Log in

View Full Version : The MaGui mod - Final version


Pages : 1 2 [3] 4

makman94
10-19-11, 10:42 PM
How do you access the deeper depth dial? Thanks

Hi Zxc23 ,

in case that you haven't 'discover' it yet, move your cursor at the left of each dial (when dials are on view) and the secondary dial will pop out.

bye

zxc23
10-20-11, 05:50 AM
Ah brilliant! I've been away from SH3 for a long while, and had completely forgotten how that worked. Thanks for that, and also the GUI :DL

lionn77
11-02-11, 02:11 PM
Perhaps a trivial question: How to switch scope to 1.5x zoom? I can switch to 6x and 12x but can't move it to 1.5. Thank you

makman94
11-03-11, 08:36 AM
Perhaps a trivial question: How to switch scope to 1.5x zoom? I can switch to 6x and 12x but can't move it to 1.5. Thank you

hi Lionn77,
use the roll button of your mouse .
if still not possible then check the mods that you have installed after MaGui and disable all of them that jsgme is warning you that are conflicting with MaGui's files

bye

sossenbinder
11-22-11, 07:50 AM
Can u help me to get range, speed and AOB with AOB rings in AttackScope? I tried OLC-Gui and could manage it. But here the two scratches on first ring are different and it doesnīt work like OLC-Gui.

I saw there are 3 different zoom factors. it seams that x12 is working to get the range with rings.
> counting lines from top of the ship to waterline and then bring it to 90 at the ring. now look for mast in recmanual and see outer ring and get the range (all with x12 zoom)
? but how does this work with x1,5 and x6? What multiplier to count with?
? how to use the scratches (x) and (s) on ring one? when to use?

Same with AOB
> only works at x12 - what multiplier to use when at x1,5 or 6 zoom level?

i saw Markmans posting here:
http://www.subsim.com/radioroom/showthread.php?t=157376&page=6
but the marks on the scale are different than in his final GUI

is there a manual which is explaining zoom levels (multiplier) and scratches on disc? i saw "manos optics.txt" - but this did not help me

Hope u can help
thx

makman94
11-23-11, 05:27 AM
Can u help me to get range, speed and AOB with AOB rings in AttackScope? I tried OLC-Gui and could manage it. But here the two scratches on first ring are different and it doesnīt work like OLC-Gui.

I saw there are 3 different zoom factors. it seams that x12 is working to get the range with rings.
> counting lines from top of the ship to waterline and then bring it to 90 at the ring. now look for mast in recmanual and see outer ring and get the range (all with x12 zoom)
? but how does this work with x1,5 and x6? What multiplier to count with?
? how to use the scratches (x) and (s) on ring one? when to use?

Same with AOB
> only works at x12 - what multiplier to use when at x1,5 or 6 zoom level?

i saw Markmans posting here:
http://www.subsim.com/radioroom/showthread.php?t=157376&page=6
but the marks on the scale are different than in his final GUI

is there a manual which is explaining zoom levels (multiplier) and scratches on disc? i saw "manos optics.txt" - but this did not help me

Hope u can help
thx

Hi Sossenbinder,
have a look at post 413 of this thread

for all the rest that you are asking ,the answers are in Manos Optics.txt (read it again more carefully) and at the ''Broken TDC Attack Methods'' tutorials.

bye

slambi2
01-01-12, 05:25 PM
Great mod! Thx! :)

makman94
01-01-12, 07:48 PM
Great mod! Thx! :)

you are wellcome Slambi :up:
enjoy it

jaxa
01-07-12, 03:20 PM
Is it really no chance for Widescreen for MaGUI F?

fitzcarraldo
01-07-12, 07:38 PM
Is it really no chance for Widescreen for MaGUI F?

+1...

Regards.

Fitz :salute:

makman94
01-10-12, 11:28 AM
Sorry guys,

no furhter versions will be released
this project has ended

jaxa
01-10-12, 12:51 PM
Maybe stupid question, but what can I lose if I'll install widescreen patch for 3.4 version on top of final version?

fitzcarraldo
01-10-12, 03:22 PM
Maybe stupid question, but what can I lose if I'll install widescreen patch for 3.4 version on top of final version?

You will lose the Final Version. The graphics of 3.4 will overwrite the graphics (not WS), of Final version.

Regards.

Fitzcarraldo :salute:

Dbledip
01-25-12, 12:46 PM
Makman,

I just wanted to thank you for all the work you put into this this mod. Professional and well done! Using your MaGui F and Fast 90 I sunk my first ship using manual targeting! I am now truly hooked. I am still struggling to learn the finer details of using your mod, but thanks to your tutorials and reading posts by members of this community I will eventually succeed!

http://img809.imageshack.us/img809/5656/1stmanualkill.jpg

SEAWOLF50
01-28-12, 02:00 AM
Hi

Appriciate it if someone could steer me in the right direction.

Thanks

Ken:timeout:

makman94
01-28-12, 09:56 AM
Makman,

I just wanted to thank you for all the work you put into this this mod. Professional and well done! Using your MaGui F and Fast 90 I sunk my first ship using manual targeting! I am now truly hooked. I am still struggling to learn the finer details of using your mod, but thanks to your tutorials and reading posts by members of this community I will eventually succeed!



thank you too ,Dbledip :up:

Hi

Appriciate it if someone could steer me in the right direction.

Thanks

Ken:timeout:

hi Ken ,
you don't really need that file .you can use ,instead of it, the ''FM_NI_Fix_for_MaGui F''.

get the last version of MaGui F ,in there you will find the ''FM_NI_Fix_for_MaGui F'' and :
1.open its files
2.DELETE the library folder
3.enable it and you are ready to go

Don't worry that the library folder will be missing from the fix. just make sure that MaGui mod is enabled AFTER the FM_NI mod and at the end apply the fix.

codmander
01-30-12, 07:37 PM
new sim :yeah:

SEAWOLF50
01-31-12, 12:10 PM
Hi Makman94

Thank you for all your help. I have the file you suggested.

Also for your work on the mods, there great.



Ken:yeah:

superburp
04-05-12, 02:38 PM
Hi, I'm new here.

I downloaded the Magui final version and it's great, but there's just one thing that I don't like: there aren't swastikas! In a simulation of U-Boot it's hard for me to accept it. Anyone knows if there's the possibility to insert them?

Thanks.

reaper7
04-06-12, 09:13 AM
Makman,

I just wanted to thank you for all the work you put into this this mod. Professional and well done! Using your MaGui F and Fast 90 I sunk my first ship using manual targeting! I am now truly hooked. I am still struggling to learn the finer details of using your mod, but thanks to your tutorials and reading posts by members of this community I will eventually succeed!

http://img809.imageshack.us/img809/5656/1stmanualkill.jpg


Congratulation on that fine kill. Once you go manual there's no going back, keep it up mate :yeah:.

superburp
04-06-12, 10:51 AM
Another question.
The maximum value on the rings is 90. How can I do if my aob is >90, for example 100? Should I necessarily change my course to have it =90?

Thanks

makman94
04-06-12, 03:11 PM
Hi, I'm new here.

.... there aren't swastikas....

Hi to you too and wellcome to Subsim!

...no swastikas

Another question.
The maximum value on the rings is 90. How can I do if my aob is >90, for example 100? Should I necessarily change my course to have it =90?

Thanks

the tool is having as output only the acute angles . if target is 'coming' to you the AoB is the acute angle ,if target is 'moving away' from you the AoB is 180-acute angle

superburp
04-06-12, 04:28 PM
Hi to you too and wellcome to Subsim!

Thanks (and if you are the creator of this mod congratulations ;)).


the tool is having as output only the acute angles . if target is 'coming' to you the AoB is the acute angle ,if target is 'moving away' from you the AoB is 180-acute angle

Understood, thanks. Sometimes (like in the naval academy about attack to convoys), however, a target is so near that it's impossible to count the number of bars in the horizontal line of the scope or there are too much bars (the maximum number on the rings to calculate aob is 40). What should I do in these cases?

superburp
04-06-12, 05:04 PM
the tool is having as output only the acute angles . if target is 'coming' to you the AoB is the acute angle ,if target is 'moving away' from you the AoB is 180-acute angle

I've just made a test to verifiy if I have understood your explanation abaout acute angle. If I'm wrong tell it.
I tried the single mission where you have to sink the Courageous. The distance was 5000 m while the ship is 250 m long. The number of bars in the horizontal line was 27, so the corresponding number on the interior ring (that gives yuo the aob) was over 90. Since the number corresponding to 90 was 23, I counted the other 4 degrees going back from 23 to 19. Number 19 corresponded to 55, so I made 180-55=125.
Is it right?

P.S.: Whit this computation I shot a discharge of 3 torpedoes which came very very close to the rudder of the carrier... Next time it will be better :DL.

Magic1111
04-07-12, 02:21 PM
Hi, I'm new here.

:salute::salute::salute:Welcome aboard!!!:salute::salute::salute:

superburp
04-07-12, 03:12 PM
:salute::salute::salute:Welcome aboard!!!:salute::salute::salute:

Thanks ;)!

TorpLos
04-12-12, 12:26 AM
Hey guys. So there seems to be a little problem with the Depth Charge Shake by NVdrifter and this mod. The Camera is a little off on the periscopes and UZO, extra lines when depth charge shake is enabled. There any way to get these mods to go seemlessly? Depth Charge shake and MaGuiF are such essential mods to have!

Can somebody tell me how to add the compass in MaGuiF to the compass over NYGM and the Hitman Optics mod?? Just the slideout compass that comes out to the right of the screen in both mods.

TorpLos
04-13-12, 09:46 AM
Double Post

Kpt. Weyprecht
04-14-12, 06:47 AM
thank you too ,Dbledip :up:



hi Ken ,
you don't really need that file .you can use ,instead of it, the ''FM_NI_Fix_for_MaGui F''.

get the last version of MaGui F ,in there you will find the ''FM_NI_Fix_for_MaGui F'' and :
1.open its files
2.DELETE the library folder
3.enable it and you are ready to go

Don't worry that the library folder will be missing from the fix. just make sure that MaGui mod is enabled AFTER the FM_NI mod and at the end apply the fix.


Oh, did I miss something? I'm willing to sail again and your GUI is definitely a must-have (as original OLC's one was back when I last played). On my install, it seems to work fine (I didn't have much time for testing) but I had to disable the Open hatch mod and New Interiors with the FM_NI_Fix, otherwise I had a CTD every time I tried to start a patrol on a Type VII boat. Is deletind the library folder an essential step?
(Sorry if my question is a dumb one)

twgin
04-30-12, 03:03 PM
Hello all,

I am running a Windows 7 box with an nVidiA card, recently installed SH3 with 1.4 patch, latest NYGM, Hsie's realism patches (with Stiebler's supplement 2nd to last in the mod list and Stiebler's addon last in the mod list). I am using MaGui F with the F fix and the colorful optional stopwatch. Very few other mods (internal life mod, torpedo damage final) at this time.

I am using the hi res fix to run SH3 1600 x 1200 right now, looks great although I might experiment to see if I can get to my monitors default of 1920 x 1200.

I was having a heck of a time with torpedo problems, 90% failures on good shots; I created a mission with a tanker just sitting in calm seas to test and confirmed that no matter what the torps would run deep and miss no matter what depth setting/pistol setting. I read somewhere that the Stiebler supplement and addon should be last in the mod list and after doing this seem to have brought the torpedo problem under control; they still run 2 meters or so deep but at least can be reliably used on the target ship with consistent results. I know that the 2 meters deep thing is probably date dependent; a modeling of the "torpedo crisis" situation. I will play around with the dates of my test mission to see if there is some date after which the depth setting is more accurate... I have no explanation of why redoing the mod order might solve this problem but there it is, it does seem to have made a difference.

My one remaining issue is with the TDC. In realism options I have manual targeting turned on and weapons officer assist left on as per recommendations. I set the TDC light to red and input relative bearing, AOB, range, and target speed. After locking on the target I turn the TDC on (green light). As my sub moves and the target moves the relative bearing and AOB update as they should but the range dial does not update at all. This seems wrong to me as when using automatic targeting it does...

Anybody have this experience ? Makman, if you are still monitoring the thread, thanks for the mod, its awesome ! Any idea about this behavior ?

Thanks,

twgin

Magic1111
04-30-12, 03:16 PM
...
I was having a heck of a time with torpedo problems, 90% failures on good shots;
...


Hi and welcome aboard! :salute::salute::salute:

The solution for your problem is, disable via OptionSelector from h.sie Patch theTorpedo Failure Fix Option!

Tigershark624
05-01-12, 06:21 PM
Hey guys. So there seems to be a little problem with the Depth Charge Shake by NVdrifter and this mod. The Camera is a little off on the periscopes and UZO, extra lines when depth charge shake is enabled. There any way to get these mods to go seemlessly? Depth Charge shake and MaGuiF are such essential mods to have!

I was having the same problem, but enabling Depth Charge Shake before MaGuiF corrected it. Try that and let me know if it worked for you.

makman94
05-01-12, 07:48 PM
Hey guys. So there seems to be a little problem with the Depth Charge Shake by NVdrifter and this mod. The Camera is a little off on the periscopes and UZO, extra lines when depth charge shake is enabled. There any way to get these mods to go seemlessly? Depth Charge shake and MaGuiF are such essential mods to have!


hi TorpLos,
Depth Charge Shake by NVdrifter mod and MaGui F's cameras are INCOMPATIBLE.
so , if you want to use MaGui you will NOT enable this AFTER MaGui (or ANY other mod that conflicts with MaGui's files)

tip: you can make them compatible by coping from MaGui F's camera to Depth Charge Shake's camera ALL (and i mean ALL of them,one by one) the values that you will see at uzo,conning deck , attack scope,obs scope ,binoculars,deck gun and flak guns.

ps: i read somewhere that you believe that MaGui is causing you CTD. i ensure you that MaGui is not your 'problem' . if you want to check a mod ,run on a FRESH NEW install (becuase your current one maybe corrupted) ONLY the mod that you want to check (no other mods enabled)



Oh, did I miss something? I'm willing to sail again and your GUI is definitely a must-have (as original OLC's one was back when I last played). On my install, it seems to work fine (I didn't have much time for testing) but I had to disable the Open hatch mod and New Interiors with the FM_NI_Fix, otherwise I had a CTD every time I tried to start a patrol on a Type VII boat. Is deletind the library folder an essential step?
(Sorry if my question is a dumb one)

hello Kpt. Weyprecht (thank you for your kind words) ,
i was repling to a shipmate that was asking something for a previous version of MaGui . in your case ,everything is as i released them
ctds with the Open hatch and New Interiors mods most of the times are caused becuase the luck of ram or , i think , using other than viib type of sub (try using the 4gb patch)

Hello all,

.....

My one remaining issue is with the TDC. In realism options I have manual targeting turned on and weapons officer assist left on as per recommendations. I set the TDC light to red and input relative bearing, AOB, range, and target speed. After locking on the target I turn the TDC on (green light)---first you turn the TDC on and then you lock on target. As my sub moves and the target moves the relative bearing and AOB update as they should but the range dial does not update at all. This seems wrong to me as when using automatic targeting it does...

Anybody have this experience ? Makman, if you are still monitoring the thread, thanks for the mod, its awesome ! Any idea about this behavior ?

Thanks,

twgin

hello Twgin,
thank you for your kind words and i have to say that your question show that you know what you are asking and how to ask it :yep:

here is your answer: (pay attention:when we are at manual targeting )
the TDC ,at auto mode, is updating ONLY through the scope's or uzo's bearing the AoB dial . that means that you must NOT change (you or the target) course once you have set the TDC's dials (look above at brown letters a correction that i made at your words). if this happens you will have to reset ,from the start, the dials again.
yes you are right ,when TDC is on (at manual targeting mode) the range is NOT updating . thats exactly the way the devs made it and not me. i changed nothing at the way that TDC is behaving .and even if i wanted(and i want) ...i can't becuase is hardcoded .
and yes you are right ...at NON Manual mode the range , indeed , is updating (and also the AoB by changes of courses , yours and target's )

for the first question of your message , i can't help you becuase MaGui's files are not altering anything for torp's depths ( the torp depth dial is working exactly as in the stock)

I was having the same problem, but enabling Depth Charge Shake before MaGuiF corrected it. Try that and let me know if it worked for you.

thats correct Tigershark624 becuase the game 'reads' the last camera.dat that is enabled so it reads the MaGui's one so you have no problem.
but with this set up the Depth Charge Shake mod has no effect so if you want to have both ....you have to make them compatible as i said to Torplos above

twgin
05-02-12, 06:00 PM
Magic1111 thanks for the tip about Hsie's option selector. I think reordering the mods I have installed brought torpedo performance back to a more realistic failure rate. Again, I have no explanation for this other than a case of dueling mods; I'll stick with this for a bit and see if I can rack up a few Iron Crosses !

Makman, thank you for the kind words. So I understand that my sequence should be set up the dials, turn on the TDC, and only then lock the scope/uzo on the target. I understand also that in manual targeting any course/speed changes by either my sub or the target will screw up the firing solution.

A few further questions; my technique has been to (all in manual targeting) use the plotting tools to set up a 90 degree attack from a predetermined position. This allows me to predict relative bearing, AOB, range and so on and reduces my problems to determining target speed and getting my sub to the predetermined position at about the same time the target reaches my selected value for relative bearing. What I have been doing is locking on when the target is at a 20 degree relative bearing to the sub (or 340) and then firing when the target had moved to between 10 and 0 degree relative bearing (to minimize gyro angle).

But if the range is in fact not updating in the TDC my predetermined solution at 20 deg relative bearing is wrong at the firing point of 10 deg relative bearing (not really too much range change at these angles...). Is this the case or is the TDC updating the range "inside the box" and just not updating the dial ? Does range even affect gyro angle ?

I am reminded of every sub movie ever made where the captain goes up scope, takes one final set of range/bearings, yells "mark !" and then "fire tube 1!".

So I guess the question is, in manual targeting is the TDC only good for an instantaneous solution (put in the numbers, green light on, lock scope, fire) or will it hold on to a solution over (a short span of) time.

One final question, kind of related, in choppy seas with the scope set low, target lock will be lost as waves lap over the scope. Is this a problem, i.e when scope lock goes away does the TDC grind to a halt or produce an erroneous gyro angle ? Or is it that scope lock just gives the TDC a starting relative bearing value and it will output a continuous good gyro angle as long as courses/speeds remain the same ?

Thanks !

Terry

Wolfstriked
05-03-12, 12:52 PM
Tgwin I am learning also.What is helping me is to play with all the TDC dials but with no target at all.Just see what happens.Set bearing at 0 and then play with AOB and speed to see what the gyroangle changes to.This really speeds up the learning of its function for me.Then play with the torpedo Solution button mod in Magui as a checker to see if your on track=setup a solution and then see if WO solution matches.

As for the range updating,I don't think it does.Only thing that will auto-update is the AOB and the gyroangle in relation to the scopes bearing.Reason it updates using auto targeting is beacause that is supposed to simulate a person doing all the measurements and calculations for you anc changing them on the TDC.

Also watch this video by Reaper7 on the fast 90 technique.
http://www.youtube.com/watch?v=j60MFYyygUo

Wolfstriked
05-03-12, 01:20 PM
I have a question in regards to manual targeting about speed.Do submarines have a certain speed to attack from.I think it doesn't and that just the targets speed is important.I ask because a guide for the Ujagd says to take reading at no moe than 3 knots and no more than 30deg bearings from center.

P_Funk
05-03-12, 01:38 PM
Your own speed affects the ability to make some kinds of measurements. I believe I remember the bit you're talking about, very vaugely. Its dependent on the kind of measurements you're taking.

One thing to note is that if you are setting your TDC for instance to a particular range and you are driving towards a target then over time this will skew your solution as the range becomes more and more different from the one you entered. In this sense firing from a low speed or a stand still is better. However this is the opposite for instance if you're in between columns of a convoy where you're going at the same speed as your targets.

Own speed is just another variable you have to track. Most of the time all you have to do is compensate for it a bit more than if you were stationary. For some methods though, such as this Ujagd one, it is a bigger deal, but overall there is really no set speed to operate at since situations are unforseeably variable.

Wolfstriked
05-03-12, 02:37 PM
Your own speed affects the ability to make some kinds of measurements. I believe I remember the bit you're talking about, very vaugely. Its dependent on the kind of measurements you're taking.

One thing to note is that if you are setting your TDC for instance to a particular range and you are driving towards a target then over time this will skew your solution as the range becomes more and more different from the one you entered. In this sense firing from a low speed or a stand still is better. However this is the opposite for instance if you're in between columns of a convoy where you're going at the same speed as your targets.

Own speed is just another variable you have to track. Most of the time all you have to do is compensate for it a bit more than if you were stationary. For some methods though, such as this Ujagd one, it is a bigger deal, but overall there is really no set speed to operate at since situations are unforseeably variable.

Ahh,makes sense then to just stay slow this way your not having to update the range constantly.Thanks for the help.:salute:

twgin
05-03-12, 02:38 PM
Wolfstriked - In using the colorful Ujagd stopwatch (or any stopwatch for that matter) to measure speed of the target by timing how long it takes for the target to traverse the scope's bearing line it is important that your speed be low and for you to be somewhat perpendicular to the target's course line. If these conditions aren't met the trigonometry of the calculations breaks down and the results aren't as accurate as they could be.

I think this is the rationale behind the instructions you are recalling from the Ujagd tools.

In fact just about any of these speed or targeting calculations involve solving triangles using trig functions. Your sub is one corner of the triangle, the target's position and distance travelled with time form the other 2 corners. If your sub is moving fast or (especially) changing heading the solutions change rapidly from on moment to the next. Same for the target; once they start zig zagging the solutions get a lot harder to maintain... Longer range makes everything worse !

Thanks for the suggestions...

Terry

Wolfstriked
05-03-12, 04:56 PM
You got it.:rotfl2: One thing that I always wonder is about is how do you find what spread angle to use?is there a tool for this where you feed in say range,length of ship and AOB and it gives you a spread angle?

P_Funk
05-03-12, 10:23 PM
You got it.:rotfl2: One thing that I always wonder is about is how do you find what spread angle to use?is there a tool for this where you feed in say range,length of ship and AOB and it gives you a spread angle?
I always knew it as you measured how many degrees the length of the target ship occupied in your reticle (usually by point at the nose and the tail and seeing how many degrees are in between) and then you just make the spread angle something within that breadth.

Example: If I have a ship moving port to stbd on a roughly perpendicular course to my own, and if the vertical centre of my reticle at his bow is at 005 degrees and at his stern its 355 degrees then thats a total of 10 degrees.

As I learned it your spread could be up to that wide. I've never done it but you could probably generate a spread for multiple targets if you knew the total degrees that the two covered from the stern of one to the bow of the other and made your spread so that the two torps would hit dead centre on both. However you're better off just firing a shot at each.

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

NOW! I have my own question. I've never used the widescreen version of this GUI before and when I did I looked at it and said "this is wrong, the circles look oblong". Well I took some screens to show you guys and I was dumbfounded by the fact that my screen shots appeared to not have oblong circles.

So my question is, is this a problem or is this normal? Is this because my widescreen is a different aspect ratio from the 1360x768 that the mod requires? This appears to be to do with how my screen stretches the resolution, so I have no idea if this is fixable or not.

Anybody?

Wolfstriked
05-04-12, 12:53 PM
I always knew it as you measured how many degrees the length of the target ship occupied in your reticle (usually by point at the nose and the tail and seeing how many degrees are in between) and then you just make the spread angle something within that breadth.

Example: If I have a ship moving port to stbd on a roughly perpendicular course to my own, and if the vertical centre of my reticle at his bow is at 005 degrees and at his stern its 355 degrees then thats a total of 10 degrees.

As I learned it your spread could be up to that wide. I've never done it but you could probably generate a spread for multiple targets if you knew the total degrees that the two covered from the stern of one to the bow of the other and made your spread so that the two torps would hit dead centre on both. However you're better off just firing a shot at each.

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


NOW! I have my own question. I've never used the widescreen version of this GUI before and when I did I looked at it and said "this is wrong, the circles look oblong". Well I took some screens to show you guys and I was dumbfounded by the fact that my screen shots appeared to not have oblong circles.

So my question is, is this a problem or is this normal? Is this because my widescreen is a different aspect ratio from the 1360x768 that the mod requires? This appears to be to do with how my screen stretches the resolution, so I have no idea if this is fixable or not.

Anybody?

That is a freakin genius idea and yet so simple and easy to do that its BRILLIANT!!.:rotfl2:Is this done with 1.5x or 6x?

Wolfstriked
05-05-12, 05:34 PM
Finally got the RAOBF wheel down after a year.:nope: Just did 7 attempts 100% realism and hit everytime.:rock:Whats crazy is that before I attempted these 7 tries I was verifying with WE and the WE never seemed to match my settings.So if I am hitting 90% of my torpedoes,this mean that the game factors in a penalty for the WE?Of course this is acceptable since many games allow you to be better if you do the work yourself.


Gotta practice and practice it though as I had to pause like crazy.Would like to know.....do ships change their settings by a noticeable amount if I say take 1 minute to work the RAOBF wheel after my initial readings?I ask this cause I become like a worrying unstable mess that each second that goes by and I haven't changed the TDC is gonna throw off the calculation.:rotfl2:

P_Funk
05-06-12, 05:09 PM
That is a freakin genius idea and yet so simple and easy to do that its BRILLIANT!!.:rotfl2:Is this done with 1.5x or 6x?
In my experience it works at every magnification since the degrees scale as you increase magnification. Ultimately at any zoom a ship will still appear to be the same length if your instrument is calibrated to scale with the zoom changes, which every scope is, meaning it will appear larger to you but the degree marks will still be the same.

Really it makes perfect sense when you think about it. If you assume the scope is your own position and you measure that a ship covers 10 degrees from your own position then the spread angle works exactly the same way. If you drew 3 lines from your point of origin, one on your relative 0, meaning where your scope is pointed, then drew lines stbd and port of it you'd get a cone (2 sides of the triangle) going outward. If you set the spread to 4 degrees then it'll be 2 degrees left and right of the centre of your reticle, and so all you have to do is make sure that the target sits in that same range.

One of the simplest things I learned early early on years ago playing SH3. There have been many more than just melted my brain by comparison, but sometimes it eludes us cause nobody tells you this stuff, I don't think its really in any manuals here. Nobody ever really addresses salvo shots as far as I can tell. I'm gonna guess its cause everyone wants to be a hotshot like Kretschmer - "One ship, one torpedo".

Still hoping someone can answer my question.

EDIT. After thinking about it I'm just gonna draw a pic in PS to illustrate what I meant by the spread angle.

http://i48.tinypic.com/3504abp.png

Thats how I always knew it. Now if I'm wrong, well someone feel free to correct me, I was never an expert on anything in this game, but that always worked for me. Bear in mind that max spread angle means you're going to be hitting the very tip of the bow and stern of the target (provided your solution is exact) so obviously you make the spread smaller.

Conversely you could make the spread wider than this by some if you thought your solution was particularly bad, but for academic purposes unaffected by immediate tactical considerations, that is how you determine maximum spread angle, as I know it. You either place the peri/UZO on the dead centre of the target and count the degrees from centre on Port and Stbd, or you place the centre vertical reticle for the peri/UZO and at both the stern and bow of the target and the difference in the two bearings is the max spread angle you can use.

Hope that helped.

Wolfstriked
05-06-12, 09:17 PM
In my experience it works at every magnification since the degrees scale as you increase magnification. Ultimately at any zoom a ship will still appear to be the same length if your instrument is calibrated to scale with the zoom changes, which every scope is, meaning it will appear larger to you but the degree marks will still be the same.

Really it makes perfect sense when you think about it. If you assume the scope is your own position and you measure that a ship covers 10 degrees from your own position then the spread angle works exactly the same way. If you drew 3 lines from your point of origin, one on your relative 0, meaning where your scope is pointed, then drew lines stbd and port of it you'd get a cone (2 sides of the triangle) going outward. If you set the spread to 4 degrees then it'll be 2 degrees left and right of the centre of your reticle, and so all you have to do is make sure that the target sits in that same range.

One of the simplest things I learned early early on years ago playing SH3. There have been many more than just melted my brain by comparison, but sometimes it eludes us cause nobody tells you this stuff, I don't think its really in any manuals here. Nobody ever really addresses salvo shots as far as I can tell. I'm gonna guess its cause everyone wants to be a hotshot like Kretschmer - "One ship, one torpedo".

Still hoping someone can answer my question.

EDIT. After thinking about it I'm just gonna draw a pic in PS to illustrate what I meant by the spread angle.

http://i48.tinypic.com/3504abp.png

Thats how I always knew it. Now if I'm wrong, well someone feel free to correct me, I was never an expert on anything in this game, but that always worked for me. Bear in mind that max spread angle means you're going to be hitting the very tip of the bow and stern of the target (provided your solution is exact) so obviously you make the spread smaller.

Conversely you could make the spread wider than this by some if you thought your solution was particularly bad, but for academic purposes unaffected by immediate tactical considerations, that is how you determine maximum spread angle, as I know it. You either place the peri/UZO on the dead centre of the target and count the degrees from centre on Port and Stbd, or you place the centre vertical reticle for the peri/UZO and at both the stern and bow of the target and the difference in the two bearings is the max spread angle you can use.

Hope that helped.

It helped perfectly.I agree,it really doesn't matter what zoom since your counting bearing degrees which do not change with zoom.And all thanks to you mate.:rock:Slowly but surely I am learning tiny tidbits that will allow me to play with the realistic contacts mod.Still practicing the RAOBF tool and next is the attack tool.

makman94
05-07-12, 07:20 PM
Magic1111 thanks for the tip about Hsie's option selector. I think reordering the mods I have installed brought torpedo performance back to a more realistic failure rate. Again, I have no explanation for this other than a case of dueling mods; I'll stick with this for a bit and see if I can rack up a few Iron Crosses !

Makman, thank you for the kind words. So I understand that my sequence should be set up the dials, turn on the TDC, and only then lock the scope/uzo on the target. I understand also that in manual targeting any course/speed changes by either my sub or the target will screw up the firing solution.

A few further questions; my technique has been to (all in manual targeting) use the plotting tools to set up a 90 degree attack from a predetermined position. This allows me to predict relative bearing, AOB, range and so on and reduces my problems to determining target speed and getting my sub to the predetermined position at about the same time the target reaches my selected value for relative bearing. What I have been doing is locking on when the target is at a 20 degree relative bearing to the sub (or 340) and then firing when the target had moved to between 10 and 0 degree relative bearing (to minimize gyro angle).

But if the range is in fact not updating in the TDC my predetermined solution at 20 deg relative bearing is wrong at the firing point of 10 deg relative bearing (not really too much range change at these angles...). Is this the case or is the TDC updating the range "inside the box" and just not updating the dial ? Does range even affect gyro angle ?

I am reminded of every sub movie ever made where the captain goes up scope, takes one final set of range/bearings, yells "mark !" and then "fire tube 1!".

So I guess the question is, in manual targeting is the TDC only good for an instantaneous solution (put in the numbers, green light on, lock scope, fire) or will it hold on to a solution over (a short span of) time.

One final question, kind of related, in choppy seas with the scope set low, target lock will be lost as waves lap over the scope. Is this a problem, i.e when scope lock goes away does the TDC grind to a halt or produce an erroneous gyro angle ? Or is it that scope lock just gives the TDC a starting relative bearing value and it will output a continuous good gyro angle as long as courses/speeds remain the same ?

Thanks !

Terry

hi Terry,

no ,your speed is not effecting anything at firing solution ...only your course must be constant . look at TDC dials...there are four of them . the Bearing and the AoB dials are determine the angle between both courses (yours and target) thats why you or target must not change course . the third dial is target's Speed (thats why target must not change speed) and the last one is the Range's dial which must be adjusted last and yes ,one moment before firing. (so,as you can see, there is nowhere your speed involved)
when you are preparing the dials (at very first stage) you must set a range which must be as accurate as possible (no need at this stage to be very accurate...just a good aproximation is needed.you will fining the range at several times as target is getting closer) in order to get an 'idea' of the gyroangle .as you fining the range...you fining the gyroangle too !
of course you must have done a good 'job' on determing target's course and speed (especially target's speed is the most critical value ! and if your shot is from less than 1 km i can tell you that ONLY a good estimation of target's speed is needed and just an aproximation to its course and you will get him down. )
yes , the TDC is for 'constant' shots thats why you need this 'one moment before firing' range value and yes range is always important for the firing solution and is important also for straight shots (gyro=0) but ,at this case, has less effection to solution thats why is mostly used.

makman94
05-07-12, 07:29 PM
.......

NOW! I have my own question. I've never used the widescreen version of this GUI before and when I did I looked at it and said "this is wrong, the circles look oblong". Well I took some screens to show you guys and I was dumbfounded by the fact that my screen shots appeared to not have oblong circles.

So my question is, is this a problem or is this normal? Is this because my widescreen is a different aspect ratio from the 1360x768 that the mod requires? This appears to be to do with how my screen stretches the resolution, so I have no idea if this is fixable or not.

Anybody?

hi P_Funk,
there is nothing wrong if the circles are 'stretched' or not . for years i was playing my sh3 at widescreen (without the widescreen version) at 1024x768 resolution . when i saw the sh3 on a friends pc (who had a non widescreen monitor ) and i saw the cirles...exactly as circles i was sure for one thing : i liked better the stretched images ...looked better at my eyes .
of course , i can't tell (and i don't know) if all the monitors are stretching with the same way (or amount) the circles so ,have in mind , that i am talking for my own experience here.
at widescreen version though ,at my pc, the circles are.... circles but this has to do afaik with monitors,connections ...etc ...that i am not the expert to help you more on these things

makman94
05-07-12, 07:47 PM
......
Thats how I always knew it. Now if I'm wrong, well someone feel free to correct me, I was never an expert on anything in this game, but that always worked for me. Bear in mind that max spread angle means you're going to be hitting the very tip of the bow and stern of the target (provided your solution is exact) so obviously you make the spread smaller.

.....

yes, you are not correct here P_Funk becuase the 'angle x' is not equal to MaximumSpeadAngle.
think about it ...the AoB is critical for the amount of ship's length that you see from scope . the 'problem' is that the torpedoes will not hit the target at the bearing that you see it but at the bearing that the impact point would be (where ,also, you need to do a 'bearing correction' becuase tube's eye is some meters in front of scope's eye) .
there are mathematical formulas for calculating the observed ship's length at this bearing(this is not difficult problem at all) and getting that way the spread angle that you need but really there is no reason to start making all these calculations as you have a much more ,imo, comfort way to achieve a salvo shot in MaGui F:
in MaGui F i have altered the tubes to stay always open(and not close) no matter which one you have currently selected (at single shooting mode). now ,once you have your firing solution ready turn your scope at the firing bearing and WAIT the target to cross from your vertical line of scope . start shooting one by one your torps at the parts of ship that you like to aim as target is crossing the scope's vertical line (don't move your scope at all from the shooting bearing). that way you are achieving a salvo shot at whatever parts of ship you like (and if your solution was very acurate you will see the torps hiting exactly at the ship's parts that you aimed).

have a look at this video (after the 1:30 is the salvo shooting that is in the interest of this post): http://www.youtube.com/watch?v=S2S714vSnz8

HTH

Wolfstriked
05-08-12, 12:05 PM
P_funks's technique works well though so I now have two ways to calculate hit areas and growing.:woot: Two ways for target speed with the UJAGD and the RAOBF wheel.Two ways for range with RAOBF wheel and the stadimeter.Options are very nice and realistic!

P_Funk
05-08-12, 01:01 PM
hi P_Funk,
there is nothing wrong if the circles are 'stretched' or not . for years i was playing my sh3 at widescreen (without the widescreen version) at 1024x768 resolution . when i saw the sh3 on a friends pc (who had a non widescreen monitor ) and i saw the cirles...exactly as circles i was sure for one thing : i liked better the stretched images ...looked better at my eyes .
of course , i can't tell (and i don't know) if all the monitors are stretching with the same way (or amount) the circles so ,have in mind , that i am talking for my own experience here.
at widescreen version though ,at my pc, the circles are.... circles but this has to do afaik with monitors,connections ...etc ...that i am not the expert to help you more on these things
Well the thing is the widescreen resolution that was selected for this is a 16:9 aspect ratio, while my monitor is a 16:10. When I launched the game the image was definitely stretched and when I looked at screen shots I'd taken through the game's screenshot button they however were definitely not stretched. This leads me to believe that my aspect ratio, which is actually less and less available these days, actually stretches the image even if its a widescreen aspect ratio since its a different widescreen resolution, and therefore its still stretching the image.

My monitor is 1680x1050, which is 16:10, while 1360x768 is 16:9 as it stretches to fill monitors that are 1920x1080 which are also 16:9 aspect ratio. My gut tells me that this is true, but I'll never be able to test this until I get a monitor thats 16:9. In either case its not a big deal for me, its just something I noticed and was kind of surprised when I saw my screenshots were widescreen but not stretched even though they appeared so on my widescreen monitor.

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

As for the spread angle problem, I never expected my 'method' to be perfectly accurate. It strikes me that if the spread angle is in degrees and its spreading from the centre of the reticle that as long as you're not spreading it generally more than the width of the target in the scope it will still hit the target. I don't really think salvo shots are meant to be pin point and are more about firing a shotgun blast in case your solution isn't perfect or if you just want to put put as many holes in a ship rather than trying to hit an engine room or ammo stash.

Now you say that there are formulas you can use, but obviously I doubt u-boat commanders used these. Also if and when a commander, or 1WO with the UZO, fired a salvo shot how DID they judge spread angle? I'm fairly certain that sumariners trained in torpedo attacks wouldn't just wing it. Using single shots to aim at different parts of the target is obviously a way to create a salvo shot, but the salvo function still exists and as such there much have been a quick and dirty way to pick the spread angle and there must have been an 'official' way as well (unless the official way is the quick and dirty way). My question is, while the method I mentioned is not strictly accurate becuase the AOB changes during the torpedo run, wouldn't it still be a roughly accurate way to estimate spread angle? I don't suppose there is there a more accurate way that doesn't involve breaking out a calculator.

Kpt. Weyprecht
05-08-12, 03:03 PM
Sorry for asking something that was already said many times, but could anyone repost the current formulas for calculating distance just with the reticles (i. e. without the rings, I feel my scope observations get long when I start turning them back and forth and it feels more realistic that way). I remember the Mast/numer of marks x 1000 which worked at 1.5x magnification with the milliradian vertical scale but I'm not sure it stille works. Likewise, I found the formula for the old scale of the UZO (in ManosOprics thread) but the scale is no longer the same.


Thanks for advice.

makman94
05-13-12, 09:35 AM
Well the thing is the widescreen resolution that was selected for this is a 16:9 aspect ratio, while my monitor is a 16:10. When I launched the game the image was definitely stretched and when I looked at screen shots I'd taken through the game's screenshot button they however were definitely not stretched. This leads me to believe that my aspect ratio, which is actually less and less available these days, actually stretches the image even if its a widescreen aspect ratio since its a different widescreen resolution, and therefore its still stretching the image.

My monitor is 1680x1050, which is 16:10, while 1360x768 is 16:9 as it stretches to fill monitors that are 1920x1080 which are also 16:9 aspect ratio. My gut tells me that this is true, but I'll never be able to test this until I get a monitor thats 16:9. In either case its not a big deal for me, its just something I noticed and was kind of surprised when I saw my screenshots were widescreen but not stretched even though they appeared so on my widescreen monitor.

hi P_Funk,
as i told you ....i can't tell about all the above.maybe it will be better to ask it seperately on a new thread , i think that you will be more lucky on getting an answer to your question



As for the spread angle problem, I never expected my 'method' to be perfectly accurate. It strikes me that if the spread angle is in degrees and its spreading from the centre of the reticle that as long as you're not spreading it generally more than the width of the target in the scope it will still hit the target. I don't really think salvo shots are meant to be pin point and are more about firing a shotgun blast in case your solution isn't perfect or if you just want to put put as many holes in a ship rather than trying to hit an engine room or ammo stash.

Now you say that there are formulas you can use, but obviously I doubt u-boat commanders used these. Also if and when a commander, or 1WO with the UZO, fired a salvo shot how DID they judge spread angle? I'm fairly certain that sumariners trained in torpedo attacks wouldn't just wing it. Using single shots to aim at different parts of the target is obviously a way to create a salvo shot, but the salvo function still exists and as such there much have been a quick and dirty way to pick the spread angle and there must have been an 'official' way as well (unless the official way is the quick and dirty way). My question is, while the method I mentioned is not strictly accurate becuase the AOB changes during the torpedo run, wouldn't it still be a roughly accurate way to estimate spread angle? I don't suppose there is there a more accurate way that doesn't involve breaking out a calculator.


i didn't tell you that there are the formulas for using them in game. i told you this just for replying to this part of your posts:

... Nobody ever really addresses salvo shots as far as I can tell. I'm gonna guess its cause everyone wants to be a hotshot like Kretschmer - "One ship, one torpedo".
....

i told you that the problem ,as geometrical problem, is not hard at all to be solved but you don't see anything adressed in game becuase these calculations takes a lot of time and, mainly,you don't really need to do them as you allready have more comfort ways like the one i described or the other -hard estimation-that you are saying (which is not new...it is long time posted around here) for in game use.

my opinion for all these about 'salvo' shots is that this fuction was not in reality for use as the sh3's players are trying to use it .
Salvo shots were not meant to hit specific parts of target BUT there were for eliminating ,as possible, the possibility of target to 'get away' becuase of faulty calculations on firing solution . i mean that they shot,for example, three torps in order to be 'more' sure that the one of them will hit .
or ,i guess, that one more use of salvo shots were for sending the pack is the middle of a convoy just wishing to hit as many or all of them .

but all the above are also what i guess and for sure i can't tell if they had or not a calculator (sliderule) for spread angle . i believe that they carry with them whatever sliderule we might imagine (so why not this one too) .maybe with a very good dig on internet find something


Sorry for asking something that was already said many times, but could anyone repost the current formulas for calculating distance just with the reticles (i. e. without the rings, I feel my scope observations get long when I start turning them back and forth and it feels more realistic that way). I remember the Mast/numer of marks x 1000 which worked at 1.5x magnification with the milliradian vertical scale but I'm not sure it stille works. Likewise, I found the formula for the old scale of the UZO (in ManosOprics thread) but the scale is no longer the same.

Thanks for advice.

Hi Kpt. Weyprecht,

i never gave formulas for getting the range directly from MaGui F scopes's reticles

but if you want to use the reticles of MaGui F that way ,here are the formulas to use :
at x1,5 : range = 57,1*mast/mark
at x6 : range = 228,4*mast/mark

for the uzo in MaGui F , i have written the formula to use in 'Manos Optics' text inside the documents of MaGui F :
range = 405,4*mast/mark

bye

P_Funk
05-14-12, 07:30 AM
Aside from the changes made to the open/closing of torpedo doors, are there any other changes made to the Commands_en file? I want to know for the purposes of making my own tweaked commands file.

I appreciate any information you can give me.

makman94
05-15-12, 05:22 PM
Aside from the changes made to the open/closing of torpedo doors, are there any other changes made to the Commands_en file? I want to know for the purposes of making my own tweaked commands file.

I appreciate any information you can give me.

hi P_Funk,

exept the changes at commands that are responsible for the tube's behaviour , all other changes in commands_en files are for altering some 'go back' cameras (non important at all) or for activating some specific buttons in the MaGui (so,these changes has,also, no meaning for other guis at all as they exist only for the fuctionality of some of MaGui's buttons)

Vince82
05-18-12, 08:59 PM
Originally Posted by P_Funk http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1881217#post1881217)
Well the thing is the widescreen resolution that was selected for this is a 16:9 aspect ratio, while my monitor is a 16:10. When I launched the game the image was definitely stretched and when I looked at screen shots I'd taken through the game's screenshot button they however were definitely not stretched. This leads me to believe that my aspect ratio, which is actually less and less available these days, actually stretches the image even if its a widescreen aspect ratio since its a different widescreen resolution, and therefore its still stretching the image.

My monitor is 1680x1050, which is 16:10, while 1360x768 is 16:9 as it stretches to fill monitors that are 1920x1080 which are also 16:9 aspect ratio. My gut tells me that this is true, but I'll never be able to test this until I get a monitor thats 16:9. In either case its not a big deal for me, its just something I noticed and was kind of surprised when I saw my screenshots were widescreen but not stretched even though they appeared so on my widescreen monitor.


Maybe this will help: go to your videocard options select 1360x768 as your resolution, than select keep aspect ratio (as opposed to fill screen). Only selecting keep aspect ratio without changing ur resolution might help too. Also you got to have the right setting in the d3d9.ini file.



Anyways I've got a question aswell. Can I use the MaGui 3.4 widescreen add on together with MaGui final?

Seeadler
05-19-12, 07:13 AM
In either case its not a big deal for me, its just something I noticed and was kind of surprised when I saw my screenshots were widescreen but not stretched even though they appeared so on my widescreen monitor.

In most cases the screenshot function in a game takes the rendered scene from the backbuffer (a special memory space on your graphic card) before this buffer is switched into the frontbuffer. The contents of the frontbuffer is displayed on your monitor, including stretching depending on driver, monitor and resolution.

Kpt. Weyprecht
05-19-12, 07:42 AM
Thanks for the formulas!
I've been a bit late to respond but I don't have much time with my studies. Anyway, I re-read the documentation and found the raw angle measure (1° at 1.5, so it must be 0.25° at x6 and 0.125° at x12), then I fed it in a spreadsheet to use the proper formula, then simply rounded the results.

I didn'really have time to est it, but the UZO part (I used the simplified formula from the documentation) seems to work fine in the WAW training missions.

So, if anyone feels like using it, there is the link for my range chart:

https://docs.google.com/open?id=0B3Q4KTE-hVTXbWRsZjlrakVKaWc

makman94
05-19-12, 02:07 PM
.....

Anyways I've got a question aswell. Can I use the MaGui 3.4 widescreen add on together with MaGui final?

hi Vince82 ,
short answer ...no ! you have to run it only on top of MaGui 3.4

....1° at 1.5, so it must be 0.25° at x6 and 0.125° at x12....
hi Kpt. Weyprecht,

yea ....thats correct :yep:
at uzo eack mark is representing 0,140845 degrees



I didn'really have time to est it, but the UZO part (I used the simplified formula from the documentation) seems to work fine in the WAW training missions.

have in mind that when you make tests like these ,you must be sure that a] you have no mod soups and b] the data you have for the target ( length and , in this case ,the mast value) must be also the correct ones otherwise you can't have valid results. and i can ensure you that you must have no trust at your rec manual in most of the cases


So, if anyone feels like using it, there is the link for my range chart:

https://docs.google.com/open?id=0B3Q4KTE-hVTXbWRsZjlrakVKaWc

very nice work Kpt. Weyprecht :up:
A nice addition for those who like this style to getting range

Vince82
05-19-12, 05:57 PM
hi Vince82 ,
short answer ...no ! you have to run it only on top of MaGui 3.4



That's a shame than running it on top of 3.4 will have to do I guess. Anyways thank you for creating this outstanding mod.

runio
06-23-12, 12:21 PM
Two things, which discover took me some time:
1. The red pointer on the compass is associated with the TDC bearing indicator. So when you switch TDC to manual, pointer will not move when you rotate the scope/uzo.
http://img265.imageshack.us/img265/2298/clipboard01sy.jpg

2. When you select an empty torpedo tube, you can't move the attack course pointer on the front side of the attack disc.
http://img651.imageshack.us/img651/7983/clipboard02qi.jpg

Hope this helps someone.
Anyway, great mod, thanks makman :)

runio
06-23-12, 01:51 PM
And one more question:
Why on this image the angle lb (between target and your course) is 60 degrees? I think it should be 120 deg, as i drew a green.
http://img209.imageshack.us/img209/9633/clipboard03t.jpg

CaliEs
06-24-12, 03:01 AM
Angles are messured between the two red beams: result is either 60 ° (counterclockwise) or 300° (clockwise).

lb?

CaliEs
06-24-12, 03:13 AM
and i can ensure you that you must have no trust at your rec manual in most of the cases


Example please.

runio
06-24-12, 05:15 AM
Angles are messured between the two red beams: result is either 60 ° (counterclockwise) or 300° (clockwise).

lb?

My question was about makman's straight shot method (from the "broken" TDC attack methods tutorial), not about measuring angles at all.
But thanks for the answer :)

makman94
07-03-12, 06:47 PM
Two things, which discover took me some time:
1. The red pointer on the compass is associated with the TDC bearing indicator. So when you switch TDC to manual, pointer will not move when you rotate the scope/uzo.


2. When you select an empty torpedo tube, you can't move the attack course pointer on the front side of the attack disc.


Hope this helps someone.
Anyway, great mod, thanks makman :)

ahoy Runio,
yes to 1 and yes to 2 too ! you are correct to both of your comments.

for 1 there is no other way to make this needle showing automatically the bearing .the only way,afaik, is to link it to tdc's bearing .
if you still want to use this needle when tdc is at manual mode there is a workaround but you have to manually move this needle to the bearing (as it is made at the huge compass at navigation map page) .
the workaround is:
open MaGui F's files and find the dials.cfg,open dials.cfg and replace the entry [Dial125] with this:
[Dial125]
Name=CompassPointer
Type=16
Cmd=Set_torpedo_depth
Dial=0x3F070992
CrtVal=0x3F070991
NewVal=0x0
DialVal=0,360
RealVal=5,5.2
Circular=Yes
CmdOnDrag=Yes

for 2 this is happening becuase this needle (and not only this) is altered by the same command that is altering the torpedo depth . as you have no torpedoes this command is not fuctional anymore but on the other hand ...with no torpedoes...you don't need these tools anymore so no big harm is done . as we are unable (yet) to add new commands we are doomed to use the torpedo depth (as it is conflicting less to firing solution) for 'moving' these items .torpedo depth command is used to many other tools so have in mind that whatever you do ...your LAST action before firing the torps must be to adjust the torpedo depth (becuase the use of tools is 'screwing' the torpedo depth --setting it always to 5 m---).

thank you too for your kind words

And one more question:
Why on this image the angle lb (between target and your course) is 60 degrees? I think it should be 120 deg, as i drew a green.

The angle lb that i used in my formula for calculating the firing bearings is the one that is measured with the same procedure that you measure the AoB . (for the AoB you use the line of site and for the angle lb you use the line of your course).

Example please.
ahoy CaiEs ,
this theme is very discussed at the past and i will not come back to it by any meaning . it is very boring to start talking about it again ...sorry

artao
07-13-12, 04:53 AM
Hey,
Recently returned to SH3, and with my fresh install and fresh mod soup, I've got a request for assistance.

When last I played, I was using merely MaGUI. version 1. It had the nice big obs scope, which I have grown to LOVE, and I must have it back, for the love of subs!!!!!!

I gotta ask why it was changed back to small in the first place? That confounds me as it removes again any real distinction between attack and obs aside from zoom levels. If both scopes have identical zoom and screen-size, what's the point of using the obs scope at all?
Seeing how I'm playing on a computer monitor, and not looking thru real optics, I find the large obs scope to be of GREAT assistance and feel it doesn't detract from "realism" in any way what-so-ever. With the smaller view, I have to get my face right up next to the screen.
So PLEASE!!! Someone musta modded that obs scope back to large already. I can't believe I'd be the only kaleun who wants that back.

Also, I'd really really rather have a "normal looking" binoculars, not the single-circle view. Pretty please is this possible? Not nearly as important to me as the obs scope, but close.

And, finally, I used to use 6 Dials Simfeeling mod, and really LOVED it. HUGE popout dials where I could actually tell what the heck I was clicking on, and actually make a fairly ACCURATE selection as well. Plus, there's the nice button to swap between the dial types (compass/rudder etc) instead of the mouse-over-edge thing ... and as I said, the dials popped out instead of having to click them up.
Many minor things there, but primarily I'm hoping it wouldn't be too difficult for me to put in the large dials instead of those tiny ones. .. However, I expect that THAT may be a bit difficult and convoluted.

Thanks in advance for any help with this!!
Great mod!! But we all have our individual preferences for this and that.
:yeah:

EDIT: and barring the feasability of altering the obs scope back to the large size, where can I get a copy of the last version of MaGUI to actually have that large obs scope? I can't find anything pre-MaGUI F, except for the v3.4 widescreen add-on (which is strange at it is apparently useless without v3.4 itself)
thanks!!

EDITEDIT: The "Fader Berg's Nomograph" is the new single line thingy on the nav map, yes? .. In the readme for it, it merely says, "the use of this nomo is exactly the same as it was with the previous nomos."
I have no idea what that means, as I've never used a nomo like this one, and I'm not getting it intuitively. I'm used to the "normal" nomograph with the 3 scales and you drag a line thru them.
If that line thingy on the right side of the Nav Map is NOT Fader Berg's Nomograph, then I'm really really misunderstanding something. =] (EDITEDITEDIT) OK. I see now that that line thingy is Hitman's plotting tool, not FaderBerg's Nomograph. Still don't "quite" get how to use it. It didn't help that the text descriptions are aligned with the wrong images. =] .. so Fader Berg's Nomograph actually IS the draggable nomo?

Also, I worked this out but would like to confirm it, as math has never been one of my strongpoints ... You list the conversion factor for using the attack scope RAOBF at 6x. .. So to use it at the 1.5x zoom one would multiply the marks by 8, yes? And on the obs scope to use the 1.5x you would multiply marks by 4, yes? .. May not happen often, but I DO like to make very close range shots, often under 800m.

gclarkso
07-13-12, 10:00 PM
Is there a secret click spot somewhere on the nav map to turn the map tools on and off?

artao
07-13-12, 10:03 PM
I believe that in MaGUI they are just on all the time. .. i certainly could be wrong.

artao
07-20-12, 09:18 AM
I've played a couple of patrols now with MaGUI F. I like much of it, but really really really really ^ infinity want the large obs scope and standard shaped binoculars back. I'd also like a basic ship outlines sheet at the UZO, as it seems silly to raise the Obs scope when surfaced so I can use it.
I strongly dislike the tiny obs scope. It MUST go back to being large. I don't understand why it was changed back to small. It makes it utterly useless compared to the attack scope.

EDIT: also, I gotta wonder what use the degree markings are in the binoculars. What do they represent? surely not actual degrees. that much is obvious.

makman94
07-22-12, 10:56 PM
.......

EDIT: and barring the feasability of altering the obs scope back to the large size, where can I get a copy of the last version of MaGUI to actually have that large obs scope? I can't find anything pre-MaGUI F, except for the v3.4 widescreen add-on (which is strange at it is apparently useless without v3.4 itself)
thanks!!
--- did you looked at my GF page ? i see there both version F and v3.4 (i left it there exactly for the WS v3.4)
the last version with the big obs is the v3. someone had asked about it (i think in this thread) and i had reuploaded somewhere.do a search and if you don't find the post ,tell it to me and i will reupload it
EDITEDIT: The "Fader Berg's Nomograph" is the new single line thingy on the nav map, yes? .. In the readme for it, it merely says, "the use of this nomo is exactly the same as it was with the previous nomos."
I have no idea what that means, as I've never used a nomo like this one, and I'm not getting it intuitively. I'm used to the "normal" nomograph with the 3 scales and you drag a line thru them.
If that line thingy on the right side of the Nav Map is NOT Fader Berg's Nomograph, then I'm really really misunderstanding something. =] (EDITEDITEDIT) OK. I see now that that line thingy is Hitman's plotting tool, not FaderBerg's Nomograph. Still don't "quite" get how to use it. It didn't help that the text descriptions are aligned with the wrong images. =] .. so Fader Berg's Nomograph actually IS the draggable nomo?

---yes , Fader Berg's nomograph is the draggable nomo.
for the plotting tool study it carefully and i am sure that you will get it.if you failed then be a little patient as i am preparing a tutorial video which will be included in u-boot-hahd mod showing the use of this tool.

Also, I worked this out but would like to confirm it, as math has never been one of my strongpoints ... You list the conversion factor for using the attack scope RAOBF at 6x. .. So to use it at the 1.5x zoom one would multiply the marks by 8, yes? And on the obs scope to use the 1.5x you would multiply marks by 4, yes? .. May not happen often, but I DO like to make very close range shots, often under 800m. --- yes to all

ahoy Artao, look above for your answers

for all the rest at your messages i am saying again (read some older messages in this thread) that i am done with MaGui mod. i have said that it is a big mod and of course you will find points not fitting to your tastes but the point is that are fitting to mines so here is the end .
i don't take requests and ,for everything you see ,there are reasons to be so (reasons that are beyond 'eye candies') . words like 'MUST be done so','this is silly' ...etc have no place in this thread.
i am not here for chatting anymore (all these that you are saying are allready asked and discussed at threads and at the MaGui's 'readme' texts) ,i am here for answering possible (if any) questions on the mod so ,please, let it be so.


.......
EDIT: also, I gotta wonder what use the degree markings are in the binoculars. What do they represent? surely not actual degrees. that much is obvious.

see the bolded words above ? i see nowhere your arguments Artao. i am telling you again that MaGui is not 'eye-candies' and the degrees marks that you see at binoculars are representing exactly this that they are 'saying'....degrees

look the following pics :

http://img23.imageshack.us/img23/6462/obsview.png

http://img716.imageshack.us/img716/5893/binoview.png

artao
07-23-12, 02:03 AM
Thanks for the reply :)

I perhaps spoke poorly. I'm not asking anyone else to make these changes that "must happen". I was asking how I could make these changes myself. =] I understand YOU are done with this mod, and none of this was meant to be specifically directed at you. ... Me saying it "must happen" was merely a figure of speech meaning "I gotta make the obs scope bigger. it's gotta happen." .. My intent was not to demand that YOU do so. =D
I swear I didn't see v3.4 on your page when I'd checked previously. Sorry. However, you say I want v3.0? kuul, thx. I'll give a search. =]

re: dgree markings. so wait, are you saying the degrees represent apparent field of view or actual field of view? I was saying I didn't see how they matched up to the compass bearing AFIK, and also checking against the sun and moon they were both off-size. they should both be about 1/2 degree on the sky. ... but if I understand you right, I COULD use those angle markings to set spread angle then? :doh:

gclarkso
07-23-12, 11:40 AM
Is there a secret click spot somewhere on the nav map to turn the map tools on and off?

Does anyone have information regarding the above? makman94 perhaps?

makman94
07-25-12, 12:36 AM
. ... but if I understand you right, I COULD use those angle markings to set spread angle then? :doh:

yes Artao , simplifing the spread angle problem, you can use them but have in mind that getting the accurate spread angle is a more 'complicated' problem

Does anyone have information regarding the above? makman94 perhaps?

ahoy Gclarkso,
Artao allready have answered to your question at post 568

gclarkso
07-25-12, 11:27 AM
ahoy Gclarkso,
Artao allready have answered to your question at post 568

Ahoy! Artao's reply had an air of uncertainty to it...I was simply asking again.

I appreciate the confirmation!

jaxa
10-27-12, 01:30 PM
Does anybody know how to change size of officer orders icons in this perfect gui? I'd like to have small icons like in GWX Integrated Orders mod or in ACM-GUI Reloaded - h.sie's Edition v1.15. How to incorporate it to MaGUI?

fastfed
02-16-13, 01:16 AM
WOWOWOWOW!

So, this GUI is insane!! Absolutely awesome..

I'm having some issues though :(

so I installed this great mod but I have a widescreen (like most)

I installed my mods which I will show on the bottom and installed the MAGUI F (gwx)
and then installed the widescreen addon and finally the german images.

Problem is, it doesn't seem to working for widescreen at all, :( everything is off on my crosshairs and there is no weapons officer button to select the ship after I ask to identify the ship for me.

And no "Make solution button"

I hope there is a fix for this awesome mod!



GWX - 16km Atmosphere
GWX - Enhanced Damage Effects
GWX - Late War Sensors Snorkel Antennas
GWX - No Medals on Crew
GWX - Open Hatch Mod
Carotio_SH3_ClothesHatsFacesSkilledCrew
Depthcharge Shake v2.01
Longer Repair Times 2.04 (All)
Longer_Wakes_for_all
OLC's Modified Searchlight Beams for GWX3
Torpedo damage Final ver2.0
Waterstream+Exhaust Combi V2.3 for GWX3
WB's Mission Orders Lite v1.1
Wooden_Lifeboats_Mod_1.1
GWX - Main movie - 'Das Boot'
Lutzow's Officers - SET5
pascal_damage_screen
Thomsen's Sound Pack V3.2cg
FM_NewInterior_V2.1
widescreen _GWX3.0
MaGui F
Widescreen MaGui v3.4(Add-on MaGui 3.4)
German Images for Widescreen MaGui v3.4

fastfed
02-16-13, 02:43 AM
ok.. nevermind.. I fixed it kinda..

realized I needed the 3.4 version and NOT the final version..

In anycase, its a GREAT!! GREAT!! GUI!!

but... There is no way in the world I can play stuck on 1320x768, it looks terrible at that res.

switching back to 1080 is like a whole new game to me..

fitzcarraldo
02-16-13, 06:06 AM
ok.. nevermind.. I fixed it kinda..

realized I needed the 3.4 version and NOT the final version..

In anycase, its a GREAT!! GREAT!! GUI!!

but... There is no way in the world I can play stuck on 1320x768, it looks terrible at that res.

switching back to 1080 is like a whole new game to me..

For 1360 x 768 you must use MaGUI 3.4 Widescreen version. It includes all needed for proper work in that resolution, with the dll for 1360x768.

Regards.

Fitzcarraldo :salute:

fastfed
02-16-13, 02:52 PM
For 1360 x 768 you must use MaGUI 3.4 Widescreen version. It includes all needed for proper work in that resolution, with the dll for 1360x768.

Regards.

Fitzcarraldo :salute:


Yes, but like I said, there is no way I would play with that low of a resolution..

it looks TERRIBLE!!

I want to find a GUI that supports
1920x1080

fitzcarraldo
02-16-13, 05:16 PM
Yes, but like I said, there is no way I would play with that low of a resolution..

it looks TERRIBLE!!

I want to find a GUI that supports
1920x1080

Try to adjust the d3dx config file in MaGUI WS, for your resolution.

The proportion of MaGUI WS is 16:9, it seems other resolutions with the same relation will work...You have 1920:1080=16:9 (1.7777.....).

The d3dx.ini file is in the main SH3 folder, after you added MaGUI WS:

[GLOBAL]
DebugLog=false

[ENGINE]
DisplayWidth=1920
DisplayHeight=1080
Refreshrate=false

[LOADSCREENS]
tx=0.01635
ty=0.0
sx=0.0
sy=0.00
maxscale=true

[EFFECTS]
Ocean=false


Good luck!

Regards.

Fitzcarraldo :salute:

Shinobi
03-06-13, 03:15 PM
Reading about this mod, found it to be very interesting. Does anyone know where to download this final version?

Is this MOD version compatible with SH4 1.5 with other mods (ie TMO, RSRD etc.)?

BTW, my hat goes off to the creator (s) of this MOD :salute:

Being a modeler myself and making models from scratch, I can relate and appreciate the time and effort that went into making this MOD.

Best Regards and thanks

DeadlyWolf
03-08-13, 11:12 AM
Sorry but are the gamefront files offline only for me or what?
I'm writing a mini-guide to setup SH3 with mods.

Plissken_04
03-08-13, 05:41 PM
Sorry but are the gamefront files offline only for me or what?
I'm writing a mini-guide to setup SH3 with mods.


ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/MAKMAN94/The%20MaGui%20mod%20(Final%20Version).rar


So Long

Maik

DeadlyWolf
03-09-13, 08:33 AM
Thanks!
I'll save It and upload It somewhere else :)

ReallyDedPoet
03-18-13, 08:09 AM
Hey folks, MaGui defaults the Nav Map to run without the god's eye view. Anyone know what files to edit so I can get contacts to show up on the Nav Map.

Though I do not want my sub to show up ( playing a type of Real
Navigation ) and have figured that one out.

makman94
03-22-13, 04:15 AM
Hey folks, MaGui defaults the Nav Map to run without the god's eye view. Anyone know what files to edit so I can get contacts to show up on the Nav Map.

Though I do not want my sub to show up ( playing a type of Real
Navigation ) and have figured that one out.

hello RDP,

MaGui is NOT altering the Navmap to run without the god's eye view.
if you post your mod list i will be able to tell you which mod is responsible for the missing images

All the best RDP

ReallyDedPoet
03-22-13, 08:34 PM
Thanks makman : )

It was a mod soup that I had, it is working now. I am looking at changing some of the Officer Station ( Navigator ) options. For example instead of giving time to course end or length to
course end ( I am editing those options out ), I am working on adding celestial fix and dead reckoning options as I am enjoying real navigation.

makman94
03-24-13, 11:08 AM
.... I am working on adding celestial fix and dead reckoning options as I am enjoying real navigation.

seems interesting Kevin :yep:

Johnfb
03-26-13, 04:17 PM
Is it possible to change the depth meter to this one so it shows all the time rather than only when you rest the mouse to the left of it?

http://img163.imageshack.us/img163/3241/bigdepth.jpg


This one below, is the default one but I would prefer the other

http://img534.imageshack.us/img534/3072/bigshallowdepth.jpg


Thanks

reaper7
03-28-13, 09:36 AM
Hi Manos, your Inbox is full. ;)

frajer
04-04-13, 06:09 AM
Files The MaGui mod (version 3.4).rar and Widescreen MaGui v3.4.rar are no longer available on gamefront. Can someone reup?

Magic1111
04-04-13, 06:41 AM
Files The MaGui mod (version 3.4).rar and Widescreen MaGui v3.4.rar are no longer available on gamefront. Can someone reup?

For me it works:

Click! (http://www.gamefront.com/files/user/makman94)

frajer
04-04-13, 12:56 PM
For me it works:
click deeper, for example: http://www.gamefront.com/files/service/thankyou?id=17313998

Magic1111
04-04-13, 03:56 PM
click deeper, for example: http://www.gamefront.com/files/service/thankyou?id=17313998

Yes, but whatīs your problem? :hmmm:

I click on the Link and after a few seconds a new window opened with the big "Download Now" Button. When I click on it the Download starts without problems!

Best regards,
Magic

frajer
04-05-13, 12:35 PM
Uh, each time i have the same message: Can't find file: http://media1.gamefront.com/personal/2765292/100923/113791077/Widescreen MaGui v3.4(Add-on MaGui 3.4).rar?b17f4b620c6cf1393ffa644f19eea1510e609a4b1 46533643dacb8308c97e8fcebb895b55b792a6df35e6b3f180 9ebe354f69bf6a9f1441babedbfb6d81fe45cb5bb545b77aa5 d8990dbf474e867ca575b05488e804e814578dba255118cd11 df6c2270aab5408bbdd6a3d591ee01a317e6a38dc710b1440e 61afe5828193167fc251c.
I try on firefox, opera, seamonkey...

Plissken_04
04-05-13, 05:29 PM
Uh, each time i have the same message: Can't find file: http://media1.gamefront.com/personal/2765292/100923/113791077/Widescreen MaGui v3.4(Add-on MaGui 3.4).rar?b17f4b620c6cf1393ffa644f19eea1510e609a4b1 46533643dacb8308c97e8fcebb895b55b792a6df35e6b3f180 9ebe354f69bf6a9f1441babedbfb6d81fe45cb5bb545b77aa5 d8990dbf474e867ca575b05488e804e814578dba255118cd11 df6c2270aab5408bbdd6a3d591ee01a317e6a38dc710b1440e 61afe5828193167fc251c.
I try on firefox, opera, seamonkey...


Try this

ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/MAKMAN94/

Username & Password in my Signature!!!


So Long

Maik

frajer
04-06-13, 05:24 AM
Works :D
tx a lot :D

makman94
04-11-13, 10:23 AM
Is it possible to change the depth meter to this one so it shows all the time rather than only when you rest the mouse to the left of it?

http://img163.imageshack.us/img163/3241/bigdepth.jpg


This one below, is the default one but I would prefer the other

http://img534.imageshack.us/img534/3072/bigshallowdepth.jpg


Thanks

hi Johnfb,

yes , you can do it but you have to edit the menu_ini
it is not easy to explain how to make these edits (will leed to an endless typing and my english are not helping me for such kind of posts) ,just try to put the entries of the one dial that you are interested into the group that containes the other dial and the opposite

bye

makman94
04-11-13, 11:40 AM
Hi Manos, your Inbox is full. ;)

ok John , i cleared it . please resend it

ReallyDedPoet
04-11-13, 11:51 AM
Manos where would I find your patch as it relates to H.Sie's game fixes?

Thanks :yep:

makman94
04-14-13, 06:53 AM
Manos where would I find your patch as it relates to H.Sie's game fixes?

Thanks :yep:

hi Kevin,

there is no such a 'patch' .
H.sie gave instructions at its readme texts on how to properly install his fixes on your setup.
so ,firstly setup MaGui (following my installation notes) and then install H.Sie's fixes (following his installation notes)

ReallyDedPoet
04-14-13, 09:51 AM
hi Kevin,

there is no such a 'patch' .
H.sie gave instructions at its readme texts on how to properly install his fixes on your setup.
so ,firstly setup MaGui (following my installation notes) and then install H.Sie's fixes (following his installation notes)

What I have seen in mod lists is what you are saying above, personal customizations, that sort of thing. I'll take a closer look at H.Sie's instructions.

Thanks.

makman94
04-14-13, 03:25 PM
What I have seen in mod lists is what you are saying above, personal customizations, that sort of thing. I'll take a closer look at H.Sie's instructions.

Thanks.

H.sie wrote very clearly the steps that you must follow so i think that you will have no problem make it work.
in case that you don't succeed , pm me and i will send you the necessery file.
if i remember correctly it is only the en_menu file that needs some care (not sure though,have to look at it)

ReallyDedPoet
04-14-13, 03:41 PM
Thanks Manos : )

jonmar
04-15-13, 06:04 PM
Great UI Makman. A couple of questions though:

I'm using MaGUI 3.4 with the widescreen addon and I have the german images installed but all the labels like "gyroangle" "speed" "depth" etc for all the TDC dials are still in english. The compasses are in German though. Is this supposed to be like this?

Also the graphics for the compass in the main sub controls are misaligned. Is there a fix for this anywhere?

Did you fix any of the bugs from 3.4 in the widescreen version? I'm trying to figure out if the widescreen version has bugs that were fixed in the final version.

Edit: Is there a CT_FM_NI_Fix_for_MaGUI3.4 widescreen or can I just use the normal version?

Thanks!

Edit 2: I uninstalled the German images in JSGME and the compass graphics are now aligned so it's an issue with the German images I guess.

makman94
04-16-13, 07:14 AM
Great UI Makman. A couple of questions though:

I'm using MaGUI 3.4 with the widescreen addon and I have the german images installed but all the labels like "gyroangle" "speed" "depth" etc for all the TDC dials are still in english. The compasses are in German though. Is this supposed to be like this? -- you mean at the TDC page ? did you choose the german texts at the start options of the game ? if not , do so

Also the graphics for the compass in the main sub controls are misaligned. Is there a fix for this anywhere?

Did you fix any of the bugs from 3.4 in the widescreen version? I'm trying to figure out if the widescreen version has bugs that were fixed in the final version. -- can't remember right now but i don't think that ws MaGui had any bug to take care

Edit: Is there a CT_FM_NI_Fix_for_MaGUI3.4 widescreen or can I just use the normal version? -- you can safely use the ''FM NI Fix for WideScreen MaGui v3.4'' that is included in the WideScreen MaGui v3.4 's rar.
the ''CT_FM_NI_Fix_for_MaGUI3.4'' has nothing realy important and was made for a specific request by one member

Thanks!

Edit 2: I uninstalled the German images in JSGME and the compass graphics are now aligned so it's an issue with the German images I guess.

hello Jonmar,

yes , you are right about the graphics for the mini compass when using the german images at widescreen version. download the correct german image from here :

http://speedy.sh/qquj2/BigCourseTop.rar

replace the ''BigCourseTop.tga'' image in the german images and then enable the german images.

for the rest of your questions see above with the green letters

ps: for any other questions about the widescreen version ,please post them at widescreen version's thread and not herebye

jonmar
04-16-13, 09:51 AM
Thanks for all the answers! Yeah I have English selected for texts in the game options as I don't actually speak German so I need the briefings and radio messages to be in English so I can understand them. For immersion reasons I keep the voices in German and would be cool if the TDC controls in the scopes and attack map were German too. Edit: I found the stuff I need to edit in en_menu to change it to how I like it. Is it okay with you if I edit it for personal use only?

Thanks again! I have another question about the FM_NI_Fix but I'll ask it in the widescreen thread.

makman94
04-17-13, 03:11 PM
....

Edit: I found the stuff I need to edit in en_menu to change it to how I like it. Is it okay with you if I edit it for personal use only?


thats ^^^ the best to do in your case.
you don't even have to ask for something like this :yep:

enjoy moding

Father Goose
04-18-13, 12:14 AM
This looks like an awesome mod. Unfortunately I do not see the "Final version" in your download page, only version 3.4.
How/where do I find the download?

Thanks! :up:

Plissken_04
04-18-13, 04:32 AM
This looks like an awesome mod. Unfortunately I do not see the "Final version" in your download page, only version 3.4.
How/where do I find the download?

Thanks! :up:


ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/MAKMAN94/The%20MaGui%20mod%20(Final%20Version).rar

Username & Password in my Signature!!!


So Long

Maik

Consigliere
04-18-13, 07:48 AM
Hi, Makman first of all - big thanx for such a wonderfull GUI...
The only problem i have is that i've seen that first versions (OLC' based) were wooden and the final (and according to screenshoots even 3.4) is not... So i decided to make it myself for personal use, but i can't find a link to download one of the first wooden versions... So the question is do you still have those "wooden parts" and, if so, can you upload them (or even a "wood" texture matereal you've used) somewhere (preferably not gamefront, as i can't download from it anyway)? Thanx in advance...

makman94
04-21-13, 01:43 PM
Hi, Makman first of all - big thanx for such a wonderfull GUI...
The only problem i have is that i've seen that first versions (OLC' based) were wooden and the final (and according to screenshoots even 3.4) is not... So i decided to make it myself for personal use, but i can't find a link to download one of the first wooden versions... So the question is do you still have those "wooden parts" and, if so, can you upload them (or even a "wood" texture matereal you've used) somewhere (preferably not gamefront, as i can't download from it anyway)? Thanx in advance...

hi Consigliere ,

i haven't anything of the first versions in my hd but i looked at some backup files and found some images and textures that may help you .
a pm sent to you

jonmar
04-21-13, 01:51 PM
Hey. Is there some special reason why you recommend no weapon officer assistance to be set to off? If I set it to on will I lose important UI functionality (I mean other than the normal weapon officer functionality)?

Thanks.

makman94
04-21-13, 01:58 PM
Hey. Is there some special reason why you recommend no weapon officer assistance to be set to off? If I set it to on will I lose important UI functionality (I mean other than the normal weapon officer functionality)?

Thanks.

Hi,

no ,you can simply set it to on if you like (all that will be lost is WO's abillity to identify the target)

jonmar
04-21-13, 02:04 PM
Thanks!

runio
05-06-13, 04:37 AM
Where can i find the MaGUI V3.0 mod? And how can i install the big obs scope into MaGUI F version?

zakarpatska
05-09-13, 10:17 PM
I've installed the MaGui mod. I think the mod is great, but I seem to take a real frame rate hit whenever I am near land. This never seemed to happen prior to my installing the mod.

Is there some detail or range setting that the mod changes that might effect the frame rate when near land?

Thanks.

desertstriker
05-10-13, 02:22 AM
Where can i find the MaGUI V3.0 mod? And how can i install the big obs scope into MaGUI F version?
ftp://hartmuthaas.no-ip.org/public/S...3COMMUNITYMODS (ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS)

Username: Maik
Password: Woelfe

go to the foldier named makman94 open it and look for the mod name

emmis
05-10-13, 04:15 AM
Is there any video tut explaining how to use that GUI, pretty please ?

desertstriker
05-10-13, 06:55 AM
Is there any video tut explaining how to use that GUI, pretty please ?
not sure but if there is it is probably buried in the depths of youtube

emmis
05-15-13, 06:29 PM
Ok, thx for your answer. ;)

Paul.Saenger
05-17-13, 01:53 PM
A question - I know you can change dials by moving the mouse to the left (e.g. the depth and deeper depth dial). However - how do you make that change stick for good, so that for example the deeper depth dial remains selected for the entire journey?

ninja turtle
05-17-13, 05:39 PM
A question - I know you can change dials by moving the mouse to the left (e.g. the depth and deeper depth dial). However - how do you make that change stick for good, so that for example the deeper depth dial remains selected for the entire journey?

This post on the thread might help:

http://subsim.com/radioroom/showthread.php?t=166320&page=40

Is there any video tut explaining how to use that GUI, pretty please ?

I haven't watched these yet but found them whilst reading though this thread. Hope they help?

http://subsim.com/radioroom/showthread.php?t=166320&page=27

http://subsim.com/radioroom/showthread.php?t=166320&page=36

:salute:

emmis
05-20-13, 02:30 PM
No dancing banana in here ? Too bad... Thank you very much, ninja turtle ! :)

Nerazzurri
05-25-13, 11:00 AM
I'd like to use this mod with the widescreen add-on but I seem to remember having read something about manual targeting having to be used - do I have that right? You need to use manual targeting?

Thanks folks.

EDIT - also, on the first page it says 'Final Version' and lists changes to version 3.4. But on Makmans Filefront page only 3.4 is available and not 'Final Version'??

Tupolev
05-25-13, 12:46 PM
If my thinking is correct, only Magui 3.4 has the wide screen add-on. MaGui F is kind of a finished project so I don't think it's being updated any more. which isn't at all a bad thing because it's fantastic to use.

I've used both and the differences are little in my own opinion. If you want widescreen go 3.4.....

T

BigWalleye
05-25-13, 01:09 PM
AFAIK, MaGUI Final does not require manual targeting, although I've never tried. And the widescreen add-on works fine with MaGUI F, for me anyway. (YMMV) Please check post #618 above on this thread for the site, user id, and password to get to the MaGUI Final download.

Nerazzurri
05-25-13, 02:43 PM
Thanks folks. 3.4 it is :up:

Tupolev
05-25-13, 04:19 PM
Standard MaGui F has the Weapon officer only identifying the target. It does have an option to add the " compute solution" button back to the WP. but it had to be done through JSGME.

As far as MaGui 3.4 and auto targeting for either mod, I've no idea.

T

Skuli
06-04-13, 06:12 PM
Hello all I was just wondering if anyone else had a copy of The MaGui mod f. I have tried downloading it from desertsriker, but every time it nears completion I get a network error message

Plissken_04
06-04-13, 06:15 PM
Hello all I was just wondering if anyone else had a copy of The MaGui mod f. I have tried downloading it from desertsriker, but every time it nears completion I get a network error message


ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/MAKMAN94/

Username & Password in my Signature!!!


So Long

Maik

Skuli
06-04-13, 06:27 PM
ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/MAKMAN94/

Username & Password in my Signature!!!


So Long

Maik

Sorry plissken that’s the one I have been having trouble with, I had it wrong :oops: desertsriker just provided the link.

desertstriker
06-04-13, 07:52 PM
http://www.gamefront.com/files/23378419/The+MaGui+mod+%28Final+Version%29.rar
try that link it should take you to one of my backup copies

Skuli
06-05-13, 04:04 PM
http://www.gamefront.com/files/23378419/The+MaGui+mod+%28Final+Version%29.rar
try that link it should take you to one of my backup copies

Thank you for the link:salute:

11Bravo
06-10-13, 05:47 PM
Loving this.

SoCalUboat
06-24-13, 06:34 PM
can any one tell me what an ff page is :/\\!! also dois it need gwx to run thx please get me a working download link or link to his ff page thx :salute:








happy hunting u 48 :subsim: i do love subsim:lurk::subsim:

desertstriker
06-24-13, 06:41 PM
can any one tell me what an ff page is :/\\!! also dois it need gwx to run thx please get me a working download link or link to his ff page thx :salute:

ff=filefront

SoCalUboat
06-24-13, 06:54 PM
thx can you put a link to his ff page thx sorry im new here im a new member joined this morning so still new :salute:










happy hunting u 48 :subsim:

desertstriker
06-24-13, 07:06 PM
thx can you put a link to his ff page thx sorry im new here im a new member joined this morning so still new :salute:

http://www.mediafire.com/download/czjk59dv99ev2wg/The_MaGui_mod_%28Final_Version%29.rar

SoCalUboat
06-24-13, 07:30 PM
thx but dois it need gwx to run or no because i did not get olc's gui mod because it needed gwx :D :salute:







happy hunting u 48 :subsim:

desertstriker
06-24-13, 07:32 PM
no it does not need GWX i am running NYGM and have it running

SoCalUboat
06-24-13, 07:38 PM
will it work with life boats mod torpedo damage mod fm new interiors 2.1d mod olc green watermod and type vii(7) camo skin v1 by GRAF mod





thx please reply :up::salute:





happy hunting u 48 :subsim:

desertstriker
06-24-13, 07:42 PM
yes it will work for all of those just make sure theyb are installed AFTER MaGui. though the skin it should not matter but i always install my skins at the very end just in case and for easy changing.
edit when using FM interiors with MAGUI here is how i installed with GWX superturms... remember i run NYGM.

Aces' Super Turms v6 for GWX=28
Aces' Type 9 c-1 Super Turm (Old Emblems Compat v3.2) 3x MG-34 version for GWX=29
FM_NewInterior v2.1D=30
MaGui F=31
FM_NI_Fix_for_MaGui F=32
MaGui F FIX for NYGM3.4=33
TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)=34
Type VII salvo selector=35
optional-ALTERNATIVE SCOPES for MaGui F=36
optional-blue recmanual for MaGui F=37
RED Filters on Scopes+Binoculars for MaGui F=38
Racerboy_SH4_Effects_for_SH3_2_03=39
Ail Das Boot Officers Mod=40

SoCalUboat
06-24-13, 07:45 PM
thx if you can make me a link for youre skins thene that will be great:salute: thx







happy hunting u 48 :subsim:

desertstriker
06-24-13, 07:49 PM
well they aren't my skins. i meant the skins i use sorry for the confusion but if you are intreasted i use and switch between all of wolfehunter's skins and switch depending on time of year how many patrols the sub was on.

SoCalUboat
06-24-13, 10:45 PM
o sorry i thought you made skins thx for the help anyway









happy hunting u 48 :subsim:

SoCalUboat
06-24-13, 11:51 PM
ok love the mod but i have no idea how to use tdc i want to use it but i dont know how help please :up: thx love the mod thx for it :subsim:







happy hunting u 48 :subsim:

desertstriker
06-25-13, 01:30 AM
there are tons of guids around subsim search for them and you will probably find them if not just message me and i will see what i can find. i think i have somewhere on an external HDD

SoCalUboat
06-25-13, 01:37 PM
hey just found multiplayer but whene i try te play on ubi .com it says error but i have an acount and evrything can any one please help with that it is allways apretiated :yep:








happy hunting u 48 :subsim:

SoCalUboat
06-25-13, 02:25 PM
dois the mod work with the type vii (7) uboat because its my fav sub :)











happyhunting u 48:subsim:

desertstriker
06-25-13, 02:59 PM
it works with all submarines you will need to use the torpedo salvo selector mod with the Uboat you are using

SoCalUboat
06-25-13, 04:45 PM
ok can you post a link for it thx allso do you know why my multiplayer is not working i have a acount and stuff and whene i try to play on ubi .com it say error :wah::damn: can you also help with that please thank you its always helpful :subsim::up::salute::)







happyhunting u48:subsim:

desertstriker
06-25-13, 04:53 PM
ubi no longer hosts IIRC multi player setup instructions is located here though http://www.subsim.com/radioroom/showthread.php?t=105486

the torpedo selector stuff is all located in the MAGUI mod in other folders. if you have one of the megamods there should be a .7z or.rar file in mod folder

SoCalUboat
06-25-13, 05:14 PM
o ok thx im sad that ubi dois not host sh3 games :dead::down::wah::Kaleun_Crying::damn::/\\chop o well thx though






happy hunting u 48:subsim:

desertstriker
06-25-13, 05:23 PM
but check the link i mentioned there is a way to do multiplayer i just like to stay in my corner of the Internets and avoid online gaming as much as possible

SoCalUboat
06-25-13, 08:20 PM
help i just installed the mod but it has the two black thingys on each side of the screen how can i make it full screen i have it set full screen in options to help:wah:








happy hunting u 48:subsim:

desertstriker
06-25-13, 11:30 PM
what is your monitor resolution what you are experiencing might be whats called overscan. also what are all the mods you have activated?

SoCalUboat
06-26-13, 01:56 PM
need help on fm interior 2.1d i try installing it after magui and i cold not use obs scope and attack scope was saying 0 but was little bit right to the boat thene when i tryed magui after fm interior 2.1d that obs and attack scope was fixed but i could not open the hatches please help with this bug :wah:






happy hunting u 48:subsim:

makman94
06-26-13, 02:12 PM
need help on fm interior 2.1d i try installing it after magui and i cold not use obs scope and attack scope was saying 0 but was little bit right to the boat thene when i tryed magui after fm interior 2.1d that obs and attack scope was fixed but i could not open the hatches please help with this bug :wah:



hi SoCalUboat,
for most of your questions the answers are in the 'readme' notes of the mod.
spend some of your time reading them , they are written for you :yep:

SoCalUboat
06-26-13, 02:19 PM
i read the read me and it didnt say any thing about the issues im having:wah:






happy hunting from u 48 :subsim:

desertstriker
06-27-13, 12:59 AM
the over scan issue would not be in the readme because it has to do with 1 or more things 1 game resolution smaller than screen resolution, 2 widescreen monitor and 3 GPU.
unfortunitly i know of no fix for it other than setting your graphics card to auto adjust and see what happens.

SnipersHunter
07-22-13, 11:38 AM
Where are the range grids in version F? That means where i can look for example how many kilometers does a ship in 1 hour with 7 knots?

Andrewsdad
07-24-13, 03:03 PM
Salute !!!!

These big mods are a bit confusing....:hmmm:

I am currently running GWX/OLC/Hsie and enjoying it a lot.

Is MaGui F the latest incarnation of this type of setup? I see that there are differences, of course, I just want to know what is the latest of these systems?

I gather that if I were to switch to MaGui I would need to do a complete reinstallation of SH3. Right???

Thanks,
AD

desertstriker
07-24-13, 04:47 PM
no you mwould not need a new instalation of SH3 you would need to deactivate OLC and activate MAGUI. all of this is assuming you use JSGME.

Andrewsdad
07-24-13, 08:36 PM
Thanks, Desertstriker !!! I will give it a whirl !!!

AD

jaxa
08-20-13, 01:56 AM
I have a question - how to make orders icons smaller? If you click on officer's button at lower right corner and check one button from above list then you will see big orders icons at centre of screen. I'd like to have them smaller. Do you know what should I do to correct that and which files use for that?

BigWalleye
08-20-13, 06:13 AM
Just use GWX Integrated Orders mod. The order icons will be above the officer icons, not in the center, but they will be much smaller and out of the way.

jaxa
08-20-13, 06:45 AM
Are you sure it's possible to use Magui with GWX Integrated Orders mod without any problems? :hmmm:
Magui changes all interface of the game, I think Integrated Orders mod is designed only for stock GWX.

makman94
08-22-13, 10:58 AM
Where are the range grids in version F? That means where i can look for example how many kilometers does a ship in 1 hour with 7 knots?

hi SnipersHunter,

put your cursor at the left side of screen at the navigation map page and the requested sheet will slide out

I have a question - how to make orders icons smaller? If you click on officer's button at lower right corner and check one button from above list then you will see big orders icons at centre of screen. I'd like to have them smaller. Do you know what should I do to correct that and which files use for that?

hi Jaxa,

look at post 132 of this thread

jaxa
08-22-13, 11:39 AM
Hi makman94.
Yes, I've read this post. It's easy to resize orders1, orders2 and orders3 files using Irfanview for instance, but what about black background of orders icons? Which file is for that?

makman94
08-22-13, 12:02 PM
Hi makman94.
Yes, I've read this post. It's easy to resize orders1, orders2 and orders3 files using Irfanview for instance, but what about black background of orders icons? Which file is for that?

it is not that simple ,
you have to make edits to the menu_ini as well for adjusting the crops and the positions of icons
the backgrounds are also altered (positions and dimensions) through the menu_ini and you will recognise them from their names at the entries , will see something like :
Name=Bkgr mpla mpla mpla

jaxa
08-22-13, 12:29 PM
I see it's a plenty of work, don't know if it's worth of it :hmmm:
Thanks for advice.

Sepp von Ch.
08-26-13, 03:23 PM
Can someone give me link for download MaGui v3.4 (non Widescreen) please? I canīt find it. I need it for Aces Superturms. The final version is not compatible.

Plissken_04
08-27-13, 12:26 AM
Can someone give me link for download MaGui v3.4 (non Widescreen) please? I canīt find it. I need it for Aces Superturms. The final version is not compatible.

ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/MAKMAN94/

Username & Password in my Signature!!!


So Long

Maik

Sepp von Ch.
08-27-13, 11:36 AM
Hello Maik, I was looking at your page at the beginning, but you're just there Widescreen MaGui v3.4(Add-on MaGui 3.4).rar (ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/MAKMAN94/Widescreen%20MaGui%20v3.4(Add-on%20MaGui%203.4).rar), Widescreen MaGui v3.4(StandAlone Version).rar (ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/MAKMAN94/Widescreen%20MaGui%20v3.4(StandAlone%20Version).ra r) and MaGUI final.

I'm looking for MaGui v3.4 non Widescreen version. ..

SquareSteelBar
08-27-13, 12:22 PM
.
.
....MaGui v3.4 (http://www.file-upload.net/download-8014469/MaGui-mod--version-3.4-.rar.html)
.
.
.

Sepp von Ch.
08-27-13, 12:35 PM
Thank you very much!:salute:

majestic23
09-14-13, 04:30 PM
I've been away from SHIII for years. Last time I played with OLC, now I am trying MaGUI (MaGUI F) but am running in a couple of problems.

a) The weapons officer is not identifying targets. I am not sure if this is actually a mod issue but it never seems to work. My test procedure is to load the torpedo mission from naval academy, raise attack periscope, lock on any target and instruct the weapons officer to identify the target. While i can order him and he acknowledges, he never responds with an identification, no matter what target is locked or how close it is. Is that so on purpose?

b) How can I get MaGUI F work in widescreen (1366x768)? I noticed there is a MaGUI 3.4 Widescreen mod but this doesn't seem to be the latest version.

Any help with that would be appreciated, thanks.

majestic23
09-14-13, 08:00 PM
I found 75% of the answers.

So, my weapons officer does actually identify the target, it is displayed under the torpedo controls (didn't see that before). However, I've seen in videos that the ship register book should be opened to the correct page as well. This doesn't happen for me, for some reason. Anyone know why?

As for Widescreen, apparently that only works fully for 3.4.

d'oh. Just realized I can just click on the name to bring up the right page. Sorry for bothering.

jaxa
10-06-13, 11:05 AM
Mates, I have a question about salvo selector. I use it, but salvo selector works properly only in attack map view - when I choose salvo shot using switch I see salvo shield with numbers of torpedo tubes and switching for single torpedo view is changing for single tubes. Salvo selector in periscope view and UZO doesn't work properly, because shield doesn't change - selecting single shot I don't see single shot shield, there is always salvo shot view.
Is there any idea for fix it?

badwolf
10-06-13, 11:46 AM
hi jaxa,
The single torp switch in the periscopes and UZO view don't work in the GUI's. Not even programmed in to work in the menu_1024_768.ini.

I worked on the problem a year back. I got the salvo & single mode working, except for one thing. In the TDC view, the dials are toggle from visible to not, allowing access to each dial placed in the same position, according to mode, but that didn't work in the other views, for some reason. This will mean having both salvo and single dial in view at the same time. But only one will operate, depending on mode setting. Could use a glass to cover the one that doesn't work, then swap as the mode is changed.

I lost all my SH3 stuff, when my pc went down. So means doing it all again.

I've been looking at a lot of things in between playing and the single/salvo switch is just one of them.

jaxa
10-07-13, 02:24 AM
Thanks for your reply badwolf. It means that problem is hardcoded, but not imposible to resolve. :hmm2:

badwolf
10-08-13, 12:04 PM
I've got the single selector in the GUI, but I'm not able to operate it yet. The selector does move though when you alter the tube selection as shown by these pics.
http://imageshack.us/a/img543/9674/lmez.jpg
http://imageshack.us/a/img202/6194/2vnk.jpg

badwolf
10-08-13, 12:38 PM
Good news.
Got the single and salvo dials working in attack periscope screen, works great.

Advantage of using the single switch is that the tube doesn't close when selecting another tube, so you can have multiple tubes open ready for single shots.

makman94
10-10-13, 12:07 PM
Good news.
Got the single and salvo dials working in attack periscope screen, works great.




hello Badwolf,

the reason that i didn't include the single shot dial in the att-obs-uzo pages is becuase it is unesecery . the user can switch the tubes in single mode directly through the tube buttons so ,given the luck of space, putting the single tube dial for the same porpouse decided to be rejected.
but , i am sure that ideas like this will always have fans so another choice for them is always wellcome. i am just wondering ,where are you going to put this extra dial ...


Advantage of using the single switch is that the tube doesn't close when selecting another tube, so you can have multiple tubes open ready for single shots.

for this is not responsible the 'single switch' but the altered commands in commands_en and commands_de . it is explained in the readme notes (search in the ''changes at commands.cfg and torpedo.sim-readme'' ,these changes are responsible for the multiple tubes open at single mode)

badwolf
10-10-13, 03:02 PM
Ty for your reply makman94 and a great mod.:up:
Just changing the GUI about to suit me, everybody has different ways they like things. I'm just tweaking things in the game to get my ideal setup.

Putting the dial with the the other 3 and moving the switches to a new location. Probably need a new way to bring in the glass over the dials.
But I have a lot of things to do in the game yet. If I get them done, it will certainly be a lot different.

badwolf
10-11-13, 11:13 PM
Been playing about with a Tube 1 door switch in the periscope view, for half an hour. The switch changes position open/closed when I operate it via the CE or the control tower 3D view. Not got it working from the switch yet. Perhaps needs a command line setting up. But at least you can see if the tube is open.

roten
10-14-13, 11:28 AM
gia na milame kai stin glossa mas(se greeklish!!!!). tora to katevazo kai perimeno..

makman94
10-15-13, 12:22 PM
gia na milame kai stin glossa mas(se greeklish!!!!). tora to katevazo kai perimeno..

nasai kala Roten , alla exe ypopsin soy oti tha soy 'baloun xeri' an postareis me greeklish :)

enjoy the mod

jonmar
10-24-13, 10:53 PM
Makman: Is there a way to get your GUI to stretch out and cover the entire screen when playing in 1920 x 1080?

Currently when I set the resolution to 1920 x 1080 all the 3D stuff looks great but your GUI only covers an area the size of 1360 x 768 and is locked to the lower left corner of the screen. It would be awesome if there was a setting I could edit in some file to get it to stretch out and fill up the screen. Is this possible or is this behavior hardcoded in the exe?

Thanks! The UI really is great I'm really enjoying it.

badwolf
10-25-13, 02:04 PM
I have 1920x1080 and get full screen without any mod - check you have your video set to Aspect Ratio.

jonmar
10-25-13, 04:54 PM
It's weird. I know it should work but it doesn't. I keep the scaling setting in the nVidia control panel at "no scaling" normally but I tried both full screen and aspect ratio settings and it doesn't work. When I load the game the loading screen is offset. Like the image is centered on the left bottom corner of the screen. Then the main menu is 1360x768 on the left bottom corner. Rest of my screen is black. When I get into the game itself the UI is in the same position as the main menu was and the same size.

I installed the high res fix before I installed the wide screen magui and I noticed that there are now 2 d3d9 config files in my game folder. Could they be conflicting? Do I even need to install the hi res fix to run the wide screen magui?

fitzcarraldo
10-25-13, 06:25 PM
It's weird. I know it should work but it doesn't. I keep the scaling setting in the nVidia control panel at "no scaling" normally but I tried both full screen and aspect ratio settings and it doesn't work. When I load the game the loading screen is offset. Like the image is centered on the left bottom corner of the screen. Then the main menu is 1360x768 on the left bottom corner. Rest of my screen is black. When I get into the game itself the UI is in the same position as the main menu was and the same size.

I installed the high res fix before I installed the wide screen magui and I noticed that there are now 2 d3d9 config files in my game folder. Could they be conflicting? Do I even need to install the hi res fix to run the wide screen magui?

With the d3d9 fix you can view the in-game images in the resolution you like, but MaGUI F is not designed for those resolutions. With MaGUI 3.4 for Widescreen, you can set the resolution to 1360x768; this is the maximum resolution for MaGUI 3.4 WS. You have EVER problems of scaling in the GUI with resolutions over 1360x768.

Regards.

Fitzcarraldo :salute:

jonmar
10-25-13, 06:52 PM
Yeah but every other old game stretches out the low resolution UI images to fill the screen when you play with higher resolutions than what the game was designed for. Weird that SH3 doesn't do it.

sublynx
10-26-13, 02:07 AM
You can force SH3 to stretch the screen to any size you like if you run it in Windowed mode and then oversize the window with a program like Infinite Screen that breaks the screen boundaries of Windows XP - Windows 7.

badwolf
10-26-13, 04:29 AM
Well I run desktop in 1920x1080. I haven't changed anything with the SH3 graphic settings or used any graphics mod for widescreen, I don't run in windowed either. I just fire up SH3 and this is what I get.
http://img543.imageshack.us/img543/9674/lmez.jpg
Was playing around with a mod of mine, that's why the dials out of place.
I have full screen and perhaps a slight bit of stretch, but it's not really noticeable.
When I exit the game, I'm in desktop 1920x1080.
For some reason the screenshot displays at 1024x768. But I have a widescreen monitor and no borders.

jonmar
10-26-13, 04:39 AM
Desktop being in 1920x1080 doesn't mean SH3 runs in that resolution. The screenshot is 4:3 aspect ratio. Did you resize it because it looks like 640x480?

If you haven't set the game to run in a custom resolution then the game will run in 1024x768 by default. And yes I can run the game at full screen at 1360x768 by stretching the image with the nVidia control panel and the UI will cover the entire screen but then all the 3D stuff in the game will be really blurry and pixelated because of the low resolution. What I'm looking for is running the game in 1920x1080 in full screen so the 3D world is nice and sharp as it matches the native resolution of my screen and having the UI graphics stretch out to fill the screen.

I don't think it's possible though. Every other game, even old ones let you choose your resolution in-game but SH3 originally only runs in 1024x768 with no option to change it unless you use the hi res fix or the Widescreen MaGui. Even with a mod I think the game still thinks it's running in 1024x768 and won't rescale 2D images to fill the screen in higher resolutions. I think the only way to do it is to make a UI that is 1920x1080.

badwolf
10-26-13, 04:59 AM
Yes, I re-sized it to make it better for showing in the forum. Original size is 1024x768 but that was a screenshot off a widescreen monitor (1920x1080) full view, no borders, running in DOS. So there is a bit of stretch, but it's not too bad. For some reason the screenshot doesn't show it's actual size, but I was just showing that I had full screen on a wide monitor and not in windows.

jonmar
10-26-13, 05:10 AM
Yes. What's happening is that you are running the game in 1024x768 but your screen or GPU stretches the image out to fill the screen. That's how it should work but like I said it results in the 3D world in the game to be stretched out, blurry and pixelated.

Is there anyone out there that can show me a screenshot of the game running in a high resolution (1600x1200 for example) with the default or some other UI covering the entire screen? Would like to know if it's possible at all or not.

jonmar
10-26-13, 06:43 AM
I took a look at the menu_1024_768 file and it turns out that it's possible to do this. I did a test with the main menu and got the background image to fill up the screen at 1080p. The file doesn't control the position of the texts though. I think. I think those are maybe in the en_menu file and they will have to be repositioned for a 1080p GUI.

I'll do some testing but I'll ask Makman for permission before I start converting the whole thing.

reaper7
10-26-13, 11:33 AM
Yes this us possible to do, Manos and myself have done it for the U-Boot_HAHD mod.

It's a lot of work, but possible - though certain items are hard coded at 1024*768 no matter what resolution you use.

We settled on 1680*1050 as this is perfect aspect ratio in our opinion compared to 1920*1080.

Best of luck, hope it works out for you.

jonmar
10-26-13, 11:40 AM
Yes I prefer the 16:10 aspect ratio as well. It's nice to have more room in the vertical. However 16:10 monitors are getting rare these days and 1080p is pretty much the standard now.

Turns out the text layout is controlled by menu_1024_768.ini as well so if I'm lucky all I need to do is edit this one file to get it done :D.

Finicky work though as I have to make one change and check it in the game to figure out what all the items are. I've already run into one that's supposed to be static text on the main menu page but I can't find it in the game... seems like some sort of hidden element maybe. Or maybe it's related to the sliding message text somehow.

Seeadler
10-26-13, 01:13 PM
Not all 2D gui elements are controled by the menu_1024_768.ini, some are hardcoded ...crew/officer icons on barracks screen for example will stay in their positions even if you edit the values in the menu_1024_768.ini

jonmar
10-26-13, 01:25 PM
Thanks for the tip. Is that the same for the barracks screen in base as well as the crew management screen in the sub?

SnipersHunter
10-31-13, 04:32 PM
Where can i find the speed conversation tables?

Lastman
11-10-13, 08:42 AM
Is there a way for have this type of wheel??? ( RAOFB Whell )....the pic is taken from a youtube's video...

http://i40.tinypic.com/289a2ao.png

Shado
11-10-13, 11:43 AM
Hello Makman94,
First I want to say I love your mode. Next to GWX it is my favorite.
I one question. On your notes on the perfect shot, you show how to get the Gyro angle (G). lb-90 or 90 - lb. In your example it comes up with 15, I understand that, and you set the Gyro angle to 15. I get that too. My question is. In pic 11 it shows G going to the left. Do I subtract the angle from 360 and then set it to that. Ex G=15 Gyro angle 345? or do I put it in as 15?
I am a little confused when the Gyro angle is on the left side of the sub course and not the right. I hope I explained this correctly, if you have any questions please ask

Thank you

Shado

badwolf
11-10-13, 01:37 PM
The angle of the bow is measured as if you are stood on the ship taking the measurement.

<-------direction of ship-------------------X---(ship)
.................................................. ......AOB looking from the ship is about
.................................................. ......80 deg and you are on it's left side

.
.
.
.
.................................................. ...(sub)

The angle is from the ship course to your position, about 80 deg in this case.
Then you have the lead angle to add for the solution. Ideally you should be traveling that course so you get a straight shot.
So you will probably have a resolution of about 90 deg with the 10 deg lead angle which is were the ship will be on impact marked with X

makman94
11-23-13, 06:54 AM
Hello Makman94,
First I want to say I love your mode. Next to GWX it is my favorite.
I one question. On your notes on the perfect shot, you show how to get the Gyro angle (G). lb-90 or 90 - lb. In your example it comes up with 15, I understand that, and you set the Gyro angle to 15. I get that too. My question is. In pic 11 it shows G going to the left. Do I subtract the angle from 360 and then set it to that. Ex G=15 Gyro angle 345? or do I put it in as 15?
I am a little confused when the Gyro angle is on the left side of the sub course and not the right. I hope I explained this correctly, if you have any questions please ask

Thank you

Shado

hello Shado,

all angles in TDC are counting clockwise which means that ,when you have to enter an angle that is calculated on paper counter-clockwise, must be subtracted from 360.
for example,at the situation of the pic that you posted, first do a fast drawing on paper with all the angles marked . lets say that on paper you have ,at this pic, G=15 and x=20. as the angle G is counted 15 degrees counter-clockwise (left side of our bow) must be entered ingame as 360-15=345 degrees. then go back to paper and get the shooting bearing= x-G=20-15=5 degrees clockwise (right side of our bow) which means that ingame your shooting bearing will be at 5 degrees

one more example , at the situation of pic 12 , lets say that you have on paper G=30 and x=20. as the G=30 is counted counter-clockwise we will enter ingame G=360-30=330 degrees . going back to paper to get the shooting bearing= G-x=30-20=10 degrees counter-clockwise (left side of our bow) which means that ingame the shooting bearing must subtracted from 360 so it will be shooting bearing=360-10=350 degrees

ps: always make your fast drawing of the attack situation , will help you to have a 'vision' of the planed attack :yep:

bye

makman94
11-23-13, 07:04 AM
Where can i find the speed conversation tables?

hi SniperHunter,
placing cursor on right side of map will make these papers slide out

Is there a way for have this type of wheel??? ( RAOFB Whell )....the pic is taken from a youtube's video...


hi Lastman ,

isn't it allready in ?

Johnfb
02-08-14, 10:00 PM
Hi

I love this gui....but as usual I have a question,

My first patrol on new career starts off with buttons showing flags and ships at the top right hand corner of the obs scope.
I dock and begin next patrol and the buttons are there but the words flags and ships are missing.

Any idea why this happens??

John

makman94
02-10-14, 01:34 PM
Hi

I love this gui....but as usual I have a question,

My first patrol on new career starts off with buttons showing flags and ships at the top right hand corner of the obs scope.
I dock and begin next patrol and the buttons are there but the words flags and ships are missing.

Any idea why this happens??

John

hello John ,

it seems that you activate something that is overwritting MaGui's en_menu

open your en_menu and search for the lines:
2224=Flags
2225=Ships
if you don't see these lines there is your problem.if you see these lines then disable any mod that is overwritting MaGui files .
if the problem insist then you must reinstall your whole setup as it seems that something is corrupted in your setup

bye

Johnfb
02-10-14, 02:13 PM
hello John ,

it seems that you activate something that is overwritting MaGui's en_menu

open your en_menu and search for the lines:
2224=Flags
2225=Ships
if you don't see these lines there is your problem.if you see these lines then disable any mod that is overwritting MaGui files .
if the problem insist then you must reinstall your whole setup as it seems that something is corrupted in your setup

bye



Thanks for the reply makman.:salute:

Really love this Gui....seriously, a great job and makes my old game into a new one...so I get a free game..cool :yeah::yeah::yeah:


So anyway, I checked my en file and see that those two lines are missing.

I ran the gui and it was fine, the signs were there where they should be...docked (didnt make any changes to the gui by adding mods or changes) started next patrol and the signs are missing. The only thing I did was to adjust my delta renown to upgrade.


Can I just input these two lines to solve this issue?

Thanks

John

banryu79
02-21-14, 10:31 PM
First and foremost... I think this mod is fantastic and add so much to the game! A big thank you for your work of passion, to makman94 and all the modders behind this jewel :yeah: :woot:

I have been able to download the MaGui Final Version but... I'm experiencing a problem: In game, sveral elements of the GUI are missing.

Just before the "Not so long ago..." message some Message Boxes with warnings inform me that something went wrong (maybe during the activation of the mod in JSGME?)

This my current situation:

Thomsen's Sound Pack V3.2cg
GWX - 16km Atmosphere
GWX - Enhanced Damage Effects
GWX - Main movie - 'Das Boot'
GWX - No Medals on Crew
GWX - Open Hatch Mod
LifeBoats&Debris_v4
Flags_enlighten
TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
The MaGui mod (Final Version)
TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)


And these are the warnings:

Menu ID not found: 0x3f010022!
Menu ID not found: 0x3f010026!
Menu ID not found: 0x3f010025!


I'm totally green, so I haven't the slightest idea of wat to do to solve this issue... :88)

desertstriker
02-21-14, 11:40 PM
Sounds like something isn't right with the Menu_1024_768.ini file or any of the other files I checked. Quick question did you tell JSGME to overwrite the files it said it may conflict with?

Johnfb
02-22-14, 03:56 AM
Open hatch always causes a problem in my MaGui so I never use it.
Get rid of all you mods ,run MaGui and add them back one by one to find out which one is clashing, it is a mod clash causing the issue more than likely.

banryu79
02-22-14, 09:00 AM
@desertstriker:
@Jhonfb:

The problem was between the keyboard and the chair! :haha:

In the hurry and excitement to try this mod I didn't take and copied the single folders in the MODS folder... I copied the whole mod distribution folder itself!
Except for the zipped optional folders, which I had to decompress first (so I was forced to take them one by one and do the right thing).

Btw, both GWX Open Hatch and MaGui F want to edit "camera.dat", so I disabled the former.

Guys, thank you sooo much for the help, and once more: this new GUI is sooo cool, nice to look at, and a pleasure to be used!!! :huh: :up:
The authors have done an outstanding job!!! :yeah:

Ok, time to dive and start the hunt! :arrgh!:

SnipersHunter
02-22-14, 09:08 AM
Saw u made a widescreen version for ccom. Can you pls do a 4:3 version for ccom? Would be rlly nice :)

banryu79
02-23-14, 11:59 AM
Well, seems I need a tutorial for unterstand how to read and use the wheel-like tools shipped with this mod.
I'd like to do manual targetting, and theese wheels look useful (and gorgeous), but I don't know how to use them. :dead:

Someone here can point me a link or a thread to clear my mind about it?
Thank you very much!

BigWalleye
02-23-14, 12:27 PM
All the tutorials you are looking for are included with hsGUI v3.3, available here:

http://www.subsim.com/radioroom/downloads.php?do=file&id=1648

Look in the documentation folder for a rich trove of support documents. These can be all found and downloaded with other mods, but this is the one source I know for all of them in one download.

And, yes, I find that the tools here make manual targeting much easier.

banryu79
02-23-14, 07:28 PM
All the tutorials you are looking for are included with hsGUI v3.3, available here:

http://www.subsim.com/radioroom/downloads.php?do=file&id=1648

Look in the documentation folder for a rich trove of support documents. These can be all found and downloaded with other mods, but this is the one source I know for all of them in one download.

And, yes, I find that the tools here make manual targeting much easier.
Thank-you-a-ton, sir!
May your torpedoes always strike and detonate!
:salute:

This kind of info should be super-stickied, or whatever needed to give it max public visibility, IMHO, all newbies will thank for that :yep:

Ok, time to dive and start to hun... err, to study! :hmmm:

jakethescot
03-16-14, 08:59 PM
I'm using Magui F and I started a new patrol and the crosshairs on the UZO are off 11 degrees to starboard. Does anyone know where the file is and how to change it back?

Thanks.

makman94
03-22-14, 04:33 AM
I'm using Magui F and I started a new patrol and the crosshairs on the UZO are off 11 degrees to starboard. Does anyone know where the file is and how to change it back?

Thanks.

hello Jakethescot ,

it seems that you have activate something that is overwritting MaGui's files.

you must disable any mod that is overwritting MaGui files.

if the problem insist then you must reinstall your whole setup as it seems that something is corrupted in your setup

bye

SnipersHunter
03-23-14, 10:32 AM
Are the screens in first post from a widescreen version?

ReallyDedPoet
03-23-14, 12:33 PM
No, think the regular MaGui.

SnipersHunter
03-23-14, 01:54 PM
But it has a higher res than my regular magui f how did he made it?

Johnfb
03-23-14, 02:12 PM
I'm using Magui F and I started a new patrol and the crosshairs on the UZO are off 11 degrees to starboard. Does anyone know where the file is and how to change it back?

Thanks.


Exact same happened to me, and there was nothing overriding it....just shut the game down, started a previous save game and it was sorted....

makman94
03-28-14, 01:56 PM
But it has a higher res than my regular magui f how did he made it?

the images at first post are 1024x768 . if you stretch them to full your screen,as your game does, are losing their quality.

Exact same happened to me, and there was nothing overriding it....just shut the game down, started a previous save game and it was sorted....

...that is very strange indead and i don't think that can be explained at all.
i have started more than 1000 times the game and never saw anything strange or different at the ui

Johnfb
03-28-14, 02:12 PM
the images at first post are 1024x768 . if you stretch them to full your screen,as your game does, are losing their quality.



...that is very strange indead and i don't think that can be explained at all.
i have started more than 1000 times the game and never saw anything strange or different at the ui

Probably something I did :hmmm:

SnipersHunter
04-11-14, 07:36 AM
Iam using 1680x1050 so should i change the res in the d3d9?

UnderWaterDude
05-28-14, 09:44 AM
x12 zoom is historical correct ? best gui for sh3 but this zoom...it's crazy :)

banryu79
05-28-14, 09:51 AM
x12 zoom is historical correct ? best gui for sh3 but this zoom...it's crazy :)
If I remember correctly x12 zoom is not historically correct, as a value but it was choosen because visually it is more rapresentable of the real(historical) capabilities of the attack periscope at high magnification :know:

FiveStarz
05-30-14, 01:58 AM
Hallo fellow Kaleuns!

Pardon me for my following question as I'm just a beginner to silent hunter (in fact this is my first time posting in subsim)... If I just may ask, why does the Magui UI has no AOB 'control' in the TDC(the one with red and green sections like the bearing 'control'), unlike in vanilla UI? How then does the TDC updates itself of the target's position, in the lead up to me firing the torpedos? :hmmm:

I mean, the aob does help the TDC to determine the direction the target is going doesn't it?

Tycho
05-30-14, 02:42 AM
If I just may ask, why does the Magui UI has no AOB 'control' in the TDC(the one with red and green sections like the bearing 'control'), unlike in vanilla UI?
I look on the first page screenshots from magui and I see AOB in the TDC!

banryu79
05-30-14, 02:44 AM
If I just may ask, why does the Magui UI has no AOB 'control' in the TDC (the one with red and green sections like the bearing 'control'), unlike in vanilla UI?
:06:
I use the Magui and I can see the AOB dial in the Observation periscope, UZO and in the Attack periscope interface.
In the Attack periscope is clearly visible (it is just one of the dials, green and red) while in the Obs periscope the AOB dial is placed in a slide out panel on the right side of the interface. Click on the small visible portion and it will slide in view. And I do not remeber if int he UZO view it is in a slide out panel or it is already visible.

makman94
05-30-14, 05:32 AM
x12 zoom is historical correct ? best gui for sh3 but this zoom...it's crazy :)

hello UnderWaterDude,

no x12 is not historical correct and some time ago i posted here:http://www.subsim.com/radioroom/showpost.php?p=1727882&postcount=472
what someone can do and bring the historical magnifications to attack scope too.
ps: the post is describing how to work on Widescreen MaGui files but you can follow the same steps on MaGui F's files too.

If I remember correctly x12 zoom is not historically correct, as a value but it was choosen because visually it is more rapresentable of the real(historical) capabilities of the attack periscope at high magnification :know:

no no Banryu , the x12 was just a magnification i used while playing sh3 and i just shared it. it has nothing to do with history or anything else :yep:
everyone who wants to have the historical magnifications can follow the above steps and make them so.

btw, i am wondering, was that hard that days for Carl Zeiss to go higher than x6 ?

makman94
05-30-14, 05:35 AM
Hallo fellow Kaleuns!

Pardon me for my following question as I'm just a beginner to silent hunter (in fact this is my first time posting in subsim)... If I just may ask, why does the Magui UI has no AOB 'control' in the TDC(the one with red and green sections like the bearing 'control'), unlike in vanilla UI? How then does the TDC updates itself of the target's position, in the lead up to me firing the torpedos? :hmmm:

I mean, the aob does help the TDC to determine the direction the target is going doesn't it?

i am sure that you mean something else FiveStarz becuase ,as the guys allready posted, the AoB dial is there (in fact the fuctionality of TDC is exactly as the stock does)

banryu79
05-30-14, 07:51 AM
no no Banryu , the x12 was just a magnification i used while playing sh3 and i just shared it. it has nothing to do with history or anything else :yep:

Sorry for the disinformative post then :D
But I am pretty sure I red somewhere the things I have posted here about x12 magnification, I can't belive I imagined it :D

FiveStarz
05-31-14, 03:04 AM
Thanks for all your prompt replies! Guess I must be confusing myself..

Can someone share with me exactly if I infer the lower dials in the TDC of Magui F correctly as follows:

(from left to right)
- gyro? - bearing - range - speed

It seems to me that the first dial (the furthest left one) looks similar to the gyro dial and hence it's not the aob dial, or is it?

I recognise the second, third and fourth dial being similar to the vanilla dials of bearing, range and speed respectively though.

makman94
05-31-14, 03:19 AM
Thanks for all your prompt replies! Guess I must be confusing myself..

Can someone share with me exactly if I infer the lower dials in the TDC of Magui F correctly as follows:

(from left to right)
- gyro? - bearing - range - speed

It seems to me that the first dial (the furthest left one) looks similar to the gyro dial and hence it's not the aob dial, or is it?

I recognise the second, third and fourth dial being similar to the vanilla dials of bearing, range and speed respectively though.

the devs , thanks to Hitman's attention, have made an error and designed the Bearing dial like the AoB's dial . It was the AoB's dial the one that had this 'cut' showing the 10ths of degrees and not the bearing dial. ( the bearing dial in the real thing had two different dials one for the 360 degrees and one more for the 10ths.the mini TDC panel of MaGui F is showing only the 360 degrees dial for the bearing---mostly becuase luck of space and i didn't bother very much with it as you can easily see the 10ths of bearing directly from your scope).

so the answer to your question is : Bearing - AoB - Range - Speed

(you can easily see that the top left dial is the bearing one by checking your bearing from scope and compare it with the needle of the spoken dial)

makman94
05-31-14, 03:30 AM
Sorry for the disinformative post then :D
But I am pretty sure I red somewhere the things I have posted here about x12 magnification, I can't belive I imagined it :D

it is very much possible to have read it somewhere :yep:
from times to times , i have read the most extreme things that someone can imagine

FiveStarz
05-31-14, 03:51 AM
the devs , thanks to Hitman's attention, have made an error and designed the Bearing dial like the AoB's dial . It was the AoB's dial the one that had this 'cut' showing the 10ths of degrees and not the bearing dial. ( the bearing dial in the real thing had two different dials one for the 360 degrees and one more for the 10ths.the mini TDC panel of MaGui F is showing only the 360 degrees dial for the bearing---mostly becuase luck of space and i didn't bother very much with it as you can easily see the 10ths of bearing directly from your scope).

so the answer to your question is : Bearing - AoB - Range - Speed

(you can easily see that the top left dial is the bearing one by checking your bearing from scope and compare it with the needle of the spoken dial)

Aha! I see! Alright, thank you for your explaination. Back to sinking those merchants now that this Kaleun knows his sub controls :D

Thanks Makman!

Nukesub
07-19-14, 03:10 PM
Really wanted to give this GUI a spin. However when I enable it JSGME, nothing changes in the game. The GUI stays the same (i.e. doesn't match the screenshots in this thread). :hmmm:

Also, in case it is relevant, I have tried MaGUI Final as well as MagGUI v3.4 WS and neither have any observable effect on the GUI


My current mod list (GWX3 Gold included) is:

Thomsen's Sound Pack V3.2cg
b25_Louder_Diesels
compass_on_all_navmaptools
Rapt0r's Uniforms V2.0
WB's Renown Replacement
Waterstream+Exhaust Combi V2.3 for GWX3
Torpedo_HAHD_1024_GWX
Torpedo damage Final ver2.0
RB_SH4_Effects_for_SH3_2_03
Ice Age
LifeBoats&Debris_v4
Wooden_Lifeboats_Mod_1.1
Flakmonkey's Twisty Periscope for Type VII
Radio Deutschland
Radio England
New Uboat Guns 1.2
OLC's Modified Searchlight Beams for GWX3
Pascal_Port_People
Rubiniīs Underwater dust&plancton v1
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Hitman U-505 Compass Graphics v1.0
Flags_enlighten
GWX - 16km Atmosphere
GWX - Captain America's Officer Icons
GWX - Late War Sensors Snorkel Antennas
GWX - Main movie - 'Das Boot'
GWX - No Medals on Crew
ManosEnvironmentPro v4.2
New_clearsky_clouds
Charts addon 1.4
Ricks_GWX_Rec_Man_Final
Sh3_volumetric_clouds&fog_V2.2
b25_SF_Grass_Full_V2
OLC_DasBoot_Green
Q Ship mod GWX3.0
Ultimate Aircraft Soundmod
SurfaceEngineStartUp
Reworked GWX SH.sdl file for Ultimate Aircraft Soundmod
Evan82's Uniforms II
Depthcharge Shake v2.01

banryu79
07-19-14, 05:07 PM
it is very much possible to have read it somewhere :yep:
from times to times , i have read the most extreme things that someone can imagine
I remember now where did I read what I reported before on the higher maginification of the attack scope: in the GWX manual, when it explains that the attack scope has got 3 zoom levels: x1.5, x6 and x10. The last one, the manual says, is not historical but was added to better reflect (in-game) the better capabilities of the high magnification of the attack scope. Or something along that line.

makman94
07-22-14, 06:21 AM
Really wanted to give this GUI a spin. However when I enable it JSGME, nothing changes in the game. The GUI stays the same (i.e. doesn't match the screenshots in this thread). :hmmm:

Also, in case it is relevant, I have tried MaGUI Final as well as MagGUI v3.4 WS and neither have any observable effect on the GUI

......

hello Nukesub,
you haven't put the correct files in your jsgme folder

read and follow the installation notes


I remember now where did I read what I reported before on the higher maginification of the attack scope: in the GWX manual, when it explains that the attack scope has got 3 zoom levels: x1.5, x6 and x10. The last one, the manual says, is not historical but was added to better reflect (in-game) the better capabilities of the high magnification of the attack scope. Or something along that line.

...whatever, i don't agree with all these but ,as i said,the x12 was just a magnification i used while playing sh3 and i just shared it. it has nothing to do with history or anything else

banryu79
07-22-14, 07:19 AM
...whatever, i don't agree with all these but ,as i said,the x12 was just a magnification i used while playing sh3 and i just shared it. it has nothing to do with history or anything else
Ok, understood sir and btw I like a lot the x12 magnification :)

andycts
09-05-14, 10:37 AM
Hi fellow captains
Firstly to Makman94,thanks for all the hard work you must have put into this.I have been using this great gui for some time-adds so much and makes manual targeting worth getting into.
Now for my question about the attack disc.Is it possible to add the vorhalt to this disc and if so how would i go about it-I can live without it just interested to know if it can be done.

thanks to anybody who may have an answer

makman94
09-16-14, 05:03 PM
Hi fellow captains
Firstly to Makman94,thanks for all the hard work you must have put into this.I have been using this great gui for some time-adds so much and makes manual targeting worth getting into.
Now for my question about the attack disc.Is it possible to add the vorhalt to this disc and if so how would i go about it-I can live without it just interested to know if it can be done.

thanks to anybody who may have an answer

hello Andycts,

yes,it can be done :yep:

search in the forum to find the U-jagd tools (a mod called ''U-jagd1.3.1_GWX'' that made by Joegrudman). in there you will find instructions of DIY for these tools

good moding :up:

andycts
09-17-14, 05:36 AM
Thanks for the reply Mackman i will have a go at this at weekend.

good hunting my friend

Ac

banryu79
09-17-14, 05:49 AM
Thanks for the reply Mackman i will have a go at this at weekend.

good hunting my friend

Ac
Hey andycts! :)
What you are looking for it's here:

ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/JOE%20GRUNDMAN/

Have fun! :salute: