View Full Version : [REL] MaGui 2+ (Manos Gui)
makman94
03-01-10, 05:09 AM
link to final version of mod:
www.subsim.com/radioroom/showthread.php?t=166320 (http://www.subsim.com/radioroom/showthread.php?t=166320)
Huskalar
03-01-10, 06:54 AM
Thanks very much. Downloading now. :rock:
SquareSteelBar
03-01-10, 07:32 AM
THX, mate. :salute:
Can't find it at 'Subsim's Downloads' - FF doesn't work properly for me...
spaceman8888
03-01-10, 07:58 AM
wow, already was too great & now even better
THANK YOU !!! makman94 :salute:
Assprella
03-01-10, 08:04 AM
Thanks a lot.
Can we take the <"Torpedo Solution button for MaGui"> to this version too?
How can I turn on?
Thank you Sir.
Uber Gruber
03-01-10, 08:05 AM
I've play tested this GUI and I can assure you it is top notch....in fact it's everything you ever wanted in a GUI but were too afraid to ask :DL
Nice one Makman:up:
makman94
03-01-10, 12:17 PM
Thanks very much. Downloading now. :rock:
wow, already was too great & now even better
THANK YOU !!! makman94 :salute:
thank you too guys ! enjoy it :up:
THX, mate. :salute:
Can't find it at 'Subsim's Downloads' - FF doesn't work properly for me...
Hi SquareSteelBar,
Yes it is not yet at Subsim's downloads ...for some reason subsim doesn't ''accept'' to load this mod ,something with the size maybe? will be uploaded asap.
FF sometimes sucks but it is ok now i just downloaded it.have one more try
bye
Thanks a lot.
Can we take the <"Torpedo Solution button for MaGui"> to this version too?
How can I turn on?
Thank you Sir.
Thank you too Assprella,
its not big deal to make this mini mod but the problem is that we will have to import these changes to all other optional parts that are using the menu_ini and with all the possible combinations after this...will become a mess. can you handle the menu_ini (basic things) ? if yes i will post you the necessery changes that you have to do there.
BUT if you want my opinion ....forget this button ....all the fun is exactly at the 'missing' of this button !
I've play tested this GUI and I can assure you it is top notch....in fact it's everything you ever wanted in a GUI but were too afraid to ask :DL
Nice one Makman:up:
thank you very much Uber Gruber :up:
Brer Rabbit
03-01-10, 01:39 PM
Thanks again Makman for your work. Just dwonloaded the file and will install shortly. Thank goodness I am in Port. Looking forward to resuming the war with this Mod in place
Briar Rabbit
Flopper
03-01-10, 01:47 PM
Wow. I was already so pleased with 2.0, but downloading now and can't wait to try out your latest work.
Thanks!
Flopper
03-01-10, 01:58 PM
BUT if you want my opinion ....forget this button ....all the fun is exactly at the 'missing' of this button !
Amen to that. (I actually didn't realize "get solution" was missing, as I installed magui on top of olc gold, which seems to work fine, no contacts on map, etc.)
I also have not had any trouble getting magui2 to work with the new fm_interiors mod for 2 patrols now... not sure if it was pure luck or not, but I'll have a look at FN_NI_Fix this go around. Bah, if only I did not have to work for a living, I could try it out now!
Flopper
03-01-10, 06:34 PM
I have installed both versions, bright and dark... I am probably blind, but I actually can't say I discern a difference... what should I look for to tell one from the other?
I noticed the dials right away were improved. How do you enable the dials on the right side of the screen, as in the first screen shot, with the rudder position as the top one?
Currently running:
DFant_subFlag_2010
OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT
OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
TMT v2
LifeBoats&Debris_v4
WBNN Mission Orders Lite
FM_NewInterior_V1.0
Dark MaGui 2+
FM_NI_Fix_for_OLC_GUI_001
FM_NI_Fix_for_MaGui 2+
b25_SF_Grass_Full
I still only get the rudder position indicator by moving my mouse to the left side of the screen atop the compass. I'm not sure if it's possible, but what would be nice would be able to toggle the dials, instead of always reverting back to the original. For example, if I am submerged at 100 meters, I'd prefer to be able to "switch" the depth meter to the preferred scale, until I mouse over to switch it back.
Looks great, btw. Nice work.
Storm87
03-01-10, 06:59 PM
Looking lovely. :) Great work, as usualy, much of small eye-candy details. Well placed dials. Nice to see new fire button. ;) I hope all tips You gave me will work with this version too. :)
ReallyDedPoet
03-01-10, 07:31 PM
Nice work :yep::up:
Herr Graf
03-01-10, 09:44 PM
Nie work!
That AoB tool is something else as well :)
I looked but did not see if it is possible to see the backside of the AoB tool for calculating speed?
Many thanks
nice work!....I was wondering, since my computer is a very old maid, I am unable to run fm new interior. :wah:...I do use DD OH v3.09...can I run your mod w/ just DD mod, following the JSGME install order you have in the readme text?
ReallyDedPoet
03-01-10, 10:49 PM
Having a great time with this one :yep: Installed along with FM Interiors and your fix, all is well.
Assprella
03-02-10, 06:34 AM
Hi Makman.
I can handle the menu_ini, and I would be grateful to you if post this necessary changes to do it.
You are in the certain thing about the fun, but some times I want to order this things to the crew too. Its only a silly thing.
Thanks a lot.
IFRT-WHUFC
03-02-10, 09:08 AM
Just 1 question! why i'm I only getting the left hand side dials and not the right side like shown on your navmap pic?
thanks
Rick
makman94
03-02-10, 09:48 AM
Hi Makman.
I can handle the menu_ini, and I would be grateful to you if post this necessary changes to do it.
You are in the certain thing about the fun, but some times I want to order this things to the crew too. Its only a silly thing.
Thanks a lot.
ok Assprella here you are :
first buck up the original menu_ini (in case that something goes wrong)
note: don't forget to apply the same changes to the menu_ini in the optional ''no stealthmeter'' if you are using it
find the entries [G3F I118],[G3F I235],[G3F I236],[G3F I237],[G3F I238],[G3F I239] and REPLACE these entries with the following ones :
[G3F I118]
Name=&>WP Torpedo attack
Type=1032;Button
ItemID=0x3F070002
ParentID=0x3F070000
Pos=0,-1,26,26
Materials=4
Display=0;No stretch
Mat 0=data/menu/gui/layout/MainOrders.tga
Crop 0=0.632813,0,1,1
Mat 1=data/menu/gui/layout/MainOrders.tga
Crop 1=0.632813,0,1,1
Mat 2=data/menu/gui/layout/MainOrders.tga
Crop 2=0.632813,0,1,1
Mat 3=data/menu/gui/layout/MainOrders.tga
Crop 3=0.632813,0,1,1
MatFlags=0x1
TexFmt=0x9
Font=1
TextFlags=0x0
StatesColors=0xB0B0B0FF, 0xFF, 0xFFFFFFFF, 0xFFFFFFFF
ToolTipText=2861
;ToolTipBox=0x3F030007, 0x0
-----------------------------------------------------------------
[G3F I235]
Name=WP Torpedo attack
Type=1026;Menu group
ItemID=0x3F130000
ParentID=0x3F0B0000
Pos=0,0,436,560
Color=0xFFFFFFFF
[G3F I236]
Name=&WP Fire torpedo
Type=1032;Button
ItemID=0x3F130004
ParentID=0x3F130000
Pos=260,-494,60,60
Materials=4
Display=0;No stretch
Mat 0=data/menu/gui/layout/orders1.tga
Crop 0=0.476563,0.5,1,1
Mat 1=data/menu/gui/layout/orders1.tga
Crop 1=0.476563,0.5,1,1
Mat 2=data/menu/gui/layout/orders1.tga
Crop 2=0.476563,0.5,1,1
Mat 3=data/menu/gui/layout/orders1.tga
Crop 3=0.476563,0.5,1,1
MatFlags=0x1
TexFmt=0x9
Font=1
TextFlags=0x0
StatesColors=0xB0B0B0FF, 0xFF, 0xFFFFFFFF, 0xFFFFFFFF
ToolTipText=1075
[G3F I237]
Name=&WP Solution to target
Type=1032;Button
ItemID=0x3F130003
ParentID=0x3F130000
Pos=194,-494,60,60
Materials=4
Display=0;No stretch
Mat 0=data/menu/gui/layout/orders1.tga
Crop 0=0.238281,0.5,1,1
Mat 1=data/menu/gui/layout/orders1.tga
Crop 1=0.238281,0.5,1,1
Mat 2=data/menu/gui/layout/orders1.tga
Crop 2=0.238281,0.5,1,1
Mat 3=data/menu/gui/layout/orders1.tga
Crop 3=0.238281,0.5,1,1
MatFlags=0x1
TexFmt=0x9
Font=1
TextFlags=0x0
StatesColors=0xB0B0B0FF, 0xFF, 0xFFFFFFFF, 0xFFFFFFFF
ToolTipText=2866
[G3F I238]
Name=&WP Identify target
Type=1032;Button
ItemID=0x3F130002
ParentID=0x3F130000
Pos=128,-494,60,60
Materials=4
Display=0;No stretch
Mat 0=data/menu/gui/layout/orders1.tga
Crop 0=0,0.5,1,1
Mat 1=data/menu/gui/layout/orders1.tga
Crop 1=0,0.5,1,1
Mat 2=data/menu/gui/layout/orders1.tga
Crop 2=0,0.5,1,1
Mat 3=data/menu/gui/layout/orders1.tga
Crop 3=0,0.5,1,1
MatFlags=0x1
TexFmt=0x9
Font=1
TextFlags=0x0
StatesColors=0xB0B0B0FF, 0xFF, 0xFFFFFFFF, 0xFFFFFFFF
ToolTipText=2865
[G3F I239]
Name=Bkgr
Type=1031;Stat bmp array
ItemID=0x3F130001
ParentID=0x3F130000
Pos=122,-488,204,72
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/layout/bkgr.tga
MatFlags=0x1
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF
the result is showing at this pic:
http://i545.photobucket.com/albums/hh372/makman94/solutionbutton.jpg
makman94
03-02-10, 09:53 AM
Just 1 question! why i'm I only getting the left hand side dials and not the right side like shown on your navmap pic?
thanks
Rick
hi Rick,
the navmap pic is an EDITED pic and i added there the secondary dials in order to show you the needles. in the game the secondary dials are shown the same way as in previous versions of MaGui
bye
Having a great time with this one :yep: Installed along with FM Interiors and your fix, all is well.
glad you like it RDP ! :up:
makman94
03-02-10, 10:06 AM
Thanks again Makman for your work. Just dwonloaded the file and will install shortly. Thank goodness I am in Port. Looking forward to resuming the war with this Mod in place
Briar Rabbit
as Jim would say....''Sink 'em all'' !!:up:
I have installed both versions, bright and dark... I am probably blind, but I actually can't say I discern a difference... what should I look for to tell one from the other?
I noticed the dials right away were improved. How do you enable the dials on the right side of the screen, as in the first screen shot, with the rudder position as the top one?
Currently running:
DFant_subFlag_2010
OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT
OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
TMT v2
LifeBoats&Debris_v4
WBNN Mission Orders Lite
FM_NewInterior_V1.0
Dark MaGui 2+
FM_NI_Fix_for_OLC_GUI_001
FM_NI_Fix_for_MaGui 2+
b25_SF_Grass_Full
I still only get the rudder position indicator by moving my mouse to the left side of the screen atop the compass. I'm not sure if it's possible, but what would be nice would be able to toggle the dials, instead of always reverting back to the original. For example, if I am submerged at 100 meters, I'd prefer to be able to "switch" the depth meter to the preferred scale, until I mouse over to switch it back.
Looks great, btw. Nice work.
as you are running MaGui 2+ you don't need the ''FM_NI_Fix_for_OLC_GUI_001''. run ONLY the ''FM_NI_Fix_for_MaGui 2+''.
the dark version is ,as its name says, darker than the bright version.the panels and the console are darker
about your question for the dials ,read the previous post of mine...it is an edited pic ...not a ingame pic
Looking lovely. :) Great work, as usualy, much of small eye-candy details. Well placed dials. Nice to see new fire button. ;) I hope all tips You gave me will work with this version too. :)
thank you Storm,
yes they will work with this version too.
Nie work!
That AoB tool is something else as well :)
I looked but did not see if it is possible to see the backside of the AoB tool for calculating speed?
Many thanks
hi Herr Graf,
the back side of attack disc is attached at navigator's orders .read the readsme for more info
bye
nice work!....I was wondering, since my computer is a very old maid, I am unable to run fm new interior. :wah:...I do use DD OH v3.09...can I run your mod w/ just DD mod, following the JSGME install order you have in the readme text?
hi Buck_O,
sure you do ,use the same fix ...i mean use the ''FM_NI_Fix_for_MaGui 2+''
bye
IFRT-WHUFC
03-02-10, 10:28 AM
Thought I'd screwed my installation! Phew!
thanks
Rick
Flopper
03-02-10, 11:47 AM
as you are running MaGui 2+ you don't need the ''FM_NI_Fix_for_OLC_GUI_001''. run ONLY the ''FM_NI_Fix_for_MaGui 2+''.
the dark version is ,as its name says, darker than the bright version.the panels and the console are darker
about your question for the dials ,read the previous post of mine...it is an edited pic ...not a ingame pic
Good to know, thanks for the tip. I'll switch that up when I get back to port.
At the risk of being a fool, was there any info on how to use the sextant? I thought I read everything, but maybe I missed something.
Assprella
03-03-10, 04:11 AM
Alles klar Herr Makman.
Thank you for your attention.
:up::yeah:
makman94
03-03-10, 09:27 AM
Good to know, thanks for the tip. I'll switch that up when I get back to port.
At the risk of being a fool, was there any info on how to use the sextant? I thought I read everything, but maybe I missed something.
i don't use the sextant and i can't help you here.i included only for the fans of 'real navigation'(--not me),i don't even know if this 'style' of playing really worked ever .for info about the sextant and its use, you must search for the ''real nav mod'' but i can't remember right now the author of this mod.try a search...sure you will find it
Alles klar Herr Makman.
Thank you for your attention.
:up::yeah:
:up:
spaceman8888
03-03-10, 03:35 PM
hi makman94, i em newbie to sh3 .. so I am stuck on understanding interface & why, how it works ...
so can you pls point me to description of all tools that gui adds to default interface & how they work other than OLC video.. ? thats bcoz .. OLC vid still leaves me with doubts like how do i find range etc if i dont use manual targeting (no aob & range finder)..??
I have tried serarching & found many but nothing explaining gui tools? i am sure i em missing something silly here... but what it is?
Edit: nevermind, all resolved.. except for why part? with it i mean historical document for tools, if any that explains mechanism & usage in RL
Thanks for awesome GUI once again
hi markham
been trying to figure out how to use the AOB tool at attack periscope location. I thought if i used Karamazovenew little tutorial it would work w/ yours. I noticed that his AOB tool is very difftent from yours, it seems to have more tick marks & it has the green little chevrons at 45 degree angles. I noticed too that his is set for 6X & yours is for 15X.
My question is , do you have a tutorial on how to use your AOB tool?, or is Karamazovenew's tutorial adaptable to yours?
spaceman8888
03-05-10, 01:14 AM
hi markham
been trying to figure out how to use the AOB tool at attack periscope location. I thought if i used Karamazovenew little tutorial it would work w/ yours. I noticed that his AOB tool is very difftent from yours, it seems to have more tick marks & it has the green little chevrons at 45 degree angles. I noticed too that his is set for 6X & yours is for 15X.
My question is , do you have a tutorial on how to use your AOB tool?, or is Karamazovenew's tutorial adaptable to yours?
well i was stuck too ..
check olc video tutorial followed by tools documents/readme included in magui .. that did it for me
credit goes to olc, makman94 & all tool creators for putting up best sh3 interface .. thank you all
Edit: here is a pdf version by olc about aob & range finder: http://www.filefront.com/12863548/OLC_GUI_Quick_reference.7z/
Great job :up:
Same for other modder who made ACM/OLC GUI/etc but yours gui is my actually used ;)
I have just a question Markham; why in various mod the attack periscope is often "smaller" than observation one? It's an historical "reality" or it's just to have space to place all the button and dials?
Bye
Storm87
03-05-10, 01:50 PM
Great job :up:
Same for other modder who made ACM/OLC GUI/etc but yours gui is my actually used ;)
I have just a question Markham; why in various mod the attack periscope is often "smaller" than observation one? It's an historical "reality" or it's just to have space to place all the button and dials?
Bye
It's because attack periscope IS smaller, than observation one. :) Look at them from outside. They are designed for different purposes, that's the main reason why. :) Smaller, attack peri is more difficult to spot, or detect by radar. Observation peri gives wider angle of view, better visibility, orientation. But it's bigger size is the price.
makman94
03-05-10, 08:33 PM
hi markham
been trying to figure out how to use the AOB tool at attack periscope location. I thought if i used Karamazovenew little tutorial it would work w/ yours. I noticed that his AOB tool is very difftent from yours, it seems to have more tick marks & it has the green little chevrons at 45 degree angles. I noticed too that his is set for 6X & yours is for 15X.
My question is , do you have a tutorial on how to use your AOB tool?, or is Karamazovenew's tutorial adaptable to yours?
hi Buck_O,
all the AOB wheels works the same way.you only need to know at what zoom level are calibrated to work .
did you read the readsme.txt in documents?
from the readme:
''......
ATTACK PERISCOPE and OBS PERISCOPE
---------------------------------------
each mark at both horizontal and vertical scale (at both scopes) is 1 degree
note:
-----
if you count the half length of ship then each mark at horizontal scale (and only at horizontal) is 2 degrees
the rings for the AOB wheels are setted to work with the maximum zoom of each scope .in other words if you are at attack peri the aob wheel is working at x15 zoom and if you are at obs peri the aob wheel is working at x6 zoom.......''
read the whole readme for more info
other than that the procedure is exactly the same as described by Kara
have a look,also, here at post 79.maybe will help you : [REL] Manos Gui (MaGui) (http://www.subsim.com/radioroom/showthread.php?t=157376)
Great job :up:
Same for other modder who made ACM/OLC GUI/etc but yours gui is my actually used ;)
I have just a question Markham; why in various mod the attack periscope is often "smaller" than observation one? It's an historical "reality" or it's just to have space to place all the button and dials?
Bye
It's because attack periscope IS smaller, than observation one. :) Look at them from outside. They are designed for different purposes, that's the main reason why. :) Smaller, attack peri is more difficult to spot, or detect by radar. Observation peri gives wider angle of view, better visibility, orientation. But it's bigger size is the price.
hi Loltak and Storm,
both scopes have the same fov (in this case 32 degrees) .the obs scope 'looks' bigger becuase the viewport is bigger ....something like that we have 'put' our eye closer to it
Makman94
Thanks for your reply. I read the readme but, must have been slow in the brain when I did:oops:...(it was late, in my defense)
Thanks again, for pointing it out, I get it now..:salute:
makman94
03-05-10, 10:31 PM
Makman94
Thanks for your reply. I read the readme but, must have been slow in the brain when I did:oops:...(it was late, in my defense)
Thanks again, for pointing it out, I get it now..:salute:
you are wellcome :up:
hi Loltak and Storm,
both scopes have the same fov (in this case 32 degrees) .the obs scope 'looks' bigger becuase the viewport is bigger ....something like that we have 'put' our eye closer to it
That exactly what i do :haha:
Thanks
Flopper
03-06-10, 06:59 PM
I really like this mod. Very pretty. Nice optics, as I nailed a tramp steamer from 3300 yards night before last (full manual, no map contact updates), a new record for me.
The only thing, I really miss the u-jagd chrono, as I used to use that a lot for an initial quick estimate of the speed. :cry: I tried to figure out how to get that thing back, but I'm not that good yet with modding. :timeout:
Makman94
me again. :D I'm unable to figure out how to enable the second set of dials that I see in the picture at the very top of this post. I get the 3 dials on the left to show, by pushing the button on the bottom left. Pushing the same button on the right brings up the " Angle Solver" tool.
Also, I know you re-did the deck gun sight, but I cant figure out how to zoom in on it. Previously I just used the mouse wheel..
Any idea what im missing in these two stations?
Finally, I watched your tutorial videos. Excellent. I had no idea how useful the tools could be. I was wondering where you got your ownship overlay? The one when you zoom in and it puts a compass over ownship? be nice to use it.
Flopper
03-08-10, 06:53 AM
I'm unable to figure out how to enable the second set of dials that I see in the picture at the very top of this post.
I had the same question earlier in this thread. There's just the one set of dials, on the left. The set on the right were pasted into that image.
makman94
03-08-10, 09:59 AM
Makman94
me again. :D I'm unable to figure out how to enable the second set of dials that I see in the picture at the very top of this post. I get the 3 dials on the left to show, by pushing the button on the bottom left. Pushing the same button on the right brings up the " Angle Solver" tool.
hi Buck_O,
once you clic the button will show up the first dials,in order to show up the secondary dials move your cursor at the left of each dial
Also, I know you re-did the deck gun sight, but I cant figure out how to zoom in on it. Previously I just used the mouse wheel..
did you man the deck gun ? if not...then the gun is not fuctional
Finally, I watched your tutorial videos. Excellent. I had no idea how useful the tools could be. I was wondering where you got your ownship overlay? The one when you zoom in and it puts a compass over ownship? be nice to use it.
the tools needs a lot of time to figure out all of their capabilities ...especially the back side of attack disc.one of its main and superb uses is to getting the speed with fixed wire method but without the need to be deadly stopped or to have the scope at your 0(or 180) bearing while moving. i can't say that MaGui is a gui for starting sh3 with it....
about the bearings overlay get it from here:http://www.subsim.com/radioroom/downloads.php?do=file&id=1095
import this image only to the sub that you are using (this images are very big FPS 'eaters' !!
yeah, my deck gun is manned, I must have a corrupt file...I'm bout to do a complete re-install, as I ordered the latest non- starforce copy of SHIII. Thanks much for your help:up:
makman94
03-08-10, 11:53 AM
yeah, my deck gun is manned, I must have a corrupt file...I'm bout to do a complete re-install, as I ordered the latest non- starforce copy of SHIII. Thanks much for your help:up:
WAIT A MINUTE ! you are using the FM_NI fix for MaGui right ?
i just checked the cameras in it and you are right (xm....my bad)! i will upload a new FM_NI fix for MaGui 2+ that is solving this
edit : get the 'new' fix from my ff page ,file name :''FM_NI_Fix_for_MaGui 2+ --08032010''
Makman94
Much obliged, thanks much, downloading it now:salute:
brucesim2003
03-10-10, 02:02 AM
Hey guys,
How can I start the chrono when at the nav map? The repeater that is there doesn't start when clicking on it, or with the knob on the top. It seems that I have to go to periscope or uzo. Am I missing something?
Cheers
Bruce
I prefer to use a real hand chrono :)
Found myself an old mechanical one. Love it.
comet61
03-10-10, 02:32 PM
First off, I like and use Magui exclusively as my super-mod when in-game. The 1st Magui performed darn near flawlessly with the exception of I couldn't use the drop down flag chart if I was playing in early war mode (submerged). Had to use F1 to get the proper dates. Magui2+ changed that aspect...however:
I have been having difficulties with the new optics incorporated concerning the scope views. I am not complaining about the FOV, that I can live with. It's the drop down attack wheel. I know that the use of the attack scope needs to be at 15x to make your calculations and 6x for the Obs scope. In the attack scope, counting ticks up to get distance and set up for AoB if the target is well over 2000m is OK, however, if the target is 2000m or less, using the attack scope and counting the ticks to the right to help get AoB is nearly impossible because it goes off past the field of view, therefore cannot continue to count the ticks. Here, I need to swap over to the Obs scope at 6x to complete that procedure. Now this is ONLY if the attack wheel is down. When using the attack tools in Magui 1, my success rate in target calculations and torpedo solutions was nearly 90% ±. After a week or so with Magiu2+, I would say my success rate is about 50%. On a few occasions I had to swap over to the Obs scope to complete my calculations becuase my target was 1500m or closer. Usually if the target is between 1000m to 400m I just use distance a little and shoot from the hip. I suppose that using 6x and times it by 2 will work. I did try that and it was close, however, that just adds another step in the process...IF I remember to to go to 6x if I am in a hurry.
In fairness, if the target is beyond 2500m and i am in a favorable position, the wheel in the attack scope does just fine. It's when the target is much closer. Even harder at night.
The few aspects of the new Magui2+ like separate button for the AoB wheel tool, drop down flag chart when submerged are fine changes, however, I am perplexed on this newer scope views concerning the drop down attack calculator in the scopes. Not sure why the change in the attack scope and why it could still use 6x. Though, this is just an opinion (not a design flaw): Having the attack scope with the drop down dials and the 1.5x,6x,15x optical views and no attack dials with 1.5x and 6x views in the obs scope seemed to fit just fine. I guess what I am saying is that having both scopes equipped with attack tools is redundant....from my perspective anyway. I love Magui. Gonna still use it, but I am going to revert back to Magui 1.
I did try Magui 2+. It is a fine mod upgrade and many will enjoy it I'm sure. It's just my preference for Magui 1 methinks.
Storm87
03-10-10, 02:48 PM
First off, I like and use Magui exclusively as my super-mod when in-game. The 1st Magui performed darn near flawlessly with the exception of I couldn't use the drop down flag chart if I was playing in early war mode (submerged). Had to use F1 to get the proper dates. Magui2+ changed that aspect...however:
I have been having difficulties with the new optics incorporated concerning the scope views. I am not complaining about the FOV, that I can live with. It's the drop down attack wheel. I know that the use of the attack scope needs to be at 15x to make your calculations and 6x for the Obs scope. In the attack scope, counting ticks up to get distance and set up for AoB if the target is well over 2000m is OK, however, if the target is 2000m or less, using the attack scope and counting the ticks to the right to help get AoB is nearly impossible because it goes off past the field of view, therefore cannot continue to count the ticks. Here, I need to swap over to the Obs scope at 6x to complete that procedure. Now this is ONLY if the attack wheel is down. When using the attack tools in Magui 1, my success rate in target calculations and torpedo solutions was nearly 90% ±. After a week or so with Magiu2+, I would say my success rate is about 50%. On a few occasions I had to swap over to the Obs scope to complete my calculations becuase my target was 1500m or closer. Usually if the target is between 1000m to 400m I just use distance a little and shoot from the hip. I suppose that using 6x and times it by 2 will work. I did try that and it was close, however, that just adds another step in the process...IF I remember to to go to 6x if I am in a hurry.
In fairness, if the target is beyond 2500m and i am in a favorable position, the wheel in the attack scope does just fine. It's when the target is much closer. Even harder at night.
The few aspects of the new Magui2+ like separate button for the AoB wheel tool, drop down flag chart when submerged are fine changes, however, I am perplexed on this newer scope views concerning the drop down attack calculator in the scopes. Not sure why the change in the attack scope and why it could still use 6x. Though, this is just an opinion (not a design flaw): Having the attack scope with the drop down dials and the 1.5x,6x,15x optical views and no attack dials with 1.5x and 6x views in the obs scope seemed to fit just fine. I guess what I am saying is that having both scopes equipped with attack tools is redundant....from my perspective anyway. I love Magui. Gonna still use it, but I am going to revert back to Magui 1.
I did try Magui 2+. It is a fine mod upgrade and many will enjoy it I'm sure. It's just my preference for Magui 1 methinks.
Hm.... You can try optional, 6x AOB finder for attack peri. This may help You to solve some of the problems. And most likely, cause another (no much use of attack peri for useful calculations at long distances).
makman94
03-10-10, 07:20 PM
hi Comet,
it is impossible to have two aob wheels in the same page (maybe is possible now that i am thinking it but even so it will be a mess to have two wheels ,one for each zoom)
now , as Storm told you you can use the x6 set for the inner ring of aob wheel at attack scope (you can find it in the optionals of MaGui 1).that way you will be ok in short distances but you will face the same 'problem' at long distances . i mean that you will have to use the factor of 2.5 (and NOT 2 as you said...thats why you are getting faulse data,read the readme carefully) if you take your measurments at x15 zoom (and you have install the x6 set)
something else is that first you count the horizontal marks and then you bring down the aob wheel if the situation needs a larger view.
as the optics are now setted at long distances you use the attack peri at and at short distances you use the obs peri or the attack with the factor of 2.5
can you think something better than that ?
comet61
03-10-10, 07:56 PM
Though I realize the work-arounds to my "problem" and have used them a few time....with success, it still adds to another process. However, I did not look in the Magui 2+ folders I downloaded for the optional views yet. I am embarassed to say I failed to do that. I am still plugged into Magui 2+. When I get home tonight I will look into it and see. All I am saying is that in Magui 1, the optics (attack scope) worked fine. Not sure the change was really needed....for me anyway. I do not design these things nor understand all of it, I am sure the author (Makman) had his reasons to do so. Before I could make long and short distance calculations and torp solutions very quickly with just the attack scope. Never needed the Obs scope anyway except for observation usage. I am not trying to critique the new mod or it's "flaws" of any kind, I guess I do not understand the advantage of the changes. Just my perspective is all....nothing more. Magui is a great mod and I will continue to use it. :yeah:
I will look into the optional optics later. Thanks!!
makman94
03-10-10, 08:21 PM
Though I realize the work-arounds to my "problem" and have used them a few time....with success, it still adds to another process. However, I did not look in the Magui 2+ folders I downloaded for the optional views yet. I am embarassed to say I failed to do that. I am still plugged into Magui 2+. When I get home tonight I will look into it and see. All I am saying is that in Magui 1, the optics (attack scope) worked fine. Not sure the change was really needed....for me anyway. I do not design these things nor understand all of it, I am sure the author (Makman) had his reasons to do so. Before I could make long and short distance calculations and torp solutions very quickly with just the attack scope. Never needed the Obs scope anyway except for observation usage. I am not trying to critique the new mod or it's "flaws" of any kind, I guess I do not understand the advantage of the changes. Just my perspective is all....nothing more. Magui is a great mod and I will continue to use it. :yeah:
I will look into the optional optics later. Thanks!!
the point is that i haven't changed absolutelly nothing in the core of the optics ! they are exactly THE SAME with MaGui 1 ! so if they worked for you at MaGui 1 then they definetelly work at MaGui 2 too.
at MaGui 2 i only added the items at obs scope but don't use them if you don't like them (they are 'hidden' anyway at obsscope)
and the fov (but fov is not effecting your measurments)
el cheguevara
03-12-10, 04:24 PM
Hey makman, after trying to figure out why the periscopes start out at 6x zoom and behave pretty buggy for me, i found out that in the cameras.dat that the zooms are reversed. They were set for 6 being the lowest zoom, 15 being the middle, and 1.5 being the highest zoom (in that order) but they are supposed to be set 1.5, 6, 15 ( the lowest zoom being on top of the optical array list). Don't know if you meant to do this or not.
makman94
03-12-10, 08:46 PM
Hey makman, after trying to figure out why the periscopes start out at 6x zoom and behave pretty buggy for me, i found out that in the cameras.dat that the zooms are reversed. They were set for 6 being the lowest zoom, 15 being the middle, and 1.5 being the highest zoom (in that order) but they are supposed to be set 1.5, 6, 15 ( the lowest zoom being on top of the optical array list). Don't know if you meant to do this or not.
hi El cheguevara,
Yes ,the zooms order are meant to be so becuase with that tric are 'disappearing' the hardcoded reticles
the scopes are not buggy ,you only have to get used to them
bye
el cheguevara
03-12-10, 08:48 PM
Ah, ok, didn't know that then, thanks.
Makman94, I have been experimenting w/ plotting on the nave map. I'm having trouble working the speed dials in order to keep a constant speed of 3 or 5 knots. My speed dial seems to not be properly calibrated. I hit 3 knots & the helmsman calls out 2 knots, I hit 4 & he'll go 3 , 5 it goes 4 ... and so on...
Any idea what would be causing this?
Griffon345
03-20-10, 04:08 AM
Makman94, I have been experimenting w/ plotting on the nave map. I'm having trouble working the speed dials in order to keep a constant speed of 3 or 5 knots. My speed dial seems to not be properly calibrated. I hit 3 knots & the helmsman calls out 2 knots, I hit 4 & he'll go 3 , 5 it goes 4 ... and so on...
Any idea what would be causing this?
Hey Buck_O. I stand to be corrected but what seems to work for me is to click just above the speed you are look to set. The helmsman seems to get it right then. Give it a try.
makman94
03-20-10, 06:16 AM
Makman94, I have been experimenting w/ plotting on the nave map. I'm having trouble working the speed dials in order to keep a constant speed of 3 or 5 knots. My speed dial seems to not be properly calibrated. I hit 3 knots & the helmsman calls out 2 knots, I hit 4 & he'll go 3 , 5 it goes 4 ... and so on...
Any idea what would be causing this?
hi Buck_O,
first of all don't pay attention to helmsman ! he 'lives' in his own world ! the speed you are going is the one that you read at the circular dial ( the speed that is showing at bottom left on console is rounded up every half knot. : in other words when speed goes over 2.5 knots it shows 3 ,over 3.5 knots it shows 4....etc)
the actual speed is not altered by MaGui's files . the speed is calibrated to 'follow' your order when you are submerged and rudders are at 0.if you are turning the speed will perform lower than your ordered speed .now, when you are surfaced (rudders at 0) speed is performing a little lower than ordered speed and i am doing the same thing that Griffon345 suggested (don't pay attention to helmsman...look only at your dial)
a major update is coming for MaGui 2+ : some new graphics at dials (more custom) ,reworked attack disc's front and back and reworked 3-bearing aob tool (brightness is heavily reduced in order tools not to be annoying during night and now have a look of very 'used' tools) ,the reworked by Storm87 rings for aob wheels (thank you Storm :up:)
and new dials for the tdc (more close to the real thing) but i can't say anything more on this at the moment
some pics :
http://i545.photobucket.com/albums/hh372/makman94/dials.jpg
http://i545.photobucket.com/albums/hh372/makman94/3-BEARINGAOBTOOL.jpg
http://i545.photobucket.com/albums/hh372/makman94/ATTACKBACK.jpg
http://i545.photobucket.com/albums/hh372/makman94/ATTACKFRONT.jpg
nycoroner05
03-20-10, 06:52 AM
Will try it out
Makman94
Thanks for explaining the speed dail, very helpful:salute:.
regarding your new update on MaGui 2+. that looks fabulous!! I got 3 words...
I CAN'T WAIT!:yeah:
The only thing, I really miss the u-jagd chrono, as I used to use that a lot for an initial quick estimate of the speed. :cry: I tried to figure out how to get that thing back, but I'm not that good yet with modding. :timeout:
This Mod is beautiful - but I would second Flopper's request!
Please! :D
Regards
Vermin
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