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fitzcarraldo
10-10-10, 07:25 PM
the final version of MaGui is coming...

the final version is the most polished of all versions,it is correcting all tiny bugs (some of them was really very hard to find) such as the not showing the 100% of mine's chart image quality or the not showing of nomo's image quality just to name some.

the are ,also, changes at code just to make it even more handy and freedly to player .

almost ALL images are reworked and fining and also there will be a number of several filters for the scopes (blue,green,yellow...etc ).

from the pic you can see the reworked console ,buttons and icons.the buttons for the map tools may not be included at the release(i used part of images from TMO and Conus00 icons as bases in order to create these, so i need some permissions from the authors)

more details later...

pic:
http://i965.photobucket.com/albums/ae138/sphere94/maguif-coming.png

Great work!!! :yeah: I think, the definitive GUI for the classic SH3. :woot::woot::woot:

Watching, with pacience...:rotfl2:

Best regards, Makman.

Fitzcarraldo :salute:

makman94
10-10-10, 07:36 PM
Great work!!! :yeah: I think, the definitive GUI for the classic SH3. :woot::woot::woot:

Watching, with pacience...:rotfl2:

Best regards, Makman.

Fitzcarraldo :salute:

:up:

Assprella
10-11-10, 01:54 AM
:salute::salute: Many thanks, Sir.

I love your GUI and I think that is one of the best we can use to fun.

Thankyou.:woot::woot:

Marko
10-11-10, 02:02 AM
Outstanding Job!

Magic1111
10-11-10, 03:25 AM
the final version of MaGui is coming...

the final version is the most polished of all versions,it is correcting all tiny bugs (some of them was really very hard to find) such as the not showing the 100% of mine's chart image quality or the not showing of nomo's image quality just to name some.

there are ,also, changes at code just to make it even more handy and freedly to player .

almost ALL images are reworked and fining and also there will be a number of several filters for the scopes (blue,green,yellow...etc ).

from the pic you can see the reworked console ,buttons and icons.the buttons for the map tools may not be included at the release(i used part of images from TMO and Conus00 icons as bases in order to create these, so i need some permissions from the authors)

more details later...

pic:
http://i965.photobucket.com/albums/ae138/sphere94/maguif-coming.png


Hi makman !

It looks fantastic !!! :rock:

But I´ve one wish to you: Can you please listening all the new changes / entries in the Files "Menu_1024_768.ini" and / or "Dials.cfg" in the Final MaGui in contrast to the MaGui 3.4 in the Read Me or tell me via PM ? Because I use the MaGui 3.4 with an own modded Menu_1024_768.ini and Dials.cfg !!! That would me facilitate the adaptation!

Best regards mate,
Magic:salute:

harryt8
10-13-10, 07:18 PM
macman94, Could I sincerely congratulate you and your collaborators on the MaGui 3.4 mod with a final version to possibly follow shortly.
The graphics and attention to detail are simply superb. :DL

I must also credit you with the dogged determination to clearly answer all the questions about your excellent mod raised in the 17+ pages of posts.
This is extremely commendable. Your patience is gracious..!!

Unfortunately however I have to add to that list. I am getting a conflict with Luca's Conning Tower Open Hatch093food mod. The computer says NO..!! :damn:
Is there a fix or a load sequence to this or is it to be avoided when using MaGui?

Anyway, very well done. :up:

fitzcarraldo
10-13-10, 09:48 PM
macman94, Could I sincerely congratulate you and your collaborators on the MaGui 3.4 mod with a final version to possibly follow shortly.
The graphics and attention to detail are simply superb. :DL

However, I am getting a conflict with Luca's Conning Tower Open Hatch093food mod. The computer says NO..!! :damn:
Is there a fix or a load sequence to this or is to be avoided?

Anyway, very well done. :up:

I use the Aces Multimod compatibility mod after Conning Tower Open Hatch food. No conflicts with MaGUI 3.4, all works fine.

Regards.

Fitzcarraldo :salute:

harryt8
10-14-10, 12:05 AM
Thanks Fitzcarraldo for this suggestion.
I see it third from the end of your JSMGE List.
I have been using your list to try and work out a "loading sequence" as I have had some trouble with mod compatability.
I presume Aces' stuff is in SH3 downloads?

kaizerkat
10-14-10, 09:53 AM
Does anybody know how to fix the calculation pad i.e(entfernung,winkel and geschwindigkeit) when using the attack peri.My pad just shows the range and not too clear at that.What is the most popular & easiest method to use when lining up an attack in this mod?Last, is there a good tutorial on how to use the TDC if i did not use magui and just wanted to use it in the gwx3?

M00nStalker
10-14-10, 11:42 AM
First of all I just want to say great work, the GUI is beautiful!

Secondly, I might just be stupid but I just can't get the AOB disc down over the periscope. Is there a button, do I have to drag it down or how do I get it to appear?

harryt8
10-15-10, 12:31 AM
I use the Aces Multimod compatibility mod after Conning Tower Open Hatch food. No conflicts with MaGUI 3.4, all works fine.

Regards.

Fitzcarraldo :salute:

Sorry, can't find it.
Directions please.
Thank you. :up:

makman94
10-15-10, 04:06 AM
Hi makman !

It looks fantastic !!! :rock:

But I´ve one wish to you: Can you please listening all the new changes / entries in the Files "Menu_1024_768.ini" and / or "Dials.cfg" in the Final MaGui in contrast to the MaGui 3.4 in the Read Me or tell me via PM ? Because I use the MaGui 3.4 with an own modded Menu_1024_768.ini and Dials.cfg !!! That would me facilitate the adaptation!

Best regards mate,
Magic:salute:

hi Magic,

this is not necessery Magic, becuase it is very easy to find out yourself the differences . you only have to download a free programme for comparing text files and this programme will show you all the differences :up:

macman94, Could I sincerely congratulate you and your collaborators on the MaGui 3.4 mod with a final version to possibly follow shortly.
The graphics and attention to detail are simply superb. :DL

I must also credit you with the dogged determination to clearly answer all the questions about your excellent mod raised in the 17+ pages of posts.
This is extremely commendable. Your patience is gracious..!!

Unfortunately however I have to add to that list. I am getting a conflict with Luca's Conning Tower Open Hatch093food mod. The computer says NO..!! :damn:
Is there a fix or a load sequence to this or is it to be avoided when using MaGui?

Anyway, very well done. :up:

Hi Harryt8,
thank you very much for your kind words:up:
MaGui is much much more than only good graphics but you will find that out as long as you getting 'deeper' to sh3.

to your question: Luca's thread is a real ''mess'' for me ! i mean that i can't understand what is the final version (if there is one), what version is doing what ,what version is made for working with the FM mod....etc .

anyway , as i see that Luca is disappeared, i used the following setting and made a fix for making them compatible with MaGui 3.4

Installation
------------
1. DD_OH_V3.09_20091209162038
2. FM_NewInterior_V1.0
3. Conning Tower open Hatch TestFMfood
4. MaGui 3.4
5. CT_FM_NI_Fix_for_MaGui 3.4

get the ''CT_FM_NI_Fix_for_MaGui 3.4'' from my ff page

use EXACTLY the above mods ! if you use other than the above the 'fix' might not work 100% for lucas mod (it will work though for magui).

i have told back then to the authors of these mods to give in public a complete mod with all these goodys merged but it didn't happened and as long as there is no final version i am not going to waste more time for these compatibilities.that's why i have given a fix only for the FM mod (becuase Flakmonkey gave a final version)

bye



I use the Aces Multimod compatibility mod after Conning Tower Open Hatch food. No conflicts with MaGUI 3.4, all works fine.

Regards.

Fitzcarraldo :salute:

that is totally wrong Fitzcarraldo ! Aces , AFAIK , never worked on mods including MaGui so his compatibility mod is not working with MaGui (you don't have problems becuase the FM fix for MaGui 3.4 is later on your list )

Does anybody know how to fix the calculation pad i.e(entfernung,winkel and geschwindigkeit) when using the attack peri.My pad just shows the range and not too clear at that.What is the most popular & easiest method to use when lining up an attack in this mod?Last, is there a good tutorial on how to use the TDC if i did not use magui and just wanted to use it in the gwx3?

hi Kaizerkat,

sorry, i don't understand what is your 'problem' . give a pic of the problem

bye

First of all I just want to say great work, the GUI is beautiful!

Secondly, I might just be stupid but I just can't get the AOB disc down over the periscope. Is there a button, do I have to drag it down or how do I get it to appear?

hi M00nStalker,

at the start options ,you must have the ''manual targeting system'' ENABLED .

:salute::salute: Many thanks, Sir.

I love your GUI and I think that is one of the best we can use to fun.

Thankyou.:woot::woot:

hi Assprella,
thank you very much :salute:

you will 'love' the final version !!

bye

Magic1111
10-15-10, 05:23 AM
hi Magic,

this is not necessery Magic, becuase it is very easy to find out yourself the differences . you only have to download a free programme for comparing text files and this programme will show you all the differences :up:


Hi makman,

then I could use "WinMerge" to find the differences ! :up:

I hope that are not so many differences......;)

Best regards mate,

Magic:salute:

harryt8
10-22-10, 03:47 AM
Makman94 kindly suggested:

Installation
------------
1. DD_OH_V3.09_20091209162038
2. FM_NewInterior_V1.0
3. Conning Tower open Hatch TestFMfood
4. MaGui 3.4
5. CT_FM_NI_Fix_for_MaGui 3.4

I have tried many times to run these mods in this sequence.
However, after staring at the red line on the loading screen for an infinite amount of time, it always crashes back to desktop. :damn:

I have taken screenshots of the conflicts, but I seem not to be allowed via the posting rules to be able to post then. (Why? Does one have to pay?) :hmmm:

If I load only MaGui 3.4, it loads successfully and I can proceed with the game.
If I introduce FM New Interior, a number of warnings come up concerning .arm .cfg. .cam .dat and .sim files. These have already been altered by DD_OH_V3.09
If I introduce Conning Tower Open Hatch a similar number of warnings relating to .cfg .cam .dat .sim that have been altered by both DD_OH and CTOH.
If I then introduce MaGui 3.4, I get warnings of Command and Camera files .cfg and .dat have already been altered.
If I load the CT_FM Fix, I get similar warnings.

Now, I understand what's happening here from a conceptual level, but on the one hand I'm being told that a sequence will work, but in practice it doesn't. My install is pretty standard GWX with no other mod conflicts.

I can play the game without the FM Mod and Conning Tower mod, but I would like to utilize them.

Again, my apologies that I am unable to load my JSGME Screenshots to assist with the diagnosis.

Suggestions, solutions and advice from any ModMeisters most welcome?

fitzcarraldo
10-22-10, 06:41 AM
Makman94 kindly suggested:

Installation
------------
1. DD_OH_V3.09_20091209162038
2. FM_NewInterior_V1.0
3. Conning Tower open Hatch TestFMfood
4. MaGui 3.4
5. CT_FM_NI_Fix_for_MaGui 3.4

I have tried many times to run these mods in this sequence.
However, after staring at the red line on the loading screen for an infinite amount of time, it always crashes back to desktop. :damn:

I have taken screenshots of the conflicts, but I seem not to be allowed via the posting rules to be able to post then. (Why? Does one have to pay?) :hmmm:

If I load only MaGui 3.4, it loads successfully and I can proceed with the game.
If I introduce FM New Interior, a number of warnings come up concerning .arm .cfg. .cam .dat and .sim files. These have already been altered by DD_OH_V3.09
If I introduce Conning Tower Open Hatch a similar number of warnings relating to .cfg .cam .dat .sim that have been altered by both DD_OH and CTOH.
If I then introduce MaGui 3.4, I get warnings of Command and Camera files .cfg and .dat have already been altered.
If I load the CT_FM Fix, I get similar warnings.

Now, I understand what's happening here from a conceptual level, but on the one hand I'm being told that a sequence will work, but in practice it doesn't. My install is pretty standard GWX with no other mod conflicts.

I can play the game without the FM Mod and Conning Tower mod, but I would like to utilize them.

Again, my apologies that I am unable to load my JSGME Screenshots to assist with the diagnosis.

Suggestions, solutions and advice from any ModMeisters most welcome?

Hi, mate. Please, see my JSGME list:

GWX - Enhanced Damage Effects
GWX - Late War Sensors Snorkel Antennas
GWX - No Medals on Crew
GWX - Open Hatch Mod
GWX - VIIC41 Player Sub
WBNN Mission Orders
GWX - Merged Campaign
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
GWX - 16km Atmosphere
Rbs1_SH4_Effects_GWX_21_204f
LifeBoats&Debris_v4
Rbs3withlifeboat
Rbs2withbuoyance
Rbs7regularzone
Wooden_Lifeboats_Mod_1.1
Unofficial_rockets_fix_GWX3.0
Elite U-boat Binoculars
New Uboat Guns 1.2
OLC's Modified Searchlight Beams for GWX3
U-Boat Bases Map with New St Nazaire
Waterstream+Exhaust Combi V2.3 for GWX3
Combat Radio Frequency
GWX_DFa-Flag&Pens_2010
No continuous 'Ship spotted' V1.2 for GWX3+Rubinis RocketFix
FM30_UpDown_final
WB's Deck Gun Range
WB's Decks Awash + Fuel Economy
Torpedo damage Final ver2.0
Q Ship mod GWX3.0
Flags_enlighten
Real Depth Charge
Ice Age
FM_NewInterior_V1.0
b25_SF_Grass_Full_V2
Conning Tower open Hatch TestFMfood
WAC4.1 SubPen_animated_18.02.2010
Thomsen's Sound Pack V3.2cg
Depthcharge Shake v2.01
Ambient Hydrophone Sound
Ambient Underwater Sound
Das boot sound
DBSM_SH3_Speech_Fix
MFM-Interim-Beta
Rbs5EffectsLITE
Aces' Multimod compatability fix release v1.3 public beta
Rapt0r's Das Boot Interior
Rapt0r's Das Boot Skin
Subphones
MaGui 3.4
FM_NI_Fix_for_MaGui 3.4
German Images for MaGui v3.4
optional-ALTERNATIVE SCOPES with speedlines stopwatch for MaGui 3.4
Red Night Filter
TorpedoSolutionButton for MaGui 3.4 (NYGM-GWX-WAC)
Pascal_Port_People
Conus' Historically Accurate U-boat Emblems 1.3
Aces Hi Res Uniforms and Medals Mk 2
Evan´s Uniforms
evan82's Sawfish Emblem
pascal_damage_screen
Compulsory U-boat Headdress - GWX 2.0
ail Das Boot officers mod v2.17
Diesel Startup Sequence for FM Engine Room beta 1
BritishAsdicMkIFinal
GWX - Main movie - 'Das Boot'
Rapt0r's Instruments V3.5
Dönitz Picture With Fly
_LSH3_V5_ENV_MEP2a-Dark-Nights
_LSH3_V5_ENV_MEP2b-FSF-for-Dark-Nights
optional-Intro Screen for MaGui 3.4
New_clearsky_clouds
h.sie's Colored Hull Integrity Indicator

With this list and order, all the mods works fine. I haven´t the DD mod. And I use 4 GbPatch. The time of charge is looong (I have the extended campaign GWX submod, too...). The only problem is with Merchant Fleet Mod; I use the Interim Beta (light version); the complete MFM go to CTD.

I´ve posted images without problems. No payment needed.

Search the thread "Posting JSGME list", you have several lists of mods, this help to resolve issues of compatibility of mods.

Regards.

Fitzcarraldo :salute:

P.D.: @ Kaleun Makman:

"that is totally wrong Fitzcarraldo ! Aces , AFAIK , never worked on mods including MaGui so his compatibility mod is not working with MaGui (you don't have problems becuase the FM fix for MaGui 3.4 is later on your list )".

But I have the mods working...appliying the Magui Fix for FM Interiors. If I remove the Aces multicompatibility, I obtain the same results with Fm fix?

I installed the MaGUi interface in LSH3V5, with Fm Interiors, and works fine, too.

I´m desperate watching the new MaGUI interface...Some news of the update? Many thanks!

makman94
10-22-10, 11:22 AM
Makman94 kindly suggested:

Installation
------------
1. DD_OH_V3.09_20091209162038
2. FM_NewInterior_V1.0
3. Conning Tower open Hatch TestFMfood
4. MaGui 3.4
5. CT_FM_NI_Fix_for_MaGui 3.4

I have tried many times to run these mods in this sequence.
However, after staring at the red line on the loading screen for an infinite amount of time, it always crashes back to desktop. :damn:

I have taken screenshots of the conflicts, but I seem not to be allowed via the posting rules to be able to post then. (Why? Does one have to pay?) :hmmm:

If I load only MaGui 3.4, it loads successfully and I can proceed with the game.
If I introduce FM New Interior, a number of warnings come up concerning .arm .cfg. .cam .dat and .sim files. These have already been altered by DD_OH_V3.09
If I introduce Conning Tower Open Hatch a similar number of warnings relating to .cfg .cam .dat .sim that have been altered by both DD_OH and CTOH.
If I then introduce MaGui 3.4, I get warnings of Command and Camera files .cfg and .dat have already been altered.
If I load the CT_FM Fix, I get similar warnings.

Now, I understand what's happening here from a conceptual level, but on the one hand I'm being told that a sequence will work, but in practice it doesn't. My install is pretty standard GWX with no other mod conflicts.

I can play the game without the FM Mod and Conning Tower mod, but I would like to utilize them.

Again, my apologies that I am unable to load my JSGME Screenshots to assist with the diagnosis.

Suggestions, solutions and advice from any ModMeisters most welcome?

hello Harryt8,

your 'problem' is not from MaGui .
do this :
apply only the 1. and go to the mission that have 'problem'.
if it runs ok ...exit and apply AND the 2. and enter the mission again.
if it runs ok ...apply 3 and ...etc .
that way you will locate the mod that is causing you the trouble

ps: oh...the conflicts that you mentioned are normal . jsgme will warn about this but don't pay attention and proceed to activate the mods (authors says that are made to be compatible )

bye

makman94
10-22-10, 11:35 AM
....But I have the mods working...appliying the Magui Fix for FM Interiors. If I remove the Aces multicompatibility, I obtain the same results with Fm fix?

I installed the MaGUi interface in LSH3V5, with Fm Interiors, and works fine, too.......


hi Fitzcarraldo ,
yes , you don't have 'problem' becuase FM_FIX for MaGui is later on your list.now, i don't know what Aces multicompatibility mod is making compatible so i can't answer to you question if it is ok to remove it or not.




I´m desperate watching the new MaGUI interface...Some news of the update? Many thanks!

the Final MaGui is 99% complete !
it is at testing-checking status and maybe i will add something that i am thinking of.

to know what to expect...here is its readme so far :

''addings-changes to previous version
-----------------------------------

1. removed the scope filter(was introduced at version 3.3),now the filters will be installed permanetely before the game's launch.
from now on, the scope filter's button is toggling the back side of attack disc ,so now the three buttons that are on main console are for toggling i)the dials , ii) the front side of attack disc and iii) the back side of attack disc

2.the 3-bearing aob tool is now attached to NAVIGATOR OFFICER's orders (was attached to weapon officer's orders at previous versions)

3.removed the sextant as i seriously doubt that can has any use in sh3.for the players that ,may (???) use the sextant here is a tip for them : the sextant is 'hiding' behind the main console at the left bottom of screen.go to the message page or captain's log page (where the main console is not vissible) and you will find the sextant at the left bottom edge of screen.

4.adds the rounded dial for the gyroangle [made by FLB Sale`s] at attack periscope too . the digital gyroangle is not removed .i added the rounded dial becuase you can read the 10ths of gyroangle from this dial

5.change the max zoom of attack scope.now , the maximum zoom is x12 (was x15 at previous versions).
so,the zooms for the attack scope are x1,5 / x6 / x12
this is made so becuase it is easier to use the factor ''2'' (instead of factor ''2,5'' that was at x15 set).read the 'Manos Optics' text for more info about this factor

6. Binoculars and UZO are now setted to follow the historical german specifications ( FOV = 7,25 degrees - zoom = x7,1 ) AND ,at the same time ,are adjusted to keep the propotions of real ship's dimensions as seen through the other optic devices.
The addition of binoculars's and uzo's adjustments ( the scopes and deck were allready adjusted from version 3.2 and later) is completing all the optics of sub . now ,the player, can see the real dimensions from whatever optic device of sub (scopes-bino-uzo-deck).


7. correcting all tiny bugs that where left from previous versions such as the not 100% correctly appearance of mines.tga or nomo.tga . the little bug with the bearing rose that is attached to sub on ATTACK MAP(the one that is showing when you press the button with the question mark there) is now corrected.(the bug was that this rose were always vissible even if the sub was 'under' the dials or the panels there.
the only one (and only one) bug that still remain unsolved is that the bearing at scopes and uzo is always vissible even if you put the 30kts-40kts-44kts plates over it !

8. a complete overfining of almost ALL images (buttons,dials,3-bearing tool,back and front side of attack disc,helms report dials,clocks...etc...almost all). ''

i will show you the 'new' binoculars while i was testing the filters on it (all pics are shots at the same time-game's time)
here:
http://i965.photobucket.com/albums/ae138/sphere94/default.png
http://i965.photobucket.com/albums/ae138/sphere94/green.png
http://i965.photobucket.com/albums/ae138/sphere94/red.png
http://i965.photobucket.com/albums/ae138/sphere94/yellow.png

fitzcarraldo
10-22-10, 01:17 PM
hi Fitzcarraldo ,
yes , you don't have 'problem' becuase FM_FIX for MaGui is later on your list.now, i don't know what Aces multicompatibility mod is making compatible so i can't answer to you question if it is ok to remove it or not.

In my list, the yellows are the mods in the Aces Multi Fix:

GWX - Enhanced Damage Effects
GWX - Late War Sensors Snorkel Antennas
GWX - No Medals on Crew
GWX - Open Hatch Mod
GWX - VIIC41 Player Sub
WBNN Mission Orders
GWX - Merged Campaign
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
GWX - 16km Atmosphere
Rbs1_SH4_Effects_GWX_21_204f
LifeBoats&Debris_v4
Rbs3withlifeboat
Rbs2withbuoyance
Rbs7regularzone
Wooden_Lifeboats_Mod_1.1
Unofficial_rockets_fix_GWX3.0
Elite U-boat Binoculars
New Uboat Guns 1.2
OLC's Modified Searchlight Beams for GWX3
U-Boat Bases Map with New St Nazaire
Waterstream+Exhaust Combi V2.3 for GWX3
Combat Radio Frequency
GWX_DFa-Flag&Pens_2010
No continuous 'Ship spotted' V1.2 for GWX3+Rubinis RocketFix
FM30_UpDown_final
WB's Deck Gun Range
WB's Decks Awash + Fuel Economy
Torpedo damage Final ver2.0
Q Ship mod GWX3.0
Flags_enlighten
Real Depth Charge
Ice Age
FM_NewInterior_V1.0
b25_SF_Grass_Full_V2
Conning Tower open Hatch TestFMfood
WAC4.1 SubPen_animated_18.02.2010
Thomsen's Sound Pack V3.2cg
Depthcharge Shake v2.01
Ambient Hydrophone Sound
Ambient Underwater Sound
Das boot sound
DBSM_SH3_Speech_Fix
MFM-Interim-Beta
Rbs5EffectsLITE
Aces' Multimod compatability fix release v1.3 public beta
Rapt0r's Das Boot Interior
Rapt0r's Das Boot Skin
Subphones
MaGui 3.4
FM_NI_Fix_for_MaGui 3.4
German Images for MaGui v3.4
optional-ALTERNATIVE SCOPES with speedlines stopwatch for MaGui 3.4
Red Night Filter
TorpedoSolutionButton for MaGui 3.4 (NYGM-GWX-WAC)
Pascal_Port_People
Conus' Historically Accurate U-boat Emblems 1.3
Aces Hi Res Uniforms and Medals Mk 2
Evan´s Uniforms
evan82's Sawfish Emblem
pascal_damage_screen
Compulsory U-boat Headdress - GWX 2.0
ail Das Boot officers mod v2.17
Diesel Startup Sequence for FM Engine Room beta 1
BritishAsdicMkIFinal
GWX - Main movie - 'Das Boot'
Rapt0r's Instruments V3.5
Dönitz Picture With Fly
_LSH3_V5_ENV_MEP2a-Dark-Nights
_LSH3_V5_ENV_MEP2b-FSF-for-Dark-Nights
optional-Intro Screen for MaGui 3.4
New_clearsky_clouds
h.sie's Colored Hull Integrity Indicator

Of course, after Aces Multi fix, I have the MaGUI ant the FM interiors fix. All the stuff of the mods (open hatch, interior with Johann the Phantom, gramophone with animations, flags and pennants, depth charge shake, etc, etc...) are fully functional and without problems, with MaGUI plus Interiors fix.




the Final MaGui is 99% complete !
it is at testing-checking status and maybe i will add something that i am thinking of.
:woot::woot::woot::woot::woot:

Now watching MORE desperate than yesterday :rotfl2:

The only aspect of MaGUI I have some dislike (but little dislike), is the botton activation of the dials (velocity, depth, course). Is there some possibility to add an optional submod for have those dials in "slider mode"?

Many thanks for the support and the great work!

Fitzcarraldo :salute:

harryt8
10-22-10, 11:11 PM
hello Harryt8,

your 'problem' is not from MaGui .
do this :
apply only the 1. and go to the mission that have 'problem'.
if it runs ok ...exit and apply AND the 2. and enter the mission again.
if it runs ok ...apply 3 and ...etc .
that way you will locate the mod that is causing you the trouble

ps: oh...the conflicts that you mentioned are normal . jsgme will warn about this but don't pay attention and proceed to activate the mods (authors says that are made to be compatible )

bye

Thank you Makman94 for this advice.
I will try and introduce these mods one by one on "Happy Time", and report back in a few days with progress.

Thank you also fitzcarraldo for your "actual working JSGME List" and suggestions. I'll try Plan A (Makman94's advice) first, and then give the mods I use from your list and their loading sequence (Plan B) a trial.

Well done Makman94 on the Final Version. You're a marvel. :salute:

harryt8
10-26-10, 04:05 AM
Makman94, still having conflict problems. :damn:

This is my mod list for loading with the last five (5) items in the order you suggest:

Waterstream+Exhaust Combi V2.3 for GWX3
Real Depth Charge
Torpedo damage Final ver2.0
Pascal_Port_People
Das Boot Clothes
Floppy_Cap_Fix
Elite U-boat Binoculars
Low RPM
MightyFine Crew Mod 1.2.1 Stock faces
No continuous 'Ship spotted' V1.2 for GWX3
RadioMessage - MorseCodeOnly
sobers real smoke darker and a brown tint1.1
TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
TwistyPeriscopeThingyMod
Undersea_Mod_Reworked
documents for the tools of MaGui 3.4
Salvo Selector Labels
Foam1
Accurate German Flags
ANZACMICKS WEATHERED TYPE VII
Das Boot Realistic Food
Sobers 3D waves
Spirit of machines
Destroyers&Corvette
TorpedoTubesFfireFinal vStock
DasBootSehrohr
No Jawhol
LifeBoats&Debris_v4
DD_OH_V3.09_20091209162038
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
MaGui 3.4
CT_FM_NI_Fix_for_MaGui 3.4


This test (No.5) crashed.



The results are as follows using Single Mission “Happy Times” as a test and following your recommendation:

1. Loaded as individual mods each time, DD_OHV3.09, FM New Int, CT_OH and MaGui all load successfully other than a warning that SH3 .sdl has been altered by Lifeboats+Debrisv4 when loading FM New Int.

2. Loaded together DD_OH + FM New Int mods. These load OK to “Happy Times”.

3. Loaded together DD_OH + FM New Int + CT OH. These load OK.

4. Loaded together DD_OH + FM New Int + CT OH + MaGui 3.4. Crashes to desktop.

5. Loaded together above (4) plus CT_FM_NI Fix (as per list above). Crashes to Desktop.

6. Loaded DD_OH + FM New Int + MaGui + CT_FM Fix. Extract CT OH. Crashes to Desktop.

7. Loaded DD_OH + FM New Int + MaGui. Extract CT FM Fix.

Crashes to Desktop.

8. Loaded above (7) with FM_NI_Fix for MaGui.

Crashes to Desktop.

Any advice or further recommendations gratefully awaited.

Thanks.

makman94
10-26-10, 02:02 PM
The only aspect of MaGUI I have some dislike (but little dislike), is the botton activation of the dials (velocity, depth, course). Is there some possibility to add an optional submod for have those dials in "slider mode"?...


hi Fitzcarraldo,
there is no possibility to make it that way for many reasons . to name the most serious is a) sometimes(often) i want the dials on screen but i also want ,at the same time to do other things too
b) the dials are six ...can you imagine six dials popping in and out ?

Makman94, still having conflict problems. :damn:

This is my mod list for loading with the last five (5) items in the order you suggest:

Waterstream+Exhaust Combi V2.3 for GWX3
Real Depth Charge
Torpedo damage Final ver2.0
Pascal_Port_People
Das Boot Clothes
Floppy_Cap_Fix
Elite U-boat Binoculars
Low RPM
MightyFine Crew Mod 1.2.1 Stock faces
No continuous 'Ship spotted' V1.2 for GWX3
RadioMessage - MorseCodeOnly
sobers real smoke darker and a brown tint1.1
TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
TwistyPeriscopeThingyMod
Undersea_Mod_Reworked
documents for the tools of MaGui 3.4
Salvo Selector Labels
Foam1
Accurate German Flags
ANZACMICKS WEATHERED TYPE VII
Das Boot Realistic Food
Sobers 3D waves
Spirit of machines
Destroyers&Corvette
TorpedoTubesFfireFinal vStock
DasBootSehrohr
No Jawhol
LifeBoats&Debris_v4
DD_OH_V3.09_20091209162038
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
MaGui 3.4
CT_FM_NI_Fix_for_MaGui 3.4


This test (No.5) crashed.


The results are as follows using Single Mission “Happy Times” as a test and following your recommendation:

1. Loaded as individual mods each time, DD_OHV3.09, FM New Int, CT_OH and MaGui all load successfully other than a warning that SH3 .sdl has been altered by Lifeboats+Debrisv4 when loading FM New Int.

2. Loaded together DD_OH + FM New Int mods. These load OK to “Happy Times”.

3. Loaded together DD_OH + FM New Int + CT OH. These load OK.

4. Loaded together DD_OH + FM New Int + CT OH + MaGui 3.4. Crashes to desktop.

5. Loaded together above (4) plus CT_FM_NI Fix (as per list above). Crashes to Desktop.

6. Loaded DD_OH + FM New Int + MaGui + CT_FM Fix. Extract CT OH. Crashes to Desktop.

7. Loaded DD_OH + FM New Int + MaGui. Extract CT FM Fix.

Crashes to Desktop.

8. Loaded above (7) with FM_NI_Fix for MaGui.

Crashes to Desktop.

Any advice or further recommendations gratefully awaited.

Thanks.

hi Harryt8,

i can't reproduce your 'problem' . i mean that i activated the following mods (nothing else) :

1. DD_OH_V3.09_20091209162038
2. FM_NewInterior_V1.0
3. Conning Tower open Hatch TestFMfood
4. MaGui 3.4
5. CT_FM_NI_Fix_for_MaGui 3.4

and i entered the ''happy times'' mission ,all worked ok ...the mission loaded with no problem ,so i can't help you further than that .

try (if you haven't allready) the 4gb patch (although i don't believe that this will solve your issue)
redownload the mod(s) (in case that something is corrupted)
try only with the above 5 mods to see if loads up (most of the mods in your list are not familiar to me but i can tell you that the ''documents for the tools of MaGui 3.4'' is not a mod...it is only documents and at ''Salvo Selector Labels'' there are sub folders for each submarine and you have to choose from there the type of sub that you use.the default labels are for type vii)

ps: i ,also, have deleted the sound folder from the FM_NewInterior_V1.0
becuase i didn't like the way of the reproduced sound (but,again, i don't believe that this will help you with your issue )

harryt8
10-27-10, 05:04 AM
Thanks Makman94 for this further advice.
I'll try as you suggest and implement the 5 mods only.
I had thought about downloading the mods again just to check for possible corruption.
Excuse my persistence in getting to the bottom of this problem, but I'm determined to get the bloody thing working properly..!! ;)

fitzcarraldo
10-27-10, 08:14 AM
hi Fitzcarraldo,
there is no possibility to make it that way for many reasons . to name the most serious is a) sometimes(often) i want the dials on screen but i also want ,at the same time to do other things too
b) the dials are six ...can you imagine six dials popping in and out ?


Thanks; Makman. I think in a slider panel similar to OLC GUI for the six dials, activated by the botton on left side and slider with mouse. As an optional submod of the principal MaGUI mod, of course.

Best regards.

Fitz :salute:

harryt8
10-29-10, 12:19 AM
Makman94,

I did as you suggested.
Deleted all the current files and re-loaded them into JSGME.

Clicked the mouse, and hey presto.....the damn thing worked..!! :yeah:

Lesson well learnt...:smug:

One minor concern however:

The Observation Periscope view has limited view (ie the top and bottom of the lens is blacked out). I note on the "read me" for the FM New Int. Mod, that a fix (FM_NI_v1.0), for OLC GUI is applicable to fix this.

Is the application of the CT_FM_NI_Fix for MaGui 3.4 intended to correct the same problem?

Thank you again for your patience in answering my seemingly un-ending questions on your MaGui mod.

fitzcarraldo
10-29-10, 06:20 AM
One minor concern however:

The Observation Periscope view has limited view (ie the top and bottom of the lens is blacked out). I note on the "read me" for the FM New Int. Mod, that a fix (FM_NI_v1.0), for OLC GUI is applicable to fix this.

Is the application of the CT_FM_NI_Fix for MaGui 3.4 intended to correct the same problem?

Thank you again for your patience in answering my seemingly un-ending questions on your MaGui mod.

I think this is intentional...The fix for the de-centered lines and lateral wrong black zones on persicopes is corrected by FM fix for MaGUI. The black zones up and down of observation periscope are normal and a part of the look of the GUI. Observe if the lines are centered. If yes, and remain the existents black up and down zones in OP, is normal. Observe the official images of the MaGUI posted by Makman in the first post of this thread.

@Makman: please, correct me if I´m wrong.

Regards.

Fitzcarraldo :salute:

makman94
10-30-10, 07:47 PM
Makman94,

I did as you suggested.
Deleted all the current files and re-loaded them into JSGME.

Clicked the mouse, and hey presto.....the damn thing worked..!! :yeah:

Lesson well learnt...:smug:

One minor concern however:

The Observation Periscope view has limited view (ie the top and bottom of the lens is blacked out). I note on the "read me" for the FM New Int. Mod, that a fix (FM_NI_v1.0), for OLC GUI is applicable to fix this.

Is the application of the CT_FM_NI_Fix for MaGui 3.4 intended to correct the same problem?

Thank you again for your patience in answering my seemingly un-ending questions on your MaGui mod.

it is these 'mysteries' of pcs that are freaking out with no reason ! (of course there,always, a reason but you must become a pc 'guru' if you want to know the 'freaking' reasons)

about the black lens and the 'fix' : these are totally indepedent themes . as Fitzcarraldo told you , the black areas (ONLY on top and bottom ) are part of gui design.
the fix is only to adjust files(commands and cameras) of two mods (FM_NI and MaGui)to be compatible each other (is not changing anything at the design or the way it is working of none of two mods).

I think this is intentional...The fix for the de-centered lines and lateral wrong black zones on persicopes is corrected by FM fix for MaGUI. The black zones up and down of observation periscope are normal and a part of the look of the GUI. Observe if the lines are centered. If yes, and remain the existents black up and down zones in OP, is normal. Observe the official images of the MaGUI posted by Makman in the first post of this thread.

@Makman: please, correct me if I´m wrong.

Regards.

Fitzcarraldo :salute:

:) this time ,......you were absolutely correct Fitzcarraldo ! :up:

Yoriyn
11-01-10, 05:00 AM
Hello I try this mod, is very good. But!! Is's impossible to use a sextant in this mode. Don't know what is wrong but the stars are much higher then should be. It's imposible to use polaris to find your position. Do you change screen resolution, camera or something what make this problem? I just install new copy of SH3 try every mod one-by-one, and the problem is in Magui3.4. Can anyone help me to solve that?

fitzcarraldo
11-01-10, 06:42 AM
Hello I try this mod, is very good. But!! Is's impossible to use a sextant in this mode. Don't know what is wrong but the stars are much higher then should be. It's imposible to use polaris to find your position. Do you change screen resolution, camera or something what make this problem? I just install new copy of SH3 try every mod one-by-one, and the problem is in Magui3.4. Can anyone help me to solve that?

I don´t use (now) the real navigation...It´s true the stars are much higher than GWX default???? :doh: I think the stars are part of environment, not GUI...

Regards.

Fitzcarraldo

Yoriyn
11-01-10, 07:12 AM
I do not check how high are stars in GWX, because MaGui 3.4 is the only mod which I use in this moment. I reinstall the game, and check mod by mod, instaling and removeing each. After instail only a MaGui 3.4 the stars are higher, much higher.

fitzcarraldo
11-01-10, 11:57 AM
I do not check how high are stars in GWX, because MaGui 3.4 is the only mod which I use in this moment. I reinstall the game, and check mod by mod, instaling and removeing each. After instail only a MaGui 3.4 the stars are higher, much higher.

Securely, Makman will answer this rare question...The GUI can modify the sky environment? Good question...

Regards.

Fitzcarraldo :salute:

makman94
11-02-10, 09:12 AM
I do not check how high are stars in GWX, because MaGui 3.4 is the only mod which I use in this moment. I reinstall the game, and check mod by mod, instaling and removeing each. After instail only a MaGui 3.4 the stars are higher, much higher.

hi Yoriyn,

i have tweak the camera's settings when you are on conning deck (you are using the sextant when you are on conning deck,right?). maybe that is why stars 'seem' to you higher .
as i am not a 'real navigator' player i need your answer here: you say that with stock game you find your way by looking at stars, right ? if yes, all you have to do is to open the cameras.dat and go to node 62 (node for conning deck) and clic on cameraparams . change the angular angle there from 68 to 75(75 is the stock value) and you are ready !
there is nothing else in MaGui that may 'effect' the stars.

ps: don't take it wrong but are you sure that you find your way by looking the stars in sh3 ? i seriously doubt that devs have modelled the stars in sh3...if stars are not modelled how is it possible to using correctly the stars ? i believe that the players who are ''real navigators'' are using an external (accurate) programme called ''Stellarium'' for finding stars's positions.

see here : http://www.subsim.com/radioroom/show...ght=stellarium (http://www.subsim.com/radioroom/showthread.php?t=135215&highlight=stellarium)

but maybe i am wrong (as i told you i am not ''real navigating'') and this Stellarium programme to not be needed for sh3.if not needed ...then the angular angle setted to 75 will do the 'trick' for you.

bye

Yoriyn
11-02-10, 10:22 AM
This is it!!!

I'm just making first steps in real navigation, but that problem really confuse me. Anyway I set camera to 75 and the stars back to their places. I'm really happy now cos I very,very like your mod and just start thinking about abandom MaGui. I wish Ubisoft have the same customer care as MaGui :D

Thank you so much!! :yeah:
Maybe you should back camera setting to 75 in the next version of MaGui to do not confuse another players in future.

Bruce_Will_Es
11-04-10, 11:36 AM
I'm really impressed of the pics I saw of this mod. As a user of LSH3 V5.1 I would like to know if and how I will be able to use your mod instead of the OLC I use in LSH3.

makman94
11-04-10, 08:01 PM
This is it!!!

I'm just making first steps in real navigation, but that problem really confuse me. Anyway I set camera to 75 and the stars back to their places. I'm really happy now cos I very,very like your mod and just start thinking about abandom MaGui. I wish Ubisoft have the same customer care as MaGui :D

Thank you so much!! :yeah:
Maybe you should back camera setting to 75 in the next version of MaGui to do not confuse another players in future.

the camera at conning deck is not setted to 68 by....'accident' ! there is a very good reason for this change.there is no chance to get it back to 75....
players like you ('real navigators') all that have to do is to rearrange the scale of the sextant.this is a simple work by editing the sextant's image with a graphic programme...but ,as i allready told you,i am not 'real navigating' so it is not me the one that will edit the sextant's image .till that day(...and if we assume that stars are at their proper positions in sh3's skies)...just let the angular angle at conning deck to 75 at your personal set up.

bye

Looks awesome. This is it. Thanks makman94, I can't wait to try it out

:up:

I'm really impressed of the pics I saw of this mod. As a user of LSH3 V5.1 I would like to know if and how I will be able to use your mod instead of the OLC I use in LSH3.

it is all written in the readme texts about the installation

bye

fitzcarraldo
11-05-10, 01:58 PM
but ,as i allready told you,i am not 'real navigating' so it is not me the one that will edit the sextant's image .till that day(...and if we assume that stars are at their proper positions in sh3's skies)...just let the angular angle at conning deck to 75 at your personal set up.


bye

I read in a thread I don´t remember where it´s, the skies in SH4 are able to make the real navigation with the sextant, but with SH3 it isn´t possible. The users of Real Nav mod, use, as Makman said, an external program, "Stellarium". I´ll try the Real nav in SH4 now.

Regards.

Fitzcarraldo :salute:

harryt8
11-08-10, 04:31 AM
I try and keep all my mod documentation available for reference.

Can you tell me where I can find the Notepad.txt and pics for "Straight Shot" please?

I must have deleted it somewhere. I've got the text, no pictures 1,2, and 3.

Thanks.

Pisces
11-09-10, 09:59 AM
I don't know if this is already explained in the threads and documentation of this mod (too much to read :oops:) but I just wrote (in this message (http://www.subsim.com/radioroom/showpost.php?p=1532402&postcount=22)) a procedure how to measure range and AOB using the lower zoom levels. It's basically the same procedure I wrote for the early versions of the OLC Gui, but rewritten for clarity.

Makman!! You might want to read it. Your wheel could use a more pronounced scratch mark at 23.6 degree AOB for the 6x zoom level.

makman94
11-09-10, 10:02 AM
I try and keep all my mod documentation available for reference.

Can you tell me where I can find the Notepad.txt and pics for "Straight Shot" please?

I must have deleted it somewhere. I've got the text, no pictures 1,2, and 3.

Thanks.

hi Harryt8,

there are all in the MaGui's .rar in the folder named ''Tutorials-The ''broken'' TDC Attack Methods''

redownload it and you will get the pics

bye

Gerald
11-09-10, 10:15 AM
hi Harryt8,

there are all in the MaGui's .rar in the folder named ''Tutorials-The ''broken'' TDC Attack Methods''

redownload it and you will get the pics

bye :hmm2:

makman94
11-09-10, 10:16 AM
.....

Makman!! You might want to read it. Your wheel could use a more pronounced scratch mark at 23.6 degree AOB for the 6x zoom level....

yes, i know Pisces but didn't put this scratch on wheels to avoid confusing (and explainations) the players . i said ,though,at Manos Optics texts that you can use the aob wheel (at attack scope) if you are at x6 zoom by using the factor ''2,5'' at your measurments

but....you can always switch to observation periscope when target is closer .there the aob rings are setted to work at the x6 zoom

makman94
11-09-10, 10:21 AM
:hmm2:

sorry ? what is the question?

Gerald
11-09-10, 10:35 AM
sorry ? what is the question? and its best fit with other things, :yep:

makman94
11-09-10, 10:43 AM
and its best fit with other things, :yep:

again Vendor ....i can't understand ....

if you are looking for version 3.1....it is just history and i don't have it.
i don't keep back ups for very older versions (only the previous one for working safety reasons)

Gerald
11-09-10, 10:51 AM
if you are looking for version 3.1....it is just history and i don't have it.
i don't keep back ups for very older versions (only the previous one for working safety reasons) thanks, for your job

Pisces
11-09-10, 12:20 PM
yes, i know Pisces but didn't put this scratch on wheels to avoid confusing (and explainations) the players . i said ,though,at Manos Optics texts that you can use the aob wheel (at attack scope) if you are at x6 zoom by using the factor ''2,5'' at your measurments

but....you can always switch to observation periscope when target is closer .there the aob rings are setted to work at the x6 zoomOk, makes sense. :up:

sabretwo
11-09-10, 12:25 PM
Makman,

I am a little confused about your "manual/auto" button. If I enter a firing solution into the TDC using the AOB Finder (as I would previously in OLC Gold), do I enter it with the button set to manual or auto and do I change it after entering the firing solution to "lock" it in?

In OLC, procedure was to close the TDC panel after entering the firing solution and thus it would automatically update the firing solution while tracking the target.

Is this the same with your "manual/auto" button, or is there some other button I haven't found for locking the solution once entered?
Thanks in advance.

BTW...I LOVE the widescreen version of your mod! That was what ultimately got me to switch from OLC. Really great work!:up:

Also...I have found a number of miscellaneous tutorials spread around in different threads and in the tutorial folder in the MaGUI RAR. I am integrating them into one document for my own use as a consolidated guide in how to use your interface and attack methods. When I'm done, I was going to PDF it for quick and easy access. If you want me to send you a copy that you can include in future versions of MaGUI as a user manual, let me know. It would probably save new users a lot of time and headache trying to find all of these various tutorials and instructions throughout the threads and download folders.

makman94
11-09-10, 11:31 PM
Ok, makes sense. :up:

at the final version i have also use the x1,5 / x6 / x12 zooms for attack scope (as allready is done at the widescreen version) so the factor when player is at x6 zoom of attack scope is now ''2'' .by this factor the calculations are 'one second' job in your mind before puting them on rings.

i hate to have a digital calculator beside my pc when playing the sh3 thats why i made this change
ps: yes ,at my personal setup the rings have this scratch that you mentioned....

Makman,

I am a little confused about your "manual/auto" button. If I enter a firing solution into the TDC using the AOB Finder (as I would previously in OLC Gold), do I enter it with the button set to manual or auto and do I change it after entering the firing solution to "lock" it in?

In OLC, procedure was to close the TDC panel after entering the firing solution and thus it would automatically update the firing solution while tracking the target.

Is this the same with your "manual/auto" button, or is there some other button I haven't found for locking the solution once entered?
Thanks in advance.

the color of tdc's button is showing you the mode of tdc :

green light = tdc on auto update mode (at Olc's gui the tdc is NOT showing at this mode)

red light = tdc on manual input mode

you can enter data into the tdc ONLY at manual mode (red light) and always the scope must be UNLOCKED when tdc is at this mode.

when tdc's light is green the tdc is updating and you can have (if you like) your scope locked on target at this mode.


BTW...I LOVE the widescreen version of your mod! That was what ultimately got me to switch from OLC. Really great work!:up:

Also...I have found a number of miscellaneous tutorials spread around in different threads and in the tutorial folder in the MaGUI RAR. I am integrating them into one document for my own use as a consolidated guide in how to use your interface and attack methods. When I'm done, I was going to PDF it for quick and easy access. If you want me to send you a copy that you can include in future versions of MaGUI as a user manual, let me know. It would probably save new users a lot of time and headache trying to find all of these various tutorials and instructions throughout the threads and download folders.

have in mind that the zooms for attack peri in widescreen version are x1,5 / x6 and x12 (and not x15 as it is at normal version). this is done so in order the player to use the factor of 2 (instead of 2,5) when is taking measurments at x6 zoom of attack scope--read the readme for optics. i made this change becuase it is very easy to do the calculations with your mind by using the factor ''2'' .
your pdf manual will be very wellcome and i am going to include it in the documents of final version of MaGui.
just make sure that you will describe the situation with the x1,5/x6/x12 zooms at attack scope (for that reason use the widescreen version of MaGui and not the normal one) becuase the final version of MaGui ALSO USE THE x1,5 / x6 / x12 zooms for the attack scope (the x15 zoom is...history by now)


ps: the final version is 100% completed so expect a release in the next few days

bye

sabretwo
11-10-10, 12:35 PM
Makman,
Thanks for explaining the auto/manual toggle.

One more question while we're at it...

I viewed the video tutorials and am unsure how you derrived the target's speed using the AOB wheel. The video I was watching was "fining attack data-part 4.wmv". (There was no audio on the videos I viewed so I was trying to figure it out by watching your mouse cursor and actions). Like with OLC, you clocked the target vessel passing the center crosshair, then pulled down the AOB Finder, aligned the clocked speed from the outside of the wheel opposite the length of the vessel on the outer ring, but then ...??? In OLC Gold, I would now derrive the speed from the scale inside of the AOB wheel opposite the hash mark on the inner ring.

How did you arrive at 7 knots?

Is this by viewing the number on the wheel opposite 90 on the ring (which in the tutorial is 20.5 or so) and then finding 20.5 on the inner ring and viewing the number opposite on the inside of the AOB wheel? (The number on the AOB wheel opposite 20.5 was 7). Is this correct?

Sorry if these questions have been answered elsewhere. I have been combing through the MaGUI threads at length trying to figure all of this out. Unfortunately, most of the written tutorials start by assuming that you have already found the target's speed.

makman94
11-11-10, 12:39 PM
How did you arrive at 7 knots?

Is this by viewing the number on the wheel opposite 90 on the ring (which in the tutorial is 20.5 or so) and then finding 20.5 on the inner ring and viewing the number opposite on the inside of the AOB wheel? (The number on the AOB wheel opposite 20.5 was 7). Is this correct?



no ,it is not correct Sabretwo. look at the seventh pic of first post .there you see the rings adjusted to work on x15 zoom level . do you see where is the 'scratch' that is showing you the speed ?

at video , you can see the same rings (x15 set) but the scratch had at this old version an orange color and becuase of video's quality is hard to see but it is there.

Pisces
11-11-10, 06:23 PM
...

How did you arrive at 7 knots?
...

See Makman64's image in his first post, like he said.

Just look at the S-mark (for speed obviously). If you look at the outer rings in Makman64's image in the first message, you see for example 100 is aligned with 100. That means 100 meters in 100 seconds, or 1 meter per second. Then you look down to the S, and see 1.94 opposite from it. That means 1.94 knots.

How was that derived? Pure mathematical magic! Makman64 no doubt used different numbers in the formula (because of a different max zoom level) but it is basically the same form as in the link below. Here is the post how I calculated the S mark for one of the first OLC-Gui versions. Just to give you an idea how.

http://www.subsim.com/radioroom/showpost.php?p=684464&postcount=252

sabretwo
11-11-10, 09:12 PM
I got it after playing with it in Academy.

The S-mark wasn't visible in the tutorial videos.

krashkart
11-12-10, 02:17 AM
Makman, thank you so much for adding the color filter (to the 'scopes)! I'm able to see a little better in the dark now. :salute::woot:

makman94
11-12-10, 10:50 AM
.... Makman64 no doubt used different numbers in the formula (because of a different max zoom level) but it is basically the same form as in the link below. Here is the post how I calculated the S mark for one of the first OLC-Gui versions. Just to give you an idea how.

http://www.subsim.com/radioroom/showpost.php?p=684464&postcount=252

hi Pisces,

in my opinion, there is no need for this complexity for finding the speed mark.
all ,someone, have to do is to see what is happening when rings are at their start positions.at this positions the 100 of outer ring (translated to target's length=100 m....=100/1852 nmiles) is matched with the 100 of inner ring (translated to 100 seconds...=100/3600 hours),
so target's speed(when rings are at their start positions) must be (100/1852)/(100/3600)=3600/1852=1.944 knots

so , we just put a scratch on outer ring(when rings are at their start positions) that is showing us the number 1.944 to the inner ring and thats it.

certainly (with a quick glance) you are absolutely right with the procedure there but ,as i said,imo there is no need for such complexity for this theme (speed mark)

a tiny point about the formula at the link : this formula is for creating the marks for x6 zoom ring (not for x1,5).
also, just for sharing,you can use a simplier formula for finding the marks on x6 ring (if we assume that starter zoom is x1,5),this one :

markabove90= 4 x arctan(mast/range) where range=(number on ring)x100

but whatever formula Joegrudman(the author of the tool) used ...the scales are indeed not 100% acurate done...they have some inaccuracies but not so critical to worth the effort for someone to sit down and correct them.it needs a lot (and i mean....a lot) of patience ,carefull and...time .if i was the creator i would had use the last (simplier) formula but that is what i would have done.maybe Joegrudman used the other one...i don't know.

I got it after playing with it in Academy.

The S-mark wasn't visible in the tutorial videos.

Sabretwo, there is no ''s'' at this old version ,only the orange scratch....

Makman, thank you so much for adding the color filter (to the 'scopes)! I'm able to see a little better in the dark now. :salute::woot:

Krashkart,....at the final version you will be able to choose between green,red and yellow filters for scopes and binoculars .BUT this will be done before game's launch and the filters will be permanetely installed on scopes

Pisces
11-12-10, 06:17 PM
@Makman94: You are right. The formula is probably overkill. And on second thougt, not very helpfull. I just didn't know how deep Sabretwo was looking for an answer.

GT182
11-12-10, 08:23 PM
Gorgeous mod Makman. :yeah:

kaizerkat
11-12-10, 08:42 PM
Great mod, makes the hunt and the sim more realistic,thanks.


"Don't rejoice in his defeat, you men
For though the world stood up and stopped the bastard,
the bitch that bore him, is in heat again..."

makman94
11-13-10, 09:02 AM
@Makman94: You are right. The formula is probably overkill. And on second thougt, not very helpfull. I just didn't know how deep Sabretwo was looking for an answer.

thats ok Pisces, your discovery that rings can 'show' the target's speed is always a great addition to this brilliant tool !

Gorgeous mod Makman. :yeah:

Great mod, makes the hunt and the sim more realistic,thanks.

:up:


"Don't rejoice in his defeat, you men
For though the world stood up and stopped the bastard,
the bitch that bore him, is in heat again..."
....too much....vodka maybe? :hmmm:

makman94
11-19-10, 11:55 PM
hello to all ,

the Final version of MaGui is out ! check the first post for details

enjoy

fitzcarraldo
11-20-10, 06:20 AM
hello to all ,

the Final version of MaGui is out ! check the first post for details

enjoy

Many thanks, Makman! Awesome!:woot::woot::woot::woot:

Fitzcarraldo :salute:

Rhodes
11-20-10, 06:32 AM
Thanks:yeah::salute:

Tonga
11-20-10, 07:35 AM
Just wanted to drop by and say THANK YOU for this great GUI mod! Especially the Widescreen version has become very useful for me since I am running at a 16:9 resolution (1920x1080). SH3 together with GWX and your mod makes a wonderful combination with a great overall atmosphere that I would not want do miss. :)

Magic1111
11-20-10, 03:03 PM
hello to all ,

the Final version of MaGui is out ! check the first post for details

enjoy

Heyho my Friend !

Wondeful news, you´ve released ! :up:

In my opinion MaGUI it´s the best GUI MOD !!!!:ping::yeah::ping:

makman, please check E-Mail ! ;)

Best regards,
Magic:salute:

Marko
11-20-10, 06:42 PM
Yeah this mod rocks Makeman awesome work Thanks!!!!!

Borgneface
11-21-10, 07:06 AM
Hello Marman 94, Fantastic news....I am going to download it after posting.
I also thing it is a great GUI mod and Thank you very much for all the work you have put in to constantly improved your mod :yeah:

Amitiés

Borgneface

Marko
11-21-10, 09:08 AM
Hi Makman,

is it possible to associate the dials panel to a key on the keyboard?

Thanks in advance

Buck_O
11-21-10, 01:18 PM
Brilliant!!:sunny:

Rhodes
11-21-10, 04:55 PM
Just a question. The mod provides 2 fixes (for the fm_interiors and for the open hatch form lukegeta) but you reffer that one should only enable one of the fixes. I am running both mods, what should one choose?
Only tried out with fix for the interiors, only thing changed is the right click of the mouse do not enable the free camera, but this is not someting important since one can siwft+f2 and go galavanting around the u-boat!

makman94
11-22-10, 02:54 AM
thank you all guys for your nice words !! :up:

@Marko : i looked into the commands and there is no such a command so i don't think that this is possible, BUT on the other hand i am not sure though...maybe is possible,i don't know.

@Rhodes : each one 'fix' has its own readme text . there you can see with which exactly mods(and order) the 'fix' works. if you run only the FM_NI you need the ''FM_NI_Fix_for_MaGui F'' and if you run both FM_NI and Open CT (Open CT is enabled on top of FM_NI) you need the ''CT_FM_NI_Fix_for_MaGui F''.
BUT read carefully its specific readme for each one to see exactly the mods you need and their order of installation
note: for other mods that the ones you will see in there ....i don't know.'fixes' are tested with ONLY these.

bye

Rhodes
11-22-10, 09:56 AM
Thanks:up:

clouclou
11-22-10, 11:46 AM
Trés beau !

Bruce_Will_Es
11-23-10, 11:56 AM
The mod looks nice and I see incredible work behind all of the packages. I just enabled the mod onto my installation of LSH 5.1 and tested if it works and how it looks (both: fine). But the gameplay differs a lot from OLC (LSH 5) so I need to read some *******ing manuals first. :D

I thing I had to do was to rename the folders. The main folders should be named like this:
MaGui F, MaGui F Fix for ..., MaGui F optional ..., MaGui F Filters ..., and so on.

Like this you always see a well ordered list in JSGME. First LSH, then MaGui, then others ...

If you put a number into the name the user would even know in which order the mods have to be enabled.

How this mod works with your Widescreen-Mod?

UhUdieEule
11-23-10, 01:58 PM
:woot::yeah: thx for this great GUI, makman! :yeah: :woot:

greetings from switzerland :salute:
UhU

harryt8
11-24-10, 02:00 AM
Well done Makman.
You're Final version of MaGui looks impressive.
You are to be commended for the blood, sweat and tears you must have exerted to get this mod up and running in all its variations, over the last two years.
You must be a maths genius..!! I looked at TDC and Gyro Tutorial (pages 1 -10) and was stunned (and horrified..!!) by all that trigonomitory..!! :damn:
Where's the "simply explained for the under 5's pages?" :DL

Anyway, thank you for your hard work.

Assprella
11-24-10, 07:40 AM
At your orders, Sir.
Perfect GUI.
Very nice.

OSU
11-24-10, 08:16 PM
Your mod looks amazing, and I really like it, but I have a few questions.

1) Is it set to a specific resolution? My monitor is 1280 x 1024, and I like my games set at that resolution as well.

2) How do you use the wiz wheel? I was able to use it to lethal effect in the ACM-GUI Reloaded. How do you use it in this GUI? And is there a way to use it when not zoomed in all the way?

3) The Gyro-angle indicators have me all screwed up. Which one do you change? Which one do you pay attention to? I have been able to hit all my targets so far, but when the gyro-angle indicators do not stick to where you put them, it gets confusing sometimes.

4) What is the point of the notepad? If I try to use it I can't see the angle number, it is blocked by the words on the pad. It drives me crazy to be honest. Also, I don't really understand why you would need it if all you need is the wiz wheel.

5) Is there a way to switch nomographs? This one is set up differently than the ones that I am used to.

Any help would be greatly appreciated.

makman94
11-25-10, 03:54 AM
@Clouclou and Assprella : thank you guys :up:



....
How this mod works with your Widescreen-Mod?

hi Bruce,

no ,you can't use the MaGui F with the Widescreen version .
the Widescreen version can (and must) be enabled ONLY on top of MaGui v3.4

:woot::yeah: thx for this great GUI, makman! :yeah: :woot:

greetings from switzerland :salute:
UhU

thank you UhUdieEule :up:

Hellas is sending greetings to Switzerland too :up:

Well done Makman.
You're Final version of MaGui looks impressive.
You are to be commended for the blood, sweat and tears you must have exerted to get this mod up and running in all its variations, over the last two years.
You must be a maths genius..!! I looked at TDC and Gyro Tutorial (pages 1 -10) and was stunned (and horrified..!!) by all that trigonomitory..!! :damn:
Where's the "simply explained for the under 5's pages?" :DL

Anyway, thank you for your hard work.




hi Harryt8,
the maths are a ''different'' languange to communicate, once you know this languange you would see that what is written at TDC's gyroangle notes are not extreme sience.but if you don't know this languange,well it is logical to believe that are ''horrifing'' or something real ''high level''! ...but it is not.
i have written these notes some months ago (for one member here) and it is a personal ''approach'' to the theme (gyroangle) ,using analytic geometry and some theorisms from Euclid geometry (hi -school level maths). it was left over in my HD and just released it but yes, it can't be understandable (or explained) to people that has not some maths knowledge...i putted it there only for the people that like readings like this.
what is still very interesting to me (and still trying to get at it) is a 100% Euclid geometry solution for gyroangle


Your mod looks amazing, and I really like it, but I have a few questions.

1) Is it set to a specific resolution? My monitor is 1280 x 1024, and I like my games set at that resolution as well.

2) How do you use the wiz wheel? I was able to use it to lethal effect in the ACM-GUI Reloaded. How do you use it in this GUI? And is there a way to use it when not zoomed in all the way?

3) The Gyro-angle indicators have me all screwed up. Which one do you change? Which one do you pay attention to? I have been able to hit all my targets so far, but when the gyro-angle indicators do not stick to where you put them, it gets confusing sometimes.

4) What is the point of the notepad? If I try to use it I can't see the angle number, it is blocked by the words on the pad. It drives me crazy to be honest. Also, I don't really understand why you would need it if all you need is the wiz wheel.

5) Is there a way to switch nomographs? This one is set up differently than the ones that I am used to.

Any help would be greatly appreciated.

hi OSU,

1) don't know....i am only running on 1024x768
2) check some post back at this thread and read the ''Manos Optics'' text....most of what you ask are allready answered
3) not sure that i understand what you ask here but i will try to answer, the gyro dial is only for watching the needles ,you are not controling them . gyro dial is showing you the gyro angle ,i assume that you know what gyro angle is...right ? you are asking to which one to pay attention....both(round dial and digit dial) are showing you the same .the difference is that at rounded dial ...you can read the 10ths of gyro (which is impossible to see at digit gyro)
4) when you have identify your target ,there is no more accurate,comfort and faster way to get the range than using the stadimeter. now the rings are there if you want to ''eyeball'' the situation ....meaning that you haven't identify the target and you are making an estimate of its mast height...etc...etc...
the 'problem' that you say ''the angle number, it is blocked by the words on the pad '' is becuase you have enabled a mod(s) AFTER MaGui that are CONFLICTING with MaGui's files . so disable all mods that jsgme is warning you that conflicts with MaGui
5) the use of nomograph (all nomos...not only this) is exactly the same . this nomo has the scales that you used so long(so no problem there) and also something additional to it.read the readme for it and you will 'get' it for sure...it is very easy.

bye

OSU
11-25-10, 03:47 PM
Thanks for the help. I think I get it now. The reason I was confused by the gyro-angle indicators is that on the previous GUI mod that I used is that if I was 90 degrees off of a targets bow, the indicator would stick there, and then move towards 000. Its just a bit disconcerting is all. I've been able to hit my targets in the Academy, and I haven't missed yet, which is good.

PS - One more thing, can you explain the torpedo bearing tables? What do all the numbers along the left side stand for?

derrinurban
11-25-10, 05:40 PM
First off makman, love the gui. It is absolutely awesome.

Secondly, would you be able to help with an issue I am having.

I am not sure if it is a mod conflict or what. I am having problems with the tube/salvo selector indicator dial. In the tdc the dial seems to be normal and switches between salvo and single tube selection. However, at the attack periscope and UZO, switching between tube and salvo does not seem to change the indicator/selection dial. It shows the salvo selections only.

When you have the switch set to salvo, the selector dial appear normal and are controllable. You can click on them to change the spread angle and select which tubes are included in the salvo.

When you set the switch to tube, the selector dial appears to be like it is behind glass, the dial face does not change like at the tdc (tubes 1 thru 5) and is no longer functioning.

At the tdc, the tube selector works normally and only the spread angle dial goes behind glass (non operational) when you switch to single tube setting.

Not sure what is going on. Hope you can help. Below is a list of mods that I have running, in the order they were installed (JSGME).


GWX - 16km Atmosphere
GWX - English Nav Map and Grid Refs
GWX - Enhanced Damage Effects
GWX - Integrated Orders
GWX - Lite Harbor Traffic
GWX - No Medals on Crew
GWX - Open Hatch Mod
FM_NewInterior_V1.0
LifeBoats&Debris_v4
Longer Repair Times 2.04 (All)
WB's Renown Replacement
Waterstream+Exhaust Combi V2.3 for GWX3
Torpedo damage Final ver2.0
Thomsen's Sound Pack V3.2cg
M.E.P v3
M.E.P v3-Patch
M.E.Pv3 VisualSensors-GWX3
MaGui F
Type VII salvo selector
FM_NI_Fix_for_MaGui F

DeadlyWolf
11-26-10, 01:37 PM
OK, I have to say it: I ****ing love you. http://gaming.ngi.it/images/ngismiles/asd.gif

This is the second time in about a year I plan on starting again with SH3, and the second time your mods fulfill everyone of my desires. The last year with TMT V2 :)

I just hope I'll not have the problems I had with "OLC gold MkII" (see here: http://www.subsim.com/radioroom/showthread.php?p=1165901#post1165901), because that's the reason I stopped playing. Can someone reassure me on that? :)

@derrinurban (http://www.subsim.com/radioroom/member.php?u=248636): nice collection of mods, I'll probably do someting very similar :)

derrinurban
11-26-10, 02:32 PM
@derrinurban (http://www.subsim.com/radioroom/member.php?u=248636): nice collection of mods, I'll probably do someting very similar :)

Thanks, I just did a look at what most of the old dogs had posted for mods they were using. These seemed to be favorites by most of them.

Pisces
11-26-10, 03:36 PM
...I just hope I'll not have the problems I had with "OLC gold MkII" (see here: http://www.subsim.com/radioroom/showthread.php?p=1165901#post1165901), because that's the reason I stopped playing. Can someone reassure me on that? :)

...Those 'problems' you experienced were actually intentional. The lack of the green fitness line were due to the Longer Repair Times-mod. Appearantly it's a limitation of that mod. Nothing OLC could have prevented. Also, the LRT option wasn't forced on you to enable. There was a mod part for OLC Gold without it. The screens were also intentionally dark. This allows you (meaning your own eyes) to better detect objects during the dark night periods. The bright recognition manual and even some dials will ruin your eye sensitivity if you have to peer through the periscopes. That's why the GUI was darkend. It would have really helped if you had darkened your playing enviroment.

Rest assured, these issues you won't have with the Magui mod. Much to my dismay. I hate my eyes getting blinded deep into the night. :(

Matz1962
11-27-10, 05:49 AM
Hello makman94

Your final GUI is great. You have done a very good job.:up:

Best regards from Germany

Mathias

DeadlyWolf
11-27-10, 12:57 PM
I'd also like to thank you for the attached documentation (info\pics), as it covers pretty much everything you need to use and understand the tools and the theory behind them. Nicely done :)

DeadlyWolf
11-27-10, 03:06 PM
Ok I was on my way installing all the stuff and got this:

http://img836.imageshack.us/img836/663/snap0116.jpg

(Missed orders2 and 3.tga)
Is it normal?

PS: commands_en is also modified by the sundpack by Thomsen..which one to install first?

makman94
11-28-10, 10:47 AM
First off makman, love the gui. It is absolutely awesome.

Secondly, would you be able to help with an issue I am having.

I am not sure if it is a mod conflict or what. I am having problems with the tube/salvo selector indicator dial. In the tdc the dial seems to be normal and switches between salvo and single tube selection. However, at the attack periscope and UZO, switching between tube and salvo does not seem to change the indicator/selection dial. It shows the salvo selections only.

When you have the switch set to salvo, the selector dial appear normal and are controllable. You can click on them to change the spread angle and select which tubes are included in the salvo.

When you set the switch to tube, the selector dial appears to be like it is behind glass, the dial face does not change like at the tdc (tubes 1 thru 5) and is no longer functioning.

At the tdc, the tube selector works normally and only the spread angle dial goes behind glass (non operational) when you switch to single tube setting.

Not sure what is going on. Hope you can help. Below is a list of mods that I have running, in the order they were installed (JSGME).


GWX - 16km Atmosphere
GWX - English Nav Map and Grid Refs
GWX - Enhanced Damage Effects
GWX - Integrated Orders
GWX - Lite Harbor Traffic
GWX - No Medals on Crew
GWX - Open Hatch Mod
FM_NewInterior_V1.0
LifeBoats&Debris_v4
Longer Repair Times 2.04 (All)
WB's Renown Replacement
Waterstream+Exhaust Combi V2.3 for GWX3
Torpedo damage Final ver2.0
Thomsen's Sound Pack V3.2cg
M.E.P v3
M.E.P v3-Patch
M.E.Pv3 VisualSensors-GWX3
MaGui F
Type VII salvo selector
FM_NI_Fix_for_MaGui F

hi Derrinurban,

everything you describe is normal,i mean that at scopes-uzo there is not the plate for the single torps (as it exists at attack map).you can choose your simple torp directly through the torp's icons (so the plate for the single torps is not neseccery.at attack map the plate for single torps was allready builted thats why you see it there)

..... Much to my dismay. I hate my eyes getting blinded deep into the night. :(

i,also,hate this.
it (the rec manual) is not bliding my eyes Pisces,so i would say to adjust your monitor brightness becuase MaGui is allready darked enough and if it doesn't 'seem' dark to you ...it is very possible to need to do monitor adjustments (this must be done for EVERY MOD you are testing...not only for MaGui) .there is no rule for monitor adjustments ...so for every mod you are testing must try to 'approach' author's monitor settings.
(i have seen the pics of MaGui's thread to some other pcs on some internet cafe....and i really didn't like them AT ALL ! so monitor adjustments are VERY CRITICAL for the final result)

now ,if you allready tried this and rec manual is still 'bliding' you,then it is a matter of tastes and if ,indeed, this is your ONLY 'dismay' then you could have edited the brightness of rec's images and make them as you like (it is not big deal editing the images).now,if there are more 'dismays' than the above....i am afraid that MaGui,obviously, is not a mod for you.

Hello makman94

Your final GUI is great. You have done a very good job.:up:

Best regards from Germany

Mathias

thank you very much Mathias :up:

Best regards from Hellas too

Manos

Ok I was on my way installing all the stuff and got this:

http://img836.imageshack.us/img836/663/snap0116.jpg

(Missed orders2 and 3.tga)
Is it normal?

PS: commands_en is also modified by the sundpack by Thomsen..which one to install first?

thank you for your words DeadlyWolf ,

now for your question(s) :
the ''GWX-integrated Orders'' has no point to be activated before MaGui as MaGui will overwrite it .PAY ATTENTION : never activate this mod AFTER MaGui. it will break the MaGui's installation

the same 'goes' for your other question too . the commands.en is a critical file for MaGui and must NOT be overwitten by any mod (so Thomsen's mod must be activated before MaGui but this will break something at Thomsen's mod but i don't believe that will break anything critical,have to look at files to see what will break and i haven't these files) .
have in mind this : for EVERY mod that you are enabling AFTER MaGui ....if jsgme is warning you for CONFLICTS with MaGui's files...you must NOT enable it ! for sure it will break something at MaGui's setup and you have to know pretty good what you are doing if you choose to activate any of them

bye

Bruce_Will_Es
11-28-10, 10:58 AM
Hallo Makman,

your Mod is installed onto LSH3 V5.1 in this way:
http://www.dreibuchstaben.de/jsgme-mods.JPG
You can see how I changed the MaGui-folders for better overview.

I tested a bit and found some more little hitches/wishes:
http://www.dreibuchstaben.de/attack-periscope.JPG
The scale of the periscope lays over the torpedo speed table. The Lock-Button could be green when locked?

http://www.dreibuchstaben.de/ships-manual.JPG
The ships manual got this "rectangle highlight area". The light reflection on the TDC, the dials and the pocket watch is too shiny.

http://www.dreibuchstaben.de/crew.JPG
The Crew/Ship-Window is too dark for the black letters. Maybe you could use letters in beige color? I haven't checked if there are other screens with same dark background.

http://www.dreibuchstaben.de/map-overlay.JPG
Maybe you think about including EMBs OLC-Fix (http://forums-de.ubi.com/eve/forums/a/tpc/f/2371008762/m/6861086897?r=1991093098#1991093098): He made a bigger and IMHO more fitting compass-scaler for setting more accurate navigation.
In the Maps Room you find three scalers on the right side. The two on the most right move over the table, the one starting hides under the table. See next pic, too.

http://www.dreibuchstaben.de/umrechnungstabelle.JPG
The charts for the "Umrechnungstabelle" is quite difficult to unhide. Maybe you show a litte button on the right side for slide out? The Convoi Map still has a legend/captions in English.

Here you see on the left side the first appearance of white scale with a sextant under. But for what purpose it is there? And why I see it after "unhiding" on every other screen, too? (on deck, central, and so on)

http://www.dreibuchstaben.de/messages.JPG
In the message room I still see the light reflection. Maybe in the logbook, too?

http://www.dreibuchstaben.de/Dials.JPG
The dials look quite different to the dials in the control centre. Why? The next point (I played till now with OLC of LSH3 V5.1) is how to get the "other side" of the dials. The little area left of the dial is less comfortable then a click in the middle of the dial.

The TDC-Map (F6) is a bit too crowdy? Too less space for the map in the middle ...

I recognized the hotkey for the sonic depth finder (echolot, ctrl+space) is deactivated.

I like the style of this mod. I really keen on the next fixes. :)

makman94
11-28-10, 11:47 AM
hi Bruce_Will_Es,

your setup for Magui is ok ! (just the ''ALTERNATIVE SCOPES with speedlines stopwatch for MaGui F'' and the ''stopwatch with speed lines for MaGui F'' are effecting the same files -each one for its purpose- so you must activate only one of these two-not both at the same time)

for pic1: from the readme : ''the only one (and only one) bug that still remain unsolved is that the bearing at scopes and uzo is always vissible even if you put the 30kts-40kts-44kts plates over it !''
so....i don't know how to fix this.

for pic2: there is in lsh3 official mods...a mod that is applying the darker .sils for ships. search through the lsh3 official mods (i can't remember its name right now....or ask Yoda1976 about it ,he will help you for sure)

for pic3: open the files of MaGui and at data/menu/data/ find and delete the ''BackPap2.tga'' . yes, a brighter background will do the trick

for pic4: link is not working and i haven't ever seen this mod so i can't say anything atm

for pic5: i will not agree that speed charts are difficult to unhide !you just have to place your cursor at the right edge of screen and that is all ...the charts are poping out....more simple than this ...can't be done ! i have a suspicion that may you have problems with this becuase you are not running at 1024x768 ...am i right ? try it at 1024x768 and tell me if still have this problem.
about the ''...The Convoi Map still has a legend/captions in English...'' not sure that i understand you....what do you mean ?

for pic 6 : about the sextant....i understand....NOTHING ! :D if your question has to do with the image itself then i have to tell you that i am not using it and i haven't edited the original one at all ! i mean that i haven't change anything at sextant's original image so i am not the right person to talk for sextant.
about the light reflections that you see at message-bdu-captain's log page ...yes i now about this and it is something that you have to 'live' with it ! these light reflections are the light reflections that you see on main console .if you you want to get rid of them is easy but will ,also, dissapear from main console too (to get rid...go at data/menu/olc/ and delete the ''manos32.tga'')

for pic7: it is just design (eye candies).i like these dials better than the ones in control room . the way you describe to show up the secondary dials is not possible to be done (not much available buttons and the available ones are allready used)

blueduck
11-28-10, 02:08 PM
hi Bruce_Will_Es,

[...]

for pic2: there is in lsh3 official mods...a mod that is applying the darker .sils for ships. search through the lsh3 official mods (i can't remember its name right now....or ask Yoda1976 about it ,he will help you for sure)

[...]


It is called:
_LSH3_V5.1__Dunkles-Erkennungshandbuch

Greets
Blueduck

DeadlyWolf
11-28-10, 07:41 PM
thank you for your words DeadlyWolf ,

now for your question(s) :
the ''GWX-integrated Orders'' has no point to be activated before MaGui as MaGui will overwrite it .PAY ATTENTION : never activate this mod AFTER MaGui. it will break the MaGui's installation

the same 'goes' for your other question too . the commands.en is a critical file for MaGui and must NOT be overwitten by any mod (so Thomsen's mod must be activated before MaGui but this will break something at Thomsen's mod but i don't believe that will break anything critical,have to look at files to see what will break and i haven't these files) .
have in mind this : for EVERY mod that you are enabling AFTER MaGui ....if jsgme is warning you for CONFLICTS with MaGui's files...you must NOT enable it ! for sure it will break something at MaGui's setup and you have to know pretty good what you are doing if you choose to activate any of them

bye
Ok, then I've guessed it right (I've installed MaGui as the last mod).

For the record, there's an easy way to manually modify the files conflicting in the Thomsen mod (so that JSGME won't detect any conflicts). See point 5 at this page: http://www.subsim.com/radioroom/showthread.php?t=134491 :) (to be done after installing all the mods you need)

PS: I've just finished my 1st patrol and the brightness is just perfect. The lamp\light effect on the map during nighttime is awesome, I don't remember if it's new or not :)

makman94
11-29-10, 03:07 PM
Hallo Makman,

The Lock-Button could be green when locked? --that is very nice idea !:up:

The Convoi Map still has a legend/captions in English. --i got what you mean here !,yes ,it slept through but it is not big deal imo

The TDC-Map (F6) is a bit too crowdy? Too less space for the map in the middle ...---you are not have to do anything at attack map ( devs made the game that way so you can't draw on this map.so it is only for watching...especially the torpedo's paths and torpedo's bearings so you don't need extra space for these data.

I recognized the hotkey for the sonic depth finder (echolot, ctrl+space) is deactivated.---yes, you can get the depth by the button of Navigator officer's orders so i didn't pay attention to add the keyboard key also ,but you can do it yourself if you are used to this key .here :
open the commands_en of MaGui and go to

[Cmd130]
Name=Get_depth_under_sub_keel
Ctxt=1
MnID=0x3F250005
Key0=0x20,Cc,"Ctrl+Space"

with red is the line that you must add there



just notice some other points in your post Bruce. look above for my reply

Ok, then I've guessed it right (I've installed MaGui as the last mod).

For the record, there's an easy way to manually modify the files conflicting in the Thomsen mod (so that JSGME won't detect any conflicts). See point 5 at this page: http://www.subsim.com/radioroom/showthread.php?t=134491 :) (to be done after installing all the mods you need)

PS: I've just finished my 1st patrol and the brightness is just perfect. The lamp\light effect on the map during nighttime is awesome, I don't remember if it's new or not :)

i see ...very good ''attidute'' shown from Thomsen ! so the answer to your question lies on Thomsen's post ! just remember to delete Thomsen's files and then to import the changes-addings that Thomsen suggests to MaGui's files and finally to activate the MaGui last in the order

the navmap night filter is old but i don't know the author of this mini mod . i like it too very much !

OSU
11-29-10, 07:07 PM
I've got a few more questions.

1) How do you use the torpedo bearing tables? I don't get those at all.

2) What is up with the nav tools on the nav map? Why are they upside down and backwards? It is really freaking annoying. And is there any way I could change the compass at all? It is WAY too big for my tastes and I like my compasses to just have N,S, NE, etc., on them instead of compass bearings.

Bruce_Will_Es
11-29-10, 07:15 PM
Hi Makman,

thanks for your answers. I really like the stylish gui you made. The problem is: I would like to merge your and the LSH OLC style. Some points are not important (the overlay of the periscope-scale @ F3, the legend on convoy map and the "crowdy" F6 - you are right ;) ). The white scaler with sextant seems to come with another mod provided by LSH. After reinstalling everything exceptionally SLS it disappeared. No idea for what purpose this was made.

Unfortunately I'm quite unhappy with the dials, the navigation maps (F5) and the crew (F7; easy to change by myself). I prefer the clear LI/NA-dials (http://www.dreibuchstaben.de/OLC-Dials.JPG) from the LSH OLC: They are just more comfortable (easy to use) and fit in their clear style better (IMHO) to the central dials (F2) and to the rest of your eyecandy gui, too. They just need a bit adaption to your style. Maybe a bit like you designed the TDC-dials. ;)

NavMap F5 (http://www.dreibuchstaben.de/olc_navi_scaler.JPG):
The LSH-Team / OLC made some nice work; a clean, cheerful style; the thin black line above gives you the charts and maps easy to use (inklusive the speed tables (1/2) you hide on the right (I use 1280x1024)) ; I like the hand cursor when you pushes/pulls the charts. The big size of AOB and compass disc (inclusive the button) in your GUI breaks a bit the clean "metallic" style you made with F3/F6/Uzo/... . They come like a big fist into my face. BOOOM! Huge and heavy.
In the middle EMB's LSH-OLC-FIX (Navigation Tool) (http://www.dreibuchstaben.de/EMB's_LSH-OLC-FIX.7z).

The scalers in the right bottom (http://www.dreibuchstaben.de/olc_map_scaler.JPG) look more fitting (the look of the wooden handles I don't like too much). The depth scaler lays not over the bottom edge. Maybe same problem like the periscope scale in F3?

The ships manual of LSH (http://www.dreibuchstaben.de/OLC_dials_ship_manual.JPG) shows more of the book. I'm still unsure if is better or not.

Shouldn't be the view through the Binoculars have the shape like a laying ellipsis or a bit like an eight?

The reflection on the dials (LI/NA/TDC) is too much. Especially when you cannot see what is behind. IMHO they're bit "over designed", because the glass is too "milky". A clear version without or less reflection would be great.

Finally: Shame on me. You made a lot. Me nothing. And I come and complain. But I like your design a lot and I would like to play next campaign with it. Just sometimes I think there's a bit too much design for my (now weary) eyes. And I hope for some presents for Santa Claus Day. :D

Good job! Good night!

makman94
11-30-10, 05:31 AM
I've got a few more questions.

1) How do you use the torpedo bearing tables? I don't get those at all.

2) What is up with the nav tools on the nav map? Why are they upside down and backwards? It is really freaking annoying. And is there any way I could change the compass at all? It is WAY too big for my tastes and I like my compasses to just have N,S, NE, etc., on them instead of compass bearings.

hi OSU,

about the firing tables : search the MaGui's rar . everything you need to know is inside there (either at notes or readme texts). the answer to your question is at the tutorial for the ''broken'' TDC method called ''the straight shots''.read the tutorial carefully and you will understand the tables.pay attention that at this method from the start the TDC must be switched to manual mode (red lamp) and gyro is adjusted to zero by you

about your question for the nav map tools is allready answered at this thread :look at posts 55 to 60

about compass : yes, it can change but need a lot of work to be done and i am not going to change anything at MaGui . it is at its final version

Hi Makman,

thanks for your answers. I really like the stylish gui you made. The problem is: I would like to merge your and the LSH OLC style. Some points are not important (the overlay of the periscope-scale @ F3, the legend on convoy map and the "crowdy" F6 - you are right ;) ). The white scaler with sextant seems to come with another mod provided by LSH. After reinstalling everything exceptionally SLS it disappeared. No idea for what purpose this was made.

Unfortunately I'm quite unhappy with the dials, the navigation maps (F5) and the crew (F7; easy to change by myself). I prefer the clear LI/NA-dials (http://www.dreibuchstaben.de/OLC-Dials.JPG) from the LSH OLC: They are just more comfortable (easy to use) and fit in their clear style better (IMHO) to the central dials (F2) and to the rest of your eyecandy gui, too. They just need a bit adaption to your style. Maybe a bit like you designed the TDC-dials. ;)

NavMap F5 (http://www.dreibuchstaben.de/olc_navi_scaler.JPG):
The LSH-Team / OLC made some nice work; a clean, cheerful style; the thin black line above gives you the charts and maps easy to use (inklusive the speed tables (1/2) you hide on the right (I use 1280x1024)) ; I like the hand cursor when you pushes/pulls the charts. The big size of AOB and compass disc (inclusive the button) in your GUI breaks a bit the clean "metallic" style you made with F3/F6/Uzo/... . They come like a big fist into my face. BOOOM! Huge and heavy.
In the middle EMB's LSH-OLC-FIX (Navigation Tool) (http://www.dreibuchstaben.de/EMB%27s_LSH-OLC-FIX.7z).

The scalers in the right bottom (http://www.dreibuchstaben.de/olc_map_scaler.JPG) look more fitting (the look of the wooden handles I don't like too much). The depth scaler lays not over the bottom edge. Maybe same problem like the periscope scale in F3?

The ships manual of LSH (http://www.dreibuchstaben.de/OLC_dials_ship_manual.JPG) shows more of the book. I'm still unsure if is better or not.

Shouldn't be the view through the Binoculars have the shape like a laying ellipsis or a bit like an eight?

The reflection on the dials (LI/NA/TDC) is too much. Especially when you cannot see what is behind. IMHO they're bit "over designed", because the glass is too "milky". A clear version without or less reflection would be great.

Finally: Shame on me. You made a lot. Me nothing. And I come and complain. But I like your design a lot and I would like to play next campaign with it. Just sometimes I think there's a bit too much design for my (now weary) eyes. And I hope for some presents for Santa Claus Day. :D

Good job! Good night!

hi Bruce,

i think that you have misunderstand the situation ! i am here only for answering questions about MaGui as it is.this is the final version and that means that i am moving off this project,there will be no other versions .for every pixel that you see...i have thought how to be done, and that means that i am not going to change anything.sure you will find things that you don't like...it is a big mod

just for the reflections on dials...i will say to you only this : more than 50 images where produced(four days spent) in order to get at these that you see now,the wooden part at nomo is to show you from where to grab it becuase this nomo differs from others nomos (thanks to Hitman and Karamazovnew) ....you can draw lines ON it (and you can grab it only from the wooden part) ,the gui is generally 'metallic' but this doesn't mean that all must be 'metal' .wood and metal both existed at subs and just for imagination the discs you are talking about where inside wooden (and not metal) boxes and yes , are big becuase are,most of all, tools and need clear reading,looking through real binos are rounded ,the rec manual has a button at its right to show you the rest and...etc...etc... i can continue replying for every comment you may say but you see my point ? everything you see in MaGui is my point of view so this conversation is more or less...pointless !
comments like ''i like this'' or ''i hate this'' has no meaning...
maybe , if we have 'meet' much earlier,you would have seen some of your ideas coming to 'life' at some future versions but now....this story has just ended for me.

don't think that i am 'closing' you ....i just got tired and all things have an end and MaGui's end is here !

Bruce_Will_Es
11-30-10, 05:39 AM
It was worth a try. :D

Nevertheless I thank you for the inspiration/explaination you gave!

Greetings from snowy Germany,
snowdigging Bruce

makman94
11-30-10, 05:50 AM
It was worth a try. :D

Nevertheless I thank you for the inspiration/explaination you gave!

Greetings from snowy Germany,
snowdigging Bruce

i also thank all the guys in this community that inspired me and i am huppy reading that ,may, i managed to inspire you or others .
maybe you become a new modder and continue the gui modding and see it exactly as you wish (more or less i started long time ago somehow like this)

greetings from Hellas too

bye

fitzcarraldo
11-30-10, 11:26 AM
Dear Makman:

I try the MaGUI Final version and all works fine for me. Only I have a little request: I like the binoculars of the MaGUI 3.4. Is it possible to change the screen of the binoculars and how?

Many thanks for the mod, also it is my final and definitive GUI for GWX and LSH3V5.1.

Best regards.

Fitzcarraldo :salute:

silentwayIII
11-30-10, 05:24 PM
Makman:

I tired this feature with your other GUI versions because I'm not very good with getting manual firing solutions so getting it done with the weapons officer is good. I DL the F version and installed the F version torpedo solution button for GWX, but this one is different...there is no periscope icon (rightside panel which when clicked brings up the icons in the periscope window. Am I not doing doing something wrong or maybe it doesn't work? Please let me know if it can be activated.

Thanks, silentwayIII

makman94
12-01-10, 06:16 AM
Dear Makman:

I try the MaGUI Final version and all works fine for me. Only I have a little request: I like the binoculars of the MaGUI 3.4. Is it possible to change the screen of the binoculars and how?

Many thanks for the mod, also it is my final and definitive GUI for GWX and LSH3V5.1.

Best regards.

Fitzcarraldo :salute:

hi Fitzcarraldo,

yes , you can use the binoculars from v3.4 (but have in mind that this binos will not have a FOV 7.25 ) .
at data/menu/olc/ find and REPLACE the binoculars.tga with the one from MaGui v3.4 's files

Makman:

I tired this feature with your other GUI versions because I'm not very good with getting manual firing solutions so getting it done with the weapons officer is good. I DL the F version and installed the F version torpedo solution button for GWX, but this one is different...there is no periscope icon (rightside panel which when clicked brings up the icons in the periscope window. Am I not doing doing something wrong or maybe it doesn't work? Please let me know if it can be activated.

Thanks, silentwayIII

hi SilentwayIII,
No, everything works fine here (just tested it)
check your installation and especially disable all mods AFTER MaGui that jsgme may warned you for conflicts with MaGui's files
if you have no conflicts ....check if at your starting options the ''no weapon officer assistance'' is unchecked (must be unchecked)

ps: when you clic to activate the ''TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)'' [<--this is the exact name of the mini mod that must be putted in MODS folder] does the jsgme warned you for confict with Magui's menu_ini ? (must warn you...if not ...check your installation)

bye

silentwayIII
12-01-10, 06:02 PM
Makman, I'm sorry for even having posted. I forgot to take the appropriate folder out and put it into my mod folder for activation. It works just fine...thanks for the great MOD!

silentwayIII

fitzcarraldo
12-01-10, 07:34 PM
hi Fitzcarraldo,

yes , you can use the binoculars from v3.4 (but have in mind that this binos will not have a FOV 7.25 ) .
at data/menu/olc/ find and REPLACE the binoculars.tga with the one from MaGui v3.4 's files






Many thanks!!! :woot:

Fitzcarraldo :salute:

kiwi_2005
12-04-10, 07:54 PM
Will the MaGui Mod work with lsh3 v5.1

Downloading Full lsh3 5.1 mod atm

Installation:
Silent Hunter 3 and latest patch
lsh3 5.1
MaGui mod (hopefully)

edit
nvm I found the fix folders in MaGui :salute:

Victor Schutze
12-07-10, 12:11 PM
Dear Makman,

Do you have a tutorial for MaguiF?

I figured out how to use the 'F' button tool, but the 'B' button tool i don't have a clue how to use it.

Regards

Ottibald1963
12-07-10, 02:11 PM
@MakMan

Exellent Work and Job, Manos...your MaGUI Final working awesome...well done!
Greets to Greece :yeah:

Regarts, Ottibald

GT182
12-07-10, 08:32 PM
This would be great in SH5..... if possible.

makman94
12-09-10, 01:33 PM
Dear Makman,

Do you have a tutorial for MaguiF?

I figured out how to use the 'F' button tool, but the 'B' button tool i don't have a clue how to use it.

Regards

search at ''documents for the tools of MaGui F'' . in there is the ''Angriffsscheibe_Handbuch_3''...look at it.
Klh (the author of the above manual) has made an excellent work and all you need is time and...coffee

@MakMan

Exellent Work and Job, Manos...your MaGUI Final working awesome...well done!
Greets to Greece :yeah:

Regarts, Ottibald

thank you very much Ottibald :up:

Greets to Austria too :yeah:

This would be great in SH5..... if possible.

hi GT182,

...sh5 ? what is this ? (....never mind i remembered what it is)

Victor Schutze
12-09-10, 02:19 PM
Thank you Makman!:salute:

That's exactly what I needed!:up:

bybyx
01-15-11, 02:46 PM
Hello to those reading this post. I find myself amazed by this mod but there is one thing that i can not comprehend. How can I manage to use Karamazovnew's ACM or H.sie ACM and not this one? I swear to God it seems I am unable to understand it without a proper tutorial for Magui Final for I want to use LSH + Magui Final. What "X" and "S" means, how do I take the range without the stadimeter, the AOB and Speed at diferrent zooms?
Please help!

makman94
01-17-11, 01:33 AM
Hello to those reading this post. I find myself amazed by this mod but there is one thing that i can not comprehend. How can I manage to use Karamazovnew's ACM or H.sie ACM and not this one? I swear to God it seems I am unable to understand it without a proper tutorial for Magui Final for I want to use LSH + Magui Final. What "X" and "S" means, how do I take the range without the stadimeter, the AOB and Speed at diferrent zooms?
Please help!

hello Bybyx,

the rings are not working with any different procedure than the one you allready know . all you need to know (or remember) is at what zoom level the rings are setted to work . everything you need to know is written on the readsme texts .for the scope's marks look at ''Manos Optics'' texts and for the 'x' at the tutorial called ''the 'broken' TDC methods-Perfect Shots''
the 's' is showing you the tsrget's speed

also look here,it is from earlier version ,but maybe will help you : http://www.subsim.com/radioroom/show...6&postcount=79 (http://www.subsim.com/radioroom/showpost.php?p=1203996&postcount=79)

bye

von faust
01-27-11, 09:25 AM
Attack Scope with AOB rings showing :
http://i965.photobucket.com/albums/ae138/sphere94/10.png



Great MOD !!! but I have a doubt.
I have read all post and "Read me" but cause of my bad English I don't undestand something.
Whith this AOB rings it's possible determinate distance, AOB and speed of the target like OLC MOD ? There is not a graduate scale il the lens :hmmm:

Thanks

EDIT: I'm sorry, I've found only now the "Manos Optics.txt" in compressed documentation, is this the correct istruction to use the AOB ring correct ?

Myxale
01-28-11, 03:11 PM
I just had the pleasure of taking the final version for a spin. And I love the work you put in. It is one quite rounded up GUI. From the comparability patches to the feel of the dials and buttons!

But without having to read wall of the thread, lemme just ask: Will this work with the Widescreen MaGui? The WS is quite an achievement so if possible i don't want to give up on it!
:06:

fitzcarraldo
01-28-11, 03:56 PM
I just had the pleasure of taking the final version for a spin. And I love the work you put in. It is one quite rounded up GUI. From the comparability patches to the feel of the dials and buttons!

But without having to read wall of the thread, lemme just ask: Will this work with the Widescreen MaGui? The WS is quite an achievement so if possible i don't want to give up on it!
:06:

I use WS MaGUI 3.4. The Final version don´t work with WS.

Regards.

Fitzcarraldo :salute:

Myxale
01-28-11, 04:33 PM
Aye, aye Mate!

Fast response!:rock::arrgh!:

Loltak
02-02-11, 09:50 AM
Great job :)
Our final version is so close to my personnal taste that i re-install SH3 :)

Here my conversion for the commands_fr.cfg to match the french keyboard layout :
http://www.filefront.com/17883011/MacGui_command_fr.7z/
I have just added a command (deep under sub keel ctrl+D)

And a JSGME ready for the fixed PATO_3000 :
http://www.filefront.com/17883013/PATO_3000.7z/

bye

makman94
02-02-11, 10:18 PM
Great job :)
Our final version is so close to my personnal taste that i re-install SH3 :)

Here my conversion for the commands_fr.cfg to match the french keyboard layout :
http://www.filefront.com/17883011/MacGui_command_fr.7z/
I have just added a command (deep under sub keel ctrl+D)

And a JSGME ready for the fixed PATO_3000 :
http://www.filefront.com/17883013/PATO_3000.7z/

bye

thank you Loltak :up:

just have in mind that Pato's images are great 'ram eaters':D and maybe will crash your game at ports that containes many subs !thats why is better to apply this image ONLY to the sub that you are using. read the readme notes for these images for more info.

bye

Vermin
02-03-11, 02:01 AM
Very complete - there must be a million ways now to do the targetting! :)

Couple of quicj questions though:

1) Is ther some way to get the Watch offcier to identify he ship when it is locked in a scope? He is the one holding my nice Blue Rec Manual for me! :D

2) Was there some way to click on the ship in the UZO/Periscope and get the correct page of the Rec Manual to open automatically?

Maybe I just confused with older versions or other mods!

Thanks

Vermint

Loltak
02-03-11, 01:51 PM
thank you Loltak :up:

just have in mind that Pato's images are great 'ram eaters':D and maybe will crash your game at ports that containes many subs !thats why is better to apply this image ONLY to the sub that you are using. read the readme notes for these images for more info.

bye

Ok, my fault, i had miss something in the readme :lol: When i unzip, the readme was overwrite by an other readme, so i didn't read it :nope:
Now I understand why it was not JSGME ready ;).

Hans Witteman
02-03-11, 08:39 PM
Hi mate,

I just want to say that your interface mod is simply pure work of art.

Everybody here will simply agree with my statement highly professional work:up:

Sorry if i come late to congratulate you on your fantastic work but i was busy working on a certain mod:hmmm:

Best regards Hans

padrepio
02-04-11, 12:13 AM
Attack Scope with AOB rings showing :
http://i965.photobucket.com/albums/ae138/sphere94/10.png



How do I get the AOB rings to show up? I can't find the button for accessing them. :cry: Please HELP.

Damo
02-04-11, 02:51 AM
You'll see the bottom edge of the rings at the top of the peri (actually inside the lens it seems), just click on it and it will bring it down into the position shown in the image above.

Simple.

Vermin
02-04-11, 06:23 AM
Sorry to sound especially dumb - but is there supposed to be sound on the tutorial videos?

Another poster remarked there was no sound and I am having the same issue - if it is an issue?

Regards

Vermin.

padrepio
02-04-11, 06:32 AM
You'll see the bottom edge of the rings at the top of the peri (actually inside the lens it seems), just click on it and it will bring it down into the position shown in the image above.

Simple.
Ahoy thar,

Apparently, "Manual Targeting" option in the realism settings must be ticked in order for the AOB rings to be selectable. And I haven't done that. Still learning the ropes, you see. :D Now I'll be forced to target those infernal allied ships with my own blood, sweat and tears. And a little math, of course. :DL

No more lying in the bunk for me now. :har:

Damo
02-04-11, 06:43 AM
Ok, I assumed you were using manual targeting. I personally try to set up 90 degree shots 90% of the time for which the pull out tables for the different speed torpedoes comes in handy, it also negates the need for distance to target and AOB (as you already know this will be 90 degrees). As for target speed, you'd probably do well to use the 3.15 minute rule to work this out by plotting the ships position on the map. If you have Map Contacts on you can easily work out AOB using the map too.

Believe it or not, by using manual targeting you may make your life easier, in that you can do most of your calculations from the peri view without having to switch back and forth to the map. Give it a try.

:up:

padrepio
02-04-11, 10:29 AM
Aaargh! I'm still having the same problem! :damn:

Lookee here:
http://i55.tinypic.com/34pi1cw.jpg
http://i55.tinypic.com/4kthmc.jpg

Everytime I click that highlighted portion, my mouse pointer just vanishes and the periscope is selected instead. :cry: Is there any solution for this kind of problem? Assigning a command on my keyboard to access it perhaps?

A little bit of help please. This is seriously derailing my Kriegsmarine career. lol


My installed Mods:
http://i53.tinypic.com/2gyds0x.jpg


NOTE:

1. I had also had this very same problem when I tried using OLC Gui 1.2.7 and ACM Gui Reloaded. The reason I switched to MaGui Final, aside from the superb graphics, was because I wanted to check if the aforementioned problem would still occur.

2. Manual Targeting in the Realism settings has already been unticked.

3. I use SH3 Commander 3.2 to embark on a new career and launch the game.

Vermin
02-04-11, 10:47 AM
I'm probably talking out of my posterior here but AFAIK, you dont need to click on the rings to bring them down. just hover your mouse over them and they will drop down autonatically,,,,, then you can click and drag the wheels around... but then again I can't even remember how to get my WO to identify the targets!

Rgds

Vermin

Damo
02-04-11, 10:47 AM
Manual targeting should be ticked, not unticked.

Try disabling the KEYS-Easy sub control, and then test if it works. If it does work, please take a look in the mods data folder and tell us what files are in there, particularly if there's a menu_1024.ini file in there as this deals with the UI and may be conflicting with MAGUI, causing you to lose the required clickspot.

If that is the issue, it shouldn't be too hard to rectify, probably just a case of merging the two so they incorporate the same info. I've had to do this numerous times on my install... :doh:

@Vermin, I use MAGUI F and you do need to click the wheel to bring it up.

padrepio
02-04-11, 11:00 AM
I'm probably talking out of my posterior here but AFAIK, you dont need to click on the rings to bring them down. just hover your mouse over them and they will drop down autonatically,,,,, then you can click and drag the wheels around... but then again I can't even remember how to get my WO to identify the targets!

Rgds

Vermin

Try disabling the KEYS-Easy sub control, and then test if it works. If it does work, please take a look in the mods data folder and tell us what files are in there, particularly if there's a menu_1024.ini file in there as this deals with the UI and may be conflicting with MAGUI, causing you to lose the required clickspot.

If that is the issue, it shouldn't be too hard to rectify, probably just a case of merging the two so they incorporate the same info. I've had to do this numerous times on my install... :doh:

@Vermin, I use MAGUI F and you do need to click the wheel to bring it up.
Well, this is sorta embarrassing. :oops: To access the AOB rings, "manual targeting" in the realism settings SHOULD BE TICKED and not unticked, as what I have erroneously assumed. Please disregard this post of mine. I got it working flawlessly now. :D

I guess my being a greenhorn at this game really shows. :har: I've just discovered this gem of a game a few days ago. :)

@Damo,

I will definitely try that 90 degree shot of yours amigo. But for the meantime, I need to familiarize with the GUI 1st. :DL And yep, I have disabled KEYS-EASY subcontrolas it was messing up some of the keyboard commands.

Gracias amigos for the inputs! :yeah:

Damo
02-04-11, 11:06 AM
De nada.

Well, this is sorta embarrassing. :oops: To access the AOB rings, "manual targeting" in the realism settings SHOULD BE TICKED and not unticked, as what I have erroneously assumed. Please disregard this post of mine. I got it working flawlessly now. :D

I guess my being a greenhorn at this game really shows. :har: I've just discovered this gem of a game a few days ago.

LOL, well at least if the Brits catch you you won't be able to give them any sensitive technical information that they can actually use....

:rotfl2:

padrepio
02-04-11, 12:03 PM
De nada.



LOL, well at least if the Brits catch you you won't be able to give them any sensitive technical information that they can actually use....

:rotfl2:

haha! Quite right. :D

When my colleagues at Kriegsmarine learned of my blunde---I mean, "tactical errors", I was ostracized, like I was a leper or something; and everytime I enter a room, s******s and boos would almost always follow. :cry:

To end the blight and stigma on my character, I did the only thing left for me to do: die with honor.

And so, at the sounding of the three bells, I quietly left the harbor with my U-boat.

Just 200 kilometers off the Kiel harbor, I ordered the lifeboats lowered. And after having paid my crew handsomely to go home to their wives and children, we boarded the lifeboats, leaving an empty floating submarine behind.

Ten minutes later and a deafening explosion was heard, followed by a huge fireball that mushroomed into the sky. It was a beautiful sight. Luckily, I was able to radio a message to BDU, informing them that we have engaged an enemy convoy comprising of 2 battleships and 3 DDs and successfully sunk all of them. Without mincing words, we added that our U-boat has been critically damaged, is taking water, and is currently on the process of sinking.

~~~

Three days later and I'm back at Kiel. I now sport a beard and a new name. Nobody seem to recognize me anymore, even my colleagues. I just got my new orders. I have been given the command of U-51 and assigned to patrol the AM19 grid off the western coast of Merry England. The entire base is buzzing with news and my heroic last stand is the hottest topic. I (my previous self, I mean) have been posthumously awarded with the Iron Cross and promoted to Captain. There is already a talk of erecting my statue on the center of Berlin, side by side with Der Fuhrer.

Not bad.

And now I'm off to a new adventure. And this time, I am now equipped with a very vital knowledge: how to use the goddamn AOB rings.

:har:

Damo
02-04-11, 12:21 PM
You may not have mastered submarines 100% but you got propaganda down to a fine art....

:up:

makman94
02-04-11, 04:49 PM
Very complete - there must be a million ways now to do the targetting! :)

Couple of quicj questions though:

1) Is ther some way to get the Watch offcier to identify he ship when it is locked in a scope? He is the one holding my nice Blue Rec Manual for me! :D

2) Was there some way to click on the ship in the UZO/Periscope and get the correct page of the Rec Manual to open automatically?

Maybe I just confused with older versions or other mods!

Thanks

Vermint

hello Vermin,

for 1: the weapon officer does this job for you.look at his orders.
for 2: yes, where you see the name of ship(after you have identified it) , there clic with your mouse.

bye

Hi mate,

I just want to say that your interface mod is simply pure work of art.

Everybody here will simply agree with my statement highly professional work:up:

Sorry if i come late to congratulate you on your fantastic work but i was busy working on a certain mod:hmmm:

Best regards Hans

Ahoy ...Hans ! :up: when i recieving congrats for professionals and persons like you it is always a special pleasure for me ! it gives me the sense that the whole thing worthed...the effort !
thank you very much , Sir :salute:

@Padrepio : you should have read the 'read me' texts for the mod (it is also mentioned at first post...look at notes). if you do this first...will save you from waiting answers from here !

@ Damo : thank you :up:

padrepio
02-06-11, 05:51 AM
In Makman's plotting tutorial video, there's a bunch of concentric rings surounding the U-boat in the nav map. And I think it is a very nifty feature.

Am I correct to assume that he's using MaGui? And if he is, how do I enable it? I'm currently using MaGui Final, and that handy feature doesnt seem to be included. Or maybe I just don't know how to enable it. :DL

If it's not part of the Magui mod, what is it called? And where can I download it?

pic below for reference:
http://i53.tinypic.com/2nlfz6.png


Any help would be greatly appreciated. :yeah:

Pappy55
02-06-11, 06:24 PM
I fraking love you!.. you moved the fire button..

I should now be able to run in 1080p :D

SO SAY WE ALL!!!:rock:

makman94
02-07-11, 08:15 AM
In Makman's plotting tutorial video, there's a bunch of concentric rings surounding the U-boat in the nav map. And I think it is a very nifty feature.

Am I correct to assume that he's using MaGui? And if he is, how do I enable it? I'm currently using MaGui Final, and that handy feature doesnt seem to be included. Or maybe I just don't know how to enable it. :DL

If it's not part of the Magui mod, what is it called? And where can I download it?


Any help would be greatly appreciated. :yeah:

hi Padrepio,
navigate in MaGui's .rar and you will find a mini mod called ''FIXED Pato's images'' . that is what you want ....read carefully its readme becuase it is not jsgme ready

bye

I fraking love you!.. you moved the fire button..

I should now be able to run in 1080p :D

SO SAY WE ALL!!!:rock:

i like it that you 'love' me :DL BUT the fire button is years now moved by OLC from his first gui mod !!
SO SAY WE ALL!!!:rock:

padrepio
02-07-11, 10:31 AM
Gracias, amigo makman.

And thank you also for making this mod. It is highly polished and done with great attention to detail. Your mod has made the game more immersive for me.

I am a passionate gamer of Total War and Europa Universalis games but after discovering SH3 and the mods lovingly created by guys like you, I have come to deeply love SH3 as well. :salute:

makman94
02-07-11, 09:30 PM
Gracias, amigo makman.

And thank you also for making this mod. It is highly polished and done with great attention to detail. Your mod has made the game more immersive for me.

I am a passionate gamer of Total War and Europa Universalis games but after discovering SH3 and the mods lovingly created by guys like you, I have come to deeply love SH3 as well. :salute:

Gracias, amigo Padrepio,too :up:

enjoy it

Darkbluesky
02-09-11, 01:14 PM
Hello makman,

I have just returned to SH3 for some time far, and I have just seen this new version. First of all congrats, I like it very much! I love it! Thank you very much for it. Really.

On the ohter hand, it seems that I have discovered a "bug". Let's say you have the HUD "on" (so you have not hiden it), and then you go to Captains Log or Radio Messages, or Mission orders. Normally the game hides the HUD in these screens (but it comes back when you go to the map, command room, etc), but with your mod there is a kind of white "shadow" of the interface. I only have your mod installed, that makes me think it is a "bug" (?). Please excuse me if that has been already reported, I have only done a quick review of the last pages.

A screenshot to show:

http://www.pix8.net/pro/pic/6285n7XME/11561049.jpg

Darkbluesky
02-10-11, 05:23 PM
Hi makman.

Another thing that i have noticed, is when your mod is enabled we lose the possibility to open tubes by clicking with the mouse on the switches that we can find in the command room, conning tower or in the body of the attack scope. After disabling your mod then I can click on them (I don't have any other mod active, except GWX3).

Is this intended? I would have preferred to keep the possibility to open them by clicking the switches, if you ask me :).

Damo
02-11-11, 02:36 AM
The thing you see when UI is disabled is the overlay that makes the lower interface appear to have a light reflection on it, this is something that bugs me too but I haven't gone in to delete the texture yet, maybe Makman can tell you what texture it is. I'm guessing that to apply this effect to the UI and have it invisible with the rest of the UI would mean applying the required sections to the individual elements of the UI, of which there are many that make up that bottom bar and as this is very time consuming, adding just one big overlay to the whole picture was an easier and quicker option.

With the torpedo tubes I have this same issue but again I haven't attempted to rectify it yet (I'm trying to play here, spent too long already merging/editing mods!!). Again I'm guessing that it's a missing line in the menu_1024.ini regarding clickspots for the switches that need to be added back in. Problem is, this file has been altered so much from the original it's very hard to track it down, even using Winmerge. I will do it, just not right now seeing as it's not a 'gamebreaker'.

makman94
02-11-11, 08:55 AM
Hello makman,

I have just returned to SH3 for some time far, and I have just seen this new version. First of all congrats, I like it very much! I love it! Thank you very much for it. Really.

On the ohter hand, it seems that I have discovered a "bug". Let's say you have the HUD "on" (so you have not hiden it), and then you go to Captains Log or Radio Messages, or Mission orders. Normally the game hides the HUD in these screens (but it comes back when you go to the map, command room, etc), but with your mod there is a kind of white "shadow" of the interface. I only have your mod installed, that makes me think it is a "bug" (?). Please excuse me if that has been already reported, I have only done a quick review of the last pages.



Hi makman.

Another thing that i have noticed, is when your mod is enabled we lose the possibility to open tubes by clicking with the mouse on the switches that we can find in the command room, conning tower or in the body of the attack scope. After disabling your mod then I can click on them (I don't have any other mod active, except GWX3).

Is this intended? I would have preferred to keep the possibility to open them by clicking the switches, if you ask me :).

The thing you see when UI is disabled is the overlay that makes the lower interface appear to have a light reflection on it, this is something that bugs me too but I haven't gone in to delete the texture yet, maybe Makman can tell you what texture it is. I'm guessing that to apply this effect to the UI and have it invisible with the rest of the UI would mean applying the required sections to the individual elements of the UI, of which there are many that make up that bottom bar and as this is very time consuming, adding just one big overlay to the whole picture was an easier and quicker option.

With the torpedo tubes I have this same issue but again I haven't attempted to rectify it yet (I'm trying to play here, spent too long already merging/editing mods!!). Again I'm guessing that it's a missing line in the menu_1024.ini regarding clickspots for the switches that need to be added back in. Problem is, this file has been altered so much from the original it's very hard to track it down, even using Winmerge. I will do it, just not right now seeing as it's not a 'gamebreaker'.

hello Darkbluesky and Damo ,

about the light reflections that you see at message-bdu-captain's log page ...yes i now about this and it is something that you have to 'live' with it ! these light reflections are the light reflections that you see on main console .if you you want to get rid of them is easy but will ,also, dissapear from main console too (to get rid...go at data/menu/olc/ and delete the ''manos32.tga'').
as Damo says (correctly) a workaround to keep these reflections and at the same time to avoid the issue at message-bdu-captain's log pages is to 'print' seperately at each icon the 'reflections' but ....yes...i was lazy to do it and prefered the 'easy' way as it was not for me so much big deal the issue at message-bdu-captain's log pages.

about the 'problem' that you can't toggle the torpedo's tubes at 3d views ...yes it is a side effect that is happening becuase of some tweaks i have made at commands . at MaGui's commands i have tweaked the tubes that way so the tube STAYS OPEN when player selects one other tube . that way,you can have as many tubes you want open WITHOUT BEEN forced to have switched to salvo first . tubes stays open and you just fire whatever torp you want ...whatever time . the side effect of these tweaks is the 'problem' that you see at 3d views but as i never use the 3d buttons was not a 'problem' for me at all !
anyway , if you want to make the switches at 3d views fuctional again (but lose the 'stay open tubes') just remove the question marks at commands [Cmd309] and [Cmd312]

bye

Damo
02-11-11, 02:54 PM
about the 'problem' that you can't toggle the torpedo's tubes at 3d views ...yes it is a side effect that is happening becuase of some tweaks i have made at commands . at MaGui's commands i have tweaked the tubes that way so the tube STAYS OPEN when player selects one other tube . that way,you can have as many tubes you want open WITHOUT BEEN forced to have switched to salvo first .

Ahh ok, that makes sense. thanks for explaining and saving me from another long and arduous trawl through the menu ini file just to fix something that now you mention it, I don't use either, lol. 'The Q will do!'.

:haha:

And by the way, by saying that you used the 'easy' method to apply a shine effect I was in no way implying you were lazy, just the amount of work you put into the GUI, even in the earliest versions, convinced me of the contrary a long long time ago.

:yeah:

kranklys74
02-18-11, 05:52 AM
Hi,
In particular, thanks to the author of the modification. I have one problem. "DFant_subFlag_2010" mod does not work with "F Magus. " Where they will be? Thank you.
-----------------------------------
Thanks Makman for help. :)

kvbrock82
02-26-11, 01:10 PM
I seem to be experiecneing a bug with this mod.

When i select the protractor on the map, if i click on an area, the marked area appears a good 5cm away from where im actually clicking.

Has anyone else experienced this? Is there a way to fix it?

makman94
02-27-11, 12:32 PM
..... Is there a way to fix it?......

hello Kvbrock82,

just disable all the mods that you enabled AFTER MaGui and jsgme warned you that were conflicting with MaGui's files

bye

Bakkels
03-14-11, 06:54 PM
I just installed this mod, and am liking it, but is there a way I can keep the icons on the left side of the screen? I mean the ones that take you to the captain's cabin, radio room, bridge and all that. I assume there's a certain file somewhere in the MaGui F map that I need to remove before activating the mod in JSGME, but which file?

Chubster
03-28-11, 09:44 AM
Also...I have found a number of miscellaneous tutorials spread around in different threads and in the tutorial folder in the MaGUI RAR. I am integrating them into one document for my own use as a consolidated guide in how to use your interface and attack methods. When I'm done, I was going to PDF it for quick and easy access. If you want me to send you a copy that you can include in future versions of MaGUI as a user manual, let me know. It would probably save new users a lot of time and headache trying to find all of these various tutorials and instructions throughout the threads and download folders.

Did this manual ever make the light of day ? If so is it included in MaGui Final download


I am currently using 4.3 with widescreen on top but assume it will still apply. Would be nice to have one handy manual so I cant print it out and read

EDIT: :wah:..The tutorials vids look excellent but without sound you are just teasing me

Tweety
04-01-11, 10:46 AM
I have a question for Makman94.

What is the name of the very first song that is played while you are adjusting the settings before you start the game.
It sounds very familiar and I would like to have this song in my collection.

I just downloaded this MAGUI 3.4 FINAL and look forword to playing, now that I have some time off from college.

I just want to say thank you to Makman94 for another wonderful mod. You make my experience playing more enjoyable and fun.:up::DL


Tweety

Salvadoreno
04-02-11, 11:35 AM
Did this manual ever make the light of day ? If so is it included in MaGui Final download


I am currently using 4.3 with widescreen on top but assume it will still apply. Would be nice to have one handy manual so I cant print it out and read

EDIT: :wah:..The tutorials vids look excellent but without sound you are just teasing me

Yes i need a manual so bad!!! And i cant even find the vids! Where are they!?

::edit: ROFL i found all the documents finally :/. Wow this mod is definately not for the weak. I must study up!

Plissken_04
04-02-11, 05:36 PM
Yes i need a manual so bad!!! And i cant even find the vids! Where are they!?


Makman Manual Targeting Tutorial & The Ultimate Hydrohunt Video:
ftp://hartmuthaas.no-ip.org/Volume_1/Sharing/SH3COMMUNITYMODS/MAKMAN94/

Username & Password in my Signature!!!


So Long

Maik

brett25
04-03-11, 02:20 AM
hi im wondering if there is a keyboard shortcut to open and close the dials instead of clicking on the button each time. by dials i mean the uboat controls.

thanks!:salute:

Magic1111
04-03-11, 05:57 AM
hi im wondering if there is a keyboard shortcut to open and close the dials instead of clicking on the button each time. by dials i mean the uboat controls.

thanks!:salute:

Hi Brett !

No, there is definitiv no shortcut for this function, we must only clicking on the button to open or close the dials !

No other solution !

Best regards,
Magic:salute:

brett25
04-03-11, 01:26 PM
Hi Brett !
No, there is definitiv no shortcut for this function, we must only clicking on the button to open or close the dials !

Hi Magic, thanks alot. Maybe thats something that can be implemented, would be a nice feature:salute:

Magic1111
04-03-11, 01:40 PM
Hi Magic, thanks alot. Maybe thats something that can be implemented, would be a nice feature:salute:

Yes, this would be a nice feature with shortcuts, or as Slideoutdials, when I go with the Mouse to left side of screen and then the dials open and close, when I go out with the Mouse cursor !

Best regards,
Magic

Salvadoreno
04-03-11, 08:15 PM
Makman Manual Targeting Tutorial & The Ultimate Hydrohunt Video:
ftp://hartmuthaas.no-ip.org/Volume_1/Sharing/SH3COMMUNITYMODS/MAKMAN94/

Username & Password in my Signature!!!


So Long

Maik


Roflrofl!! No sound!?! uggggh!!! :shifty:

makman94
04-04-11, 03:29 PM
Did this manual ever make the light of day ? If so is it included in MaGui Final download


I am currently using 4.3 with widescreen on top but assume it will still apply. Would be nice to have one handy manual so I cant print it out and read

EDIT: :wah:..The tutorials vids look excellent but without sound you are just teasing me

hi Chubster,
at documents for the tools of MaGui and at included tutorials you will find everything you need . the only tutorial that MAY is 'missing' is the how to use the AOBF rings BUT the way the rings are working are exactly the same at all mods that are using these rings and as many tutorials had allready written for the aobf rings's procedure i don't see the reason to write another one . all that you have to remember is to use the rings at max zoom level of scope and to remember that each mark (at max zoom) is 1. also ,no double mast is needed and we count the whole length of ship...thats all !! at Manos Optics text you will find some more info about the Optics. read all the readme.

the video has no sound (didn't know how to get a video with sound back then).
this video was not intented being in puplic,was made for a friend of mine (and explain it to him via phone).but then i thought that people who are familiar with manual targeting will understand what i am showing at this video so i released it.
at this video,we are attacking target with no 90 degrees method and i am showing there ,also, how to use your gyroangle in order to send to target a torpedo that will hit him vertically.

to understand the main points of video ''Makman Manual Targeting Tutorial'':

1. at plotting parts we get the bearing and range from wo. we find the relative to north bearing and we mark target on map.
repeating this....the more marks for target ..the better(note: the forth mark for target is placed wrong at video...needed to be 100m further)
then we make a hard estimation of target's course ,based on the average of these marks, and draw it on map .at video this course(target's course) is 307 degrees

2. at positioning for attack: place target's course on attack disc and now we decide with what angle we will attack (angle between our course and target's course) .at video i choosed to attack with a 100 degrees angle. the disc shows me the course that i must set to my boat in order to have a 100 degrees attack angle .this course is 227 degrees.so,set course to my sub 227 degrees (and you can see that ,indeed, the attack angle is 100 degrees).once boat is on its course ,it is time to set the first data to tdc . scope at 0 degrees and aob set at 100 right(green).
approach the target's line course to a logical distance and always be on communication with your sonarman in order to be sure that target will not pass behind you (the target's line course was a hard estimation ...remember? even one degree off is enough to see target passing behind you). you must be sure that will approach this line that way that target will pass in front of you (we will attack him with the front torps)

3. fining attack data: stop the boat and draw a line from sub that will use for range measures.now ,target is close to us and with fixed wire method (at this video i am using this one) get target's speed .(take several times and use the averange of times to get the speed) . the wheel show us that target's speed is 7 knots . set target's speed also to tdc.
and we start getting range (and bearing) measures and mark his position on map. these marks are more acurate and will help us to draw target's course with more acuracy . one this is done we readjust aob on tdc .at video this readjustment is scope at 0 degrees and aob=99right(green)

next step is to find the gyroangle that needed in order the torp to move vertically to target . set range to tdc (a hard estimation of distance to current position of target) in order to have an idea of gyroangle.we will fining range adjustment later.
now ,from map get the gyro angle that needed for torp to move vertically.this angle is 9 degrees (to the left of us) which means that we will shoot when gyro dial is showing us the number 360-9=351 degrees.

4. now turn your scope and lock it on target and keep your eye always on gyroangle .you will shoot when it shows 351.one moment before that take a final range measurment ,unlock scope from target ,enter range to tdc ,switch again tdc to auto,aim target with scope and...shoot (do these as faster as you can and don't forget to have allready opened the tubes)

HTH

bye

I have a question for Makman94.

What is the name of the very first song that is played while you are adjusting the settings before you start the game.
It sounds very familiar and I would like to have this song in my collection.

I just downloaded this MAGUI 3.4 FINAL and look forword to playing, now that I have some time off from college.

I just want to say thank you to Makman94 for another wonderful mod. You make my experience playing more enjoyable and fun.:up::DL


Tweety

thank you for your words Tweety,
the song that you hear is Gortoz a ran by Lisa Jerrard (this woman is just a ...phainomeno)

hi im wondering if there is a keyboard shortcut to open and close the dials instead of clicking on the button each time. by dials i mean the uboat controls.

thanks!:salute:

Yes, this would be a nice feature with shortcuts, or as Slideoutdials, when I go with the Mouse to left side of screen and then the dials open and close, when I go out with the Mouse cursor !

Best regards,
Magic

hello Brett and Magic ,

this is asked again at past (Magic...i think it was you that asked me about this back then) and i have said that it can't be done ,afaik !

Roflrofl!! No sound!?! uggggh!!! :shifty:

hi Salvadoreno....look above ! yes, no sound becuase didn't know back then how to make a video with sound ....later....i thought that it would be better to leave it there for download instead of removing it .

eh....they say that one picture is one thousand words ....now if we think that a video is thousand of ...pictures then..,in fact, i was very very....wordy (!!!)....right ?? :DL

bye,

Manos

Magic1111
04-05-11, 01:35 AM
hello Brett and Magic ,

this is asked again at past (Magic...i think it was you that asked me about this back then) and i have said that it can't be done ,afaik !



bye,

Manos

Yes, sorry, now I remember ! IIRC you told me long time ago that all slide-out commands are occupied and therefore it can´t be done, right ? :hmmm: :D

Best regards,
Magic:salute:

makman94
04-06-11, 11:57 PM
Yes, sorry, now I remember ! IIRC you told me long time ago that all slide-out commands are occupied and therefore it can´t be done, right ? :hmmm: :D

Best regards,
Magic:salute:

hi Magic,
ermm...:hmmm:....something like that (but not the slide-outs....)

Tweety
04-08-11, 12:19 PM
Thank you Makman 94.:yeah:

I looked up that song on youtube and it was in the movie Black Hawk Down, that is why I recognized the song.

Thanks for the name, it is added to my collection. :yeah:

Tweety

harryt8
04-20-11, 03:13 AM
Did this manual ever make the light of day ? If so is it included in MaGui Final download


I am currently using 4.3 with widescreen on top but assume it will still apply. Would be nice to have one handy manual so I cant print it out and read

EDIT: :wah:..The tutorials vids look excellent but without sound you are just teasing me

I also wondered about this, but heard no more from SabreTwo.
I assume he's on Long Service Leave.
The mod does need a manual. Currently there are bits and pieces of information everywhere and it needs to be consolidated. SabreTwo was keen to do this.

makman94
04-21-11, 09:38 AM
I also wondered about this, but heard no more from SabreTwo.
I assume he's on Long Service Leave.
The mod does need a manual. Currently there are bits and pieces of information everywhere and it needs to be consolidated. SabreTwo was keen to do this.

.....:hmmm:

http://img860.imageshack.us/img860/2299/ohgodw.png

i am joking Harryt8 :D !

Seriously...i have replied 100 times to questions like this ( even 3-4 posts above this one...you will see one more) . what exactly is this that you feel that is missing from documents ?

Magic1111
04-21-11, 01:27 PM
.....:hmmm:

http://img860.imageshack.us/img860/2299/ohgodw.png



:haha::haha::haha: ---> :up:

harryt8
04-28-11, 04:23 AM
Oh, how very droll Makman.
:O:
However if you read some of the previous posts, I am not the only person who has made this request for consolidated and concise information on what, to a simple sailor and occasional player like me, is a somewhat complex manual targeting procedure.
You will find Salvadoreno, Chubster and Sabretwo all have asked the same question.
You have created a superb mod and are no doubt an expert on the matter of manual targetting via MaGui and of trigonometry. However, neither am I the "village idiot", and I make no apologies for having to use a "cheat sheet" on occasions to assist me remember procedures.

I previously used OLC Gold and a Quick Reference Guide was provided that was simply explained and I achieved a good success rate of hits on targets.
I have tried to do the same for MaGui.
I have collected your various texts, read me's, graphics and instructions on the MaGui mod. I grammatically amend your texts into a readable "cheat sheet", and have what I thought was a firing solution, but clearly I am repeatedly doing something wrong, or your instructions need review.

If I take your "The Straight Shots" documentation (31/10/2010) as an example, and follow Steps 1, 2 and 3, for a 44 Knot torpedo at target whose speed is 5 knots going from Port to Starboard, the 5.3 degrees solution as you suggest doesn't work and I miss. If I use another document (author unknown) called "Using the Torpedo Bearing Table", the solution is 354 degrees, and I hit the target.

If I commence to do Manual Targetting via Speed, Range and AOB via the drop-down rings, the procedures get more complicated. I am not saying this is wrong, I (and some others) are only looking for simple, comprehensive, reliable information in one document.

Sabretwo had considered undertaking this, but this presumably has not occurred. If you read his posts, he clearly had the same problem as I.

Perhaps you may care to understand that what may appear simple and straightforward to you, may not be so easily understandable to others.

I'll be pleased to receive your further advice. :hmmm:

makman94
04-28-11, 12:01 PM
Oh, how very droll Makman.
:O:
However if you read some of the previous posts, I am not the only person who has made this request for consolidated and concise information on what, to a simple sailor and occasional player like me, is a somewhat complex manual targeting procedure.
You will find Salvadoreno, Chubster and Sabretwo all have asked the same question.
You have created a superb mod and are no doubt an expert on the matter of manual targetting via MaGui and of trigonometry.

hi Harryt8,

you took too seriously (and personally) my joke although i told you that i was joking ! anyway, i think that you didn't read my reply AFTER the joke ....i was asking you what exactly is this that you feel that is missing from documents


However, neither am I the "village idiot", and I make no apologies for having to use a "cheat sheet" on occasions to assist me remember procedures.
NEVER said (or thought) anything like that for you Harryt8.you see, i am a teacher (my job is this) and i know very well that... time is ALWAYS needed for students to get the new data.it is the way our brain is builted ...it needs its time and....the proper QUANTITY of data (if we 'bomb' someone with data in short time...will learn ....nothing at the end).
BUT there is BIG difference between :
a) having a SPECIFIC question on a specific part of gui (there will be always an answer for this.there was NEVER a question that i didn't replied...this can be confirmed by everyone who ever sent a pm to me)
or
b) asking me to write a whole manual for everything you see in gui ! (in this case....the point is that i don't see anything to be missing from MaGui's documents)

I previously used OLC Gold and a Quick Reference Guide was provided that was simply explained and I achieved a good success rate of hits on targets.
I have tried to do the same for MaGui.
I have collected your various texts, read me's, graphics and instructions on the MaGui mod. I grammatically amend your texts into a readable "cheat sheet", and have what I thought was a firing solution, but clearly I am repeatedly doing something wrong, or your instructions need review.
yes...clearly you are doing something wrong BUT you are not 'helping' me with info in order to tell you what exactly you are doing wrong (as for example to make a series of pics showing the procedure you follow...)

If I take your "The Straight Shots" documentation (31/10/2010) as an example, and follow Steps 1, 2 and 3, for a 44 Knot torpedo at target whose speed is 5 knots going from Port to Starboard, the 5.3 degrees solution as you suggest doesn't work and I miss. If I use another document (author unknown) called "Using the Torpedo Bearing Table", the solution is 354 degrees, and I hit the target.

oh...now you are getting a little 'specific' !
the tables are showing the angle itself . if you read at table 5,3 degrees ..this means that the shooting bearing is either 5,3 degrees (if target is moving from Starboard to Port) or 360-5,3=354,7 (if target is moving from Port to Starboard )
warning1: pay attention to follow EXACTLY the steps at straight shots(gyro to zero ,tdc always to manual mode....etc...etc)
warning2: i don't believe that there is any document (other than mine) that can explain MaGui's tables. i am using angle lb at my calculations that i don't believe that were used by germans so i suggest you to read ONLY the straight shots tutorial that is in MaGui's documents

If I commence to do Manual Targetting via Speed, Range and AOB via the drop-down rings, the procedures get more complicated. I am not saying this is wrong, I (and some others) are only looking for simple, comprehensive, reliable information in one document.

ok,ok...i will post later this evening a tutorial for MaGui's rings as many have requested (although you will see that there will be nothing 'new' in the procedure for using rings)


Perhaps you may care to understand that what may appear simple and straightforward to you, may not be so easily understandable to others.

as i told you...NEVER think something like that ! point is that its all there...specific questions can ALWAYS be answered !

makman94
04-28-11, 07:43 PM
here is the tutorial for the RAOBF rings in MaGui F , Harryt8

the real range to target is 2206 m and the real AoB is 56 degrees

now, there are two ways to get range in MaGui F:

first way (via stadimeter):
http://img816.imageshack.us/img816/8885/stadi1.png

http://img709.imageshack.us/img709/2065/stadi2.png

second way (via RAOBF rings):
http://img198.imageshack.us/img198/6900/50412012.png

http://img714.imageshack.us/img714/2536/34650564.png

http://img535.imageshack.us/img535/7024/66858486.png

now, for getting the AoB :
http://img190.imageshack.us/img190/6685/66610649.png

Wolfstriked
04-30-11, 04:24 PM
Makman,I do not have the redline showing where to measure with stadi.I use Magui F and have found and downloaded the fix for the bright ship pages at lsh3 official mods.Now the manual looks good but is lacking the redline showing where to take reading from.

makman94
04-30-11, 06:49 PM
Makman,I do not have the redline showing where to measure with stadi.I use Magui F and have found and downloaded the fix for the bright ship pages at lsh3 official mods.Now the manual looks good but is lacking the redline showing where to take reading from.

yes Wolfstriked,

you don't see these 'red lines' becuase that is the 'TMT mod'

read here to understand what TMT is : [REL] TMT v2 (Tribute to Manual Targeting-version 2) (http://www.subsim.com/radioroom/showthread.php?t=153937&highlight=tribute+to+manual)

BUT TMT has versionS ONLY for GWX and ONLY for NYGM

ps: to answer your next question (before you ask it) ....no there will be no other version for TMT . i am done with it

bye

Wolfstriked
04-30-11, 07:11 PM
yes Wolfstriked,

you don't see these 'red lines' becuase that is the 'TMT mod'

read here to understand what TMT is : [REL] TMT v2 (Tribute to Manual Targeting-version 2) (http://www.subsim.com/radioroom/showthread.php?t=153937&highlight=tribute+to+manual)

BUT TMT has versionS ONLY for GWX and ONLY for NYGM

ps: to answer your next question (before you ask it) ....no there will be no other version for TMT . i am done with it

bye

GWX mod it is then.I downloaded the TMT in past but I got some weird bugs with GWX that I now think are in fact not bugs so I will try again.

harryt8
05-01-11, 05:04 AM
Makman,

Thank you for this further information and the time taken in constructing a fully detailed reply.
I will read and study this, as I have a desire to get this whole procedure correct as your excellent mod makes the task worthwhile.

Something I notice however: you quote " if you read at table 5,3 degrees ..this means that the shooting bearing is either 5,3 degrees (if target is moving from Starboard to Port) or 360-5,3=354,7 (if target is moving from Port to Starboard )"

I have somehow missed the " 360-5,3=354,7 (if target is moving from Port to Starboard )" in your documentation. Your detail now provides a working solution.

I'll report back on success or otherwise in a few days.

Once again, thank you for your prompt reply.

fitzcarraldo
05-01-11, 09:22 AM
Dear Makman:

I have an installation of WAC 4.1. The default WAC attack periscope is not the classic circular ocular. The image is square, resembling the upper lens of the periscope. The observation periscope is the classic circular ocular.

I have many books about technology and history of U Boats, and I never see an attack periscope with that ocular view.

Do you know if that square periscope view is realistic? I think in U-BOOT-HAHD attack periscope, and in a version of MaGUI with that square periscope.

Many thanks and best regards.

Fitzcarraldo :salute:

Wolfstriked
05-01-11, 11:56 AM
Still "learning" Uboat procedures.What is the green TDC on and off button for???

Fitz,I also feel that there should be differences in use of the two scopes.If the view thru the attack looked square then I am for it though from pics I have seen of real attacks thru scope I have never seen one look square.

What do you think about having the observation scope 1.5 times larger than attack and the attack scope being much darker so that night use is affected.The observation scope was nicked the night scope due to its larger head allowing more light in....the attack head was skinnier so that daytime attacks were less noticeable.

fitzcarraldo
05-01-11, 03:02 PM
Still "learning" Uboat procedures.What is the green TDC on and off button for???

Fitz,I also feel that there should be differences in use of the two scopes.If the view thru the attack looked square then I am for it though from pics I have seen of real attacks thru scope I have never seen one look square.

What do you think about having the observation scope 1.5 times larger than attack and the attack scope being much darker so that night use is affected.The observation scope was nicked the night scope due to its larger head allowing more light in....the attack head was skinnier so that daytime attacks were less noticeable.

This the graphic for the square attack scope in WAC 4.1:

http://img140.imageshack.us/img140/5038/periscope.jpg

..and in game:

http://img638.imageshack.us/img638/3784/sh32011050117144740.jpg


Realistic? I never see an attack scope of U boat in photos, the circular scope seems the real observation scope...In fact, all the propaganda photos are taken in the observation peri, it looks more "Hollywood" than the elaborated, with seat, attack peri in the conning tower.

We need an expert historian for this problem...

Regards.

Fitzcarraldo :salute:

reaper7
05-01-11, 05:56 PM
This the graphic for the square attack scope in WAC 4.1:

Realistic? I never see an attack scope of U boat in photos, the circular scope seems the real observation scope...In fact, all the propaganda photos are taken in the observation peri, it looks more "Hollywood" than the elaborated, with seat, attack peri in the conning tower.

We need an expert historian for this problem...

Regards.

Fitzcarraldo :salute:

Not realistic: Here are the scope specs for the uboat optics

Attack Scope
Technical data:
Magnifications: 1,5x / 6x
Angular field of view: 38º (Low power) / 9º (High power)
Exit pupil: 3,5 mm
Tilt: +20º -15º

Obs (Sky) Scope
Magnifications: 1,5x / 6x
Angular field of view: 38º (Low power) / 9º (High power)
Exit pupil: 7mm
Tilt: +90º -10º

The image above has an Angular view that looks to be approx 42ºx60º.

fitzcarraldo
05-01-11, 06:10 PM
Not realistic: Here are the scope specs for the uboat optics

Attack Scope
Technical data:
Magnifications: 1,5x / 6x
Angular field of view: 38º (Low power) / 9º (High power)
Exit pupil: 3,5 mm
Tilt: +20º -15º

Obs (Sky) Scope
Magnifications: 1,5x / 6x
Angular field of view: 38º (Low power) / 9º (High power)
Exit pupil: 7mm
Tilt: +90º -10º

The image above has an Angular view that looks to be approx 42ºx60º.

Many thanks, Reaper!

My question- mainly - is about the design of the ocular: not square? Why this design in WAC? :-?

Regards.

Fitzcarraldo :salute:

makman94
05-01-11, 10:07 PM
Makman,

.....

I have somehow missed the " 360-5,3=354,7 (if target is moving from Port to Starboard )" in your documentation. Your detail now provides a working solution.

......

hi Harryt8,

why do i 'smell' a little irony at this part of your post ? if i am right ...really is no need for comments like this :cry:...if i am wrong ...i guess is one of these misunderstandings that are usual when posting to forums so forgive me.

at the theme: yes you miss that part becuase it is COMMON SENSE that you will never achieve a STRAIGHT shot to a target ,which is moving from Port to Starboard, when you 'see' him at 5,3 degrees . think a little about it and you will get it for sure !
i would suggest you (if you really like the manual targeting) one day that you will have plenty of free time ...do a big coffee ,get a paper and a pencil and try to understand exactly what angle is doing what (i always draw the situations on paper).draw lines,angles..throw papers away...at first will all seem 'mountain' but slowly ,for sure, you will get it and....(trust me on this)...there is the real beauty of manual targeting hiding. once you understand the angles ....you will really start enjoying your game....and MaGui will become then a real good partner for you.
there is no point to write tutorials like...at 'this' situation...do 'that' and 'this' situation do 'that' ...at 'this'...'that'...etc...i would still would write till today ...tutorials. the main goal ....is to understand .first understand and then...load your game !
have a look at the other tutorial for 'perfect' shots which is more complicated.there are more 'angles' there that are involved and i have provide figures that will help you to undestand the specific angles and how to handle them.

bye

Still "learning" Uboat procedures.What is the green TDC on and off button for???

What do you think about having the observation scope 1.5 times larger than attack and the attack scope being much darker so that night use is affected.The observation scope was nicked the night scope due to its larger head allowing more light in....the attack head was skinnier so that daytime attacks were less noticeable.

hi Wolfstriked,
green= tdc is on updating mode...meaning it is updating its data according to scope's bearing
red= manual mode ...meaning it is not upadating.ONLY at this mode(a sh3's engine limitation) you can enter data at tdc

diameters of scopes are not made randomly ! there are reasons that scopes have these diameters

bye

makman94
05-01-11, 10:23 PM
......
I have many books about technology and history of U Boats, and I never see an attack periscope with that ocular view.
hi Fitzcarraldo,
you mean the circular view...right?
I would not agree with you ...Hitman and Geosub1978 had confirmed that circular view at attack scopes . the first one (Hitman) have made a very big search on u-boat scopes and the second one (Geosub) is a greek officer who is currently serving the submarines(in fact ...now that i am posting this message...maybe he is looking ,right now, through a scope).
i trust these two guys way more than any book you may find . even today ...scopes(attack and obs) are like these you see in MaGui .
the only thing in which i didn't 'follow' the german scopes are the reticles . german scopes had mils (Hitman is using these reticles at his gui) but i am fun of degrees marks at reticles and made them more like the reticles that americans scopes had


Do you know if that square periscope view is realistic? ...

no, i believe is not realistic

...
My question- mainly - is about the design of the ocular: not square? Why this design in WAC? :-?
....

well ...you are asking me ...why they made it 'square' in WAC ? this is a question that you must make to the author of the 'square' scope ;)

bye

fitzcarraldo
05-02-11, 06:52 AM
hi Fitzcarraldo,
you mean the circular view...right?
I would not agree with you ...Hitman and Geosub1978 had confirmed that circular view at attack scopes . the first one (Hitman) have made a very big search on u-boat scopes and the second one (Geosub) is a greek officer who is currently serving the submarines(in fact ...now that i am posting this message...maybe he is looking ,right now, through a scope).
i trust these two guys way more than any book you may find . even today ...scopes(attack and obs) are like these you see in MaGui .
the only thing in which i didn't 'follow' the german scopes are the reticles . german scopes had mils (Hitman is using these reticles at his gui) but i am fun of degrees marks at reticles and made them more like the reticles that americans scopes had



no, i believe is not realistic



well ...you are asking me ...why they made it 'square' in WAC ? this is a question that you must make to the author of the 'square' scope ;)

bye

Thanks, Makman. Yes, I mean the circular view. That is all I want to know. Well, I will contact the WAC authors, I´m curious about the reason for that square peri...

Best regards.

Fitzcarraldo :salute:

Magic1111
05-02-11, 12:36 PM
Hi Folks !

Please watch these Videos and you´ll see a Periscope-view:

http://www.youtube.com/watch?v=pdDrQfUtpY8

http://www.youtube.com/watch?v=74vYKL3OYAc&feature=related

Best regards,
Magic

Wolfstriked
05-02-11, 01:04 PM
Hi Folks !

Please watch these Videos and you´ll see a Periscope-view:

http://www.youtube.com/watch?v=pdDrQfUtpY8

http://www.youtube.com/watch?v=74vYKL3OYAc&feature=related

Best regards,
Magic

Could be they are viewing thru the observation scope.Right next to your sec video is a link to this.:o

http://www.youtube.com/watch?v=PwlsNJhheuQ&feature=related

Hitman
05-02-11, 02:48 PM
Well, I will contact the WAC authors, I´m curious about the reason for that square peri...

The reason for is that they are using Church's scope mod. When that mod was created many years ago, the author did it by studying the external rectangular shape of the observation periscope lense, and concluded that the view had to be also rectangular then. However, the reason for the enlonged vertical lense is actually to allow the inner circular lense to tilt up and down and see in different angles.

I have posted here many times a picture of an authentic german WW2 observation periscope manual that shows in a diagram the reticle and what you see when looking through the periscope.

bojan811
05-02-11, 08:38 PM
Makman
First let me tell you the mod is excelent , and your tutorials are very helpful.

And not when it is said i I wanted to ask if there is a mod with a free camera that is compatible with your mod.

I treid to use a extended freecam 1.1 for gwx 3.0 mod but he disrupted the periscops.
Then i tred to put via JSGME CLAssamblage Graphic pack in which conateined the Camera mod by Croatian modder asanovic7. Free-walk/move camera in the Bridge View (using directional buttons). Free-walk interior camera inside the U-boat.
And with the open hach mod in gwx gold i get the camera file conflict with your mod and OH mod.

So what order should i use?
Becuase when i put the openhach mod firs the MAgui overwrite cameta file but my hach is still open , but a can not use Free-walk/move camera.
Is there something you can do or advise.

Thanks in advance.

makman94
05-04-11, 07:21 PM
Makman
First let me tell you the mod is excelent , and your tutorials are very helpful.

And not when it is said i I wanted to ask if there is a mod with a free camera that is compatible with your mod.

I treid to use a extended freecam 1.1 for gwx 3.0 mod but he disrupted the periscops.
Then i tred to put via JSGME CLAssamblage Graphic pack in which conateined the Camera mod by Croatian modder asanovic7. Free-walk/move camera in the Bridge View (using directional buttons). Free-walk interior camera inside the U-boat.
And with the open hach mod in gwx gold i get the camera file conflict with your mod and OH mod.

So what order should i use?
Becuase when i put the openhach mod firs the MAgui overwrite cameta file but my hach is still open , but a can not use Free-walk/move camera.
Is there something you can do or advise.

Thanks in advance.

thank you for your kind words Bojan811,
i would suggest you ,untill you understand how the jsgme tool works ,DON'T enable AFTER MaGui any mods that jsgme is warning you that its files are conflicting with MaGui's files(exept if these files are coming from MaGui's rar).simply you will ruin MaGui's installation so DON'T enable them.
about your question: there is free camera in the interior...press shift+f2
no...there is not free camera at conning tower becuase i think is totally unrealistic to 'fly' in front of conning tower (if you move forward for example...i know some likes that...i don't).
no ...you can't use any camera mod on MaGui (the changes that MaGui is doing at cameras.dat are a lot and ,all, are absolutely neseccery for MaGui to work properly)

ps: show me your mod list (without using after MaGui anything that is not included in MaGui's rar).pay attention at the installation orders in case you are using FM_NI interior or CT mods. i will send you a camera.dat with the free move at conning tower (give me one of your mail )

bye

bojan811
05-04-11, 08:06 PM
@makman
Thanks for your kind offer but for now I'm good, although it is good to know that you can always ask someone.:up:

I just find a way to add a FM New interior 1.0 who has the free cam in u-boot(you are right about the tower free move cam- in a word stupid) + some new models for interior and most off all to make it work with your magui F.
I browse try your zip folder for magui F and when i looked a bit closer i find the things i need.

Am not so new to sh3 and all this moding but it's been more than a year since my last visit and my last sh3 patrol.

I'm glad to find all of you good people who are still here giving your 100%, your time and talent to make this game better and better over the years.

p.s.
I am still learning your tutorials regarding the Ul angles and the charts with the 0 degrees in the att per am must adimt it is a whole new world for me...and I envy you for such a knowledge:yeah:
I have to look at all once more, still have not managed to process all.


Bye and thanks agian for help and great mod

makman94
05-04-11, 08:20 PM
.....

p.s.
I am still learning your tutorials regarding the Ul angles and the charts with the 0 degrees in the att per am must adimt it is a whole new world for me...and I envy you for such a knowledge:yeah:
I have to look at all once more, still have not managed to process all.


Bye and thanks agian for help and great mod

glad you sort the 'problems' out ! :up:

a tip for the straight shots(gyro=0) tables:
most people here believe that range is not effecting the straight shots .this is totally wrong...range is always a factor even at straight (gyro=0) shots becuase of the 'torpedo tube parallax correction'.this 'correction' is less needed as target is further so when you use the straight shots table...prefer to make your shots at about 1,5-2 km and more distance to target !

bye

bojan811
05-05-11, 03:09 PM
It is one of the things that I was not clearly understood...and now i will .
:salute:
regariding this if target is moving from left to right is my shooting bering the 360-bering in the top table right?

reaper7
05-05-11, 03:30 PM
glad you sort the 'problems' out ! :up:

a tip for the straight shots(gyro=0) tables:
most people here believe that range is not effecting the straight shots .this is totally wrong...range is always a factor even at straight (gyro=0) shots becuase of the 'torpedo tube parallax correction'.this 'correction' is less needed as target is further so when you use the straight shots table...prefer to make your shots at about 1,5-2 km and more distance to target !

bye

Nice info, I must sit down and study these charts and method - have yet to master them ;)

makman94
05-05-11, 04:44 PM
It is one of the things that I was not clearly understood...and now i will .
:salute:
regariding this if target is moving from left to right is my shooting bering the 360-bering in the top table right?

yes tables are showing the shooting angle itself,

if you intend to shoot from bow then:
target coming from left to right : shooting bearing= 360 - table angle
target coming from right to left : shooting bearing= table angle
if you intend to shoot from stern then:
target coming from left to right : shooting bearing= 180 - table angle
target coming from right to left : shooting bearing= 180 + table angle

Nice info, I must sit down and study these charts and method - have yet to master them ;)

i believe that you will 'love' it John ! see the video on you tube where i am using this method at attacking :
http://www.youtube.com/watch?v=bs6U-e3cH2U
(don't see it all....from 3:12 of part2of 3 is starting the attacking procedure)

bojan811
05-05-11, 04:58 PM
Just stated my career with my new VIIB but when the patrol started to load just before 95% to finsh my game crashed.
So i just did this...i disbaled this mod but i left the DD_OpenHatch_V3_RH
V3.09 beta and on top of him maknas gui final and fix for Fm_Ni and now the game loaded without new interior of course just free cam but now i have a isue with the hydrophone, when i try to increase the vol on ambient sound i can`t because button says "sonar man".

btw thaks for the info about charts, looking good..now just a little practice.

and another thing when i press PAGE UP button to rise the att per i get a "no officer at helms station" message!? I dont even know what that means.

makman94
05-05-11, 05:07 PM
Just stated my career with my new VIIB but when the patrol started to load just before 95% to finsh my game crashed.
So i just did this...i disbaled this mod but i left the DD_OpenHatch_V3_RH
V3.09 beta and on top of him maknas gui final and fix for Fm_Ni and now the game loaded without new interior of course just free cam but now i have a isue with the hydrophone, when i try to increase the vol on ambient sound i can`t because button says "sonar man".

btw thaks for the info about charts, looking good..now just a little practice.

and another thing when i press PAGE UP button to rise the att per i get a "no officer at helms station" message!? I dont even know what that means.

show me your mod list

bojan811
05-05-11, 05:36 PM
http://img819.imageshack.us/img819/6154/modsl.jpg (http://imageshack.us/photo/my-images/819/modsl.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

makman94
05-05-11, 07:46 PM
.... but now i have a isue with the hydrophone, when i try to increase the vol on ambient sound i can`t because button says "sonar man".


ok Bojan...i enabled exactly these mods and volume button is there ...just search a little bit the area with your cursor and you will see it write ''ambient volume''...clic and adjust volume (ok...if someone can really call this ''adjust'':DL)

and another thing when i press PAGE UP button to rise the att per i get a "no officer at helms station" message!? I dont even know what that means.

this is happening becuase the same fix is for those who are using anvart's mods . when you have enabled anvart's mods ,this order (page up) does something when you are in port(don't know exactly what) .you get this message becuase you don't have (i am only guessing here becuase i am not using anvart's mods) the WO on bridge(or some other officer...all officers must be at their places) . i included this order after a request by one member who was using anvart's mod but i don't really know what his mod does exactly with this order .

in your case : don't bother with it ...if you have the WO on bridge you will not get this message (but WO will not execute the order as you haven't install anvart's mods). if you don't have the WO on bridge ...you will get the message but nothing terrible will happen...just ignore the message

edit: disable the ''improved malloy's ruler'' . it is allready included in MaGui F

bojan811
05-05-11, 08:43 PM
ok Bojan...i enabled exactly these mods and volume button is there ...just search a little bit the area with your cursor and you will see it write ''ambient volume''...clic and adjust volume (ok...if someone can really call this ''adjust'':DL)


this is happening becuase the same fix is for those who are using anvart's mods . when you have enabled anvart's mods ,this order (page up) does something when you are in port(don't know exactly what) .you get this message becuase you don't have (i am only guessing here becuase i am not using anvart's mods) the WO on bridge(or some other officer...all officers must be at their places) . i included this order after a request by one member who was using anvart's mod but i don't really know what his mod does exactly with this order .

in your case : don't bother with it ...if you have the WO on bridge you will not get this message (but WO will not execute the order as you haven't install anvart's mods). if you don't have the WO on bridge ...you will get the message but nothing terrible will happen...just ignore the message

edit: disable the ''improved malloy's ruler'' . it is allready included in MaGui F

haha right as usual :rock:
it only took a little search.
am not using anvart mod because i start my patrols on sea so pens are not my thing.
Thanks again you`re the man!:salute:

makman94
05-05-11, 09:18 PM
...... i start my patrols on sea so pens are not my thing.
.....

really ? that is strange Bojan....

please do this : with the above mod list enabled enter the torpedo training mission and press the page up to raise the attack scope.

do you get the message ?

edit : nevermind...i got the message ! you have just first to put the WO on bridge and then to remove him in order ot start getting the message. it is this that i allready told you at the previous post
TO GET RID OF THE MESSAGE :
1. DISABLE THE FM_NI FIX FOR MAGUI F
2. OPEN THE COMMAND_EN.CFG (with notepad)
3. FIND COMMANDS [Cmd418] and [Cmd429] and REPLACE THEM WITH THESE:

[Cmd418]
Name=DGuns_Update_target
Ctxt=1

[Cmd429]
Name=AAGuns_Update_target
Ctxt=1

4. SAVE THE COMMANDS_EN
5. RE-ENABLE THE FM_NI FIX FOR MAGUI F
6. FINISH

bojan811
05-06-11, 05:25 PM
@makman

I did what you said and as you say.
The thing is my lines

[Cmd418]
Name=DGuns_Update_target
Ctxt=1

[Cmd429]
Name=AAGuns_Update_target
Ctxt=1

was already like this so i did not edit them at all!?

I will go now to new patrol in my career and will report back.
If all is right i should not receive "no officer" massage anymore?

makman94
05-06-11, 06:10 PM
@makman

I did what you said and as you say.
The thing is my lines

[Cmd418]
Name=DGuns_Update_target
Ctxt=1

[Cmd429]
Name=AAGuns_Update_target
Ctxt=1

was already like this so i did not edit them at all!?

I will go now to new patrol in my career and will report back.
If all is right i should not receive "no officer" massage anymore?

no...it can't be like this without editing them first !!

at [Cmd418] and [Cmd429] you will see :

[Cmd418]
Name=DGuns_Update_target
Ctxt=1
Key0=0x22,Cc,"Ctl+PgDn"
Key1=0x22,C,"PgDn"
Key2=0x21,C,"PgUp"


[Cmd429]
Name=AAGuns_Update_target
Ctxt=1
Key0=0x21,Cc,"Ctl+PgUp"

you have to delete the red lines (this is the order that is giving you the spoken message) and make them look exactly like this :

[Cmd418]
Name=DGuns_Update_target
Ctxt=1


[Cmd429]
Name=AAGuns_Update_target
Ctxt=1

ps: pay attention that these edits must took place in the commands_en that is inside the ''FM_NI FIX for MaGui F''

bye

bojan811
05-06-11, 07:30 PM
@ps: pay attention that these edits must took place in the commands_en that is inside the ''FM_NI FIX for MaGui F''

OK now when you say it like that.
without the ''FM_NI FIX for MaGui F' i didn`t have this lines in red but when i enabled this now i do.
So i have to edit your ''FM_NI FIX for MaGui F' and enable it or i can enable it and than change the lines?
btw...i don`t know what happened with my TDC but now when he is in manual my light is green and when locked it`s red.
I had to miss a ship 2x before i noticed this feature... :O:

disregard this about the lights on ctd...i switched it from free cam while walking around the sub...but the att per did not recognized this and when i switch my att per off i actually turn it on...and vise versa. so no worries there.

makman94
05-08-11, 12:05 AM
....
So i have to edit your ''FM_NI FIX for MaGui F' and enable it or i can enable it and than change the lines?
.....

hi Bojan,

follow EXACTLY the steps that are written at post 441

(at step 2 ....i mean the command_en that is inside the ''FM_NI FIX for MaGui F'')

bojan811
05-08-11, 02:53 PM
Done!
It working now just fine.
Gracie

Pomorza
05-09-11, 01:16 PM
Hey guys
I just started playing (again) SHIII ealier this week. I downloaded this mod but have issues and I wonder if anyone can help. I'm running the latest GWX. I cannot get into the flak gun at all and the little circle thingy on the scope (speed finder) doesn't seem to want to pull down. Any ideas?

Jan

bojan811
05-12-11, 08:14 PM
:hmmm:
Where is makman when you need him.
:)
Try to enable/disable mod via jsgme i had some isues with some another mod, or try to download it again.
It should work just fine.
Or maby you have some conflict with this mod and some other mod!?

B811

makman94
05-13-11, 12:51 AM
Hey guys
I just started playing (again) SHIII ealier this week. I downloaded this mod but have issues and I wonder if anyone can help. I'm running the latest GWX. I cannot get into the flak gun at all and the little circle thingy on the scope (speed finder) doesn't seem to want to pull down. Any ideas?

Jan

note 5 at first post

makman94
05-17-11, 05:51 PM
for Buck O (removing the 'water effect' from the free camera) :

http://img12.imageshack.us/img12/3015/freecameffect.png

Buck_O
05-17-11, 09:31 PM
Thanks Markman! much obliged...:salute:

axx01
07-21-11, 01:48 PM
Hi Comet,

if you are 'missing' the x15 zoom that means that you have messed your installation .

i have allready told you once, to check the mods that you have enabled after MaGui and if jsgme is warning you about conflicts...disable them .

a rule when you want to check if something is wrong with a mod is to disable ALL mods and enable ONLY the one that you want to check .its the only way to have valid comments.do that to see if your 'problem' with MaGui insists .

also ,pay attention to that ''roll back'' thing for sh3 commander's users

there is nothing that you must edit at MaGui's files ,all are ok.

bye

Having been stared to use final version of this mod since today.
First thing first it is AWSOME. I must learn the maual first, but no doubt these are the actual tools, without which manual targeting is just pain in the ass.
By the way, attack periscope is somewhat messy for me. So, I sorted this in
cameras.dat using silent3ditor.

Node - _Dummy_Cam_Periscope
Optical
ZoomLevels
[0] = 1.5
[1] = 6
[2] = 12

It was like [1] = 12 some thing. Maybe, this is just me, but I think it works better this way.

Wolfstriked
07-21-11, 02:01 PM
Makman has anyone ever tried to bring over the more realistic stadimeter from SH4?

axx01
07-21-11, 05:47 PM
pls tell me what sound mod is there on The Ultimate Hydrohunt Video.
drives me crazy, i must have that too.

rudewarrior
07-24-11, 03:45 PM
makman,

This is an absolutely wonderful mod, I love using it. :up:

I am trying to add a personal mod that would add two more bearing tables to the GUI, one for 28 kts, since I am using the crappy version of the T-II torpedo, and one for 45 knots to be used with the T-V torpedo.

I know how to add the tables using menu_1024_768, and I have the numbers calculated on a spreadsheet, I just have no idea how to import the numbers into the .tga file. One thing about your mod is its visual appeal, and my artistic and GIMP skills are pretty limited. I am wondering if you (or any others) might have some advice on how to proceed?

Thanx for the help, and the wonderful mod!!!:salute:

makman94
07-25-11, 09:27 PM
Having been stared to use final version of this mod since today.
First thing first it is AWSOME. I must learn the maual first, but no doubt these are the actual tools, without which manual targeting is just pain in the ass.
By the way, attack periscope is somewhat messy for me. So, I sorted this in
cameras.dat using silent3ditor.

Node - _Dummy_Cam_Periscope
Optical
ZoomLevels
[0] = 1.5
[1] = 6
[2] = 12

It was like [1] = 12 some thing. Maybe, this is just me, but I think it works better this way.

hello Axx01,

no...leave them as i have them .there is a reason for this ( it is eliminating the hardcoded reticles from player's view) . all that you need is to get used to it..thats all :up:

Makman has anyone ever tried to bring over the more realistic stadimeter from SH4?

you mean the fact that with sh4's stadi you don't need to place the scope's horiz line to waterline or the fact that sh4's stadi is directly linked to range ring ? for both the answer is no but there are good reasons for not be done till today . both are hardcoded but especially for the second it is a dial controler that doesn't exist in sh3's code . i hope some day someone to give us these code lines in sh3's code and manage to make the stadi like the one in sh4

pls tell me what sound mod is there on The Ultimate Hydrohunt Video.
drives me crazy, i must have that too.

Cortoz a ran (BlackHawkDown soundtrack)

makman,

This is an absolutely wonderful mod, I love using it. :up:

I am trying to add a personal mod that would add two more bearing tables to the GUI, one for 28 kts, since I am using the crappy version of the T-II torpedo, and one for 45 knots to be used with the T-V torpedo.

I know how to add the tables using menu_1024_768, and I have the numbers calculated on a spreadsheet, I just have no idea how to import the numbers into the .tga file. One thing about your mod is its visual appeal, and my artistic and GIMP skills are pretty limited. I am wondering if you (or any others) might have some advice on how to proceed?

Thanx for the help, and the wonderful mod!!!:salute:

Hello Rudewarrior,
thank you for your words,

about your question:

what you are asking is not difficult to learn do it.
you will need to learn some basic stuff on using of graphical programs.

first , learn how to create a layer on your image (this is not necessery for the work you want to do in this case but it is very usefull to start from learning how to apply a layer on the image).you will work on this layer

second ,search in interface (of graphical programm) for a tool called 'text' and clic on it .now your coursor will write whatever you want.

third ,search at interface again and you will find (probably at upper side) windows for choosing fonts and size (and color if you want to)

i am using paint.net and look at this pic to see where all the above are located :

http://img713.imageshack.us/img713/2641/writtingatext.png



also ,you will need a 'clear' bearing plate for writting your values.get it from here :
http://www.speedyshare.com/files/29580838/Bearing_Plate_-_Proto.rar


bye

axx01
07-26-11, 12:16 AM
:yeah:
nice.

thx for the tip for music. btw, i am curious about the game sounds. i can't find a good english sound mod.

about the optics. i thougth so, and i am a great fun of accuracy, but first time i had some trouble even finding the 3rd zoom level. maybe i'll use it your way sometime.

till then, i have troube with the stopwatch, small arm stucks at 12 min.

here's the most usefull info i found
http://www.subsim.com/radioroom/showthread.php?p=1713152

rudewarrior
07-26-11, 09:26 AM
Hi Makman,

Having the bearing plate template will make it much easier now. I wasn't expecting to get that, hence the questions about what to do. I was expecting to have to work on one of the ones that already had the numbers on it, so things would be much more complex than my skill set. Now doing a simple layer will be much easier achieve, so thanx for the template. :up:

I guess I only have one more question so that I can reduce my time spent:

What font did you use for the lettering? I should be able to figure out sizes just by comparing, but actually chasing down the font can be time consuming.

Again, thank you for all the hard work.:yeah:

axx01
07-26-11, 12:26 PM
@rudewarrior

i'd put together, i you gave me those numbers.

makman94
07-26-11, 05:00 PM
:yeah:
nice.

thx for the tip for music. btw, i am curious about the game sounds. i can't find a good english sound mod.

it is a mix of many sounds by many modders and sounds from internet.


till then, i have troube with the stopwatch, small arm stucks at 12 min.

here's the most usefull info i found
http://www.subsim.com/radioroom/showthread.php?p=1713152

at Hitman's post is exactly the answer to your question .

look at entries for minutes of clocks (there are four clocks in MaGui so you must search for four entries for minutes of clocks and additionally four entries for the estimate minutes--this is the red small needle for minutes--dial 26,28,32,34,75,77,122 and 124)
these are the current values at these eight (8) entries :

DialVal=0,360
RealVal=0,60; minutes

the '360' is giving us one full circle(and stop) of minutes needle and the '60' is giving us 12 minutes for this one full round.

so, first you have to decide how many minutes you want your stopwatch to count in one full round.
if you replace the '60' with 120 ['60'x2] ..the stopwatch will count 24 minutes [ 12x2 ] in this one round.
if you replace the '60' with 150 ['60'x2,5] ..the stopwatch will count 30 minutes [ 12x2,5 ] in this one round and so on...that way you set how many minutes the stopwatch will count in one full round of minutes needle.

then if you want your stopwatch's minutes needle not to stop in one full round you simply multiply the '360' AND '60' with the SAME factor. if this factor=2 then the stopwatch's minute needle will make 2 full round and then will stop.

examples:

DialVal=0,360
RealVal=0,150; minutes
this will give you one full round(and stop) of 30 minutes.

DialVal=0,720
RealVal=0,300; minutes
this will give you two full rounds(and stop) of 30 minutes each.

DialVal=0,7200
RealVal=0,3000; minutes
this will give you twenty full rounds(and stop) of 30 minutes each.

finally ,don't forget to edit the clock's image in order to have printed on it and showing the altered values

Hi Makman,

.....

What font did you use for the lettering? I should be able to figure out sizes just by comparing, but actually chasing down the font can be time consuming.

.....

sorry Rudewarrior....can't remember this ! but by changing in graphical programm the fonts you can see in real time the letters changing shape so it will not take you so long to find out

rudewarrior
07-26-11, 08:26 PM
sorry Rudewarrior....can't remember this ! but by changing in graphical programm the fonts you can see in real time the letters changing shape so it will not take you so long to find out

Hi Makman,

Thanks anyway, just thought I might be able to skip a step. I'll figure it out!:know:

Thanx for all the great work.:up:

axx01
07-26-11, 11:14 PM
i've just posted my solution at the other thread.
it took some time to work it out.
couldn't ubisoft give us the source? it'd spear a lot of :damn:s
id software did the quake's code. and by now some bad ass programers made it run in a flash player.

makman94
07-28-11, 12:52 PM
Hi Makman,

Thanks anyway, just thought I might be able to skip a step. I'll figure it out!:know:

Thanx for all the great work.:up:

:up: ...have in mind this Rudewarrior: when you create the tables for 28kts or 45kts ..don't forget to delete the torpedo.sim (in library folder) FROM THE FILES OF MaGui F before enable it via jsgme. i am saying you this becuase this file exists in MaGui's files (thanks to LGN1) exactly for this reason ...it is altering the 28kts torps to 30kts and the 45kts torps to 44kts so player can use the existing tables with all torps (exeptions are the acoustics and the fat-lut torps).

i've just posted my solution at the other thread.
it took some time to work it out.
couldn't ubisoft give us the source? it'd spear a lot of :damn:s
id software did the quake's code. and by now some bad ass programers made it run in a flash player.

.....

rudewarrior
07-28-11, 04:21 PM
when you create the tables for 28kts or 45kts ..don't forget to delete the torpedo.sim (in library folder) FROM THE FILES OF MaGui F before enable it via jsgme

Actually, I have it enabled and edited through the HAHD mod enabled over yours, but thanx for the tip.:salute:

BogdaNz
08-04-11, 03:53 AM
I calculate the distant and angle with stadimeter
But how i calculate the speed?
and what should i do with that ring ?

Magic1111
08-04-11, 04:01 AM
I calculate the distant and angle with stadimeter
But how i calculate the speed?
and what should i do with that ring ?

Hi !

Please read post #413 of this Thread, maybe that helps !

Sorry, but I can´t help you with manual targeting, because I estimate all needed settings (speed and range of enemy ship...and so on). I´m not measure with the GUI !

Best regards,
Magic:salute:

lotrozan
08-08-11, 04:32 PM
***305; cant install it.could you help me?

makman94
08-08-11, 09:06 PM
***305; cant install it.could you help me?

hi Lotrozan,
check your private messages...you have one.
forgot to tell you at the pm that you need JSGME tool for installing mods.
get it from here : http://www.users.on.net/~jscones/software/products-jsgme.html (http://www.users.on.net/%7Ejscones/software/products-jsgme.html)

bye

SquidB
08-11-11, 12:24 PM
Ive touched on this in another thread, but thought I would ask here too.

I am using MaGui 3.4 with the widescreen option.

What I want to do is get rid of the 12x attack scope, so that it only has 6x and 1.5x magnifications.

Ideally I would want the tick marks at x6 to be read on a 1 for 1 basis, with the tick marks at 1.5 at a x2 or 2.5 basis.

Is this possible? I have no knowledge of modding in SH3 at all, but if its a case of just changing a few numbers then ill willingly give it a go.

Thanks in advance

(obviously if there is any other OLC style mod that is compatible with the widescreen fix that already does this im all ears :D )

axx01
08-13-11, 01:11 PM
ok my file system crashed, stupid windows.

btw, i had to built my game all over again. so i had the opportunity to check the original zoom behaior, but i still don't get it. maybe i'm doing something wrong.

i'm using the mouse wheel, but also tried with the tab key. so here's the thing with the wheel i get 1,5; 6; 12; 1,5 and so on, but tab key 6; 12; 6.

so what's the thinking here. should i use tab key and only for emergeny the wheel to get 1,5 zoom?

i'm thinking just delete the 1,5 zoom from attack peri, after all that makes observation scope much less usefull.

axx01
08-13-11, 02:21 PM
"This is an educated guess"...
to quote Krieger from Archer tv series

open cameras.dat with silent3ditor a.k.a. s3d, find attack periscopes node there'll be an optics chunk in which the zoom levels.

next there's menu_1024_768.ini find [G26 I104] in it and change these two values

Pos=-124,66,1024,768;-124,89,1024,768;

Mat 0=data/menu/OLC/manos8.tga

i think that the part after the first semicolon is not needed.

maybe makman94 could confirm this.

makman94
08-14-11, 02:03 PM
Ive touched on this in another thread, but thought I would ask here too.

I am using MaGui 3.4 with the widescreen option.

What I want to do is get rid of the 12x attack scope, so that it only has 6x and 1.5x magnifications.

Ideally I would want the tick marks at x6 to be read on a 1 for 1 basis, with the tick marks at 1.5 at a x2 or 2.5 basis.

Is this possible? I have no knowledge of modding in SH3 at all, but if its a case of just changing a few numbers then ill willingly give it a go.

Thanks in advance

(obviously if there is any other OLC style mod that is compatible with the widescreen fix that already does this im all ears :D )

hello SquidB,

for getting rid of the x12 zoom do the following :

1. open the library folder of widescreen MaGui 's files and then open (with s3d) the cameras.dat . now look at the following pic and clic at the ''remove array item'' :

http://img834.imageshack.us/img834/1208/123xa.png

exit and save it .
you haven't finished yet ....you have now ,also, to 'bring' the x6 set raobf rings to attack scope (becuase now your max zoom will be the x6) ,so :

2. open the files of widescreen MaGui ,find the ''AOBFInnerDisc2'' tga and ''AOBFOuterDisc2'' tga and copy and paste them at your desktop.
3. RENAME them to ''AOBFInnerDisc'' and ''AOBFOuterDisc''
4.in the files of widescreen MaGui, REPLACE the images with the same names (''AOBFInnerDisc'' and ''AOBFOuterDisc'') with the ones from your desktop
5. finally, enable the mod

each mark (at max zoom) is 1 (read the Manos Optics.text)

SquidB
08-15-11, 08:42 PM
Thats awesome, thank you Makman!

Please dont think that i dont appreciate your work. For me its the ulitimate GUI and i wouldnt leave port without it. But it will be great to tweak it a little to my personal tastes.

Thanks again for the information :up:

Simmunist
08-17-11, 08:08 AM
Don't have widescreen version for MaGui Final version ?
I like MaGui 3.4 widescreen so much and wait for widescreen for final.

:oops: Sorry for my english.

makman94
08-19-11, 01:31 PM
Don't have widescreen version for MaGui Final version ?
I like MaGui 3.4 widescreen so much and wait for widescreen for final.

:oops: Sorry for my english.

hi Simmunist,
glad you are having fun with MaGui 3.4 widescreen but don't wait for a widescreen version of MaGui F . MaGui and its versions is a finished story ....no other versions will be released .

bye

Fish In The Water
08-19-11, 03:27 PM
:oops: Sorry for my english.

No worries and welcome aboard! :sunny:

SquidB
08-24-11, 05:26 AM
Makman94,

Sorry for the delayed reply, but I finally got the chance to follow your instructions. It works like a charm. Fantastic!

Massive thanks :up:

Lucky07
08-24-11, 11:41 AM
one thing i just noticed that in the final version the scale that appear in the olc to make the measurments for the outer and inner disk , range aob etc... no appear in the new , what scale is the optimal for the attack scope that have the 12x rings and the observation that have the 6x
and the last thing ,
I request ur permision for add ur mod to mine ,in this link
http://www.subsim.com/radioroom/showthread.php?t=187114
thx u man for make this increidible mod !
Operation Ursula Campaing Megamod.

makman94
08-26-11, 03:02 AM
Makman94,

Sorry for the delayed reply, but I finally got the chance to follow your instructions. It works like a charm. Fantastic!

Massive thanks :up:

Good Hunting , SquiB :up:

one thing i just noticed that in the final version the scale that appear in the olc to make the measurments for the outer and inner disk , range aob etc... no appear in the new , what scale is the optimal for the attack scope that have the 12x rings and the observation that have the 6x
and the last thing ,
I request ur permision for add ur mod to mine ,in this link
http://www.subsim.com/radioroom/showthread.php?t=187114
thx u man for make this increidible mod !
Operation Ursula Campaing Megamod.




ahoy Lucky07 ,

Just give full and proper credits and go ahead :up:

bye

Lucky07
08-26-11, 03:06 AM
thx u makman94 (http://www.subsim.com/radioroom/member.php?u=240728) , :up::up:

JohnnyBlaze
09-10-11, 02:11 PM
This GUI is great! :rock:

Have one problem tho. In the attack periscope the stadimeter thing where it supposed to read "range" it reads "entfernung" or something like that.

It's hard to read the range because the german word is too long and is blocking the reading.

I use german voice, but english text.

Do you have any idea what's causing this and more importantly what do I have to fix so I can change "entfernung" to "range" so I can see the measurement reading?

Hope this makes sense

Thanks

jackmikeMon
09-10-11, 02:40 PM
Hi, this mod is damn awesome, but I have a question or two...
where can I find the visibility icon which shows detection by another ship ?
And also, where can I find the range (in metres) of a locked on target ?

Wolfstriked
09-10-11, 06:22 PM
Hi, this mod is damn awesome, but I have a question or two...
where can I find the visibility icon which shows detection by another ship ?
And also, where can I find the range (in metres) of a locked on target ?

The visibility detection icon is the green STH button lit up in the lower left side.

http://img816.imageshack.us/img816/8885/stadi1.png

jackmikeMon
09-11-11, 07:20 AM
The visibility detection icon is the green STH button lit up in the lower left side.

http://img816.imageshack.us/img816/8885/stadi1.png

Thanks Wolfstriked. Appreciated

makman94
09-11-11, 05:26 PM
This GUI is great! :rock:

Have one problem tho. In the attack periscope the stadimeter thing where it supposed to read "range" it reads "entfernung" or something like that.

It's hard to read the range because the german word is too long and is blocking the reading.

I use german voice, but english text.

Do you have any idea what's causing this and more importantly what do I have to fix so I can change "entfernung" to "range" so I can see the measurement reading?

Hope this makes sense

Thanks

hi JohnnyBlaze ,

disable any mod that you have enabled AFTER MaGui F and jsgme is warning you that is conflicting with MaGui F's files.

Hi, this mod is damn awesome, but I have a question or two...
where can I find the visibility icon which shows detection by another ship ?
And also, where can I find the range (in metres) of a locked on target ?

hi JackmikeMon,
range ,in case that you are using the auto targeting, can be read on the range dial (it is always updating). note:there is no range digits

ps: thank you Wolfstriked for answering the first part

bye

lotrozan
09-12-11, 03:35 AM
dragable chrono is not clickable on the nav. map.it starts only via periscope watches.how can I do it clickable on nav. map

SORRY FOR MY BAD ENG.

makman94
09-14-11, 09:12 AM
dragable chrono is not clickable on the nav. map.it starts only via periscope watches.how can I do it clickable on nav. map

SORRY FOR MY BAD ENG.

hi Lotrozan,

You can't , clock starts only via scopes and uzo

lotrozan
09-15-11, 12:28 AM
hi Lotrozan,

You can't , clock starts only via scopes and uzo

thank you makman

Rusel
09-20-11, 11:29 AM
Dear Makman94!
Tell, where it is possible to download your SH3-mods. On your filefront page http://www.gamefront.com/files/user/makman94 they aren't present.
Me things interest mod:
WideScreen MaGui v3.4
Probably you send these mod to me on mail Sereda_R:cool:mail.ru
Thanks!
P.S. Sorry for my bad English.

Plissken_04
09-20-11, 01:40 PM
Dear Makman94!
Tell, where it is possible to download your SH3-mods. On your filefront page http://www.gamefront.com/files/user/makman94 they aren't present.
Me things interest mod:
WideScreen MaGui v3.4
Probably you send these mod to me on mail Sereda_R:cool:mail.ru
Thanks!
P.S. Sorry for my bad English.



ftp://hartmuthaas.no-ip.org/Volume_2/Sharing/SH3COMMUNITYMODS/MAKMAN94/

Username & Password in my Signature!!!


So Long

Maik

rik007
09-20-11, 10:24 PM
Hi Makman,

A fantastic mod indeed! :yeah: I have one question: is there a way to enable the stadimeter in the UZO?

Rik

makman94
09-25-11, 08:34 PM
Hi Makman,

A fantastic mod indeed! :yeah: I have one question: is there a way to enable the stadimeter in the UZO?

Rik

hi Rik,

yes it can be done but need a lot of work and it is not easy to start typing what must be done...it would be an endless post.

sorry

ericr4b
10-06-11, 08:52 AM
Am intending to install this GUI for my "search for realism" patrols. Just getting back into SH3 after a few years break, and wanted a challenge.

Might try fiddling with some widescreen mods too as my current monitor is 1920x1200. Not much luck so far, though.

Good hunting

Fish In The Water
10-06-11, 04:09 PM
Just getting back into SH3 after a few years break, and wanted a challenge.

Welcome back and have fun! :sunny:

Magic1111
10-07-11, 03:44 AM
Am intending to install this GUI for my "search for realism" patrols. Just getting back into SH3 after a few years break, and wanted a challenge.

Might try fiddling with some widescreen mods too as my current monitor is 1920x1200. Not much luck so far, though.

Good hunting

:salute::salute::salute:Welcome aboard!!!:salute::salute::salute:

Fubar2Niner
10-07-11, 06:17 AM
Am intending to install this GUI for my "search for realism" patrols. Just getting back into SH3 after a few years break ......


Welcome back on board kaleun :salute:

Best regards

Fubar2Niner

Buccaneer
10-15-11, 06:05 AM
Hi guys,
i've just installed MaGui - looks neat:yeah:
But i have the hard time figuring out reticle scales for different optical devices (UZO, OP, AP). It appears that for OP, AP scale marks are at 1° for x1.5, but scales are not switched with zoom change. In case of UZO i can't relate reticle marks to any angular unit i know :shifty: .
Is there the way to solve OP/AP reticle scale/zoom problem?
Maybe there is a reticle pack or something for MaGui?

Thanks

makman94
10-16-11, 05:50 PM
Hi guys,
i've just installed MaGui - looks neat:yeah:
But i have the hard time figuring out reticle scales for different optical devices (UZO, OP, AP). It appears that for OP, AP scale marks are at 1° for x1.5, but scales are not switched with zoom change. In case of UZO i can't relate reticle marks to any angular unit i know :shifty: .
Is there the way to solve OP/AP reticle scale/zoom problem?
Maybe there is a reticle pack or something for MaGui?

Thanks

hello Buccaneer,

yes you are right , at AP and OP the marks are at 1° for x1.5 and yes you are right ...scales are not switched with zoom change .this can't be other way becuase is hardcoded,i mean that sh3's engine doesn't switch the scales with zoom changes.
for how to use the optics ...all that you need to know are written in the readme called ''Manos Optics'' (you will find it in the ''documents for the tools of MaGui F'')

about uzo : you will find in the ''Manos Optics'' instructions of how to use the scales there . each mark at calculations (for the formula that i give you there) is ''1'' . (in degrees...each mark is located at about 0,141 degrees)

reaper7
10-17-11, 12:33 PM
I would imagine that scale shouldn't change with zoom level.
In real life wouldn't the scale of being etched into the back of the glass in the optics. :hmmm:
I would imagine that the Captain would have done the conversion between zoom levels the same as we are doing in SH3

zxc23
10-19-11, 01:00 AM
How do you access the deeper depth dial? Thanks