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View Full Version : [REL]: ACM-GUI Reloaded - h.sie's edition


h.sie
12-20-09, 03:58 PM
ACM-GUI Reloaded - h.sie's Edition V1.10
---------------------------------------

This is my edition of karamazovnews "ACM-GUI Reloaded for OLCGold". ACM-GUI is the excellent work of Onelifecrisis and Mikhayl with additions by karamazovnew. Because there are enough infos and descriptions about ACM-GUI,

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

http://www.subsim.com/radioroom/showthread.php?t=155366

http://www.subsim.com/radioroom/showpost.php?p=1139690&postcount=191

I can restrict on describing the few changes and additions I made to "ACM-GUI Reloaded for OLCGold":


---------------------- CHANGES AND ADDITIONS --------------------------------------------


* Made the mod standalone and independent from OLCGold. Thus it can be used with unmodded GWX3 (and perhaps other Supermods? Not tested yet).

* Periscopes/UZO: Selected torpedo tubes now are highlighted and unselected tubes are dark (this was inverted in ACM-GUI Reloaded.)

* NavMap: Re-activated the standard GWX-behaviour of the NavMap with all contacts shown. Contacts can be restricted again using the optional mod "Realistic Contacts", which is my adapted version of the old Assisted-Plotting-Mod.

* Commands: Implemented almost all GWX-Integrated Orders (now with small icons). Added an Command icon to select the target for the deck-gun (works only in binocular view).

* Stations menu: Added a separate Icon for UZO and Binocular. Disabled when submerged. Optimised a little bit the handling of the stations menu.

* Flags-Chart: Used the GWX-Flags-Chart instead of the one that came with ACM-GUI.

* Binocular: Used the GWX-Binocular view and added a bearing indicator.

* Deleted the ACM-Popups (Ships-/Flags-Charts and Engineer Report), because I don't like them.

* Periscopes: Changed kamarozewnevs color filters, crosshairs and marks to fit my personal taste.

* Made Cameras.dat compatible to the Sabotage & Malfunction Option of SH3-Commander.
Many GUI-Mods use Cameras.dat files which are NOT compatible.

* Added the draggable U-Jagd-Chrono from Hitman/JoeGrundman.

* The stealthmeter now is a small point in the left down corner of the console (instead of that big ugly submarine icon).

* Observation Periscope: Added TDC dials (see Appendix A if you want to hide them).

* UZO: Added the same verical marks as one can see in the Periscopes, so that for UZO and periscopes the same formula can be used to calculate range.

* AOBFinder: Cancelled kamarozewnevs changes to the horizontal scale of the AOBFinder tool. Horizontal scale now is 5,10,15 and not 10,20,30 (in agreement with the horizontal periscope marks). This fact must be considered when using kamarozewnevs description (link see above) to calculate the AOB. Now the whole length of the ship is relavant for AOB calculation, not only 50% of the length.

* Damage Screen / Hull Integrity: Instead of these arcadish percentage numbers for hull integrity, my "Colored Hull Integrity Indicator" is used, which displays the hull integrity in 4 color steps from grey (no damage) to red (critical damage). This can easily switched back to the old percentage numbers using the optional "Use Hull Integrity Numbers" Mod (see below)



Minor changes:
--------------

* Added an "A" (Automatic) and an "M" (Manual) to the violet TDC-I/0-switch

* Smaller and better font in the Damage- and crew screen.

* Observation Periscope: Made the bearing indicator and the periscope up/down button more visible.

* More readable font in the messages box

* Re-activated some Tool-Tip Help Texts in the Career-Menu and some of its submenus.



Optional Mods (For detailed info see Readme-files of these mods).
-----------------------------------------------------------------

* Realistic Map Contacts: Restricts the information given in the NavMap. My version of the Assisted Plotting mod.

* LRT+SRM-Combimod (Longer Repair Times Lite + Seabed Repair Mod), my adapted version for ACM-GUI.

* LLRT+SRM-Combimod (Little Longer Repair Times + Seabed Repair Mod). Same as above, but with shorter repair times.

* DepthChargeShake: Shaking of the U-Boot interior when depthcharged.

* Show WP Firing Solution Icon: Shows an Icon for the WeaponsOfficer that allows him to input his (very accurate) firing solution into the TDC. This icon is normally hidden because of realism purposes.

* Use Hull Integrity Numbers: Instead of the Colored Hull Integrity Indicator, the old percentage numbers are used to display hull integrity.

* UBoat-Folder for SH3-Commander (details see below) and

* Salvo selector Labels (details see below)



Salvo selector switch labels
----------------------------

Unfortunately, this mod does not change the TDC salvo selector labels automatically. But there are 2 possible workarounds to solve the problem:

1) SH3-Commander users have to copy the "U-boat"-folder contained in this mod into their SH3-Commander folder. SH3 must be invoked with SH3-Commander and the correct U-boat type has to be chosen in SH3-Commander main window prior to starting the game.

2) Non SH3-Commander users can use the JSGME-ready mini-mods which can be found in the "Optional"-Folder. If you plan to use e.g. a Type VII Boat, you have to activate the according mini-mod called "Type VII salvo selector" with JSGME.

If none of these 2 methods is chosen, the Salvo Selector switch remains black. No labels are shown.



Installation/Compatibility:
---------------------------

* This mod and all optional mods are JSGME-ready.

* It is compatible to GWX-OpenHatch and Lifeboats&Debris
but it must be installed ON TOP OF these mods.

* It is not 100% compatible to OLC Gold MkII. Most things work, but
if this GUI is used on top of OLC Gold MkII, then the NavMap does
not have the default GWX behaviour, instead it (hopefully) behaves
as it does in OLCGold. So I recommend to use only the environmental
part of OLC Gold in conjunction with this GUI.



Compatibility with SH3-Commander
--------------------------------

Unfortunately, the "Colored Hull Integrity Indicator" mod used in this GUI
is not compatible to the "Show/Hide Hull Integrity" Option of SH3-Commander.

If you use SH3-Commander, you have to choose "Show Hull Integrity" to make
the Colored Hull Integrity Indicator work correctly.

The "Hide Hull Integrity" option of SH3-Commander does not work.
(A red flag remains all the time that indicates a critical hull
damage regardless of the actual hull condition).

To completely hide the Hull Integrity information, 2 steps are necessary:
1. Switch back to the old Hull Integrity Numbers (optional Mod see above).
2. Use the "Hide Hull Integrity" option of SH3-Commander.



Manual targeting with ACM-GUI
-----------------------------

A short description how to use ACM-GUI for manual targeting can be found in the file
"ACM-GUI-How to use.htm" in the Documentation folder of this mod.
Thanks go to kamarozewnev for this description.

Due to my changes to ACM-GUI, I have to make some additions to his description:

1. Since I changed the x-Axis scale of the AOB-Finder tool from 10,20,30 back to 5,10,15
(in order to match the scale of the periscope marks) now THE WHOLE LENGTH OF THE SHIP IS
RELEVANT FOR AOB CALCULATION and not only 50% of the length as in the description above.

2. Since I added the draggable U-Jagd-Chrono, this tool can also be used for speed
estimation. See Appendix B for an short instruction how to use that tool.

3) Range can also be calculated without the AOB-Tool by using the simple formula

Range = (Mastheight x 345) / Marks

where Mastheight is the ship's mastheight according to the Recognition Manual,
and Marks is the number of vertical Marks the ship spans across.
This formula is only valid for the UZO and both Periscopes with 6x zoom,
and the formula is of course only valid for ACM-GUI Reloaded.

(In the subsim.com forum there is much more information available about
manual targeting, hunting, plotting and so on).



Recommended Gameplay- and Realism settings
------------------------------------------

After reading many threads about realism and historical accuracy at subsim.com,
I came to the following conclusions and recommended Gameplay-Settings:

1) I recommend to use the help of the Weapons-Officer. This does not lead to a
penalty in realism percentage, because in ACM-GUI the Weapons-Officer is only
able to identify ships, but his ability to find a firing solution is disabled by default.

2) I also recommend to use the stabilized periscope view. According to Hitman (one of the
Uboat experts at Subsim) this is nearer to the historical reality than not to use it.
Doing so, does also not lead to a penalty in realism percentage.

3) Playing with Automatic Map Updates ON is unrealistic easy, while playing with
Map Updates OFF is unrealistic hard. As a compromise, I recommend to use the
optional "Realistic Map Contacts" Mod, which heavily restricts the information
shown in the NavMap. For this mod, Map Updates have to be ON, but because of the
restrictions, this does not lead to a penalty in realism percentage.

4) With the LRT (Longer Repair Times) or the LLRT (Little Longer Repair Times) mod
the repair times for damaged Uboat-compartments take longer than in unmodded SH3.
This hopefully makes the game more realistic.



Credits/Thanks go to
====================

* Ubisoft (SH3)
* Onelifecrisis (OLCGUI)
* Mikhayl (ACM-GUI, SRM)
* kamarozewnev for his tweaks to ACM-GUI.
* GWX-Team (GWX)
* Hitman, JoeGrundman (U-Jagd-Tools)
* Nvdrifter (LRT, DepthChargeShake)
* and many more......


Hope you like it.

I'm sorry to say, that because of time reasons I'm not able to fulfil individual wishes.
If you don't like my work, don't use it or modify it until you like it.

h.sie




Version History
---------------

V1.10
-----
* Added my new "Colored Hull Integrity Indicator" mod
* Re-activated some Tool-Tip Texts in Career-Menu and submenus.

V1.05
-----
Bugfix:
Removed image Abdeck.tga which was used to hide the repair time counters in damage control,
because it had strange side-effects for other screens.
Instead, I made a new Font18=Transp12.tga which is used only by the repair time counters.
This font is an exact copy of Font14=FPCond12.tga, but it can opionally be overwritten by
a transparent font in order to make repair time counters invisible.

V1.02
-----
* Added description "ACM-GUI-How to use.htm" to Documentation folder.
* Added section "Recommended Gameplay- and Realism settings" to the Readme.
* Added section "Manual targeting with ACM-GUI" to the Readme.
* Added Appendix B: "Measuring speed with U-jagd chrono" to the Readme
* No functional changes.

V1.01
-----
* Bugfix: Up/Down-slider for messages was hidden by the stations menu and thus useless.
* Used much better font for the messages box.
* LRT+SRM/LLRT+SRM optional Mods: Made a compatible Addon for Late War Sensors.

V1.0
----
First release.



Appendix
========

A) Hide TDC dials for the ObsPeri
----------------------------------

Load /data/menu/menu_1024_768.ini into texteditor.
Search for String "hsOption #1" and follow the instructions you find there.



B) Measuring speed with U-jagd chrono
-------------------------------------

(The following text is a slightly modified excerpt of the original U-Jagd-Tools documentation
made by JoeGrundman and Hitman):

The U-jagd chrono is a conventional chronometer with scales on it that give the speed
at which targets of varying length are traveling. It is used to obtain a speed estimate
based on the fixed wire method.

The chronometer is draggable and located in the top right corner of the screen.
The chrono is not directly activated. To start and stop this chrono, you must use the
original chrono on the periscope screen.

For speed estimation, start the chrono as the bow of the target touches the centre
vertical line of your scope. Until the procedure is over, DO NOT MOVE YOUR SCOPE HORIZONTALLY.
Vertical movement using cursor keys is fine.

Stop the chrono when the target’s stern meets the centre line of the scope. The speed
of the target is given where the second hand rests against the scale for the appropriate
target’s length.

For best results, you should be traveling slowly (ideally 0 Knots) and pointing directly
at the target. If the target is moving at a slow speed, even if your U-boat is crawling
at a speed of 2 knots, this will yield a lower speed estimate than is correct even if
there is an angle of just 30 degrees. In general you should round these speed estimates UP.

karamazovnew
12-20-09, 04:39 PM
Cool :up:, can't wait to see it.

Unfortunately, this mod does not change the TDC salvo selector labels automatically.

I thought I had explained this in the KiUB thread... I must've forgotten.
The game originally uses labels for the tubes, I've just used image files with the tube numbers embedded. Since the dial plate of any dial object can be transparent (no image), in KiUB I've done this by duplicating and parenting the single and salvo selectors. Make 3 salvo selectors (objects and images) and place them on top of each other in this order:

-top: TYPES with 6 torpedoes.
-middle: TYPE VII 5 torpedoes
-bottom: TYPE II 3 torpedoes

Then parent the bottom one to the nr. 3 tube (the bulb in the periscope page), the middle one to the nr.4 tube and the top one to the nr. 6 tube. Be careful tho that when parenting like this, the child will always be on top of the parent, regardless of the position in the menu file. This shouldn't be a problem in SH3 but in SH4 it was a big pain in the butt.
I also suggest doing this for the main periscope marks, hope it works in SH3:
http://www.subsim.com/radioroom/showpost.php?p=1205774&postcount=141

sergei
12-20-09, 06:36 PM
Ok I've just had a chance to give this a test drive and I am impressed.
Everything very nicely laid out and functional.

Plus I really appreciate the optional mods that come optimised for use with the main mod. Depth charge shake, WEPS firing solution, LRT.

Exactly the right mix I have been looking for.

Outstanding piece of work h.sie
:yeah:

Uber Gruber
12-21-09, 08:42 AM
Cool....been waiting for this....thanks h.sie:up:

h.sie
12-22-09, 04:17 AM
Thanks guys, but keep in mind, that it's not my work. OLC and Mikhayl did the job. I only made some adjustments to fit my personal taste.

@kamarozewnev: Thanks, but I'm tired of modding this GUI. Although I made only some minor adjustments which most people even do not see, it took me 2-3 months to do that. So I think my work ends here. I'll only fix some bugs if there are some?

GOZO
12-22-09, 04:36 AM
Brilliant indeed. I have loved the ACM-mods since they first appeared and with this it can only be better.

Thanks for all the work.:salute:


Merry X-mas!!!!


/OB

Magic1111
12-22-09, 04:38 AM
Hello h.sie !

Is there a chance to see some screenshots, before I download it ? :06: :D

Best regards,
Magic :salute:

h.sie
12-22-09, 04:45 AM
Hi Magic,

see the links in my first post. my additions did not change the optics of the gui very much.

h.sie

Magic1111
12-22-09, 07:01 AM
Hi Magic,

see the links in my first post. my additions did not change the optics of the gui very much.

h.sie

Aaah, okay ! Thank you, h.sie !

Best regards,
Magic:salute:

Phoenix3000
12-22-09, 01:27 PM
Looks great!

Question though, has anyone tried it with Living Silent Hunter V5? :hmmm:

Cheers! :salute:

Px3000

karamazovnew
12-22-09, 10:53 PM
@kamarozewnev: Thanks, but I'm tired of modding this GUI. Although I made only some minor adjustments which most people even do not see, it took me 2-3 months to do that. So I think my work ends here. I'll only fix some bugs if there are some?

I understand but, are you sure? The marks at least take 2 minutes to make. All you need to do is move the Marking Lines group back, move the rest of the items offscreen, parent the periscope marks to the group and fill the color channel of the marks with black. I think it took me more to write this... :haha:

h.sie
12-23-09, 03:16 AM
I understand but, are you sure? The marks at least take 2 minutes to make. All you need to do is move the Marking Lines group back, move the rest of the items offscreen, parent the periscope marks to the group and fill the color channel of the marks with black. I think it took me more to write this... :haha:

Hi karamazovnew,

I had to read your posts 5 or 6 times in order to understand what you mean. It's a language problem, my english isn't very good.

If I understand correctly, you make 3 different images with salvo labels embedded and which one of these images is shown depends on the number of torpedoes a submarine has. But what about the Type 9 and Type 21? They both have 6 torpedos but different salvo selector labels are required for them...

Regarding the Periscope marks: I did not know what you meant with "parent" and "child". But now it's clear. I call them "Group" and "Group member" or "Group Item". Interesting idea. I will test, if it works (if I have the time for it).

Do you know a way to remove the unused UZO marks? Or are they hardcoded?

Thank you!
h.sie

jdkbph
12-23-09, 08:15 PM
Hi. I really like the interface to begin with... kudos to h.sie with the tweaks. They make it even better, IMHO.

I understand h.sie's reluctance to address individual requests, so let me aim this at anyone else who may have some knowledge of how the menu_1024_768.ini works.

I'm trying to restore a feature from the original that I found useful... the ability to mouse over that little square black panel (with the icons that indicate silent running mode) in the very lower left corner of the screen, and have the air, fuel battery, etc., gauges pop up. I think it's the same function as the CE Report button.

I tried comparing the two ini files but was not able to locate the exact mechanism whereby this was implemented. If anyone know where I should be looking, or could point me to a tutorial or whatever for the ini file, I would be most appreciative.

TIA

JD

h.sie
12-29-09, 11:29 AM
New version V1.01 available.

New in V1.01
-------------

* Bugfix: Up/Down-slider for messages was hidden by the stations menu and thus useless.

* Used much better font for the messages box.

* LRT+SRM/LLRT+SRM optional Mods: Made a compatible Addon for Late War Sensors.

PL_Cmd_Jacek
12-29-09, 12:02 PM
Thank you h.Sie. I really appreciate your mod.

Uber Gruber
12-31-09, 08:35 AM
@H.sie.

I think i've managed to get this working with DDs latest Open Hatch mod by migrating all the ACM cameras.dat data and command.cfg for the optics into the Open Hatch Fix for OLC Gui. At least the optics display correctly and the scales appear to work correctly.

Can you confirm that this is all that is needed ? Do you intend to release a version compatible with the latest OH mod ?

My base install is WAC 4.1,

Cheers, UG.

h.sie
12-31-09, 11:37 AM
Hi UberGruber,

if you merged all the conflicting files correctly, it should work. the only possible problem could be missing .tga files, which are present in gwx3 but not in wac4. if this case occurs you have to manually take them from gwx and put them into the acm-gui mod......

i do not plan to make big work on this because after more than one year of modding the time has come to play my first career.......

h.sie

Uber Gruber
12-31-09, 05:49 PM
Thanks for the tips....seems to be working fine so far. Like you i've just finished configuring a new install for a new carear. Just about have it as I want it now.:salute:

karamazovnew
01-01-10, 12:56 AM
Hi karamazovnew,

But what about the Type 9 and Type 21? They both have 6 torpedos but different salvo selector labels are required for them...


UZO marks? don't think so. The other periscope marks were originally made for 1X zoom so it was easy to "hide" them by changing the minimum zoom level and making the viewfinder smaller. The UZO however begins at 7X zoom. I've once tried to make 2 zoom levels for it (1x and 7x) but it looked even worse.

About the salvo selectors. You've just spotted a bug in KiUB that so far nobody reported :har:. I completely forgot about the Type XXI. Oh well...

h.sie
01-01-10, 09:34 AM
A small update V1.02 is available. Not worth the download because NO functional changes were made. Only some additions to the Documentation (and to the first post of this fred)

* Added karamazovnews description "ACM-GUI-How to use.htm" to Documentation folder.

* Added section "Recommended Gameplay- and Realism settings" to the Readme.

* Added section "Manual targeting with ACM-GUI" to the Readme.

* Added Appendix B: "Measuring speed with U-jagd chrono" to the Readme

hope this is the last version....
h.sie

SquareSteelBar
01-02-10, 03:37 AM
V1.02
-----
* Added description "ACM-GUI-How to use.htm" to Documentation folder.
* Added section "Recommended Gameplay- and Realism settings" to the Readme.
* Added section "Manual targeting with ACM-GUI" to the Readme.
* Added Appendix B: "Measuring speed with U-jagd chrono" to the Readme
* No functional changes.Hi h.sie,

was it possible to upload these changes separately for poor dial up users?

THX in advance,
SquareSteelBar :salute:

h.sie
01-02-10, 08:37 AM
Hi SSB,

all can be seen in my first post.

Greetz,
h.sie

Uber Gruber
01-02-10, 10:20 AM
Hi H.sie,

Well the optics work with WAC etc but not the flag chart or someo of the ESC menus. Do you know which GWX files your version of the mod depends on ? If you could list all the files relevent to your mod but not included in the download then that would be great, I could then make a stab at migrating it to the very accomplished WAC mod.

Many thanks, UG

h.sie
01-03-10, 07:43 AM
HI UG,

the flag chart should work, because it's included in the mod. It's called Flaggen_GWX.tga. It's a darkened version of the GWX one. If it does not work, something has been overwritten by later mods??

I'm sorry to say that I'm not planning to make this compatible to WAC because of time and family reasons. But if you tell me about concrete problems, I try to help you.

h.sie

jdkbph
01-03-10, 12:53 PM
Try grabbing the flag "button" with the mouse and pulling it onto the screen. I thought it was broken too, until I realized it's not a button but a drag-able tab.

JD

Uber Gruber
01-03-10, 01:48 PM
I think jdkbph has hit the hammer on the head with his reply....how embaressing :oops::rotfl2:

I'll crack on with it and try and sort out those F1 menus too.

Whilst were here.....can anyone tell me whether the attack periscope was round or square....it's just that i've seen both versions here in Sh3 Mods and as much as I would like to use the square one (it looks nice) I wouldn't mind knowing if its 'real'

Happy new year to all,

UG

briklebritt
01-07-10, 05:08 PM
How to download "ACM-GUI Reloaded - h.sie's edition"?

Mediafire link does not work for me and i don´t find it on your filefront page!?

h.sie
01-08-10, 03:27 AM
mediafire now works.....

GOZO
01-08-10, 04:26 AM
Any screenshots yet?:03:

/OB

h.sie
01-08-10, 05:23 AM
very similar to original ACM

Aleksandar the Great
01-26-10, 06:36 AM
Thanks! h.sie for version 1.02

piri_reis
01-26-10, 09:04 AM
Yeah thanks h.sie (and of course Mikhayl, OLC and karamazov) :salute:

Historical and just a joy to be using this GUI.

karamazovnew
01-27-10, 02:41 PM
My contribution was slim... But the experience helped me a lot when doing KiUB.
Dropped by to thank you Hsie, really useful to have this as a stand-alone, great job.

h.sie
01-31-10, 10:59 AM
new version 1.05 available. a fatal bug is fixed.

sergei
01-31-10, 12:50 PM
Cannot see version 1.05 on either of your download sites :06:

h.sie
01-31-10, 02:07 PM
yep. problem with mediafire. please wait......

sergei
01-31-10, 02:21 PM
OK h.sie, I'll check back tomorrow.
Thanks for the prompt reply.
Really enjoy the GUI by the way :up:

h.sie
01-31-10, 04:03 PM
thanks sergei, now it should work

sergei
02-01-10, 04:52 AM
Downloaded. Thanks :up:

h.sie
02-18-10, 01:10 PM
This weekend I'll (hopefully) upload a new version V1.10.

h.sie
02-20-10, 08:03 AM
New version V1.10 available.

Changes:

1. Added new Colored Hull Integrity Indicator (but can easily switched back to percent numbers if desired):

http://www.subsim.com/radioroom/showthread.php?t=159866

2. Re-activated a few Tool-Tip Texts especially for the Career-Menu and some of it's submenus.

h.sie

piri_reis
03-02-10, 06:52 AM
Hi h.sie,

I've been trying to get this GUI (latest 1.10) to work with FM_Interiors_v1.0.
I've created a new compatibility mod: ACM-GUI Reloaded v1.10 - Compatibility for FM_NI_v1.0, (link (http://www.mediafire.com/?zmydmtymozu))
Which has only camera.dat and Commands_en.cfg. What I did was take camera.dat from FM and copy over the UZO,Peri,ObsPeri,Binoc values from the GUI file. Then take the Commands_en.cfg from your GUI, and this time copy over the new/changed commands from FM (noted in its PDF)

It should work because I had already done a successful mod like this for DD_OH_3.09, but now I get the dreaded CTD. The game loads fine without installing the last two mods (acm_gui_reloaded and the selfmade compat.mod)

Where do you think I should look? What do the MnID=0xYYYYYY values do, there might be a collision there?
Thanks in advance ;)

http://i553.photobucket.com/albums/jj392/pureblue420/misc/th_jsgme.jpg (http://s553.photobucket.com/albums/jj392/pureblue420/misc/?action=view&current=jsgme.jpg)

h.sie
03-02-10, 05:08 PM
Hello piri_reis,

unfortunately I have much work in RL so that there is no time for Sh3. If there is time, I'll download your patch and try to locate your error.

sorry,
h.sie

piri_reis
03-02-10, 05:22 PM
No need for an apology my friend, RL comes first, thanks for your reply :up:
I'm still trying to solve it though, I'll post any updates.

h.sie
03-02-10, 05:24 PM
Ok, greetings to Turkye

Simets
03-16-10, 03:19 AM
Hi m8, great mode.
I have one question tho, is there a way for me to bring back the the Watch Officer telling me the range when I ask him about nearest visual contact. I really find it handy when plotting and using 3min 15sec method.
Thx :salute:

kiwi_2005
03-16-10, 03:51 AM
Hi m8, great mode.
I have one question tho, is there a way for me to bring back the the Watch Officer telling me the range when I ask him about nearest visual contact. I really find it handy when plotting and using 3min 15sec method.
Thx :salute:

Yes. After you download ACM-GUI Reloaded - h.sie's Edition V1.10 open it up to find the 'Optional' folder in there is the WO fix eg - ACM-GUI Show WP firing solution :[V1.10]

h.sie
03-16-10, 05:57 AM
I think he asks how to reactivate the message

"Nearest visual contact Bearing xxx Range yyy."

instead of

"Nearest visual contact Bearing xxx.".

That is possible by editing menu_xx.txt, but I must be at home to answer the question in detail. I'll look into it the next hours/days.

Simets
03-16-10, 10:56 AM
Okies, thx, I'm looking forward to it :yeah:

h.sie
03-16-10, 01:30 PM
Hey,

1) open de_menu.txt and search for entry 4616. there must be the following text:

4616=Nächster Sichtkontakt auf Kurs %03.0f, Entfernung %.0f Meter!

2) then open en_menu.txt and search for entry 4616. there must be the following text:

4616=Nearest visual contact at bearing %03.0f, range %.0f meters!

3) Greetings, h.sie

Simets
03-16-10, 05:51 PM
Thx m8, much apreciated :up:

nemo7
03-17-10, 08:58 AM
Great job mate. I am facing a minor problem though:hmmm:; the binocular & HeadingToView shortcut are not functional. Any suggestion?

h.sie
03-17-10, 04:09 PM
hi nemo,

for me both buttons work. so i bet that parts of this mod have been overwritten by other mods.....perhaps commands_xx.cfg

h.sie

nemo7
03-17-10, 04:39 PM
True, true..:damn: Thanks h.sie

h.sie
03-27-10, 09:46 AM
Now a NYGM-compatible version of ACM-GUI is available from my mediafire page. Tried hard to not change any of the NYGM specific gameplay settings.

h.sie

h.sie
03-28-10, 07:28 AM
New NYGM compatible version V1.10b available. Old version had a little bug.
I apologize for that.

h.sie
04-04-10, 06:31 PM
New Version 1.15 for GWX available.

Changes:

* Changed optional mod "LLRT" to optimized version "LLRT2".
* Added Commands_fr.cfg
* Restored original GWX Deckgun Screen.
* Deleted some Tool Tip Texts for Main Stations Menu.

SkyBaron
05-07-10, 08:11 AM
Hi h.sie

I have a question, is it ok to use your LRT+SRM optional mod with GWX 3.0's EDE? The SRM readme only talks about being compatible with GWX 2.1's EDE. Thanks!

h.sie
05-07-10, 10:42 AM
Hi,

no, in it's current state it won't work with EDE, because there is a conflict in Zones.cfg.

One has to merge the Zones.cfg from EDE and that one from LRT.

I suggest to use WinMerge.

h.sie

SkyBaron
05-07-10, 04:54 PM
Hi,

no, in it's current state it won't work with EDE, because there is a conflict in Zones.cfg.

One has to merge the Zones.cfg from EDE and that one from LRT.

I suggest to use WinMerge.

h.sie


Ok I'll try that. Thanks. Another small problem I ran into using your combi mod was a kind of "ghost" outline of the gui that shows up on the Message and Captain's Log screens, like on this screenshot:

http://img687.imageshack.us/img687/3125/18840130.jpg



It's no big deal but I was wondering if there's a way to fix that? BTw thanks for putting the ACM GUI and these optional mods together and making them compatible. Most of the changes you made were the ones I was trying to figure out, but as someone fairly new to SH3 I was having a hard time. :)

h.sie
05-10-10, 08:55 AM
Hi,

yes, I know about that little problem, but I can live with it and I don't know how to fix it.

h.sie

themrwho
08-12-10, 09:56 PM
@h.sie
Thanks for a great mod! I'm the newest fan.

I found the large compass at some point and used it to change course, though can't seem to find it again, did I drag out of the borders I don't know. Where can I find the 'big compass'?

Also I have a small problem, maybe you can assist me to fix this:

I am using 1440x1080 screen size, when I click in the viewing area of the attack periscope all is fine, it is in 'active' mode and I can turn left-right & up-down using the mouse. However when I left click to 'release' the attack periscope, the mouse pointer's coordinates are such that it is released just over the recognition manual and because of the flaw of the stock SH3 UI, it automatically 'activates' the manual.

The thing is even if the mouse pointer 'jumps' on the manual, normally it should not be 'activated' until the second mouse left-click because I do NOT click twice, I only click once to process the 'release the ATK periscope' action.

Anyway with the game at hand, how can I fix this? I am thinking about moving the manual on the screen, is this a trivial modification or do I have to somehow edit multiple (linked) files?

I had a very quick look at menu_1024_768.ini and looks like this is the file I will be using. I'll work on it later as it's 4:00 AM here :D

Any tips will be appreciated, thank you.

Regards

h.sie
08-13-10, 01:19 AM
Hello themrwho,

Glad you like the mod (which is not only my work, it is much more the work of onelifecrisis, Mikhayl and kamarozewnev).

Sorry for disappointing you, because I stopped working on this mod.

I removed the big compass and you'll have to add it again to the [G3F] group. Look into the menu.ini of stock SH3/GWX and copy the appropriate items for the compass into the menu.ini of ACM-Reloaded. Then you can use my menu.ini renumber tool to renumber the items. Items must be numberd continuously [G3F I1], [G3F I2] and so on.

Regarding Periscope/Screen resolution: I did not touch the rec-manual and I don't have such screen resolution and so I cannot reproduce your problem. I never had that problem. Sorry for not being able to help.

h.sie

themrwho
08-13-10, 07:58 AM
But I saw the big compass somehow. Maybe mixed installations... :hmmm:

I will check if I can move the recognition manual and I will try to add the compass back and if I'll be successful post here in case someone else needs.

Thanks to you and all previous modders/contributers.

h.sie
08-13-10, 09:44 AM
maybe you saw it in ManosGUI or in kamarozenews original work, or in an customized sub-version of "my" version.

Jonesy71
09-05-10, 09:43 PM
h.sie, Just discovered this stand alone mod! Thank you for updating an already great mod and taking to the next level! (of course, thanks to all who created and evolved this mod)

Is it possible to use FM NEW INTERIORS V1.0 BY FLAKMONKEY with the stand alone ACM-GUI Reloaded - h.sie's edition mod?

(perhaps if anyone knows)

Thanks:yeah:

h.sie
09-06-10, 01:22 AM
hello. thanks for your kind words. in principle it is surely possible, but you have to do it yourself. i stopped working on this GUI mod, since my focus is on gameplay mods now.

Jonesy71
09-06-10, 06:47 PM
Am definately sad to hear that h.sie...I found this mod has a perfect balance of optional add ons (LRT/SRM, Depth Charge, the tweaks you added, plus the fact it had been edited to use sabotage and malfunctions and still allowed the user to control the deck gun, etc, etc.).

Thanks for responding to my post. Hopefully someone more talented than I will be able to modify it to work then.

Cheers:salute:

h.sie
09-07-10, 01:08 AM
Jonesy,

there is a good tutorial contained in the interiors mod how to merge GUI and Interiors mod.


try it yourself and start modding. these were my first steps, too, 2 years ago. you can profit from that. I am sorry that my focus changed to gameplay mods.

h.sie

makman94
09-08-10, 04:31 PM
Jonesy,

there is a good tutorial contained in the interiors mod how to merge GUI and Interiors mod.


try it yourself and start modding. these were my first steps, too, 2 years ago. you can profit from that. I am sorry that my focus changed to gameplay mods.

h.sie

yes i agree with H.Sie here Jonesy !
try it yourself...sure you can do it at the end !
i posted a 'guide' some time ago for doing this ,have a look here : how to make your gui compatible with Flakmonkey & DD's mod (http://www.subsim.com/radioroom/showthread.php?t=162696&highlight=how+to+make+your+gui)

bye

Jonesy71
09-09-10, 10:47 AM
Thanks for the advice h.sie, I will surely investigate this.

makman94, thank you for the link, I will start there when I have a chance. Once I study your targeting manuals a little more, I am looking forward to using your mod, your attention to detail is amazing....what an amazing GUI for this game!

h.sie
09-09-10, 11:05 AM
Thanks for your words, mate, but keep in mind that people like Onelifecrisis and Mikhayl (who maybe already left SH3) have done the most important work on this GUI. I only made some little design changes to fit my personal taste.

Jonesy71
09-09-10, 08:05 PM
Indeed; my hats off to them...have had many late nights with SH3 because of them......