night filter e? yes,i like it very much too !
about the cameras.dat if you pay a closer attention to the first post you will read there that you must do some things first if you want to use a mod AFTER MaGui that uses cameras.dat too. you will find at the readsme of MaGui what you have to do.
you don't really expect me to make MaGui compatible with every mod that uses cameras.dat ...right?
thank you for your words
bye

It's ok i tweaked the file and got it working!!
thanks
Rick

makman94
10-23-09, 05:21 AM
The ''metal'' MaGui is out !

check the first post,is updated

bye

Friedl9te
10-23-09, 08:50 AM
I prefer this clockface:

http://rapidshare.com/files/296844897/JunghansChrono.jpg.htmlhttp://yfrog.com/eajunghanschronojhttp://img514.imageshack.us/img514/1062/junghanschrono.jpg




http://uploading.com/files/5bb6d59e/JunghansChrono.jpg/
http://uploading.com/files/bm127m15/JunghansChrono.tga/

SeaWolf U-57
10-23-09, 09:02 AM
thread updated on SHMF :up:

makman94
10-23-09, 07:08 PM
I prefer this one:
http://rapidshare.com/files/296844897/JunghansChrono.jpg.html
http://rapidshare.com/files/296844897/JunghansChrono.jpg.html
http://rapidshare.com/files/296844899/JunghansChrono.tga.html

I prefer the other one

thread updated on SHMF :up:

you have a pm

Nissum
10-24-09, 06:41 AM
Simply love what you have done i Magui. :salute: But i am still an apprentice when it comes to manual targeting. When i have the time i try to do it manually but in a tight spot fx. a night attack on a convoy with destroyer escort i am still very much dependent on a firing solution from my weapons officer. I know Magui is made for manual targeting but for my own enjoyment, is there anyway to turn back on the possibillity of asking my weapons officer for a firing solution in Magui. :D

makman94
10-24-09, 09:21 AM
Simply love what you have done i Magui. :salute: But i am still an apprentice when it comes to manual targeting. When i have the time i try to do it manually but in a tight spot fx. a night attack on a convoy with destroyer escort i am still very much dependent on a firing solution from my weapons officer. I know Magui is made for manual targeting but for my own enjoyment, is there anyway to turn back on the possibillity of asking my weapons officer for a firing solution in Magui. :D

ok, i will do that for you (although i suggest you to ...'forget' this button :DL)! give me some time

Friedl9te
10-24-09, 09:54 AM
I prefer the other one


Thats OK Makman, you did a good work !

But what you should know, is, that watches with that coloured clockface were designed and used by surfaced ships who throw depthcharges. It was not designed for and never used in subs. It is not accurate, as far as history is concerned. But everyone who likes it better should use it.

makman94
10-24-09, 10:15 AM
@Nissum : get what you requested from my filefront page

Thats OK Makman, you did a good work !

But what you should know, is, that watches with that coloured clockface were designed and used by surfaced ships who throw depthcharges. It was not designed for and never used in subs. It is not accurate, as far as history is concerned. But everyone who likes it better should use it.

hello Friedl9te,

thats ok too Friedl9te,i am not maniac with history (...my scopes have an x15 zoom level) ,its all about the gameplay.about the chrono ,some people (not me) are using...maybe....the colored lines to get the speed...and also i am fan to have more than one choices to get speed or range....etc
if you have allready layered down your chrono on my periscope image....please feel free to release it ! i am sure that there must be people that will like more this chrono :up:

bye

Nissum
10-24-09, 11:02 AM
Downloaded it and put it in, works great. Thanks a bunch Makman. As soon as I am one of the elite kapitan leutnants at the manual targeting i will take it out again.:yeah:

Nissum
10-24-09, 01:21 PM
Ohoy Makman

I am reading your manual about the attack disc and testing it in the game on a second monitor at the same time. The attack disc in the game and the one in the manual doesnīt lool alike, there seem to be missing a rotor in the game that is in the manual (Rotor E). Is there some kind of update to the disc that I havenīt got?l

Example 2: Determine a target’s angle on the bow knowing bearing and course

In point no. 2 you write " Turn the B disc until your true course (the 115° mark) is aligned with the 180° triangle mark on the A disc. " but i canīt seem to turn the B disc. No matter what I do it is only the D rotor that turns. What am I doing wrong. Sorry if I am being a total noob.:wah:

makman94
10-25-09, 01:27 AM
Ohoy Makman

I am reading your manual about the attack disc and testing it in the game on a second monitor at the same time. The attack disc in the game and the one in the manual doesnīt lool alike, there seem to be missing a rotor in the game that is in the manual (Rotor E). Is there some kind of update to the disc that I havenīt got?l

Example 2: Determine a target’s angle on the bow knowing bearing and course

In point no. 2 you write " Turn the B disc until your true course (the 115° mark) is aligned with the 180° triangle mark on the A disc. " but i canīt seem to turn the B disc. No matter what I do it is only the D rotor that turns. What am I doing wrong. Sorry if I am being a total noob.:wah:


Don't worry Nissum,
you haven't 'miss' any version of attack disc.there are some (minor) differences between the disc of Olc gui and the disc in the pics of manual but it is better to be the way that you see in-game.

the middle ring (compass) is indented to be stable and is better to be that way showing always up the North.

now ,you don't have to turn the compass to match our course at 180 of bearing.the bearing ring (outer ring) is moving automatically as we changing our course.i represent the example 2 in the following pic. setted the sub's course to 115 .when sub finally is moving to 115 you will notice that the outer ring had automatically moved to show 115 at the compass of attack disc (see marks ''1'')
so ,you skip the step of the manual that telling you to turn the compass

next,you set the target's course (we know it for the example 2)
turn the inner ring to show you 150 at the compass of attack disc
another reason that is better the way this disc does things is exactly this: the course of target as represented on the attack disc is exactly how it will look if you have drawen target's course on navmap(at navmap always North is up,too)
(see mark ''2'' for all these)

next you place the bearing ,the example is telling us that the target is at bearing 65 port,which means that the bearing is 360-65=295.now grap the edge of the bearing pointer (the one with the black arrow pointing to the outer ring)and place the arrow to show the 295 on bearing ring
(see mark ''3'')
read the AOB (look at the pic where the aob is showing)

about the vorhalt 'missing': this part of attack disc was used to get the gyroangle.it is not included for two reasons.first ,the attack disc was too 'heavy' with all these divices and was confusing me,
and second (and more important) is that using the discs to find the gyro is not very simple procedure.it is better to do this on your navmap once you have determine the target's course

ps:the tools needs a lot of studing Nissum,don't expect to 'get' them with one glance.the capabilities of these tools are ...'infinite'. ''studing'' is .....your friend here
bye
pic:
http://i545.photobucket.com/albums/hh372/makman94/example2--.jpg

makman94
10-27-09, 07:09 AM
a stopwatch (without the colored speed's circles) for Friedl9te (and for the rest that maybe like it) can be found at my ff page.

enjoy it
http://i545.photobucket.com/albums/hh372/makman94/chronometer.jpg

Rothwell white
10-27-09, 12:23 PM
Just downloaded this looks awesome well done :salute:

Friedl9te
10-27-09, 12:55 PM
a stopwatch (without the colored speed's circles) for Friedl9te (and for the rest that maybe like it) can be found at my ff page.

enjoy it
http://i545.photobucket.com/albums/hh372/makman94/chronometer.jpg

Beautiful, thank you !

Hitman
10-27-09, 01:42 PM
Makman,

I just finished doing the hi-res image of the chrono for the update of my own GUI, but if you are interested on it for another version, just PM me and I will send you the hi-res file with it. It has a red scale for 100 metres on the outside, but it can be eliminated easily. :up:

http://img9.imageshack.us/img9/8025/junghansouterredscale2r.jpg

Friedl9te
10-27-09, 03:29 PM
Makman,

I just finished doing the hi-res image of the chrono for the update of my own GUI, but if you are interested on it for another version, just PM me and I will send you the hi-res file with it. It has a red scale for 100 metres on the outside, but it can be eliminated easily. :up:

http://img9.imageshack.us/img9/8025/junghansouterredscale2r.jpg


Well done !!!

makman94
10-27-09, 06:09 PM
Makman,

I just finished doing the hi-res image of the chrono for the update of my own GUI, but if you are interested on it for another version, just PM me and I will send you the hi-res file with it. It has a red scale for 100 metres on the outside, but it can be eliminated easily. :up:



sure Hitman ! send it over to give it a try,looking very good ! :up:

thank you

jdkbph
10-29-09, 06:54 PM
Hey all,

I couldn't find any other threads that addressed this so...

I downloaded the Makman tutorial along with the GUI, but there's no audio to go along with the video. I've tried WMP, MP Classic, Winamp and everything else on my system to make it work. All of my other videos, including WMVs, play fine on all of the above. Am I misisng something... a non-standard filter or something to play these videos with sound?

Thanks.

makman94
10-30-09, 09:29 AM
Hey all,

I couldn't find any other threads that addressed this so...

I downloaded the Makman tutorial along with the GUI, but there's no audio to go along with the video. I've tried WMP, MP Classic, Winamp and everything else on my system to make it work. All of my other videos, including WMVs, play fine on all of the above. Am I misisng something... a non-standard filter or something to play these videos with sound?

Thanks.

hello Jdkbph,

look here:Video Tutorials (http://www.subsim.com/radioroom/showthread.php?t=154827&highlight=video+tutorials)

no,you are not 'missing' anything...in fact it is me that i am 'missing' something . although i did with FRAPS everything as suggested the videos doesn't have sound (or...they have ,but don't know if there is a way to hear sound)
as you can see at the above thread ,i was asking for advices but....nobody respond !
anyway,it will be nice if anyone ever post a step by step tutorial on how to make videos ( it must be,immediatelly, sticked too )

bye

jdkbph
10-30-09, 02:00 PM
Thanks for the reply Makman. No worries... I'll keep working my way through then. The effort is much appreciated!

BTW, I don't know much about recording demos and tutorials with Fraps, but I do know Camtasia works like a charm.

Thanks again.

JD

irish1958
10-31-09, 11:37 AM
hello Jdkbph,

look here:Video Tutorials (http://www.subsim.com/radioroom/showthread.php?t=154827&highlight=video+tutorials)

no,you are not 'missing' anything...in fact it is me that i am 'missing' something . although i did with FRAPS everything as suggested the videos doesn't have sound (or...they have ,but don't know if there is a way to hear sound)
as you can see at the above thread ,i was asking for advices but....nobody respond !
anyway,it will be nice if anyone ever post a step by step tutorial on how to make videos ( it must be,immediatelly, sticked too )

bye
There are quite a few who make the videos with sound;
Check the SH4 forum and perhaps PM the authors of the videos. Gutted and Rockin Robbins are two who recently released videos with sound

makman94
11-02-09, 11:36 AM
There are quite a few who make the videos with sound;
Check the SH4 forum and perhaps PM the authors of the videos. Gutted and Rockin Robbins are two who recently released videos with sound

yes Irish1958 i know, i am just saying these people ( or everyone else that knows) to post a tutorial (...detailed ! ) on how to make a video (not only for me....but for everyone who wants to make a video at the future)

Einsman
11-03-09, 08:46 AM
Hi!

Is Manos Gui compatible with WAC41?

Thank you

makman94
11-04-09, 11:06 AM
Hi!

Is Manos Gui compatible with WAC41?

Thank you

hello Einsman,

yes it is compatible. in fact it is compatible with every version of sh3 (stock,nygm,lsh....).maybe one odd thing will be noticed with the recmanual (if the version of sh3 is using the 'lighter' .sils) but this is not big deal

Einsman
11-04-09, 02:16 PM
Hi makman94!

It's a good news for me. After using OLC GUI needed a similar tool.

Regards.

Einsman
11-04-09, 02:23 PM
Sorry. With the excitement I forgot to say: Great work! :D

makman94
11-04-09, 05:33 PM
Sorry. With the excitement I forgot to say: Great work! :D

:up:

artao
11-07-09, 07:20 AM
regarding the following note for MaGui

note3: for the gwx3 players only : Always use the ''TMT v2'' mod with MaGui

ABSOLUTELY required?? and before or after MaGui? honestly don't really understand what TMT does ...

makman94
11-07-09, 08:52 AM
regarding the following note for MaGui

note3: for the gwx3 players only : Always use the ''TMT v2'' mod with MaGui

ABSOLUTELY required?? and before or after MaGui? honestly don't really understand what TMT does ...




Hello Artao,

no its not ABSOLUTELY required and it doesn't matter which one enable first.these two mod are not conflicting so you can enable them as you like
TMT is adjusting the values of masts , lengths and drafts on .cfg files meaning the values that the player is reading on recmanual
for further info...read the thread of TMT mod

java`s revenge
11-08-09, 09:42 AM
A really great mod :up:

Got now 99% hits with manual targetting.

java`s revenge
11-11-09, 09:35 AM
hello Jdkbph,

look here:Video Tutorials (http://www.subsim.com/radioroom/showthread.php?t=154827&highlight=video+tutorials)

no,you are not 'missing' anything...in fact it is me that i am 'missing' something . although i did with FRAPS everything as suggested the videos doesn't have sound (or...they have ,but don't know if there is a way to hear sound)
as you can see at the above thread ,i was asking for advices but....nobody respond !
anyway,it will be nice if anyone ever post a step by step tutorial on how to make videos ( it must be,immediatelly, sticked too )

bye

Makman,
You have to config. fraps for sound.

makman94
11-11-09, 11:41 AM
Makman,
You have to config. fraps for sound.

hello Java,
what do you mean exactly by saying 'config.' ? if you mean that need to have a registered version (activated) then that was done.i had an activated version when i was 'catching' the videos and the correct audio device was checked in fraps options.
no installed fraps at the moment on my pc but i am pretty sure that was a registered version installed back then

thank you for the tip :up:

java`s revenge
11-11-09, 01:26 PM
I can make (short) movies with the unregistered version of fraps.
You can choose a soundoption in that program.

java`s revenge
11-12-09, 11:23 AM
Since today i do use xfire to record a movie of the game you play.
It`s free and unlimited.

Grizzly
11-12-09, 11:43 AM
Hi to every body,

can someone edit the Cameras.dat, so I can use the "extended free Camera-Mod?" that would be very Cool and would make the Mod the most Perfekt GUI-MOD:yeah:

makman94
11-13-09, 10:16 AM
Since today i do use xfire to record a movie of the game you play.
It`s free and unlimited.

that xfire programm works just fine Java ! now i can hear sounds on the recorded videos ! :up:

thank you

makman94
11-13-09, 10:20 AM
Hi to every body,

can someone edit the Cameras.dat, so I can use the "extended free Camera-Mod?" that would be very Cool and would make the Mod the most Perfekt GUI-MOD:yeah:

hello Grizzly, read the readme of MaGui ...it has instructions on how to do it yourself . open with s3d the cameras.dat of the "extended free Camera-Mod?" and copy there ALL the values for the attack periscope ,obs periscope and uzo from the cameras.dat of MaGui

artao
11-15-09, 01:08 PM
(posting this here 'cause it has nothing to do with video tutorial thread ... )

First I would like to thank you for all your hard work in creating MaGui in the first place, not to mention your continuing support thereof.
however ...
Regarding the AOB/Range/Speed tool in the attack periscope. I'm VERY confused trying to use the red marks with this tool. They don't seem to be accurate enough and they're not on the centerline. I've watched OLC's video tutorial as well as yours, but in OLC's tutorial he's got many more marks much closer together; seems WAY more accurate. Also you don't appear to cover this function of the tool in your video tutorial. Plus he indicates you need to calculate range before determining AOB with this tool. or am i mistaken there ...
I understand your recommendation from your readme to use the stadimeter for range measurement, but often my scope won't stay locked on the target which makes that method very very frustrating, especially at long ranges. Plus the tool is just so neat ;) and seems more 'historical'. I too like several methods for various functions available to me, but so far I can't seem to get this one to work. Also, with what I've got installed, my WO doesn't report ranges, just bearings.
Thank you again. :salute:

java`s revenge
11-15-09, 01:35 PM
Artao,
That gui works great.

I hope you will get it with my mp4 videos, click on the screenshots

http://www1.picturepush.com/photo/a/2518854/640/makman-/sh3-2009-11-15-18-35-47.jpg (http://nl.picturepush.com/public/2518854)

http://www4.picturepush.com/photo/a/2518867/640/makman-/sh3-2009-11-15-18-38-49.jpg (http://nl.picturepush.com/public/2518867)


But there are 2 versions and it is explained by marksman.

artao
11-15-09, 02:02 PM
Thanks Java,

I have watched OLC's tut as well as maksman's, and I THOUGHT I understood it from OLC's tut ....
So I count the marks, say 1 or so (hard to be accurate since the marks are so far apart) at long range zoomed all the way in (using 15x version, says so right on it), and align the number of marks with 90 at the top of the inner ring, then find the mast-height on the outer ring and read the range on the outer set of numbers on the middle ring. That's my understanding.
BUT, when I do that and compare it with using the stadimeter (when/if I can get my scope to stay locked long enough) the AOB tool range is quite different from the stadimeter range. What am I doing wrong in this sequence?
With OLC' AOB tool there's way more marks much closer together. Is that part of the problem I'm having? Do I align no.-of-marks to a differnt point than in OLC's tutorial?

java`s revenge
11-15-09, 02:07 PM
Look at my last post, i have made mp4 movies for you.
You have to zoom 2x. Try to follow my pointer.

I have let you seen that you have 2 manners to calculate the range.

artao
11-15-09, 02:47 PM
Thanks Java, yer awesome!! :salute:
I coulda SWORN that's exactly what I've been trying, but getting different readings between the two tools. I'll go into the game and try again. I gotta be at the 6x zoom level, not 16x tho? hard to read in your vids. I've got the 16x version of the tool installed. You say zoom 2x ... you mean zoom in twice (16x) or use the second zoom level (6x) ??
Anyhow, I'll log off and go check it out again.

java`s revenge
11-15-09, 02:50 PM
You have two options with installing of this tool. But i don`t remember
anymore which one i took.

You have to zome 2x. In the video you can see that i could find the
range (1400m) on 2 manners.

Every red mark is a figure for the olc gui. In this video it was about
3,2.

If it isn`t clear enough i make another one.

artao
11-15-09, 03:58 PM
hmmm .... worked this time. not sure what I was doing before to get such divergent results. Coulda sworn I'd done exactly the same thing.
Anyhow, thanks for your help and posting those vids Java. Great help.
Still leaving offer open to maksman to add the sound to his vids.
Further question: Is the Assisted Plotting mod somehow incompatible with MaGui? I DID disable it before trying again. Maybe that was it, but makes no sense if it was 'cause (I believe) it just alters the map update stuff.
hmmmmm ........
:salute:

makman94
11-15-09, 09:49 PM
(posting this here 'cause it has nothing to do with video tutorial thread ... )

First I would like to thank you for all your hard work in creating MaGui in the first place, not to mention your continuing support thereof.
however ...
Regarding the AOB/Range/Speed tool in the attack periscope. I'm VERY confused trying to use the red marks with this tool. They don't seem to be accurate enough and they're not on the centerline. I've watched OLC's video tutorial as well as yours, but in OLC's tutorial he's got many more marks much closer together; seems WAY more accurate. Also you don't appear to cover this function of the tool in your video tutorial. Plus he indicates you need to calculate range before determining AOB with this tool. or am i mistaken there ...
I understand your recommendation from your readme to use the stadimeter for range measurement, but often my scope won't stay locked on the target which makes that method very very frustrating, especially at long ranges. Plus the tool is just so neat ;) and seems more 'historical'. I too like several methods for various functions available to me, but so far I can't seem to get this one to work. Also, with what I've got installed, my WO doesn't report ranges, just bearings.
Thank you again. :salute:

first of all ,at videos is not showing the use of the aob wheel .the aob wheel is for use for fast measurments ( when you are in stressed and want a fast solution) .
at video is showing an attack by plotting (recomended ) ....drawing targets course and then adjusting our course so aob would be taken from map .in fact , at video ,we decide the aob that we will attack and then we set our course .
now about the aob wheel .
you will take your measurments at x15 zoom(if you use the x15 set at aob wheel) (...or at x6 zoom if you use the x6 set at aob wheel).
as Java told you...you have two ways (or three) in MaGui to get the range .the third way is exactly the 'reversed' peri...meaning that you place the HORIZONTAL LINE AT THE TOP MAST OF SHIP AND LOOK AT THE MARK (RED SCALE) THAT THE WATERLINE IS SHOWING YOU .the marks cannot be more acurate as they are now becuase are ,in fact, the vertical scale that the sh3's engine produce and this scale can't be wrong even if i wanted to make it wrong becuase it is hardcoded ...meaning that whatever you do the game will render the correct vertical scale . this scale doesn't need to be exactly on the vertical line of peri . i made that scale beside the peri's vertical line becuase is more comfortable to be there .especially when you use the 'reversed' peri and not only...

at the following pics the target is setted at 2890m and the aob is 55 degrees .when the target is moving you must do the followings but as faster as you can
the stadimeter method showed 2870m (that is ok becuase the stadimeter has a limitation and this is his pixel by pixel movement ) .now if you want to get the range with the red scale marks look the two ways:
1. place the horizontal line at waterline and read the mark that the mast is showing (at the pic is about 5.2)
http://i545.photobucket.com/albums/hh372/makman94/1-18.jpg
2. second way to use the vertical scale (prefered) is the 'reversed' peri .place the HORIZONTAL LINE AT THE TOP MAST OF SHIP AND LOOK AT THE MARK (RED SCALE) THAT THE WATERLINE IS SHOWING YOU (at the pic about 5.2 ...which was expected)
http://i545.photobucket.com/albums/hh372/makman94/2-18.jpg
now bring down the aob wheel and set the 5.2 at the '90' of aob's numbers
and look at the mast's numbers(at our example the ship's mast is 26.2) to get the range (at the pic is showing you about 2900- m )
http://i545.photobucket.com/albums/hh372/makman94/3-15.jpg

and finally to get the aob ,turn the measured range to match with ship's length (our example 2900- match it with 94.8) and place the peri a little lower ,as showen in the following pic, to count the marks that ship's length is covering at the horizontal scale .this scale is doubled in order to count the half ship ,meaning that you will count the marks from its center to bow or stern. there is an issue here and this is that the game is not centering exactly at the center of all ships (this issue is not solved yet) so what we will do is this: plus the mark on bow with the mark at stern and divide the result be two .at our example (15.5+15.2)/2=15.35 . the 15.35 is showing to you at aob's numbers the 55 degrees
http://i545.photobucket.com/albums/hh372/makman94/4-9.jpg

makman94
11-15-09, 10:21 PM
@Java , when you are using the TDC dials you will have to UNLOCK first the peri from target and not moving the peri .set the dials and when you switch back to the autoupdate mode you can move your peri again and lock it again on target

Grizzly
11-19-09, 08:18 AM
@Makman

Hi, some time ago I had probs with my Cameras.dat in the extendet free Camera mod.
Could you edit this Cameras.dat for me? :06:
I had to install direktx to run this silent hunter editor, but while the installation was running, i got an Error with the "Windows-Logo-Test" or something like this.
So i can`t edit it by my self.:cry:

makman94
11-20-09, 01:38 AM
@Makman

Hi, some time ago I had probs with my Cameras.dat in the extendet free Camera mod.
Could you edit this Cameras.dat for me? :06:
I had to install direktx to run this silent hunter editor, but while the installation was running, i got an Error with the "Windows-Logo-Test" or something like this.
So i can`t edit it by my self.:cry:

Hello Grizzly,

just be a little patient becuase i am very busy this period and i promise to look at it asap :up:

bye

Reaper51
11-23-09, 04:32 PM
Hi,

First off, love your GUI! That said I do have two questions.

1. How do I use the secondary dials? It seems if I want to dive past 25m I have to use "d" then hit "a" when at my desired depth.

2. Could someone label a picture of the periscope tool? I'm having trouble figuring out exactly how it works, and it would really help if I knew what the rings were for.

Thanks

artao
11-23-09, 06:33 PM
howdy

1: mouse-over the edge of the depth-dial, it will swap to the deeper version

2: see above messages thru-out thread for the info u seek ... I also asked and got my answers above.

sink -em all!!

:salute:

Tweety
12-25-09, 04:40 PM
Merry Christmas everyone.

I have playing GWX v3.0 and MA GUI. I want say thank you for uploading this mod.
I takes a little to get the hang of understanding all that this mod has to offer.
So far i very great full for playing with the new GUI. This is awesome work and a great mod to play.:yeah:

I have a ? after watching the tutorial videos.

In the video bottom right hand corner where you issue commands their is a picture of a green sub.

Where can I get this picture and install.

thank you

Mark

java`s revenge
12-26-09, 07:00 AM
Tweety,

You can tick your difficulties before playing. When you see that
green sub you don`t play full real.
When you see this you are difficult detectable.

Captain Birdseye
12-26-09, 01:45 PM
Will this mod be suitable for me who plays GWX 3.0 with automatic targetting?

java`s revenge
12-26-09, 02:10 PM
Yes ofcourse but the real playing is great !
When you take that step you never want to go back.

Tweety
12-26-09, 04:17 PM
Java thank for the reply.:up:

So that green sub is the stealth meter. I don't play with that option turned on, so that is probably why I never see this green sub.
I have been playing on 100 % realism. I am getting better with plotting and sinking one ship.

I know from reading a lot of the other posts here that a convoy's course and speed will be the same for all ships in that convoy. I have also been reading that their is a tutorial for attacking a convoy using this Ma GUI mod.

Do you or anyone else here might know where i can download this video.

thank you

Mark

Tweety
12-26-09, 04:24 PM
Will this mod be suitable for me who plays GWX 3.0 with automatic targetting?

Hello Captain Birdseye

From some of the other post I have read earlier in this thread.
It will work with GWX. The only problem is your realism setting would go down from 100 % to a lower number, by selection automatic targeting.

Hope this helps

Mark

java`s revenge
12-26-09, 06:03 PM
Tweety,

I do attack a convoy with these tools with experience.

I target one merchant and calculate speed, distance and aob.
Shoot your torpedo(s) and for the next ship you only have
to measure the distance again. But...when the convoy changes
their course it`s another story.

But with this tool from makman and olc you have to untick 2 possibilities.
weapon officer assistance and stabylize view. Then you will see
that the game sees it as 100%. The weapon officer tells you what kind
of target you are locked and stabylized view is real.

Tweety
12-26-09, 06:16 PM
Thank you java`s revenge,

I will give that a go.

All the best over the holidays

comet61
12-27-09, 12:48 AM
I've been really wanting to try this mod. I've read and re-read the instuctions countless times. I load the mods via JSGME and I usually load the MaGui last...with absolutely no changes whatsoever. It's like I never change anything. I know I am doing something wrong. I am using GWX3 and unload Raphaels mods (I like those too). I did try OLC Gold (unloaded now)....that worked, but I cannot get the MaGui to work at all. Getting depressing...:wah:

java`s revenge
12-27-09, 08:42 AM
Comet,

Firstly download and UNPACK a mod to your desktop. There are many
mods with more opties. So look into that file before putting it into the mods
folder of the game.

makman94
12-27-09, 08:44 AM
Merry Christmas everyone.

I have playing GWX v3.0 and MA GUI. I want say thank you for uploading this mod.
I takes a little to get the hang of understanding all that this mod has to offer.
So far i very great full for playing with the new GUI. This is awesome work and a great mod to play.:yeah:

I have a ? after watching the tutorial videos.

In the video bottom right hand corner where you issue commands their is a picture of a green sub.

Where can I get this picture and install.

thank you

Mark

hello Mark ,

thank you for your words:up:
now about the green sub ...this have 'moved' to an other place in MaGui. (read the first post)
also you will find at the optionals a small mod for MaGui that is tottaly dissappearing the sub icon ...no matter what you will choice at the start options (or you can tic your options as Java suggest you)


I've been really wanting to try this mod. I've read and re-read the instuctions countless times. I load the mods via JSGME and I usually load the MaGui last...with absolutely no changes whatsoever. It's like I never change anything. I know I am doing something wrong. I am using GWX3 and unload Raphaels mods (I like those too). I did try OLC Gold (unloaded now)....that worked, but I cannot get the MaGui to work at all. Getting depressing...:wah:

hello Comet,
your message is not so helpfull to understand the 'problem'
maybe you haven't install it correct .
the .rar has some files in there and not only the MaGui. i mean that you are not extracting the .rar as it is in your mods folder.open the .rar and extract only the MaGui
now,if you have done it so then maybe some files are corrupted (can't think anything else).
from where did you download it ?

also if you get inside the game with MaGui enabled ...a pic of your 'problem' would be very helpfull

Merry Christmas and a huppy new year to everybody !!

comet61
12-27-09, 03:03 PM
hello Comet,
your message is not so helpfull to understand the 'problem'
maybe you haven't install it correct .
the .rar has some files in there and not only the MaGui. i mean that you are not extracting the .rar as it is in your mods folder.open the .rar and extract only the MaGui
now,if you have done it so then maybe some files are corrupted (can't think anything else).
from where did you download it ?

also if you get inside the game with MaGui enabled ...a pic of your 'problem' would be very helpfullWell, that's just it...there's nothing to show. When I load the sim and jump in a sub it looks like the stock game with a few of the GWX goodies. It plays just fine. No missing files or corruption of any kind that I have seen.

Now I have unloaded many of the other mods (mostly from GWX and all of Rapheals goodies) and pretty much have the GWX basic stuff. I then loaded only the Manos Gui (MaGui).rar, the MaGui folder only. When I go into the game....nothing. Game still works with no errors, but looks stock.

I can load OLC Gold Options 1 thru 4 and they always work. I even tried to load Magui over the top of it like a few folks here have done, no go. I will try to figit the problem a little more today.

I downloaded the files from your File Front area. I checked the files within Rar and re-downloaded the rar's again to no avail. I am thinking it is an easy solution here that I am missing. I re-read the instructions again and again. I will see if I can get it to work today since I have time now. Thanks!! I'll let you know if I succeed or not.

comet61
12-27-09, 08:42 PM
Well...I knew it was something stupid. I didn't unpack deep enough in the RAR files. Got some layered folders I didn't notice right off.:damn: MaGui is loaded and running like a champ!! Love this MOD. Now...I need to learn all these new tools..... Awesome package. Many thanks!!:up:

Tweety
12-29-09, 04:20 PM
Thank you for the reply makman94. i did play with the green sub and i decided i didn't like seeing it turn from green to red whenever i was detected. So i play without the green sub . I like to be surprised when I'm detected by destroyers. I find it is more fun this way.

Thanks again for a great mod that is challenging and fun to play.:yeah:
The challenge comes from learning the cool tools to learn.
The fun is sinking a ship with these tools.

Mark

makman94
01-04-10, 10:37 AM
hello to all,
here are some new stuff for the users of MaGui:

1.New Compass and Rudder dials
--------------------------------------
after some comments at this thread : Need Help Using OLC Compass (http://www.subsim.com/radioroom/showthread.php?t=159835) , i noticed that the compass at MaGui had a little error.the inner compass (N-O-S-W ) was moving together with the course degrees .this mod is correcting this...meaning that the inner compass is now stamble and only the outer (course degrees) is turning.also ,i made some new graphics for the compass and for the rudder's dial

edit: the new compass is also availiable (at my ff page) in a version that is divided in 10ths of degrees for more precise relative to north bearings

pics:
http://i545.photobucket.com/albums/hh372/makman94/NewCompass.jpg
compass divided in 10ths of degrees:
http://i545.photobucket.com/albums/hh372/makman94/10thscompass.jpg
http://i545.photobucket.com/albums/hh372/makman94/NewRudder.jpg


2.New marks at attack scope
---------------------------------
this mod is adding the horizontal marks at attack peri (red horizontal scale) .i remove this scale from aob wheel becuase you can't move the scope with mouse when aob wheel is showing (unless you grab the scope at its edges ...outside from aob wheel)this was not so comfort ,so now the horizontal scale is at attack peri ,you take your measures , then you bring down the aob wheel and continue at setting the rings

pic:
http://i545.photobucket.com/albums/hh372/makman94/NewMarks.jpg
3.no stealthmeter for Metal MaGui
---------------------------------------
this is a mini mod for Metal MaGui that is 'dissapearing' the stealthmeter.i had forgot to include this with the release of metal MaGui (thanks to Yoda1976 for mentioning that to me)
4.fixes for the users of WAC4.1 and NYGM3.3c
----------------------------------------------------
the users that had downloaded the ''magui-wac4.1 f1 fix'' ,please delete it .
use the ''MaGui FIX for WAC4.1'' that i upload today . This fix is correcting the f1 page and also merges the whole en_menu of WAC4.1
don't use the german language with Magui becuase no adjustments had take place there
also you will find at my ff page and the ''MaGui FIX for NYGM3.3c'' that is only for the users of NYGM3.3c

ALL the above can be found at my ff page

Yoda1976
01-04-10, 01:38 PM
You are the best Makman!!!!!:woot::salute:

I will it download now!!:rock:

Tweety
01-04-10, 03:03 PM
Thanks makman94,

you did it again with this mod.:up:

Downloaded now.

Borgneface
01-10-10, 08:27 AM
Great Work Marman94,
Sorry if this question seems "odd" but I do not know what "TMT v2'' mod is and of course where to find it!! I am using GWX3 and you say It must be used with your mod?
Thanks for your kind help :D

SquareSteelBar
01-10-10, 08:35 AM
TMT v2:

http://www.subsim.com/radioroom/downloads.php?do=file&id=1317

;)

makman94
01-10-10, 01:07 PM
Great Work Marman94,
Sorry if this question seems "odd" but I do not know what "TMT v2'' mod is and of course where to find it!! I am using GWX3 and you say It must be used with your mod?
Thanks for your kind help :D

hello Borgneface,

it is not absolutelly necessery to use TMT with MaGui but i SUGGEST you to use it ! read at the thread of TMT (at the link that SquareSteelBar point you) what exactly the TMT does and then its up to you if you want to use it or not

bye

Borgneface
01-11-10, 07:18 AM
Thank you very much Markman94 and Squaresteelbar for all these information....I will go throught TMT V2 info to see if I'll use it or not...But at first glance it seems really worth it.
Great works.

Good hunting :DL

makman94
01-11-10, 08:37 PM
becuase some people asked me how the compass works, i guessed that some of you ,maybe,also have the same question

here:
http://i545.photobucket.com/albums/hh372/makman94/theMaGuiCompass.jpg

java`s revenge
01-12-10, 10:50 AM
I use the old version, can`t barely see the figures in the game..

makman94
01-12-10, 03:47 PM
I use the old version, can`t barely see the figures in the game..

hi Java,

with this compass you find very acurate (not 100%) relative to north bearings
if we want to make an acurate 100% compass...showing clearly the line for each degree then we have to enlarge the image for the compass and ,imo, is already very large for my tastes. with this compass you find very fast relative to north bearings that are very 'close' to the true relative to north bearing
if you want to be 100% acurate ....you have to make the calculations by your own ( course+reported bearing=relative to north bearing )

bye

Uber Gruber
01-12-10, 07:15 PM
How accurate would a WWII sub compass be ? Factor in magnetic variation and, well, I wonder what the margin of error was in real life.

Would be great to fudge all the target data to achieve the same error margins as a trained navigator/commander/watch officer would achieve with their WWII equipment. Would certainly make manual targeting more 'tense'...

Tweety
01-12-10, 10:01 PM
Hello makman94,

Thanks for uploading the new compass with 10 degree marks.

It works really good and faster to find relative bearing.:yeah:

Tweety

java`s revenge
01-13-10, 05:35 AM
Makman, you are right ofcourse.
This is a great mod. But the figures on the outerring is difficult
to read.

makman94
01-13-10, 11:00 AM
oh ,i see what you mean Java,

i made a clearer image for the MaGui's Compass

it is at my ff page , its called ''The MaGui's Compass-10ths''

pic:
http://i545.photobucket.com/albums/hh372/makman94/TheMaGuisCompass-10ths.jpg

makman94
01-13-10, 11:06 AM
How accurate would a WWII sub compass be ? Factor in magnetic variation and, well, I wonder what the margin of error was in real life.

Would be great to fudge all the target data to achieve the same error margins as a trained navigator/commander/watch officer would achieve with their WWII equipment. Would certainly make manual targeting more 'tense'...

hi Uber, very nice your idea but this needs the magnetic variation's factors to be modelled in the game by the devs....

(and to tell you a secret: i don't believe that they ever going to do so....)



Hello makman94,

Thanks for uploading the new compass with 10 degree marks.

It works really good and faster to find relative bearing.:yeah:

Tweety

enjoy it Tweety ! :yeah:

comet61
01-13-10, 02:06 PM
Got it. Used it. Love it.

Awesome job. Many thanks!!

java`s revenge
01-13-10, 04:10 PM
Makman,
You are great :up:

This is a good readable one.

Once again thank you very much !!

karamazovnew
01-14-10, 12:55 AM
How accurate would a WWII sub compass be ? Factor in magnetic variation and, well, I wonder what the margin of error was in real life.

Would be great to fudge all the target data to achieve the same error margins as a trained navigator/commander/watch officer would achieve with their WWII equipment. Would certainly make manual targeting more 'tense'...

The magnetic variation is written on maps and updated yearly. To maintain a track you need to change your course frequently. Simply moving at a constant heading, like we do in the game, will make you circle around in a spiral and you end up at the magnetic pole. When you tell your helm officer to move to a heading, all he needs to do is read the compass. Plus, the compass (I mean Gyro-compass) error is known and the dial is constantly recalibrated. In other words, even a hand held compass is as accurate as a modern day top of the line compass if you know how to use it properly.

Uber Gruber
01-14-10, 06:37 AM
Mmmmm....okay, looks like magnetic variation will be a bridge too far. But what about the rest of the target data. I wonder how accurate the crew would be at estimating ranges, certainly not as accurate as our eagle-eyed WO that's for sure :yawn:.

If only we had more UNCERTAINTY (I believe both Beery and Teddy da Bear were disapointed in the lack of uncertainty in SH3).

For example, if range estimates had a greater margin of error then teh resulting target plot data would lead to both it's heading and speed estimates to have a margin of error (Geographic position is not so important here as target data is based on relative positions).

Now add in sea state and current, what effect would that have on torpedo path accuracy...would a torpedo drift a little of course due to an excited sea ?

If we could simulate all these error margins, and factor them in to our target data then we would likely miss more often than we do and hence bring tonnage levels into the realm of the realistic.

Nice idea.....but probably too hard to do which is a shame really as, at the end of the day, acquiring target data is one of the best parts of the sim. That and evading the enemy of course.

UG

Hitman
01-14-10, 09:04 AM
For example, if range estimates had a greater margin of error then teh resulting target plot data would lead to both it's heading and speed estimates to have a margin of error (Geographic position is not so important here as target data is based on relative positions).

The main method used to get target data and course when the Uboat was surfaced consisted in steaming at paralell course and at the same speed while keeping the enemy under the horizon and seeing only its masts, or at safe distance at when night. Plotting referred only to accurate bearings and very rough distances to compare with own Uboat's course and determine the zigzagging pattern :up:

Uber Gruber
01-14-10, 09:36 AM
I see....I got a copy of the Commanders Handbook from some bookshop in New York but I didn't realise that it was the preferred method. It makes sense though as this would enable them to ascertain the targets zig zag pattern and mean course.

Do you know where I could get more info on actual target data aquisition techniques aside from that mentioned above. I would like to force myself to adopt the same techniques as it's all too easy at the moment :03:

makman94
01-22-10, 10:20 PM
i managed ,(...at last) to put a fuctional button for toggling the tdc ...on the tdc dial's panel ! the button is changing its color in order to shows its status

also,now the tdc's dials are not conflicting with the dials of attack disc so nothing is reseting anymore ...you can use them both at the same time

the button for toggling the tdc is at every station of MaGui where are tdc dials and it is fuctional !

i coppied the technique for this button that Karamazovnew used at his KiUB for sh4 so all credits goes to him ( and to Carotio who has the first idea of this technique and Kara made it reality)

i will release it as a beta (becuase it uses some radar's dials) and i am not sure if there are any issues (till now everything works great!)

pics:
http://i545.photobucket.com/albums/hh372/makman94/1-22.jpg
http://i545.photobucket.com/albums/hh372/makman94/2-23.jpg
http://i545.photobucket.com/albums/hh372/makman94/3-18.jpg
http://i545.photobucket.com/albums/hh372/makman94/4-12.jpg

Dissaray
01-22-10, 10:35 PM
Looks intresting. One question though: I noticed that you have done away with the speed markings on stop watch, is that permanent or will they be added back in for the post beta version? If not what tools do we have, other than the 3:15 ploting techneek?

makman94
01-22-10, 10:56 PM
Looks intresting. One question though: I noticed that you have done away with the speed markings on stop watch, is that permanent or will they be added back in for the post beta version? If not what tools do we have, other than the 3:15 ploting techneek?

speed can be calculated with many ways .for example:
a) through your map. this needs to have come first to an acurate drawing at target's course. once you have drawn its course note the bearing(imediatelly start your chrono) and put a mark at the point that the bearing line 'meets' the target's course line .leave the time pass ...the more ..the better . take one more bearing (stop the chrono here) and put a second mark on target's course .with your ruler calculate the distance between marks (Maloy's ruler is a must for this job ) . then speed=(distance x 3.6)/(1.852 x time) [distance=meters , time=seconds] {3.6/1.852=1.9438}
b) through your scope by using the vertical line of it and the aob wheel.you count the time that ship needs to pass whole of its length from one side to the other and then (length/time) x 1.9438 = speed .this calculations can be made by the aob wheel.try to find a tutorial that Karamazovnew made for its KiUB for SH4 .the procedure is the same and this tutorial is very well written
c) through the chronometer that you are asking about.but have in mind that this way is the more inacurate way to get speeds .
its not big deal to make a version with this chronometer . you will have it soon

Dissaray
01-22-10, 10:59 PM
I ment in the new one you just posted befor I asked the question. The pictures don't show makrings on the chronomiter in the attack scope.

makman94
01-30-10, 03:53 PM
MaGui+TDC button
---------------------
http://i545.photobucket.com/albums/hh372/makman94/thetdcbutton.png

This mod must be enabled after MaGui.(or after metal MaGui if you are using it)

it is adding a fuctional button for toggling the tdc dials.the button is changing its color in order to show tdc's status.
green=tdc to auto
red=tdc to manual

the button that is at the place where the 'old toggling tdc button'' was, is toggling now only the attack disc.

changes have take place also to attack disc's dials,now the attack disc's dials are not conflicting with tdc's dials.nothing is reseting anymore at speed and range tdc's dials when using the attack disc

also this mod is adding a 'smoked' glass to all tdc's dials

credits
-------
all credits to Karamazovnew becuase i used his technique that he used at his KiUB (sh4) for activating tdc's button.
to Carotio becuase the basic idea of the technique for activating tdc's button belongs to him.

can be found at my ff page ,rar name is ''MaGui-The TDC Button''


January/2010

Makman94

Uber Gruber
01-31-10, 05:59 AM
:up:

makman94
01-31-10, 07:44 AM
attention !
----------

for those who have allready downloaded the ''MaGui-The TDC Button'' ,please, delete it and redownload the new rar that i upload today (rar name is ''MaGui-The TDC Button-31012010''

it is correcting an issue that sliped through my attention (the tdc dial's glasses were showing above the flag's sheet at uzo screen)

sorry about this

verte
01-31-10, 11:01 AM
Great work, Makman! :up:

Uber Gruber
02-03-10, 08:45 AM
Hi Makman,

Will there be a version of MaGui for LSH3 ?

Cheers, UG

makman94
02-03-10, 10:33 AM
Hi Makman,

Will there be a version of MaGui for LSH3 ?

Cheers, UG

yes, the version for lsh is ready but only in english language (as every version of MaGui)
i will release in the next few days a 'new' MaGui which will be exactly as the current MaGui but with all the additions i released till today (the compass,the improved Malloy's ruler ,the tdc button),so its better to wait for this (there will be also a version for lsh)
addionally , i managed to get rid of something that 'bothered' me long time now.and that is (for the users of MaGui) the fact that ,when using the stadimeter line, the cursor didn't disappearing and it was annoying.this is solved by now and only the stadi line is showing when clic on stadi icon

also there will be a flag's panel at obsscope

additionally ,after Hitman's great find of how to get rid of these hardcoded reticles at scopes and after Karamazov's very helpfull info on where to be attached the new images of reticles in order to highlight during night, i reworked the scopes at Magui . the scopes will have the same zooms (att= x1.5 x6 x15 , obs= x1.5 x6 ) but the fov is setted at 32 degrees ,the background is reworked and the marks are redesigned .here is how the scopes looks now :
att peri day-night :
http://i545.photobucket.com/albums/hh372/makman94/1-24.jpg
http://i545.photobucket.com/albums/hh372/makman94/2-22.jpg
obs peri day-night :
http://i545.photobucket.com/albums/hh372/makman94/3-19.jpg
http://i545.photobucket.com/albums/hh372/makman94/4-13.jpg

Uber Gruber
02-04-10, 09:02 AM
Excellent work mate, really excellent. :up:

It must be quite a chore making all these "compatible" versions, especially as things like CR_Open Hatch and CT_Open Hatch and Fum30_UpDown all change cameras.dat and commands.en etc.

If you need a hand with anything just PM me, i'm getting more familiar with both of these files now.

Cheers, UG

makman94
02-08-10, 02:29 PM
MaGui 2 is ready ! expect a release tomorrow !

obs scope is fully loaded now ! all the elements that the player is using at attack peri are also at obs peri now, without reducing the 'size' of periscope

i gave it a thought ,and had a discussion with a man who served at subs and he told me that both scopes were fuctional for 'battle'.when the attack peri was damaged...the sub didn't quit.
also looking at the interior i see all these elements beside both scopes (thanks NGT)
So, my desicion was to make both full loaded ....you will see them tomorrow

bye

java`s revenge
02-08-10, 03:20 PM
One little question. I do use the old version of this gui. For the DD mods you
have made a fix. How do i have to install this version?

makman94
02-08-10, 03:31 PM
One little question. I do use the old version of this gui. For the DD mods you
have made a fix. How do i have to install this version?

i am still thinking of releasing a 'fix' for DD's mod but i think that is better to wait the FINAL version of these mods. when Flakmonkey and DD's mod is released i will make MaGui compatible with this mod and ONLY with this. the fumo30...up_down antenas...etc....if are not included to this mod then no fix for them either

Rosencrantz
02-09-10, 01:59 PM
Makman94 wrote:

MaGui 2 is ready ! expect a release tomorrow !




Can't wait! Your work looks just awesome! :salute:


-RC-

Hitman
02-11-10, 09:24 AM
As requested by Makman, thread locked :salute: