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makman94
03-27-10, 01:27 PM
The MaGui mod (Manos Gui mod) - Final version
-----------------------------------------------------------
UPDATED: 20/11/2010
http://i965.photobucket.com/albums/ae138/sphere94/maguif-introscreen3.png
MaGui F
----------
This is the final version of MaGui.After about two years working on the Olc's gui (Olc gui 127 was the base) i ,gladly, presenting you now the final version of MaGui.



Many FAQ questions ,such as how the RAOBF wheels work (for example,look at post 413) ,are allready answered in this thread.



note1: ''MaGui F'' is NOT a patch for any previous versions.remove the previous version and install the last one.DON'T mix things with previous versions !

note2: it is included (in .rar) the ''FM_NI_Fix_for_MaGui F'' that is making ''MaGui F'' compatible with the Flakmonkey & DD's interior mod([REL] Fm_NewInteriors v1.0... (http://www.subsim.com/radioroom/showthread.php?t=162631)).read its readme carefully for the proper installation.
and the ''CT_FM_NI_Fix_for_MaGui F'' that is making ''MaGui F'' compatible with the Lucagaeta's Open Conning Tower mod([REL]Full open the Conning Tower Hatch 0.9.3 (http://www.subsim.com/radioroom/showthread.php?t=159772)).read its readme carefully for the proper installation.

note3: Also, included , three sets of filters (green-yellow-red) for the scopes and binoculars (jsgme ready) and some other stuff to explore...

note4: For the gwx3 players only : Always use the ''TMT v2'' mod with MaGui.
For the NYGM players only : Always use the ''TMT -NYGM version'' mod with MaGui .

note5: At the start options of game ,you must have the ''Manual Targeting System'' CHECKED and the ''No Weapon Officer Assistance'' UNCHECKED.

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

The MaGui mod was a non stop effort to make a gui which will not 'compromise' anything. the ''so...so'' solutions has no place in MaGui.everything in MaGui has been done with extreme attention to detail and to the higher,as possible, level of accuracy to everything.every dial ,every tool and the optics (you just experience the real view of objects looking through MaGui's optics) are made and checked with care and passion.
MaGui's top priority is the manual targeting so this mod is not recommended to players that are not familiar with manual targeting.However,you can find at optionals files a mini mod that enables the weapon's officer ability to give you the torpedo solution data for the target.


i wish to all of you huppy hours with sh3+MaGui

and i want to specially give thanks (and congratulations) to:

Skwasjer for his amazing (the best tool ever made) S3d tool and to JScones for his amazing ''JSGME'' tool.
*Without these two tools a lot of mods (not only MaGui) will never have been built !
and to
Onelifecrisis for his OLC GUI 127.MaGui mod is builted on OLC's amazing gui
and to
Karamazovnew-Carotio for the code about the working tdc button (One of the best additions in game!)



CREDITS
------------
Most of all , i want to thank Onelifecrisis who gave us the best gui ever made for sh3
Mikhayl for his excellent ideas in ACM Gui (took it one step forward)
Geosub1978 for the real data at periscopes and for his great participation at making the shooting bearing's tables
Karamazovnew (code for the working TDC button)
Joegrundman (dragable chrono,u-jagd tools)
HenriII (worked the files for adjusting the german languange for MaGui)
Hitman (attack disc graphics,plotter tool and for infos-tips that he,gladly, gave me)
Latemail (speed,depth,compass dials)
Malloy (ruler)
Fader Berg (diabetes,protractor and nomograph tools)
Storm (fining the look of aob rings)
Verte (navmap paper layer)
Pisces (3-bearing aob finder tool)
Ducimus-Captain America-Conus00 (i used their images as bases for creating the map tool's buttons)
Phoenix1957 (used images as base on some shortcuts icons)
NGT,Magic1111 (testers)


--------I hope that i haven't forgot anyone.if you feel that you are not credited ,please pm me----------


Can be found at my mediafire page and at Subsim's download section


20/November/2010


Makman94

PICS:
Nav map :
http://i965.photobucket.com/albums/ae138/sphere94/01-1.png
Nav map tools :
http://i965.photobucket.com/albums/ae138/sphere94/02-1.png
Huge compass at nav map :
http://i965.photobucket.com/albums/ae138/sphere94/03-1.png
Front side of attack disc :
http://i965.photobucket.com/albums/ae138/sphere94/04-1.png
Back side of attack disc :
http://i965.photobucket.com/albums/ae138/sphere94/05-1.png
Attack map and TDC :
http://i965.photobucket.com/albums/ae138/sphere94/07-1.png
Attack Scope :
http://i965.photobucket.com/albums/ae138/sphere94/08-1.png
Attack Scope with torpedo settings panel showing :
http://i965.photobucket.com/albums/ae138/sphere94/09.png
Attack Scope with AOB rings showing :
http://i965.photobucket.com/albums/ae138/sphere94/10.png
Obs Scope with torpedo settings panel and TDC showing :
http://i965.photobucket.com/albums/ae138/sphere94/13.png
Obs Scope (night view) :
http://i965.photobucket.com/albums/ae138/sphere94/14.png
Shooting bearing Tables :
http://i965.photobucket.com/albums/ae138/sphere94/15.png
UZO :
http://i965.photobucket.com/albums/ae138/sphere94/16.png
Binoculars :
http://i965.photobucket.com/albums/ae138/sphere94/17.png
Deck gun :
http://i965.photobucket.com/albums/ae138/sphere94/18.png

Darkbluesky
03-27-10, 05:04 PM
Wonderful! Still better.

Not sure about the rusty look for me, but the dials' used look, pointer and other features are really good. This GUI is the top for me. Thanks!

If only you could do a Luca's "Conning Tower Open Hatch" fix... I guess it is better to wait to a FM_NI compatible/final version of Luca's mod before make a fix for this. But I can't wait!

comet61
03-27-10, 05:18 PM
Everything is great except that the Salvo Selector Mod doesn't seem to work. Loaded per instructions and did a few other type tweaks to no avail. I haven't tried the type II one yet. Tried loading in various different orders with the other mods (FM, Stealth, MEP, etc...). Not sure. Made sure that the directories were correct. Tried the type XXI, IX and VII. No go....

But I do like the new look. The other fixes and mods are working great. Love the giant compass...!!:yeah:

Buck_O
03-27-10, 09:19 PM
Love it! thanks Makman94:up:

Rubini
03-27-10, 10:18 PM
As always a very good mod!
Thanks mate!:up:

Flopper
03-27-10, 11:21 PM
Everything is great except that the Salvo Selector Mod doesn't seem to work. Loaded per instructions and did a few other type tweaks to no avail. I haven't tried the type II one yet. Tried loading in various different orders with the other mods (FM, Stealth, MEP, etc...). Not sure. Made sure that the directories were correct. Tried the type XXI, IX and VII. No go....

But I do like the new look. The other fixes and mods are working great. Love the giant compass...!!:yeah:

Just downloaded, loaded the type 7 salvo, worked fine. Hate to ask the obvious, but did you select the salvo switch?

Makman... looking good! :salute:

Buck_O
03-28-10, 12:10 AM
Makman94

A question for you. Do you know if MaGui 3 will work with Anvarts new mod.
GWX_DFa-Flags&Pens_2010, plus Patch_compat_2_DD_OH_V3.09 and if so what install order would you recommend?

http://www.subsim.com/radioroom/showthread.php?t=165617 ...

I'm currently trying it out & it seems to work fine except I cant get the pennants to raise (yes I'm tryng it while only in port). Below is the order I installed

DD_OH_3.09
GWX_DFa-Flag&Pens_2010
Anvart FM30_UpDown_final
MaGui 3
Patch_compat_2_DD_OH_V3.09
FM_NI_Fix_for_Magui 3
DD_OH_V.309_Fix_for_Anvart_FM30_UpDown

Myxale
03-28-10, 01:10 AM
Wonderful! Still better.

Not sure about the rusty look for me, but the dials' used look, pointer and other features are really good. This GUI is the top for me.

Well said. The details are amazing! Kudos!:rock:

Vermin
03-28-10, 02:44 AM
"optional-stopwatch with speed lines"

Thankyou very very much.

This is truly awsome!

Regards

Vermin

el cheguevara
03-28-10, 03:49 AM
Top notch stuff mate, had a feeling a v3 would be out. Reworking my zoom and aob disc mod to inlude the observation periscope aob disc instead of olc's attack scope aob disc.

comet61
03-28-10, 03:49 AM
OK...Got it fixed. Folder SNAFU....:damn:

Pisces
03-28-10, 07:15 AM
Makman94:

What things did you change in the language files? I understand from the readme/install you only worked with the english language files? German (and French) won't work correctly? What could happen if I have the german language files selected in the options? If it is not too much work I'll see if I can make the corrections (for German only, sorry, my French skills are like 'Allo Allo' ).

IFRT-WHUFC
03-28-10, 07:20 AM
This was a widescreen version! but nevermind! Awesome Job Mate!

Rick.

KL-alfman
03-28-10, 05:53 PM
thx for this great GUI, makman! :salute:

will load as soon as in port again.
hope, you don't mind that I posted one pic in the SH5-board.

makman94
03-28-10, 08:30 PM
thank you all guys !
i am really glad that you like it :up:

Wonderful! Still better.

Not sure about the rusty look for me, but the dials' used look, pointer and other features are really good. This GUI is the top for me. Thanks!

If only you could do a Luca's "Conning Tower Open Hatch" fix... I guess it is better to wait to a FM_NI compatible/final version of Luca's mod before make a fix for this. But I can't wait!

hi Darkbluesky, you can use the correspoding images from MaGui 2+ if you don't like the rusty panels.it is easy to customize your MaGui as the positions of items is not changed
about Luca's mod...the truth is that i am not following the development of all these mods . give me a link to its final version and i will look at it



Makman94

A question for you. Do you know if MaGui 3 will work with Anvarts new mod.
GWX_DFa-Flags&Pens_2010, plus Patch_compat_2_DD_OH_V3.09 and if so what install order would you recommend?

http://www.subsim.com/radioroom/showthread.php?t=165617 ...

I'm currently trying it out & it seems to work fine except I cant get the pennants to raise (yes I'm tryng it while only in port). Below is the order I installed

DD_OH_3.09
GWX_DFa-Flag&Pens_2010
Anvart FM30_UpDown_final
MaGui 3
Patch_compat_2_DD_OH_V3.09
FM_NI_Fix_for_Magui 3
DD_OH_V.309_Fix_for_Anvart_FM30_UpDown

hi Buck_O,

go to files of ''FM_NI_Fix_for_Magui 3'' and open the commands_en.
find there the [Cmd418] and [Cmd429] and add the red lines like this:

[Cmd418]
Name=DGuns_Update_target
Ctxt=1
Key0=0x22,Cc,"Ctl+PgDn"
Key1=0x22,C,"PgDn"
Key2=0x21,C,"PgUp"

[Cmd429]
Name=AAGuns_Update_target
Ctxt=1
Key0=0x21,Cc,"Ctl+PgUp"

your installation order is:
1.GWX_DFa-Flag&Pens_2010
2.FM30_UpDown_final
3.DD_OH_V3.09_20091209162038
4.FM_NewInterior_V1.0
5.FM_NI_Fix_for_Anvart_FM30_UpDown
6.MaGui 3
7.FM_NI_Fix_for_MaGui 3 (with the edited by you commands_en)

i didn't test it ,just looked at the files so tell me if it worked


Makman94:

What things did you change in the language files? I understand from the readme/install you only worked with the english language files? German (and French) won't work correctly? What could happen if I have the german language files selected in the options? If it is not too much work I'll see if I can make the corrections (for German only, sorry, my French skills are like 'Allo Allo' ).

thank you very much Pisces !:up:
if you play with german language ,the game simply use the german files (of gwx,nygm,wac,lsh3) and you will 'miss' some commands and some text phrases or panel's logos
the commands_de is not a problem although i am not sure about this. at some tests i made ,i had simply rename the commads_en to commands_de and all worked fine so i don't know why the game uses different files for the commands.can anyone confirm that it is ok to just rename the commads_en to commands_de ?
about the de_menu and de_help is not a problem for me to send you the changes i made at the english files(are not many) and see if you can adjust the german files.do you want me to send you the changes after all ?

This was a widescreen version! but nevermind! Awesome Job Mate!

Rick.

:DL......that needs a lot of time Rick (and not a job to be made by one) and i haven't study yet the changes that must be done at menu_ini
maybe...at the future ....

Ktl_KUrtz
03-29-10, 04:11 AM
The Very Best!:yeah:
Thanks a lot!:up:
KUrtz:salute:

Assprella
03-29-10, 06:24 AM
Salve!

Thanks a lot Sir!:salute:

bybyx
03-29-10, 06:31 AM
Hello Makman.
Let me tell you that this is a awesome mod.
One question I have, an that is: Is it possible to make a stand alone mod with that big chrono that can be used with other gui. I have 2 installs of SH3. One with your mod and another with Karamazovnew. I would like to use that big chrono with Kara's gui.
Thanks!

Darkbluesky
03-29-10, 06:47 AM
Thanks makman94. The link of Luca's mod is http://www.subsim.com/radioroom/showthread.php?t=159772

I was starting to adapt it, but as I am pretty new to modding I am really slow and not very reliable ;). On the other hand I was thinking to put bak your Dark env. but keeping the new dials. Time to work a little with Photoshop...

Pisces
03-29-10, 11:23 AM
...do you want me to send you the changes after all ? ...Please do. PM on the way.

Munchausen
03-29-10, 11:29 AM
hi Darkbluesky, you can use the correspoding images from MaGui 2+ if you don't like the rusty panels.it is easy to customize your MaGui as the positions of items is not changed....

:cool: I was thinking of doing that very thing. Problem is, I'm not sure which images to swap out. Can you list them?

Buck_O
03-29-10, 08:51 PM
hi Buck_O,

go to files of ''FM_NI_Fix_for_Magui 3'' and open the commands_en.
find there the [Cmd418] and [Cmd429] and add the red lines like this:

[Cmd418]
Name=DGuns_Update_target
Ctxt=1
Key0=0x22,Cc,"Ctl+PgDn"
Key1=0x22,C,"PgDn"
Key2=0x21,C,"PgUp"

[Cmd429]
Name=AAGuns_Update_target
Ctxt=1
Key0=0x21,Cc,"Ctl+PgUp"

your installation order is:
1.GWX_DFa-Flag&Pens_2010
2.FM30_UpDown_final
3.DD_OH_V3.09_20091209162038
4.FM_NewInterior_V1.0
5.FM_NI_Fix_for_Anvart_FM30_UpDown
6.MaGui 3
7.FM_NI_Fix_for_MaGui 3 (with the edited by you commands_en)


i didn't test it ,just looked at the files so tell me if it worked


Makman94, it works flawlessly now:up:

makman94
03-30-10, 09:26 AM
Hello Makman.
Let me tell you that this is a awesome mod.
One question I have, an that is: Is it possible to make a stand alone mod with that big chrono that can be used with other gui. I have 2 installs of SH3. One with your mod and another with Karamazovnew. I would like to use that big chrono with Kara's gui.
Thanks!
no Bybyx....it is impossible to make it as a stand alone mod becuase it uses the menu_ini but what is possible to be done is to make a DIY walkthrough. but don't expect it soon becuase there are other priorities for me right now as to prepare the version for lsh3 v5 and the german versions of MaGui.
in the meantime send over a pm to Kara,as being the author of the gui you are using it will be much faster for him to import it

Thanks makman94. The link of Luca's mod is http://www.subsim.com/radioroom/showthread.php?t=159772

I was starting to adapt it, but as I am pretty new to modding I am really slow and not very reliable ;). On the other hand I was thinking to put bak your Dark env. but keeping the new dials. Time to work a little with Photoshop...

will look at it asap(but don't expect it soon). is this its final version ? if not....better wait
in the meantime try it yourself .here is a thread that will help you: how to make your gui compatible with Flakmonkey & DD's mod (http://www.subsim.com/radioroom/showthread.php?t=162696&highlight=how+to+make+compatible)

Please do. PM on the way.
:up:

:cool: I was thinking of doing that very thing. Problem is, I'm not sure which images to swap out. Can you list them?

thats very easy to find out Munchausen ! navigate through the files of MaGui 3 and everytime you see an image with rust ....replace it with the correspoding image from bright MaGui 2+ or Dark MaGui 2+

Munchausen
03-30-10, 05:42 PM
thats very easy to find out Munchausen ! navigate through the files of MaGui 3 and everytime you see an image with rust ....replace it with the correspoding image from bright MaGui 2+ or Dark MaGui 2+

:cool: And so I did ... this is what I ended up with (some files might not actually be "rusty" ... but, hopefully, I didn't miss any that are):

data\Menu\Data:
none

data\Menu\Karamazov:
none

data\Menu\MouseCurs:
none

data\Menu\U-jagd:
none

data\Menu\Gui:
AMBack.tga
Periscope.tga (same for optional-stopwatch fix)
Periscope2.tga

data\Menu\Gui\Layout:
manos2.tga

data\Menu\Gui\RecManual:
none

data\Menu\Gui\TDC:
TDC.tga

data\Menu\OLC:
Bottom.tga
BottomReversed.tga
Console.tga (same for No Stealthmeter fix)
Dials.tga
manos10.tga
ObsScope.tga
Officers.tga
TDC.tga
UZO.tga (same for optional-stopwatch fix)

data\Menu\OLC\Shortcuts:
none

rea00cy
03-31-10, 04:18 AM
Hey, Markmann:

I must say thanks, VERY,VERY MUCH, your MaGUI mods. I'm relatively new to SH3 -only 6 Mo-but have tried all the supermods and many other smaller mods. How could I missed yours for months? I've been testing your mods-from the original to the latest-including the optionals, reading txt/pdf docs and subsim's fora posts, watching tutorials, actually studying to learn all the marvelous tools included in your mods. I think they are a MUST for a serious, hardcore player-I'm still not in that category-for the historical accuracy and the inmersion level they provide to the player. I'm still learning, a bit confused with so many variants, but above all, ENJOYING IT A LOT!

I've searched but found no answer to this Q: are your mods compatible with DD's conning tower open hatch mod?

Regards,

rea00cy

Flopper
03-31-10, 07:45 PM
Re: Widescreen version of Magui...


:DL......that needs a lot of time Rick (and not a job to be made by one) and i haven't study yet the changes that must be done at menu_ini
maybe...at the future ....

I've been studying it for days. I'll be glad to help with this effort, since I'm attempting to do this for myself anyway. I've got the viewports nearly corrected for the uzo, obs and attack scope.

The uzo and obs accepted a straight formula (for instance new value for right viewport is (lVal * 1024/1365) + (rVal - lVal)) , but for some reason it didn't work with the attack scope. I've gotten that one close enough to be a single fat line.

The formula did also not work for the deck gun zoom, but I have not even started to look at that. This may take a while, but look at all that room...

(nearly) corrected attack scope
http://www.coolpup.com/silenthunter/test/attackscope.jpg

with the conning tower open hatch mod:
http://www.coolpup.com/silenthunter/test/openconninghatch.jpg

It's basically an introduction to modding for me... and still almost everything yet to learn! It probably took me 8 hours to get the red tdc button to go off the screen in the periscope view, lol.

So Makman, if you get the chance, I'll be happy to help, whenever you decide... I'm sure I'll still be working on it when you do. :DL I'm actually surprised nobody has this done already!

makman94
03-31-10, 11:47 PM
:cool: And so I did ... this is what I ended up with (some files might not actually be "rusty" ... but, hopefully, I didn't miss any that are):

data\Menu\Data:

none

data\Menu\Karamazov:

none

data\Menu\MouseCurs:

none

data\Menu\U-jagd:

none

data\Menu\Gui:

AMBack.tga
Periscope.tga (same for optional-stopwatch fix)
Periscope2.tga

data\Menu\Gui\Layout:

manos2.tga

data\Menu\Gui\RecManual:

none

data\Menu\Gui\TDC:

TDC.tga

data\Menu\OLC:

Bottom.tga
BottomReversed.tga
Console.tga (same for No Stealthmeter fix)
Dials.tga
manos10.tga
ObsScope.tga
Officers.tga
TDC.tga
UZO.tga (same for optional-stopwatch fix)

data\Menu\OLC\Shortcuts:

none



hi Munchausen,
yes...these are the images but not that the TDC.tga (the one that is in data\Menu\Gui\TDC ) can't be replaced by the previous one (you will 'miss' the correct -according to the real one tdc- dials for bearing and aob)


Hey, Markmann:

I must say thanks, VERY,VERY MUCH, your MaGUI mods. I'm relatively new to SH3 -only 6 Mo-but have tried all the supermods and many other smaller mods. How could I missed yours for months? I've been testing your mods-from the original to the latest-including the optionals, reading txt/pdf docs and subsim's fora posts, watching tutorials, actually studying to learn all the marvelous tools included in your mods. I think they are a MUST for a serious, hardcore player-I'm still not in that category-for the historical accuracy and the inmersion level they provide to the player. I'm still learning, a bit confused with so many variants, but above all, ENJOYING IT A LOT!

I've searched but found no answer to this Q: are your mods compatible with DD's conning tower open hatch mod?

Regards,

rea00cy

hi Rea00cy,

and i must say thank you too ,sir :up:. enjoy it

Re: Widescreen version of Magui...



I've been studying it for days. I'll be glad to help with this effort, since I'm attempting to do this for myself anyway. I've got the viewports nearly corrected for the uzo, obs and attack scope.

The uzo and obs accepted a straight formula (for instance new value for right viewport is (lVal * 1024/1365) + (rVal - lVal)) , but for some reason it didn't work with the attack scope. I've gotten that one close enough to be a single fat line.

The formula did also not work for the deck gun zoom, but I have not even started to look at that. This may take a while, but look at all that room...


It's basically an introduction to modding for me... and still almost everything yet to learn! It probably took me 8 hours to get the red tdc button to go off the screen in the periscope view, lol.

So Makman, if you get the chance, I'll be happy to help, whenever you decide... I'm sure I'll still be working on it when you do. :DL I'm actually surprised nobody has this done already!

hi Flopper,

for the attack peri : your fault is that you didn't notice that the left value is not 0 so you must edit this value also .

the number '1365' that you mentioned is not correct . you must use the 1360 ( this is the number that it is in the dll right ? )

also at uzo...if you edited only the right value this is wrong too (notice that once you enter for first time the uzo is not pointing at zero now...right? )

here is how to adjust the viewport values :

example: at attack peri :

left=0,1230469 that give us 0,1230469x1024=126 pixels.
now, to find the new value you have to divide the pixels by 1360 ,
126/1360=0,092647 <-----this is the new value that you must set at left


right=0,6992188.......0,6992188x1024=716 pixels .....716/1360=0,5264705

so the values for the attack are : left=0,092647
right=0,5264705

you must do this to all viewports that you are looking through an 1024x768 image ( uzo ,obs ,bino ,attack ) .wherever you see the ''1'' at right value you must edit that too replacing it with 0,7529411 (1024/1360=0,7529411) but only at the screen which uses 1024x768 images.

you didn't have to spent your time(although this is good for you to learning moding) trying to 'dissapear' the red button as all these panels will be removed at the new edge of the screen so you have only to edit the menu_ini and just replace the corresponding items .


Flopper,this mod opens new ways in gui designs and if and when there is a MaGui 4 for widescreen will not be the same as MaGui 3.


@ Rubini : i have two problems with the widescreen mod.
1. it doesn't 'full' the monitor ...leaving a pretty big black frame around the game's screen.
2. i have the feeling that in the game's screen [which is 'small' ] the images are a little bit stretched.i can't take a pic to show you what i mean becuase when i look at the pic everything looks normal (no black frame around the game's screen and no stretched images) but it is not so in-game.
is there anything i can do for that ?

Magic1111
04-01-10, 06:38 AM
note3: the version for LSH v5 will be released soon





Hi makman !

Sorry for my question :oops:, but "When is soon" ? :D :yep:

Best regards,
Magic:salute:

Flopper
04-01-10, 06:55 AM
for the attack peri : your fault is that you didn't notice that the left value is not 0 so you must edit this value also .


I adjusted both left and right values, using a formula approach (I noticed the values had remained unchanged from the original OLC mod) but it was still way off.



the number '1365' that you mentioned is not correct . you must use the 1360 ( this is the number that it is in the dll right ? )


This is the number in the dll, correct, but exactly 16:9 is 1365 x 768. Also, I get a CTD if I don't use 1365 for my resolution. I can try the 1360 number and see how that works with the formula.



also at uzo...if you edited only the right value this is wrong too (notice that once you enter for first time the uzo is not pointing at zero now...right? )


No, I entered both values and it's perfect. I was not clear in my previous post, and only gave the right value as an example.



here is how to adjust the viewport values :

example: at attack peri :

left=0,1230469 that give us 0,1230469x1024=126 pixels.
now, to find the new value you have to divide the pixels by 1360 ,
126/1360=0,092647 <-----this is the new value that you must set at left


right=0,6992188.......0,6992188x1024=716 pixels .....716/1360=0,5264705

so the values for the attack are : left=0,092647
right=0,5264705


Perhaps it's my hardware, but using these values for the attack scope puts the "center" at quite a few degrees to port. The values I have now are left=0.1375 and right=0.4795.


Flopper,this mod opens new ways in gui designs and if and when there is a MaGui 4 for widescreen will not be the same as MaGui 3.


Yes, I'm sure, but I must have magui on widescreen, and can't wait! :haha: Also, as you mentioned, just for the experience.



@ Rubini : i have two problems with the widescreen mod.
1. it doesn't 'full' the monitor ...leaving a pretty big black frame around the game's screen.
2. i have the feeling that in the game's screen [which is 'small' ] the images are a little bit stretched.i can't take a pic to show you what i mean becuase when i look at the pic everything looks normal (no black frame around the game's screen and no stretched images) but it is not so in-game.
is there anything i can do for that ?

If you are using nVidia, you'll need to use nVidia scaling to fill the screen. There is a problem with some ATI cards I believe where the images get streched, but vertically (egg shaped).

Munchausen
04-01-10, 12:50 PM
hi Munchausen,
yes...these are the images but not that the TDC.tga (the one that is in data\Menu\Gui\TDC ) can't be replaced by the previous one (you will 'miss' the correct -according to the real one tdc- dials for bearing and aob)

:up: Thanks for the correction, Makman. I'll put that one (version 3) TDC file back where it belongs.

Brer Rabbit
04-01-10, 06:00 PM
Makman

Once again Thanks for your great Mod Ijust started a new mission with it in place I think the graphics and interface is superlative. I really like the big compass.

I have one question that may have been addressed before. Am I able to use SH Commander's sabatoge and malfunction selection while using your mod? Thanks in advance, and sorry if I am old ground.

Brer Rabbit

makman94
04-02-10, 02:45 AM
Hi makman !

Sorry for my question :oops:, but "When is soon" ? :D :yep:

Best regards,
Magic:salute:
hi Magic,
i can't say exactly becuase its not depending only by me but it will not take long...i guess one week

Makman

Once again Thanks for your great Mod Ijust started a new mission with it in place I think the graphics and interface is superlative. I really like the big compass.

I have one question that may have been addressed before. Am I able to use SH Commander's sabatoge and malfunction selection while using your mod? Thanks in advance, and sorry if I am old ground.

Brer Rabbit

hi Brer Rabbit,

i can't answer your question becuase i don't use the commander so i have no idea at all !

Magic1111
04-02-10, 04:26 AM
hi Magic,
i can't say exactly becuase its not depending only by me but it will not take long...i guess one week


Hi makman !

That sounds very good ! :up: And thank you for your Reply ! :yeah:

Best regards,
Magic:salute:

ijozic
04-02-10, 04:49 AM
If you are using nVidia, you'll need to use nVidia scaling to fill the screen. There is a problem with some ATI cards I believe where the images get streched, but vertically (egg shaped).

I would say that this would happen on the previously standard 16:10 monitors because 1366*768 is the 16:9 resolution which leaves you with black bars on top and bottom if the aspect ratio is maintained. The standard 16:10 resolution would be 1280*800, but I guess it's too much work and I don't mind the black bars (with 4:3 1024*768 I had much bigger black bars to the left and right, anyway).
The Nvidia Control Panel contains the option like Force Aspect Ratio or something which works rather well, but I'm not sure what it looks like on ATI.

makman94
04-05-10, 02:26 AM
MaGui v3.1 is out !

first post is updated

ps: Happy Easter to all Christians at forum !( and best wishes for all the others ! )

audessy
04-05-10, 02:42 AM
Beautiful mod. Great work.

Magic1111
04-06-10, 04:16 AM
MaGui v3.1 is out !

first post is updated

ps: Happy Easter to all Christians at forum !( and best wishes for all the others ! )

Thank you very much makman for your excellent work ! :up::yeah::up:

Best regards,
Magic:salute:

Storm87
04-06-10, 05:15 AM
makman94, this is amaaaazing! :rock: One more step closer to perfect SH3. :)

Assprella
04-06-10, 06:14 AM
:salute: Its nice to get this GUI.
Thank you Sir.

Buck_O
04-06-10, 09:34 PM
Thanks Makman, excellent job as usual...:up:

makman94
04-07-10, 02:31 AM
Beautiful mod. Great work.

Thank you very much makman for your excellent work ! :up::yeah::up:

Best regards,
Magic:salute:

makman94, this is amaaaazing! :rock: One more step closer to perfect SH3. :)

:salute: Its nice to get this GUI.
Thank you Sir.

Thanks Makman, excellent job as usual...:up:

thank you all too,but most of the credits must given to OLC !
without his gui ....no MaGui would exist

Magic1111
04-07-10, 02:39 AM
but most of the credits must given to OLC !
without his gui ....no MaGui would exist


Yes, you are right!:D But you have it perfected! :yeah:

Best regards,
Magic:salute:

makman94
04-07-10, 02:54 AM
Yes, you are right!:D But you have it perfected! :yeah:

Best regards,
Magic:salute:

oh...well....''perfected'' is a big word (and has to do also with tastes) . there will be always areas to be improved....at least....i hope so or else , i would have to find a new hobby to replace 'moding' !

comet61
04-07-10, 04:15 PM
Sent a pm

Buck_O
04-07-10, 09:11 PM
thank you all guys !
i am really glad that you like it :up:

hi Buck_O,

go to files of ''FM_NI_Fix_for_Magui 3'' and open the commands_en.
find there the [Cmd418] and [Cmd429] and add the red lines like this:

[Cmd418]
Name=DGuns_Update_target
Ctxt=1
Key0=0x22,Cc,"Ctl+PgDn"
Key1=0x22,C,"PgDn"
Key2=0x21,C,"PgUp"

[Cmd429]
Name=AAGuns_Update_target
Ctxt=1
Key0=0x21,Cc,"Ctl+PgUp"

your installation order is:
1.GWX_DFa-Flag&Pens_2010
2.FM30_UpDown_final
3.DD_OH_V3.09_20091209162038
4.FM_NewInterior_V1.0
5.FM_NI_Fix_for_Anvart_FM30_UpDown
6.MaGui 3
7.FM_NI_Fix_for_MaGui 3 (with the edited by you commands_en)

i didn't test it ,just looked at the files so tell me if it worked


Makman94

I was was thinking over my JSGME mod list & I was wondering why you say I don't need to install ( Patch_compat_2_DD_OH_V3.09 )?

The reason I ask is that w/ MaGui 3.1 everthing seems to work fine at this point ( haven't tested it extensively yet, I have not been in port to try pennant) , & I was thinking over things wondering if I must do the above changes ( in red ) to MaGui 3.1

Buck_O
04-07-10, 10:33 PM
Makman94

Ok, I started mission from port. Everything checks out great!!, with MaGui 3.1. Still I'm courious as to why I dont need to install "Patch_compat_2_DD_OH_V3.09"?

makman94
04-09-10, 05:45 AM
Makman94

Ok, I started mission from port. Everything checks out great!!, with MaGui 3.1. Still I'm courious as to why I dont need to install "Patch_compat_2_DD_OH_V3.09"?

hi Buck_O,

becuase it contains files that will be overwritten by the ''FM_NI fix for MaGui'' .have in mind ,that the game 'reads' only the last installed at your mod list and as these files are allready in the ''FM_NI fix for MaGui'' ,there is no need to run "Patch_compat_2_DD_OH_V3.09" at all .

CybaGirl
04-09-10, 08:27 AM
First of all would like to say this is an awesome mod and I love the way it changes everything in SH3. It brings new life to the game and is simply fantastic! So thank you so much for creating it :D.

I do have one question though and it is probably a lazy question more than anything :). But I was wondering is there anyway or anything I can do to enable the range of a ship to be shown to me on the Periscope and UZO screens like in the stock game?

As the notepad just has a ship on it and a tick. I noticed sometimes this tick went red but I am unsure what it meant. But no range distance is ever displayed on the notepad.


So I am just wondering if there is a way I can get the range to be displayed on the notepad?

Thanks.

comet61
04-09-10, 01:05 PM
Has anyone noticed that when in the Obs Periscope view that the Gyro dial when turning the scope "sticks" then skips? If I turn the scope to the left and hit about 340° the gyro dial stops while I keep turning the scope than jumps to about 240° and continues then does it again as I turn a full 360°? Odd. :06:

Magic1111
04-09-10, 01:42 PM
So I am just wondering if there is a way I can get the range to be displayed on the notepad?

Thanks.

Yes, I agree with this ! That would be great if that were possible, that I have the range on the notepad ! Makman, is it possible ??? :hmmm:

Best regards,
Magic:salute:

makman94
04-11-10, 11:36 AM
First of all would like to say this is an awesome mod and I love the way it changes everything in SH3. It brings new life to the game and is simply fantastic! So thank you so much for creating it :D.

I do have one question though and it is probably a lazy question more than anything :). But I was wondering is there anyway or anything I can do to enable the range of a ship to be shown to me on the Periscope and UZO screens like in the stock game?

As the notepad just has a ship on it and a tick. I noticed sometimes this tick went red but I am unsure what it meant. But no range distance is ever displayed on the notepad.


So I am just wondering if there is a way I can get the range to be displayed on the notepad?

Thanks.

hello CybaGirl,

i guess that you use MaGui with manual targeting OFF. well , MaGui is designed for manual targeting (must be checked at your options) other way a lot of MaGui's stuff will not be fuctional (like the aob wheels or the tdc-torpedo settings panel at obs peri )
BUT, if you still want to use MaGui with manual targeting OFF ,then the range that you are looking for is always showing on the range dial at tdc (right bottom dial at tdc on peri and uzo page). when you point your scope to the target ,you will notice that the dial is showing you automatically the range



Has anyone noticed that when in the Obs Periscope view that the Gyro dial when turning the scope "sticks" then skips? If I turn the scope to the left and hit about 340° the gyro dial stops while I keep turning the scope than jumps to about 240° and continues then does it again as I turn a full 360°? Odd. :06:

hi Comet,

gyroangle is working only for angles -95,+95 ,other than these angles ...you don't have a solution for the target so you don't look at the dial

Yes, I agree with this ! That would be great if that were possible, that I have the range on the notepad ! Makman, is it possible ??? :hmmm:

Best regards,
Magic:salute:

hi Magic,

your question answered at my reply to Cybagirl

bye

CybaGirl
04-11-10, 08:37 PM
hello CybaGirl,

i guess that you use MaGui with manual targeting OFF. well , MaGui is designed for manual targeting (must be checked at your options) other way a lot of MaGui's stuff will not be fuctional (like the aob wheels or the tdc-torpedo settings panel at obs peri )



Ok thanks I will look into this.

Magic1111
04-13-10, 02:52 AM
hi Magic,

your question answered at my reply to Cybagirl

bye

Yes, thank you very much Makman !

Best regards,
Magic:salute:

rea00cy
04-14-10, 02:53 AM
The MaGui 3.1 mod (Manos Gui -v3.1)
---------------------------------------------

================================================== ===============
last update on 14/4/2010 (a patch for MaGui 3.1)
---------------------------------------------------

MaGui 3.1-patch
-----------------


changings-addings
-------------------

1.replace the torpedo's icons (at obs peri ). now the icons are above the periscope.that way ,we can look and use them when the torpedo settings-tdc panel is locked on view. I like that.

2.tweaks at dragable nomograph so ,now you can draw lines on top of it.you can 'grab' and place it on screen only by its wooden part on the upper(thanks to Karamazovnew-Hitman for this 'solution').
the printed one navmap nomograph is removed. A must to have 4me.

3.correcting some tiny inaccuracies at depth's,shallow depth's and speed's dials. I took note of this- sometimes up to 2°! So this is another welcome change.
4.the 'pointer' at the small compass (the one that show up with the other dials for speed and depth-and why not that in the huge compass?) is now directly linked to the bearing of scopes. that way is showing to you imediatelly the relative to North bearings so there is no need for the player to move the pointer anymore. This is GREAT!

can be found at my FF page. Downloading, THANKS AGAIN MKN!
================================================== ===============


UPDATED: 5/4/2010
playing the game , i thought that it will be more handy to change the torpedoes settings-tdc's panel at Obs peri from sliding to a clicable one. now, the panel has a button (the handle that you see at the right of screen) ,clic on it and the panel will show up and stay locked there.that way we are able, always, to see tdc's dials at obs peri too.
clicing again on the panel's handle will take it out of view.

addings-changes to previous version
-------------------------------------
1.changing the diameter of obs periscope and the 'look' of it to be more 'close' to the original one (based on photo's infos from Hitman). Is this change to a smaller or larger diameter? I really love that large diameter!
2.changing the torpedo settings-tdc panel from sliding to clicable in order to stay locked on view.
3.adds at obs periscope a rounded dial for the gyroangle made by FLB Sale`s ( the digital gyro is removed). I'll love this. Definitively, I don't like digitals...Is it possible to elimitate the digital clock in the bottom panel and to convert it to analog? Actually, other than the time X settings, I prefer not to look at the left-hand side of this panel. For a greater inmersion I make all of my reading on the instruments...
4.replacing the dragable nomograph with a new one made by Fader Berg.
also , Fader Berg's nomograph is now printed on navmap's paper
5.reworked images for the shortcut's,map tool's and officer's icons(the outlines are based on images made by Naights)





I love your work, Markman!

Regards, rea00cy

IFRT-WHUFC
04-14-10, 08:53 AM
Great work again Makman!! :yeah:

Can you possibly fix the Compass.tga, Line.tga, Protractor.tga and Square.tga so that 0 degrees or North are at the top when in use kind of looks a bit weird when N is S ie at the bottom! After all N is always at the top of the screen!

ok
Rick

sharkbit
04-14-10, 12:02 PM
Great work again Makman!! :yeah:

Can you possibly fix the Compass.tga, Line.tga, Protractor.tga and Square.tga so that 0 degrees or North are at the top when in use kind of looks a bit weird when N is S ie at the bottom! After all N is always at the top of the screen!

ok
Rick

That's the way it is supposed to be.
If you use one of those tools, click on a point on your map and draw a line toward the bottom of your map. Where the line crosses the compass gives you a "true" course, in this case 180 if you go straight down.
Confusing at first, but it works and that's the way the tools are supposed to work.

:)

comet61
04-14-10, 01:15 PM
That's the way it is supposed to be.Yup...this is true. This eliminates having to subtract or add 180° if the tools had 0° on top. Of course the drag-able compass/protract. tool on the map is opposite. Basically that is for you to help set course or find a course with a known line. :DL

IFRT-WHUFC
04-15-10, 06:21 AM
but in reality a compass needle always points to North therefore a real navigator would need to add/subtract anyway to find the true bearing so IMO it makes no sense being set that way!

thanks
Rick

comet61
04-15-10, 01:44 PM
The tools in the Navmap are basically for tracking and finding targets if not pinpointing true course and their position. Yes..you'll need a compass that points true north, however, having the tools "upside down" eliminates the calculation process when getting a bearing to target from your position. Also, these are plotting tools, not necessarily used to find where you are, but the target. If you really want to go hardcore use the sextant in Magui. That tool is used to find where you are on the map.

makman94
04-15-10, 04:55 PM
but in reality a compass needle always points to North therefore a real navigator would need to add/subtract anyway to find the true bearing so IMO it makes no sense being set that way!

thanks
Rick

hi Rick,
i am not a sailor but i guess that in reality they didn't draw lines been like a 'rope' extended it or moving it up or down on map.i guess that they had a special tool for making parallel lines , a diabetes and an angle tool.
these tools are made so (rotaded 180 degrees ) just to make your life easier and i really don't see the point to make them the other way and have always to add 180 degrees.
but if you still like to have the 0 degrees up it is very simple to make them so...open the images with a graphic programme and rotate them by 180 degrees

makman94
04-15-10, 05:06 PM
I love your work, Markman!

Regards, rea00cy

hi Rea00cy,

not sure what you mean with the digital clock but there is no space for a rounded clock at the console.if you mean to make the hour appearing on the dragable stopwatch (like sh4 style) well, this may be possible but i think that this clock will be confusing (with all these needles speaning around). one question: do you really ever look at the time there ?

about the pointer of huge compass : read the readme ...it will answer all your questions

about the diameter of obs scope : i didn't change it at this last patch.you can see the scope at the first post

bye

java`s revenge
04-19-10, 01:54 PM
Hi Makman,

I was using an elder version of this mod. Was thinking to install
the hitman gui this morning but i missed the "scheibe".
This afternoon i installed the 3.1 version of your mod.
One big WOW. I really enjoy it and all textures / figures are
better readable.


Thank you very much for your professional work :yeah:

makman94
04-20-10, 08:56 PM
Hi Makman,

I was using an elder version of this mod. Was thinking to install
the hitman gui this morning but i missed the "scheibe".
This afternoon i installed the 3.1 version of your mod.
One big WOW. I really enjoy it and all textures / figures are
better readable.


Thank you very much for your professional work :yeah:

thank you too Java :up:

enjoy it ....

rea00cy
04-22-10, 12:01 AM
...but neither do I with some other "immersion-promoting" mods like the ones listed on this JSGME capture (I would like to thank Brett25 for this list of mods plus a solution to make them working):
http://img192.imageshack.us/img192/8991/capturemagui3ontopmulti.jpg
There, you can also read the incompats brought by my attempt to enable MaGui 3 on top of that list.
On the other hand, Markman has created a a "FM-NI_Fix_for_MaGui 3" mod that according to some post # 22 in this thread addresses most of those incompats; with the exception of those related to the CT Open Hatch mod (those related to Urfisch's are .tga files, not so important. Am I right? If not forgive my ignorance)
Here's is another capture showing JSGME warnings while enabling this last fix:

http://img9.imageshack.us/img9/8991/capturemagui3ontopmulti.jpg

Anyway, the game loaded (career, several tests) and apparently runs OK, with the exception of some very immersion-promoting features of the CT OH mod. What I really miss a lot are those xtra clickable points/dials and CT/bridge opened hatches (other hatches and doors worked OK) brought by that mod.
Unfortunately, a solution to this problem is way out of my skills and understanding.:oops:
Can someone come to the rescue, please?:salute:

Darkbluesky
04-22-10, 12:49 AM
Hello makman94, I have seen the update 3.1 and wanted to congratulate you. There are quite some things I like very much, but on the other hand I have some questions:

1- I didn't know that the obs scope had these "black bars" on top and bottom of it, was it as that IRL? I wonder if it is a mask, and so if maybe, could I remove it myself (even if it becomes less realistic)?

2- Maybe the size of the obs periscope is more correct, but I miss so much the big size of the MaGUI 3 version (I loved your big obs scope!). At side that it shows more, it felt so different from the attack one, it was so quick and easy to differentiate/identify from the attack scope for me... I really would like to put back the big obs scope but without lossing the last nice additions you has put into the 3.1 version. I wondered also if I could do it myself, if so could you point me to what needs to be changed, pls?

3-And last. The bearing indicator at the top, in the yellow rectangle, sure is a very nice feature because it allows you to see clearer the bearing (and probably more realistic?), but for me it breaks a little the color balance of periscope screen, it is too evident. So I guess I have 3 options, repaint the yellow thing with another, more discrete (maybe more unrealistic, though) color, the second one, to move the bearing indicator to other place and change color, but I don't know where it could go (there is no place with the big scope and I guess it'd make no sense to put it at a side), and the third one: still better (I prefer this one), to put it back as it was in the 3.0 version. Is it too difficult for me?

These are no critics, it is mainly my own taste and way of playing. Thank you sincerely for your really wonderful work and continued efforts!. When I first saw it I was in love with your UI and I don't look anymore to others.

Thanks

makman94
04-23-10, 07:51 AM
...but neither do I with some other "immersion-promoting" mods like the ones listed on this JSGME capture (I would like to thank Brett25 for this list of mods plus a solution to make them working):

There, you can also read the incompats brought by my attempt to enable MaGui 3 on top of that list.
On the other hand, Markman has created a a "FM-NI_Fix_for_MaGui 3" mod that according to some post # 22 in this thread addresses most of those incompats; with the exception of those related to the CT Open Hatch mod (those related to Urfisch's are .tga files, not so important. Am I right? If not forgive my ignorance)
Here's is another capture showing JSGME warnings while enabling this last fix:



Anyway, the game loaded (career, several tests) and apparently runs OK, with the exception of some very immersion-promoting features of the CT OH mod. What I really miss a lot are those xtra clickable points/dials and CT/bridge opened hatches (other hatches and doors worked OK) brought by that mod.
Unfortunately, a solution to this problem is way out of my skills and understanding.:oops:
Can someone come to the rescue, please?:salute:

hi Rea00cy,

talking about compatibilities is an endless story ...
as i have said i will give you a 'fix' to make MaGui compatible with ''CT Open Hatch mod'' which i also believe is a great mod ! but i am just waiting the FINAL version of Lucagaeta's mod (also i am bit 'lost' at his thread and can't figure out what is its current version)
once he give us its final version i will release a the 'fix' for its mod
two files needs adjustments : the commands_en and the cameras.dat
if you can't wait and want to try make it yourself,i have made a thread giving instructions on how to make your gui (not only MaGui) compatible with these kind of mods ( the thread is called "how to make your gui compatible with FM_NI mod'' or something like that ...do a search)
it is not difficult ...give it a try

bye

makman94
04-23-10, 07:55 AM
Hello makman94, I have seen the update 3.1 and wanted to congratulate you. There are quite some things I like very much, but on the other hand I have some questions:

1- I didn't know that the obs scope had these "black bars" on top and bottom of it, was it as that IRL? I wonder if it is a mask, and so if maybe, could I remove it myself (even if it becomes less realistic)?

2- Maybe the size of the obs periscope is more correct, but I miss so much the big size of the MaGUI 3 version (I loved your big obs scope!). At side that it shows more, it felt so different from the attack one, it was so quick and easy to differentiate/identify from the attack scope for me... I really would like to put back the big obs scope but without lossing the last nice additions you has put into the 3.1 version. I wondered also if I could do it myself, if so could you point me to what needs to be changed, pls?

3-And last. The bearing indicator at the top, in the yellow rectangle, sure is a very nice feature because it allows you to see clearer the bearing (and probably more realistic?), but for me it breaks a little the color balance of periscope screen, it is too evident. So I guess I have 3 options, repaint the yellow thing with another, more discrete (maybe more unrealistic, though) color, the second one, to move the bearing indicator to other place and change color, but I don't know where it could go (there is no place with the big scope and I guess it'd make no sense to put it at a side), and the third one: still better (I prefer this one), to put it back as it was in the 3.0 version. Is it too difficult for me?

These are no critics, it is mainly my own taste and way of playing. Thank you sincerely for your really wonderful work and continued efforts!. When I first saw it I was in love with your UI and I don't look anymore to others.

Thanks

hi Darkbluesky,
thank you for your kind words
the obs scope ,according to the infos that exists has indeed these black areas even today
i haven't finished yet with the scopes so wait and you will see !

bye

rea00cy
04-23-10, 12:30 PM
hi Rea00cy,

.......
if you can't wait and want to try make it yourself,i have made a thread giving instructions on how to make your gui (not only MaGui) compatible with these kind of mods ( the thread is called "how to make your gui compatible with FM_NI mod'' or something like that ...do a search)
it is not difficult ...give it a try. bye

I'm totally ignorant about these issues but I'll will give it a try. Thanks for your advice.

rea00cy

KL-alfman
04-25-10, 06:52 PM
just want to express my sincerest thanks for this mod, Makman!
it's not only beautiful but helps a lot with manual plotting and targetting.
great work :up:

makman94
04-29-10, 09:34 PM
some very interesting data ''arrived'' and MaGui is updated again !

MaGui 3.2 is out !

check the first post,is updated



just want to express my sincerest thanks for this mod, Makman!
it's not only beautiful but helps a lot with manual plotting and targetting.
great work :up:

thank you very much KL-alfman :up:

Tobias99
04-30-10, 02:16 AM
mankman94, first!..lt me say you makes a brilliant work!! I can`t find better words for your works, fantastic!

Please, i have one question..
I have your MEPv3 from your ff-site downloadet and i have activated with the supermod LSHv5..
Is this compatible? It seens like it work together, but how is it with sensors and the other things like detected etc..??

best Regards

Magic1111
04-30-10, 03:35 AM
I have your MEPv3 from your ff-site downloadet and i have activated with the supermod LSHv5..
Is this compatible? It seens like it work together, but how is it with sensors and the other things like detected etc..??

best Regards

Sorry, that I answer, but why do not use the "LSH3_V5_ENV_MEP" MOD ? It is an Add-On specially adapted to LSH v5 and based on MEP v3 ! Youīll find it here: http://www.lsh3.com/v5/mods.html (the second MOD from the top).

Best regards,
Magic:salute:

Tobias99
04-30-10, 04:01 AM
Sorry, that I answer, but why do not use the "LSH3_V5_ENV_MEP" MOD ? It is an Add-On specially adapted to LSH v5 and based on MEP v3 ! Youīll find it here: http://www.lsh3.com/v5/mods.html (the second MOD from the top).

Best regards,
Magic:salute:

im lucky for each helpfully Answer,

i think (but perhaps i feel wrong) the MEPv3 looks a little better than LSH3_V5 ENV_MEP, thats the reason for my question, at the moment i dont know how its compatible.
:salute:

SkyBaron
04-30-10, 02:56 PM
Hi makman94, thanks for your work on this GUI. I love the "rusty" feel you gave to it.
I'm having a problem with both periscopes, the "crosshair"(for lack of the right term) is out of place I guess:

http://img688.imageshack.us/img688/8121/shot1272656698.jpg


I only have Sh3+GWX and your gui 3.2 installed. Any ideas?

Thanks

Magic1111
04-30-10, 04:34 PM
some very interesting data ''arrived'' and MaGui is updated again !

MaGui 3.2 is out !

check the first post,is updated





thank you very much KL-alfman :up:

Many thanks for the new Version makman ! :up:

Best regards,
Magic:salute:

Magic1111
04-30-10, 04:37 PM
thats the reason for my question, at the moment i dont know how its compatible.
:salute:

Please download you this from Makmanīs FF-Page:
http://www.filefront.com/15440767/M.E.P-v3-fix-packSensors.rar/

Itīs an Sensor fix for LSH included ! Read carefully the readme!

Best regards,
Magic

geosub1978
04-30-10, 05:42 PM
Hi makman94, thanks for your work on this GUI. I love the "rusty" feel you gave to it.
I'm having a problem with both periscopes, the "crosshair"(for lack of the right term) is out of place I guess:

http://img688.imageshack.us/img688/8121/shot1272656698.jpg


I only have Sh3+GWX and your gui 3.2 installed. Any ideas?

Thanks

This seems like a mod conflict. What have you enabled?

SkyBaron
04-30-10, 06:18 PM
This seems like a mod conflict. What have you enabled?

Hi geosub1978, I only have SH3 + GWX3 and MaGui 3.2 installed. I used JSGME to install/uninstalled two other GUIs (just to test them) but I disabled them before I installed MaGui. Maybe one of them wasn't uninstalled correctly and left a file somewhere? I've always enabled mods with JSGME and never edited or changed anything.

makman94
04-30-10, 07:17 PM
Hi geosub1978, I only have SH3 + GWX3 and MaGui 3.2 installed. I used JSGME to install/uninstalled two other GUIs (just to test them) but I disabled them before I installed MaGui. Maybe one of them wasn't uninstalled correctly and left a file somewhere? I've always enabled mods with JSGME and never edited or changed anything.

hi NewCaptain,

there is definetely something wrong at your installation . when you unzip the files did you had a warning that something was corrupted ? if yes then redownload the mod and reinstall it .

also , if you are using sh3 commander make sure that you have use the ''roll back'' button or something like that before you install MaGui.not sure though about this,as i am not using commander, so better read carefully sh3 commander's readme on how to properly install new mods

bye

geosub1978
05-01-10, 01:33 AM
Hi geosub1978, I only have SH3 + GWX3 and MaGui 3.2 installed. I used JSGME to install/uninstalled two other GUIs (just to test them) but I disabled them before I installed MaGui. Maybe one of them wasn't uninstalled correctly and left a file somewhere? I've always enabled mods with JSGME and never edited or changed anything.

The left vertical and up horizontal scales don't belong to MaGui so, something has definitely remained after disabling.

SkyBaron
05-01-10, 07:50 AM
Thanks guys for the help. I went ahead and did a SH3 reinstall and everything works fine now. It was probably something left by another mod.

Buck_O
05-01-10, 06:39 PM
excellent job on MaGui 3.2 Markman94. I'm downloading it now:yeah:

makman94
05-02-10, 02:35 PM
ATTENTION !

for those who are using MaGui 3.2 ....delete it !

i am uploading right now the MaGui 3.2.1 which is correcting a tiny mistake at scopes that escaped at MaGui 3.2

bye

Assprella
05-04-10, 05:32 AM
Thanks a lot Sir.

java`s revenge
05-04-10, 09:06 AM
With the latest version i have 2 horizontale lines, is that correct?

geosub1978
05-04-10, 09:35 AM
With the latest version i have 2 horizontale lines, is that correct?

Noop!This shouldn't happen. Corrupted installation I guess like NewCaptain posts above.

java`s revenge
05-04-10, 09:48 AM
No it isn`t the same. Herefore i had the elder magui version..:hmmm:

edit; deactivated the magui + fm ni fix and after that activated firstly the
magui. All was okay and after that activated the fm ni fix and i got the 2 lines
back...

makman94
05-04-10, 07:47 PM
No it isn`t the same. Herefore i had the elder magui version..:hmmm:

edit; deactivated the magui + fm ni fix and after that activated firstly the
magui. All was okay and after that activated the fm ni fix and i got the 2 lines
back...

hi Java,
are you using the FM_NI fix of the current version of MaGui ? i mean that each version of MaGui has its own FM_NI fix.
if you run MaGui 3.2.1 you have to use the ''FM_NI fix for MaGui 3.2.1'' (older fixes will not work and will cause problems like this)
post a pic with the 'problem' will be more helpfull and also post a screen with your mod list (a screen ...don't named them)

bye

comet61
05-04-10, 10:26 PM
So I just loaded Magui 3.2.1 and am a little confused. The attack scope view only goes to 6x, but-your text file states that the AoB wheel is set for 15x like Magui 3.1. Is this a goof or did you not update the text file for Manos Optics. Is the wheel to be read at 6x and multiply by 2.5 or not. Is there suppose to be a 15x?

I can edit the camera.dat myself if this is the case. Thanks!!

makman94
05-05-10, 03:14 AM
So I just loaded Magui 3.2.1 and am a little confused. The attack scope view only goes to 6x, but-your text file states that the AoB wheel is set for 15x like Magui 3.1. Is this a goof or did you not update the text file for Manos Optics. Is the wheel to be read at 6x and multiply by 2.5 or not. Is there suppose to be a 15x?

I can edit the camera.dat myself if this is the case. Thanks!!

Hi Comet,

if you are 'missing' the x15 zoom that means that you have messed your installation .

i have allready told you once, to check the mods that you have enabled after MaGui and if jsgme is warning you about conflicts...disable them .

a rule when you want to check if something is wrong with a mod is to disable ALL mods and enable ONLY the one that you want to check .its the only way to have valid comments.do that to see if your 'problem' with MaGui insists .

also ,pay attention to that ''roll back'' thing for sh3 commander's users

there is nothing that you must edit at MaGui's files ,all are ok.

bye

comet61
05-05-10, 01:13 PM
Sorry...no other mods were loaded after Magui. I learned the lesson of loading anything after the initial load. I always roll back prior to new mods.

So I opened up the Camera.dat in the *.rar file. Guess what? Only 2 entries in the periscope Optics section: 1.5x and 6x...no 15x. I edited the lines and added the 15x. I went and checked the Obs scope optical parameters...it was OK. Why is this? I have no idea. There was no "cross-filing" that I am aware of. I keep all older versions in their separate folders to minimize confusion. Once de-activated via JGSME (Magui 3.1) I deleted all Magui files (older ones). SH Commander always rolls back after I am done in the sim. Then I load files usually 1 at a time. I have created a mission with nothing but the uboat and utilize the blank campaign mod to check all new mods. Magui 3.2.1 does work flawlessly, so no problem there. But on initial checking in the blank mission to make sure that Magui and it's add-ons were working I fiddled with the Attack scope and all I got was 1.5x and 6x....no 15x. I tripled checked it, made sure I was not mistaken. Just the 2 views in the attack scope. I did in fact switch over to the Obs scope to make sure I didn't have them backwards....nope. So, I checked it out for a few minutes before I wrote the post concerning the views in the attack scope.

Not here to create a problem. The problem is solved as far as I am concerned. Perhaps I got a "rogue" file, I don't know. Not sure what happened. On another note: I do in fact edit other files to suit my needs, but they are very minor.:06:

java`s revenge
05-05-10, 01:15 PM
I have took the fix from your website...

Here is a screenshot,

http://img.photobucket.com/albums/v423/hornetsting/SH3Img5-5-2010_20114_846.jpg

makman94
05-05-10, 05:25 PM
Sorry...no other mods were loaded after Magui. I learned the lesson of loading anything after the initial load. I always roll back prior to new mods.

So I opened up the Camera.dat in the *.rar file. Guess what? Only 2 entries in the periscope Optics section: 1.5x and 6x...no 15x. I edited the lines and added the 15x. I went and checked the Obs scope optical parameters...it was OK. Why is this? I have no idea. There was no "cross-filing" that I am aware of. I keep all older versions in their separate folders to minimize confusion. Once de-activated via JGSME (Magui 3.1) I deleted all Magui files (older ones). SH Commander always rolls back after I am done in the sim. Then I load files usually 1 at a time. I have created a mission with nothing but the uboat and utilize the blank campaign mod to check all new mods. Magui 3.2.1 does work flawlessly, so no problem there. But on initial checking in the blank mission to make sure that Magui and it's add-ons were working I fiddled with the Attack scope and all I got was 1.5x and 6x....no 15x. I tripled checked it, made sure I was not mistaken. Just the 2 views in the attack scope. I did in fact switch over to the Obs scope to make sure I didn't have them backwards....nope. So, I checked it out for a few minutes before I wrote the post concerning the views in the attack scope.

Not here to create a problem. The problem is solved as far as I am concerned. Perhaps I got a "rogue" file, I don't know. Not sure what happened. On another note: I do in fact edit other files to suit my needs, but they are very minor.:06:

:hmmm:.....thats very strange Comet !

becuase i just downloaded the MaGui 3.2.1 and opened its cameras.dat
everything is ok in there ,i see three entries for the zooms.
you must open the cameras.dat of MaGui's files BEFORE you install it to see if it has three zooms.
DON'T open the cameras.dat from the data of silent hunter(after you have installed the mod) becuase if something is messed at your installation you will be not able to see the three zooms in there.now, if you did so, again i am telling you that your installation for MaGui is not correct and the only problem will possibly not be only that with the zooms.
but as long i see the three entries for the zooms at attack scope in MaGui's files and these entries are not showing in your install the only thing that i can think is that you have messed your install


ps: i didn't say that you are trying to make trouble ! i said what you must do in order to have valid comments becuase with all these mods conflicts out there, is pretty easy (and more possible) to be an ''install'' problem than a 'bug' of mod . you can be sure that if indeed was a bug i would have correct it

I have took the fix from your website...

Here is a screenshot,



that fix is for MaGui v2+ .as i told you, you must run the fix for the current version of MaGui .the fix is in the .rar of MaGui 3.2.1
navigate through the contents of the .rar and you will find it .
if you run MaGui 3.2.1 you have to use the fix called '' FM_NI FIX for MaGui 3.2.1''
Also ,everything you need is inside the .rar of MaGui 3.2.1 .i am telling you that becuase ,as i see from your pic, you have the casing for stealthmeter but not the sub's icon so you haven't use the ''optional-no stealthmeter for MaGui 3.2.1'' but probably you used the optional for an older version

my advice is to delete everything that involves older versions and keep only the .rar for MaGui 3.2.1 .all you need are in there

java`s revenge
05-05-10, 11:51 PM
Thanks, it`s all okay now :yeah:

swampy
05-06-10, 03:23 AM
I have a question about the attack disk. Sometimes it "resets" so when I pull it up again all the info is lost.
What actions affects the attack disk?


I refer to the disk that can be pulled up just under the recognition manual

makman94
05-06-10, 06:52 PM
I have a question about the attack disk. Sometimes it "resets" so when I pull it up again all the info is lost.
What actions affects the attack disk?


I refer to the disk that can be pulled up just under the recognition manual

hi Swampy,

basically ,whenever you use a tool the others are effected becuase of the fact that most of them are 'sharing' the same type of dials alteration . that means that the tools doesn't have 'memory'

bye

makman94
05-14-10, 03:06 AM
Hello guys,

i added a button at MaGui that is applying a filter on both scopes.(see the pics below)
at the moment i am working at the filter itself (color,transparency...etc)
there is a limitation on the technique i used to apply this filter and this is that the filter is visual on all pages(filter is attached at the layout page) even if we 'leave' from periscopes's pages and we will have to manually switch it off via the button ( in other words...the filter will not automatically switched off).but there is ,afaik, no better way to have a filter applied to scopes and at the same time the scope and its tools to be availiable and fuctional .with this method we can have a filter on scope and also all features of scopes to be in use

now,becuase of the fact that the design of filter is a real headache for me i want to ask the fans of MaGui if they are interested to this addition so i will finish it or else i will drop it down.also,if anyone wants to produce some filters for me (i will give him all needed details for the dimensions of filter) in order to test them ,would be great !

pics:
http://i545.photobucket.com/albums/hh372/makman94/1-31.jpg
http://i545.photobucket.com/albums/hh372/makman94/2-31.jpg
http://i545.photobucket.com/albums/hh372/makman94/3-25.jpg
http://i545.photobucket.com/albums/hh372/makman94/4-18.jpg

comet61
05-14-10, 03:09 AM
I vote "YES"!!

Magic1111
05-14-10, 03:19 AM
i want to ask the fans of MaGui if they are interested to this addition so i will finish it or else i will drop it down.also,if anyone wants to produce some filters for me (i will give him all needed details for the dimensions of filter) in order to test them ,would be great !




Hi makman !

Very clear: Yes! :yeah::up::yeah:

Best regards,
Magic:salute:

Assprella
05-14-10, 04:57 AM
Salve!
I think it is great, I want it.
If somebody explain me how to do the job on the filters I try to help you in the way you need.
At your disposal.
:up:

java`s revenge
05-14-10, 06:39 AM
Yes, that will be great :yeah:

piri_reis
05-15-10, 10:19 AM
Yes, just getting back into SH3, would be nice to have another update.
thanks makman :up:

makman94
05-15-10, 05:24 PM
ok guys, i am also changing the lightness of scopes and it will take some time till i get it where i want it ! as soon it is ready,it will be released

bye

Magic1111
05-16-10, 02:51 PM
ok guys, i am also changing the lightness of scopes and it will take some time till i get it where i want it ! as soon it is ready,it will be released

bye

Hi makman !

Thatīs an very good Decision! :up:

Best regards,
Magic:salute:

briklebritt
05-16-10, 04:01 PM
hi makman,

i tested the bearing aob tool in your mod like TXT-file says...
i did it 5 times and never got correct AOB with this tool.

i waited (3 minutes) between b1 and b2 and (3 minutes) between b2 and b3.

i got:
B1 346
B2 357
B3 4 (364)

so... B2-B1 = 11 and B3-B1 = 18

i used tool and got a AOB of 138

but when i go to map and draw with goniometer at first bearing (346) and the course of the ship i got an AOB about 100 at (346) and not 138.

Where is my error? can u help?

oh, i got 3 things in your GIU which did not work for me. i cannot click "logbook", "obs perisope" and "radio messages" - do you know about?

makman94
05-17-10, 01:18 PM
hi makman,

i tested the bearing aob tool in your mod like TXT-file says...
i did it 5 times and never got correct AOB with this tool.

i waited (3 minutes) between b1 and b2 and (3 minutes) between b2 and b3.

i got:
B1 346
B2 357
B3 4 (364)

so... B2-B1 = 11 and B3-B1 = 18

i used tool and got a AOB of 138

but when i go to map and draw with goniometer at first bearing (346) and the course of the ship i got an AOB about 100 at (346) and not 138.

Where is my error? can u help?

hi Briklebritt,
here:
http://i545.photobucket.com/albums/hh372/makman94/aob-1.png

first of all the tool is showing 135+ degrees (not 138)
i entered your data at Gutted's tool in order to get fast the target's course . it showed that target's course is 30,7 degrees .
now ,look at the white paper, the calculations for the aob at b1 are resulting to 135,3 degrees.

so, the tool is showing you the correct aob at b1.



oh, i got 3 things in your GIU which did not work for me. i cannot click "logbook", "obs perisope" and "radio messages" - do you know about?

no,the buttons you describe are all ok. i don't know what is causing you these issues becuase you didn't gave any clues so i can't help.
basically ,it seems that something is not going ok with your Commands_en
file.
a) are you using the german language ?
b) are you running mods that conflicting with MaGui's files ? (a pic of your mod list would help )


bye

briklebritt
05-21-10, 03:22 PM
got another question... how to get correct AOB with wheel. Please anybody help me.

i cannot set final thing for AOB on wheel. Where is my error?

i read to use x2,5 at 6-zoom and use complete length of the ship.. please look..

PS: i got range of 560m with statimeter - map shows 560m too.

http://www.dobermann-welt.de/mist/1.jpg

http://www.dobermann-welt.de/mist/2.jpg

makman94
05-21-10, 05:44 PM
hi Briklebritt,

you haven't made any error ...:)

continue counting...from '40' . the '0,5' that you see next is representing the '50' and the '1' far left is '100' .

the '75' is under the g of the word 'lange' and shows you aob=67 degrees

bye

madmex
05-29-10, 05:57 PM
is this mod also working in sh5 ?????


thanks,
jack

geosub1978
05-30-10, 06:32 AM
is this mod also working in sh5 ?????


thanks,
jack

No, no, no its a different game code!

makman94
05-30-10, 11:06 AM
hello guys,

MaGui v3.3 is ready !

from its readme :

addings-changes(to previous version v3.2.1)
-------------------------------------------

1.adding a button for switching a visual filter at attack and obs periscopes (the filter must be manually switched off-via its button-when you 'leave' from periscopes)

2. add marks at ''aob'' wheels for the angle x (info for this angle can be found in the tutorial for the ''broken'' TDC Attack methods)

3. adds ,also,the digital gyro on Torpedo-TDC's panel at obs scope ,in order to be visible when tdc's panel is on view.

4. adds the shooting bearing's tables for 30,40 and 44 knots torpedoes at attack scope,obs scope and uzo pages (info for the use of these tables in the tutorial for the ''broken'' TDC Attack methods)

5.tweaks at commands_en.cfg file. with these tweaks ,if you choose a new torpedo tube the previous selected tube stays open and will close only by the key ''W'' or by the order of weapon's officer . ( ''Q''= opening selected tube(s) , ''W''= close selected tube(s) and ''Y''= cycle tubes ).

6.reworked lens ( darker) for the attack and obs scopes and reworked reticles .also, you will find at optionals a set of alternative lens for the scopes(brighter) directly taken from sh5.

6.many minor graphical touches here and there.


you will find ,also,at its .rar a new tutorial that explaining you how to use the shooting bearing tables. its another one ''broken'' TDC method ,but this one is when you want to achieve straight shots to the target with different intercepts angles . a technique that i believe many captains used in real life.
this technique has also the possibility to ''correct'' your shot with adjusting gyroangle value but its not analyzed in the tutorial becuase then the shot is not a straight shot. at the future i will make a tutorial explaining the advanced uses of this technique.
many thanks to Geosub, how helped me a lot with the 'ditry' job on excel (writing a formula on excel is very 'tricky') for finding the values for the shooting bearings for each type of torpedo.

at the moment,some final checks are taking place and expect a release tomorrow.

some pics:

http://i545.photobucket.com/albums/hh372/makman94/1-33.jpg
http://i545.photobucket.com/albums/hh372/makman94/2-33.jpg
http://i545.photobucket.com/albums/hh372/makman94/3-27.jpg
http://i545.photobucket.com/albums/hh372/makman94/4-20.jpg

IFRT-WHUFC
05-30-10, 11:59 AM
Is 3.3 ready for download? I can't find the link!

thanks
Rick

SquareSteelBar
05-30-10, 12:34 PM
...I can't find the link!.......
...at the moment,some final checks are taking place and expect a release tomorrow...

LGN1
05-30-10, 12:47 PM
Hi makman94,

very nice work :up:

I don't know whether you are aware of this, but the electric TII torpedo runs at 28 knots and not 30 knots (at least in GWX. No idea why it's always written 30 knots :06: ). The steam torpedoes (and the TIII) run at 30 knots (when set to slow). Some time ago I made similar tables as you did now and figured this out. You might add a torpedo.sim file with modified speeds to your release.

Cheers, LGN1

PS: For my private use I added a second speed setting to the electric torpedoes to simulate a cold and preheated torp. I use the preheated setting only when I have enough time before shooting. My settings are:

TII: cold 28kn/3000m preheated 30kn/5000m
TIII: cold 28kn/4500m preheated 30kn/7500m

I don't know how long the preheating took in real life. I play with 15 min.

comet61
05-30-10, 03:10 PM
Is 3.3 ready for download? I can't find the link!I believe he means the 31st of May...


The bearing tables would be awesome since I shoot from "the hip" at close range a great deal. Can't wait for the update.:yeah:

makman94
05-30-10, 09:20 PM
Hi makman94,

very nice work :up:

I don't know whether you are aware of this, but the electric TII torpedo runs at 28 knots and not 30 knots (at least in GWX. No idea why it's always written 30 knots :06: ). The steam torpedoes (and the TIII) run at 30 knots (when set to slow). Some time ago I made similar tables as you did now and figured this out. You might add a torpedo.sim file with modified speeds to your release.

Cheers, LGN1

PS: For my private use I added a second speed setting to the electric torpedoes to simulate a cold and preheated torp. I use the preheated setting only when I have enough time before shooting. My settings are:

TII: cold 28kn/3000m preheated 30kn/5000m
TIII: cold 28kn/4500m preheated 30kn/7500m

I don't know how long the preheating took in real life. I play with 15 min.

really very usefull information LGN1 ! thank you
at the test i used only the steam torps (becuase they had the three speeds 30,40,44 availiable) but no the electric torps .i didn't know that electric torps were running at 28 kts so your info is more than usefull .

i will adjust the .sim files for torps, but i have a question .look at this pic :
http://i545.photobucket.com/albums/hh372/makman94/torps.png

if node 17 is steam torps (correct?) and node 19 is electric torps (correct?) then the node 21(type iii) and the node 23 (type vii) what torps are altering ??

ps: so , you had made these tables and you never released them :o?? it was a real pain in the a... to create them ! these things must always 'see' the 'light' of day ! don't keep them at your hd :DL

bye

I believe he means the 31st of May...



yes , on 31/May :DL

Plissken_04
05-31-10, 12:00 AM
The Type VII Torpedo must be or can be the Walter Steinbarsch Torpedo,made by Aces of the Deep.

For more Information take a look here:

http://www.mediafire.com/?y0yonqmtjek


Maik

LGN1
05-31-10, 04:07 AM
Hi makman94,

you are right about the nodes 17,19,21 (just change the marked 28 in your picture to 30). Like Plissken_04, I think the other one is the Walter Steinbarsch Torpedo. But it's not implemented in the game (you can get some information about it in the GWX manual. Only 10 torps are used in the game IIRC, see below). TIII is the improved electric torpedo (new fuse and better batteries).

I made the tables for my malfunction mod which simulates TDC failures. I wanted to offer the player a tool to compensate the failure. However, I never finished it because I decided not to release my malfunction mod. It took me quite some time to figure out why my numbers (obtained from the steam torps) were sometimes working and sometimes not.

Cheers, LGN1


From the GWX manual:

• Stock Silent Hunter III includes graphics and modeling information for the T VII Steinbarsch (―rock bass) torpedo, but the torpedo is not available in the game. Germany produced at the very end of the war 100 of these wakeless, 45-knot, hydrogen peroxide-fueled torpedoes with LuT pattern following and a range of 8 km, but none went to sea before the end of hostilities.6 The Silent Hunter III game engine only reads one character in the applicable .cfg file when identifying torpedo types, so only 10 types of torpedoes (numbered 0 – 9) are allowed, BUT the T VII would be the 11th torpedo type. GWX does not replace any other torpedo types to enable the T VII.

makman94
06-01-10, 02:45 AM
The Type VII Torpedo must be or can be the Walter Steinbarsch Torpedo,made by Aces of the Deep.

For more Information take a look here:

http://www.mediafire.com/?y0yonqmtjek


Maik

Hi makman94,

you are right about the nodes 17,19,21 (just change the marked 28 in your picture to 30). Like Plissken_04, I think the other one is the Walter Steinbarsch Torpedo. But it's not implemented in the game (you can get some information about it in the GWX manual. Only 10 torps are used in the game IIRC, see below). TIII is the improved electric torpedo (new fuse and better batteries).

I made the tables for my malfunction mod which simulates TDC failures. I wanted to offer the player a tool to compensate the failure. However, I never finished it because I decided not to release my malfunction mod. It took me quite some time to figure out why my numbers (obtained from the steam torps) were sometimes working and sometimes not.

Cheers, LGN1


From the GWX manual:

• Stock Silent Hunter III includes graphics and modeling information for the T VII Steinbarsch (―rock bass) torpedo, but the torpedo is not available in the game. Germany produced at the very end of the war 100 of these wakeless, 45-knot, hydrogen peroxide-fueled torpedoes with LuT pattern following and a range of 8 km, but none went to sea before the end of hostilities.6 The Silent Hunter III game engine only reads one character in the applicable .cfg file when identifying torpedo types, so only 10 types of torpedoes (numbered 0 – 9) are allowed, BUT the T VII would be the 11th torpedo type. GWX does not replace any other torpedo types to enable the T VII.

Plissken_04 and LGN1 thank you for the informations !

ok, i edited the torpedo.sim and made the type ii 30kts and type vii 44kts

LGN1 thank you for pointing this !

makman94
06-01-10, 03:59 PM
MaGui v3.3 is out !

first post updated

enjoy

comet61
06-01-10, 04:48 PM
Yay!!:yeah:

D/L'ing now!

java`s revenge
06-02-10, 02:08 AM
Thank you very much makman :yeah:

I am also downloading now.

java`s revenge
06-02-10, 03:18 AM
Makman,

I am missing the posibility to use the AOB wheel with 6x zoom.
It`s almost impossible calculating a target which lies 800m from you.

Or am i missing something :hmmm:

Assprella
06-02-10, 07:01 AM
Vielen danke Herr Kaleun!

makman94
06-02-10, 10:06 AM
Makman,

I am missing the posibility to use the AOB wheel with 6x zoom.
It`s almost impossible calculating a target which lies 800m from you.

Or am i missing something :hmmm:


:06:....what do you mean ? i don't understand....

java`s revenge
06-02-10, 10:30 AM
In an elder version of your mod you could choose to install a zoom version.

I do only see that for this version 15x zoom is applicable.

I know..i know, i have to calculate by 2.5 but...

makman94
06-02-10, 10:47 AM
In an elder version of your mod you could choose to install a zoom version.

I do only see that for this version 15x zoom is applicable.

I know..i know, i have to calculate by 2.5 but...


you can use the obs scope then, there (at obs) the rings are setted for working at x6 zoom .
now, if you want to have the x6 set also at attack peri then

1. open the files of MaGui ,find the ''AOBFInnerDisc2'' tga and ''AOBFOuterDisc2'' tga and copy and paste them at your desktop.
2. RENAME them to ''AOBFInnerDisc'' and ''AOBFOuterDisc''
3.in the files of MaGui, REPLACE the images with the same names (''AOBFInnerDisc'' and ''AOBFOuterDisc'') with the ones from your desktop
4. enable the mod

that way you will have the x6 set rings at both attack and obs peri (so you will take your measures at x6 zoom when you are at attack or obs peri)

ps: NEVER MIX things from earlier versions of mod ! whatever you want to do must 'come' ONLY from the .rar of current version

tomfon
06-02-10, 11:31 AM
Hello.
Which zoom levels are available through the attack periscope view, makman?
x6, x15 or both of them? I didn't try version 3.3 yet so i'm just asking. Thanks!

java`s revenge
06-02-10, 12:21 PM
Thank you, thank you great modder :yeah:

jaxa
06-03-10, 01:59 AM
Makman94, I like your mod very much, good work :up:
I have one question and request - could you use in your GUI small icons for orders (part of Integrated Orders from GWX 3.0), like in h.sie's hsGUI v3.1 or ACM-GUI Reloaded h.sie's Edition v1.15? These small icons look very good - it's only one thing missed for me in your GUI. In my opinion it will be good addon for your work. If it's not possible, could you describe me how to do it manually?

Magic1111
06-03-10, 01:45 PM
MaGui v3.3 is out !

first post updated

enjoy

Many, many thanks makman ! :up: Wonderful work ! :yeah:

Best regards,
Magic:salute:

makman94
06-03-10, 02:35 PM
Hello.
Which zoom levels are available through the attack periscope view, makman?
x6, x15 or both of them? I didn't try version 3.3 yet so i'm just asking. Thanks!

hi Tomfon,

it is all written at reads me texts. zooms for attack are x1,5 / x6 / and x15

Makman94, I like your mod very much, good work :up:
I have one question and request - could you use in your GUI small icons for orders (part of Integrated Orders from GWX 3.0), like in h.sie's hsGUI v3.1 or ACM-GUI Reloaded h.sie's Edition v1.15? These small icons look very good - it's only one thing missed for me in your GUI. In my opinion it will be good addon for your work. If it's not possible, could you describe me how to do it manually?

hi Jaxa,
not interested at these small icons at all. there will be no further changes at MaGui unless something really good 'comes up' ! to start telling you what to do to get these icons is equal to the time i will need to make them . basically , you have to resize the orders1,orders2 and order3 and then you have to find the entries at menu_ini for each icon and adjust there the crops and the positions of items . but ,really, i believe ,that the current icons are more comfort when you are in action


ATTENTION:
i have made a typo at the table for 30kts torpedoes. when target's speed=18 and angle lb=90, the correct shooting bearing is 31 degrees and not 30,1 degrees as written by fault .
many thanks to a friend who checked the values and 'catched' this.
you will find at my FF page the correct table for the 30kts torpedo.
it is not jsgme ready ,you will find instructions on how to import this table to MaGui's files

bye

Kpt. Weyprecht
06-03-10, 04:25 PM
I must say, I'm really impressed! RL holds me far away from the game but I definitely will try your mod as soon as I get back to the SH3.
I zas considering migrating to SH4/OM but I feel I'll stay in SH3 a little more thanks to you, Marksman.

I just have one question, by pure curiosity (I'm pretty sure it was already answered somewhere), but I'm pretty ignorant in the matter.. Are the new reticles a late-war model? I've seen this kind of reticles on some German explanatory drawing from the time, but most of the photos show reticles closer to what you used in older versions of MaGUI, as Hitman did in his GUI?

tomfon
06-03-10, 05:51 PM
hi Tomfon,

it is all written at reads me texts. zooms for attack are x1,5 / x6 / and x15

Thank you.:up:

comet61
06-05-10, 01:51 PM
I gotta say: I really like makmans (Magui3.3) new bearing chart shooting solution method. I have done it at least 4 times and it works great. I think my accuracy of shooting "from the hip" has gotten a lot better.

In the middle of the night I did a surface attack on a Large merchant. My AoB was 70°. I was able to calculate the speed (8Kt). Using 2 TII eels set at impact at a 1.5° spread. I was about 900m away. I set the scope at 0°, turned off the auto targeting and swung the scope according to the chart (I used the 30kt chart, went down to the 70° column to 8 knots), set the crosshairs at the proper angle per the chart (something like 8.5 degrees, can't remember) leaving it on manual targeting (red button). Once the target's mid section reached my crosshairs I fired. BOOM, BOOM, right on the money. Broke it right in half. I love this method!

I also noticed that there is a decent/acceptable margin of error concerning the AoB. The other night I was about 10° off of my AoB calculation, but I had the speed correct. I still hit the target, but missed the desired spot by a few meters...still sank.

Good job Makman....love this new mod method.

makman94
06-05-10, 07:27 PM
I just have one question, by pure curiosity (I'm pretty sure it was already answered somewhere), but I'm pretty ignorant in the matter.. Are the new reticles a late-war model? I've seen this kind of reticles on some German explanatory drawing from the time, but most of the photos show reticles closer to what you used in older versions of MaGUI, as Hitman did in his GUI?

hello Kpt. Weyprecht,
i have seen pics with different reticles on german scopes so i believe that there was not a standar design for the reticles (just my opinion).
i was inspired with the american scopes and the reticles you see at MaGui's scopes are more 'close' to this 'look' . i prefer this style for reticles for many reasons .two of them is that i need the reticles to be 'close' to vertical and horizontal line of peri in order to be visible even when 'wheels' are on and second becuase using the 'reversed' scopes (horizontal line at top mast of ship and read the scale's mark that waterline is showing to you) is way more comfort for the vertical reticles to be close to vertical line of scope.
i have seen pics that reticles are ON vertical line of peri but this was not ,let's say....not 'eye candy' !




I also noticed that there is a decent/acceptable margin of error concerning the AoB. The other night I was about 10° off of my AoB calculation, but I had the speed correct. I still hit the target, but missed the desired spot by a few meters...still sank.



hi Comet,

of course it is working , it is just trigonometry !
yes ,you have an acceptable error at angle lb but have in mind that the faster the target is and the longer the distance that torp will travel then these 'errors' will turn to be more critical. practising is the only way .... the longer your shots are,... the better you become !

klh
06-06-10, 07:02 AM
I love this GUI, and really appreciate the hard work that went into it.

I'm having a problem running it with the FM interior mod. I installed FM, then MaGui 3.3, then the MaGui/FM 3.3 fix as described in the manual. Both mods work fine by themselves, but together the open hatches command and engine room cam no longer work. I am using the latest version of JGME

Anyone have a similar experience and how did you fix it?

(By the way, I am running mostly stock. I've been in a campaign since GWX3 came out and since I play DiD, I haven't upgraded yet.)

Kpt. Weyprecht
06-06-10, 09:05 AM
Thank you for the explanation. Sure your version is more eyecandy than reticles on the centreline!

Can't wait to use your awesome mod (and a few other mods that got released since the last time I could play the game...)

makman94
06-07-10, 06:59 PM
I love this GUI, and really appreciate the hard work that went into it.

I'm having a problem running it with the FM interior mod. I installed FM, then MaGui 3.3, then the MaGui/FM 3.3 fix as described in the manual. Both mods work fine by themselves, but together the open hatches command and engine room cam no longer work. I am using the latest version of JGME

Anyone have a similar experience and how did you fix it?

(By the way, I am running mostly stock. I've been in a campaign since GWX3 came out and since I play DiD, I haven't upgraded yet.)

hi Klh,
the 'fix' is tested and working fine. i am running it at my install and all works as expected.
what do you mean by saying '' open hatches command doesn't wok'' .you mean that ''shift+H'' and ''ctrl+H'' is not working ?
and also what do you mean with the engine room cam problem? can you express yourself with other words ?
please ,show me your mods list (showing the order of active mods)

bye

klh
06-07-10, 09:09 PM
hi Klh,
the 'fix' is tested and working fine. i am running it at my install and all works as expected.
what do you mean by saying '' open hatches command doesn't wok'' .you mean that ''shift+H'' and ''ctrl+H'' is not working ?
and also what do you mean with the engine room cam problem? can you express yourself with other words ?
please ,show me your mods list (showing the order of active mods)

bye

Thanks for the reply. I have no doubt I'm doing something wrong.

Here's my mod list that's giving me trouble...

Vasserbomben_Chalkboard
UboatReflectionsFix
Tikigod's - Engine Order Telegraph (German)
Shell Damage Textures
RealisticFatigue 2.0
Ambient Hydrophone Sound
Ambient Underwater Sound
Explosions_and_gunfire
JIRM - Stock SH3
Cable Fix Type VIIC
NewDcSounds
FM_NewInterior_V1.0
MaGui 3.3
optional-No Stealthmeter for MaGui 3.3
optional-stopwatch with speed lines for MaGui 3.3
FM_NI_Fix_for_MaGui 3.3

When I say the open hatch commands don't work, I mean that after installing MaGui 3.3, the Shift-H and Ctrl-H don't do anything. I can not open the hatches. Without MaGui installed, I can open the hatches.

Also, pressing Shift-E does not do anything after MaGui is installed on top of my FM_NI.

I'm guessing it has something to do with my other mods, or the fact that I'm not running GWX, but I haven't been able to figure it out on my own. Thanks for any help you can give.

tomfon
06-08-10, 09:44 AM
Hello klh.

I believe that the problems you face are due to a wrong installation order.
The "FM Interior" mod should be enabled after makman's mod. This way, when you enable the fix after flakmonkey's mod, the cameras.dat file which is included in the fix and which has been adjusted for the "MaGui" mod, will overwrite fm's cameras.dat (which has already overwritten magui's own cameras.dat) and will ensure compatibility between makman's mod and flakmonkey's mod.

You have enabled makman's files after fm's own files thus undoing any changes fm's cameras.dat file introduced.

This is my opinion but wait for makman to reply too.


EDIT

I was wrong. From the readme.

for those who want to use Flakmonkey&DD's ''FM_NI'' mod with MaGui 3.3

B. without Anvart's mods
------------------------
1.DD_OH_V3.09_20091209162038
2.FM_NewInterior_V1.0
3.MaGui 3.3
5.FM_NI_Fix_for_MaGui 3.3

Thank you comet.;)

comet61
06-08-10, 12:48 PM
The "FM Interior" mod should be enabled after makman's mod.


Not sure about that. My mod load order is the original FM mod, then Magui3.3 and then the FM fix by makman for v3.3. Everything works just as it is suppose to with that setup.

tomfon
06-08-10, 03:53 PM
You are right, comet and i was wrong. I've edited my post above.^^

makman94
06-08-10, 06:01 PM
Thanks for the reply. I have no doubt I'm doing something wrong.

Here's my mod list that's giving me trouble...Vasserbomben_Chalkboard
UboatReflectionsFix
Tikigod's - Engine Order Telegraph (German)
Shell Damage Textures
RealisticFatigue 2.0
Ambient Hydrophone Sound
Ambient Underwater Sound
Explosions_and_gunfire
JIRM - Stock SH3
Cable Fix Type VIIC
NewDcSounds
FM_NewInterior_V1.0
MaGui 3.3
optional-No Stealthmeter for MaGui 3.3
optional-stopwatch with speed lines for MaGui 3.3
FM_NI_Fix_for_MaGui 3.3
When I say the open hatch commands don't work, I mean that after installing MaGui 3.3, the Shift-H and Ctrl-H don't do anything. I can not open the hatches. Without MaGui installed, I can open the hatches.

Also, pressing Shift-E does not do anything after MaGui is installed on top of my FM_NI.

I'm guessing it has something to do with my other mods, or the fact that I'm not running GWX, but I haven't been able to figure it out on my own. Thanks for any help you can give.

hi Klh,

from the way you are describing the situation , two things are more possible:

A.according to your note ,it seems that the 'fix' is not taking effect ! i am saying this becuase there are ,indeed, in the fix's command file the orders shift-h ,ctrl-h and shift-e
so,disable the 'fix' and reenable it ! does the jsgme is warning you for conflicts with magui 3.3's commands ? if YES ,this is normal , proceed and activate it .
if not then the fix is not installed correctly
now,assuming that your install is correct ,enter the torpedo training mission(no other mission...just enter this one) .do you still have the issues there ?

B. the other posibility ( that i think is exactly your fault) is that you are not riding a viib sub (when you tested fm-ni fix for magui).
the correct install is :

without Anvart's mods
-------------------------
1.DD_OH_V3.09_20091209162038
2.FM_NewInterior_V1.0
3.MaGui 3.3
4.FM_NI_Fix_for_MaGui 3.3

the ''DD_OH_V3.09_20091209162038'' is neseccery if you want 'opening hatces' to all types of subs ( ''FM_NewInterior_V1.0 '' is containing 'opening hatch' only for types viib)

so if you are not riding a type viib sub then the shift-h,ctrl-h (you haven't enable the ''1'') and shift-E (no engine room to other than viib ) are useless.
thats why i am saying to test it at torpedo training mission

bye

klh
06-08-10, 07:29 PM
hi Klh,

from the way you are describing the situation , two things are more possible:

A.according to your note ,it seems that the 'fix' is not taking effect ! i am saying this becuase there are ,indeed, in the fix's command file the orders shift-h ,ctrl-h and shift-e
so,disable the 'fix' and reenable it ! does the jsgme is warning you for conflicts with magui 3.3's commands ? if YES ,this is normal , proceed and activate it .
if not then the fix is not installed correctly
now,assuming that your install is correct ,enter the torpedo training mission(no other mission...just enter this one) .do you still have the issues there ?

B. the other posibility ( that i think is exactly your fault) is that you are not riding a viib sub (when you tested fm-ni fix for magui).
the correct install is :

without Anvart's mods
-------------------------
1.DD_OH_V3.09_20091209162038
2.FM_NewInterior_V1.0
3.MaGui 3.3
4.FM_NI_Fix_for_MaGui 3.3

the ''DD_OH_V3.09_20091209162038'' is neseccery if you want 'opening hatces' to all types of subs ( ''FM_NewInterior_V1.0 '' is containing 'opening hatch' only for types viib)

so if you are not riding a type viib sub then the shift-h,ctrl-h (you haven't enable the ''1'') and shift-E (no engine room to other than viib ) are useless.
thats why i am saying to test it at torpedo training mission

bye


Thanks for the advice. I will give it a try as soon as I dock from my current mission. I will let you know what happens.

klh
06-08-10, 09:36 PM
the other posibility ( that i think is exactly your fault) is that you are not riding a viib sub (when you tested fm-ni fix for magui).


Makman,

You were exactly correct. :yeah: In my career, I have a VIIC boat.

But when I tested FM_NI and MaGui separately, I was running one of the single missions using a VIIB. It was only after loading both that I tried them in my career mission, and couldn't get it to work. Somehow I missed that FM_NI only modeled the VIIB hatches.

Thank you for helping me to sort this out.

aus3620
06-29-10, 08:58 PM
Firstly, thanks Makman for a terrific mod. Using GWX3, MEPv3, Magui 3.3 with optional scopes/stopwatch, TMT v2. Play at 85% realism.

Is there a tutorial about using the UZO, obviously for surface attacks? Just read "The Golden Horseshoe" - Kretschmer's career, so keen to try surface attacks. To date have preferred to launch the attack submerged.

It seems that Kretschmer cruised between the convoy columns and launched his torpedoes for "right-angle" track - can anyone point me to a how-to for that?

Thanks

clouclou
07-01-10, 03:58 AM
Dear makman94,
Super as work,
One question though. In Uzo, how to place the names of boats and torpedoes as icons in the PERISCOPE ATTACK. (Boat: bottom right in the label, Torpedo icon in the upper right) I know you have to go menu_1024_768 but where exactly?

makman94
07-01-10, 10:45 PM
Firstly, thanks Makman for a terrific mod. Using GWX3, MEPv3, Magui 3.3 with optional scopes/stopwatch, TMT v2. Play at 85% realism.

Is there a tutorial about using the UZO, obviously for surface attacks? Just read "The Golden Horseshoe" - Kretschmer's career, so keen to try surface attacks. To date have preferred to launch the attack submerged.

It seems that Kretschmer cruised between the convoy columns and launched his torpedoes for "right-angle" track - can anyone point me to a how-to for that?

Thanks

hello Aus3620,


you will find instructions on how to use the range finder at uzo(red scale) at the manos optics.txt (at documents)
i don't know what you mean by saying ''right-angle'' track but i guess that you mean that torpedo's run course will interesept target's course vertically .in this case read the ''perfect shots'' tutorial that is included in MaGui's .rar


if you mean (with ''right-angle'' track) that your sub's attack course is intercepting vertically target's course then after you have placed your sub to a vertically intercept course ,you can use your tdc :
1.uzo at zero degrees
2.set tdc to manual
3.set aob 90 left or right (depending of situation)
4.set target's speed
5.set tdc to auto
6.lock uzo on target
7.wait untill your gyroangle goes to zero and...shoot !
or you can use the procedure that is described at the ''straight shots'' tutorial (looking the column for lb=90 degrees) that is ,also incuded in .rar

Dear makman94,
Super as work,
One question though. In Uzo, how to place the names of boats and torpedoes as icons in the PERISCOPE ATTACK. (Boat: bottom right in the label, Torpedo icon in the upper right) I know you have to go menu_1024_768 but where exactly?

hello Clouclou,

open (with notepad) the menu_ini and replace the following entries :

[G28 I5]
Name=Ship
Type=1032;Button
ItemID=0x28040041
ParentID=0x28000000
Pos=805,145,179,18
Color=0xFFFFFFFF
Materials=4
Display=2
Mat 0=data/menu/OLC/bkgr.tga
Mat 1=data/menu/OLC/bkgr.tga
Mat 2=data/menu/OLC/bkgr.tga
Mat 3=data/menu/OLC/bkgr.tga
MatFlags=0x29
TexFmt=0x9

[G28 I25]
Name=Launched torp
Type=1026;Menu group
ItemID=0x28050000
ParentID=0x28000000
Pos=0,768,131,226
Color=0xFFFFFFFF

[G28 I76]
Name=Ship val
Type=1029;Static text
ItemID=0x28040051
ParentID=0x28000000
Pos=805,145,179,18
Color=0xFFFFFF80
Font=1
Text=0
TextFlags=0x5

[G28 I100]
Name=Torpedo Settings Label
Type=1029;Static text
ItemID=0x2806000A
ParentID=0x28080000
Pos=725,-633,215,18
Color=0xB4B4B4FE
Font=5
;Text=4976
TextFlags=0x5


with red are the lines that have changes


thank you too both for your words :up:

clouclou
07-02-10, 01:32 AM
merci makman94

wolfpack_jim
07-02-10, 05:36 AM
makman congr for your work:rock:
I would like to ask if your mod is compatible with olc cold, mkiic, mkiid via jshme. I think not

makman και tomfon μου χαρίζετε απιστευτες ωρες χαλάρωσης και σπαζοκεφαλιάς. Ευχομαι υγεία και καλή διάθεση στα δύσκολα χρόνια που θα 'ρθουν.:salute:
Ένας πορωμένος Αγρινιώτης

ps
Νomfon είσαι ο νεφελοδέμον του insignia;

bravo zulu

aus3620
07-03-10, 05:43 AM
Hi Makman,

Thanks for responding. Of course, after posting I had a look at my download and found the help files!

The Angriff in the manual has more "arms" than the two arm version in the game. I presume because there is no "rear" side as per the manual. So using this angriff you can calculate the AOB of the target or the true course of the target.

Thanks again for your many contributions (patches, tutorials, comments) to the forum and SH3/GWX.

jaxa
07-03-10, 09:45 AM
Makman, I can't find speed/range charts in your GUI. Is it included or not? If not - how to include them to your mod?

makman94
07-05-10, 05:05 PM
makman congr for your work:rock:
I would like to ask if your mod is compatible with olc cold, mkiic, mkiid via jshme. I think not

makman και tomfon μου χαρίζετε απιστευτες ωρες χαλάρωσης και σπαζοκεφαλιάς. Ευχομαι υγεία και καλή διάθεση στα δύσκολα χρόνια που θα 'ρθουν.:salute:
Ένας πορωμένος Αγρινιώτης

ps
Νomfon είσαι ο νεφελοδέμον του insignia;

bravo zulu

hello Wolfpack_jim,

yes, you can enable MaGui after Olc gold but have in mind this:
one of the parts of Olc gold mod is Olc's gui.so, if you enable MaGui after Olc gold you will miss Olc's gui as all files that are altering the gui will be overwritten by MaGui's files

Γεια σου Αγρινιο ! χαιρομαι που την απολαμβανεις την ολη φαση...! ευχομαι κ εγω υγεια κ παντα χαρες ! μην ανυσηχεις για τις μερες που ερχονται....βλεπεις τα ...ευρωλιγουρια 'μυρισαν' την ελλαδιτσα κ τους ...αρεσε ! αλλα ενα τους λεμε: ''ΜΟΛΩΝ ΛΑΒΕ'' !μπλεξαμε ,βεβαια,με τους αχρηστους κλεφταραδες πολιτικους που εχουμε αλλα μονο καλυτεροι θα βγουμε τελικα.επρεπε καποτε να δοθει ενα τερμα σε αυτες τις ...συμμοριες

Hi Makman,

Thanks for responding. Of course, after posting I had a look at my download and found the help files!

The Angriff in the manual has more "arms" than the two arm version in the game. I presume because there is no "rear" side as per the manual. So using this angriff you can calculate the AOB of the target or the true course of the target.

Thanks again for your many contributions (patches, tutorials, comments) to the forum and SH3/GWX.

hi Aus,

have a look here: [REL] Manos Gui (MaGui) (http://www.subsim.com/radioroom/showthread.php?t=157376)

at post 45 you will find explainations on why the front side of attack disc has two ''arms''.
no ,the uses of front side of attack disc are not only the two you mentioned. just to name some additional uses:

1.you can choose the aob that you will attack (if you know the target's course) and the disc can show you ,fast, the course that you must set to your sub in order to intercept the target's course with the given aob

or
2.disc can,also, show you the relative to north bearings(if you want to get them from disc)

you see,front side of disc can do a lot of things and maybe you will discover more by your own imagination.

the back side of attack disc is attached to the navigator officer's orders.clic on him and look at the right edge of your screen.


Makman, I can't find speed/range charts in your GUI. Is it included or not? If not - how to include them to your mod?

hi Jaxa,

place you cursor at the right edge of screen at navmap page and these charts will pop up.
if you are using the MaGui's version for lsh3 v5 then these charts are draggable (again at navmap page)

wolfpack_jim
07-12-10, 09:15 AM
Makman hi again

I would like to ask something about the shipchart. I see the drawings and colours but i don't know what it's colour means. If you have any idea you it's welcome. Ah and another think. Doing a reacearch in the net i find in wikipedia that liberty ship displasment is about 14000 tons but in the tmt2 it's appears some 7000 tons. What is going on?

thank in advance for your imply

wolfpack_jim
07-13-10, 09:53 AM
This morning i did my third patrol with my UIIA and i engaged a medium cargo at 5500 meters. The aob was few degrees less than 90 but to your mod i red few degrees plus. Is it reliable at these distances or i am loosing something here.
thx mate

makman94
07-15-10, 01:29 AM
Makman hi again

I would like to ask something about the shipchart. I see the drawings and colours but i don't know what it's colour means. If you have any idea you it's welcome. Ah and another think. Doing a reacearch in the net i find in wikipedia that liberty ship displasment is about 14000 tons but in the tmt2 it's appears some 7000 tons. What is going on?

thank in advance for your imply

hi Wolfpack_jim,
what do you mean shipchart ? the freighter's panel at obs scope ?
about your second question , at TMT v2 ,the values for displacements are not edited . the 7170 tons that you see at recmanual is the displacement value that ship is using at its .sim file . this value is the unique value from gwx or from devs (if we assume that gwx hasn't edit it also)

This morning i did my third patrol with my UIIA and i engaged a medium cargo at 5500 meters. The aob was few degrees less than 90 but to your mod i red few degrees plus. Is it reliable at these distances or i am loosing something here.
thx mate

i think that you are trying to get aob from the wheels , right ? if yes, then have in mind that the wheel's method for attacking is only when you want a fast solution for the target (basically when you are in pressure).so, yes your target is very very far (at 5,5 km) for getting an very accurate aob . distance is the 'problem' here .
also, never 'stick' to a solution by one measurment ,always you must 'fining' your solution and this needs time and patience (but if you are in a hurry then you can use the wheels for attacking but your target will be close enough so your solution data will be pretty good then)

bye

wolfpack_jim
07-15-10, 06:30 AM
i meant jibuna's shipchart.pdf (http://www.filefront.com/13792872/shipchart.pdf). i can't find any information about the colours of "sweet spots"

Yes i was meaning finding the aob from the wheels...

thnx

karamazovnew
07-18-10, 07:18 PM
I've just realized that I forgot to express my admiration for this mod. It's amazing how many tools you've managed to integrate and simply how awesome it looks. :up:

Henri II
07-19-10, 06:51 PM
Hi,

after a long time with GWX and OLC GUI I decided to switch to LSH3 and to try this new (to me) GUI. I love it, especially the combination of all the wheel gizmos with the little notepad. I have just two questions:

1. How do I switch bewtween the different controll dials? I mean compass/rudder, telegraph/knots? I can't seem to find any button or switch for that.

2. Rangefinding with the notepad works great, but it seems to be impossible to send the range to the TDC, the way it used to be in the vanila game. Unless I misremember that. Is it supposed to be impossible or am I doing something wrong?

makman94
07-20-10, 12:17 AM
I've just realized that I forgot to express my admiration for this mod. It's amazing how many tools you've managed to integrate and simply how awesome it looks. :up:

thank you Kara :up: , i know that ....you know that is more difficult than playing chess with pc at hard level ! :DL

Hi,

after a long time with GWX and OLC GUI I decided to switch to LSH3 and to try this new (to me) GUI. I love it, especially the combination of all the wheel gizmos with the little notepad. I have just two questions:

1. How do I switch bewtween the different controll dials? I mean compass/rudder, telegraph/knots? I can't seem to find any button or switch for that.

2. Rangefinding with the notepad works great, but it seems to be impossible to send the range to the TDC, the way it used to be in the vanila game. Unless I misremember that. Is it supposed to be impossible or am I doing something wrong?

hello Henri II,

for ...
1. place your cursor at the left of each dial and the secondary dial will pop up automatically

2.
sending range to tdc is very easy to be done . (so easy that can be done by changing one id....or two ,can't remember right now)

I ,also, will like it more to be done so BUT there is a problem here! (big problem)
if i make it to send range to tdc,then the problem is that is sending all data (aob-speed) to tdc . this is hardcoded (afaik) and i don't know a way to overpass this.

maybe you think that there is no notepad at the gui BUT the notepad is hardcoded . this means that there is at every gui but to some of them is OFF view of player .the attack scope page of magui is using also one more element from notepad(exept the range element)...the aob in order to show the aob wheels. this means that if the player have used the aob wheels and after that the stadimeter then...when you press the button to send range to tdc it will send also the aob (becuase aob wheels is a 'covered' aob dial) and will mess the solution . thats why this fuction (sending range to tdc) is disabled.
you have to manualy set the range to tdc.

as i said , i also would like it to be the other way but i can't find a way to make it so...

bye

EDIT : WAIT A MINUTE ! i think i have an idea that might work ! will let you know !

edit 2 : no ! i changed also the altering at dials.cfg but this also didn't work totally correct .(it did the trick but other problems are appearing...).difficult to explain...but i am afraid that range will stay as it is (manually input).

Henri II
07-20-10, 02:57 AM
Well, it's not a big problem, I just wasn't sure if it was intended or if I was making a mistake.

Seminole
07-20-10, 09:23 PM
I DLed the mod and started by reading the Readme...no German allowed...English Only....:cry:...rats!!!!


Any chance of the German language being accommodated?

makman94
07-21-10, 09:40 AM
I DLed the mod and started by reading the Readme...

...good start ! :DL

no German allowed...English Only....:cry:...rats!!!!by that i mean that you have to use the english texts. (german texts are not adjusted becuase ,as you understand, i don't know german) .you can switch,though, to german voices (at the start options) if this is the case.voices is ok to be set either to german or english.

what ''rats'' means?

Any chance of the German language being accommodated?do you speak german ? if yes,come give a hand(i will show you the parts that must be changed) and make the adjustments for german languange.

Munchausen
07-21-10, 11:53 AM
what ''rats'' means?

:cool: It's an expression of mild dismay. Like "heck" or "shucks" or "darn" ... often used by characters in the comic strip "Peanuts."

Henri II
07-21-10, 01:11 PM
...
do you speak german ? if yes,come give a hand(i will show you the parts that must be changed) and make the adjustments for german languange.

I actually might be interested in that. For my own setup I already "germanized" most things, like the menu and help files. Commands_de file was also somewhat strange (not the usual commands for a german keybord). I also changed the english labels in the .tga files that had them. But it would be nice to get a list of what needs to be changed, just to make sure I didn't miss anything.

Seminole
07-21-10, 01:45 PM
A big round of applause for Henri II.....:yeah:

Seminole
07-21-10, 01:48 PM
:cool: It's an expression of mild dismay. Like "heck" or "shucks" or "darn" ... often used by characters in the comic strip "Peanuts."


You beat me to it. Yes...A favorite expression of Charlie Brown. He often used it after Lucy jerked the football away at the last moment.

makman94
07-22-10, 03:52 AM
I actually might be interested in that. For my own setup I already "germanized" most things, like the menu and help files. Commands_de file was also somewhat strange (not the usual commands for a german keybord). I also changed the english labels in the .tga files that had them. But it would be nice to get a list of what needs to be changed, just to make sure I didn't miss anything.

hello Henri,

i ,just ,renamed the commands_en to command_de (in other words both files are the commands_en with different names).i did that in order to prevent odd things for the players that ,by fault, would have switched to german keyboard(at the start options). my thought is that the player has no need to switch keyboard to german. just leave it always to english .does it make any difference in game if keyboard is switched to german ?

about the texts : the de_menu must be adjusted (and de_help at some supermods). send me (via pm) your e-mail and i will send you all the changes that must be done at de_menu

bye

Kremmen
07-22-10, 09:01 PM
Hi Makman,
Just a quick heads up,went to download your UI but ff says 'file not found'.
Might be the 'disappearing file syndrome' that I've heard others on the board talk about sometimes happening.

Kremmen

Plissken_04
07-22-10, 11:34 PM
Hi Makman,
Just a quick heads up,went to download your UI but ff says 'file not found'.
Might be the 'disappearing file syndrome' that I've heard others on the board talk about sometimes happening.

Kremmen


You can download it also here

ftp://maikhaas.dyndns.org/Volume_1/Sharing/SH3COMMUNITYMODS/MAKMAN94/


So Long

Maik

Kremmen
07-23-10, 05:44 AM
Thank you Maik :salute:

Kremmen

Plissken_04
07-23-10, 03:15 PM
Thank you Maik :salute:

Kremmen


No Problem :up:

makman94
08-10-10, 09:44 PM
hello to all,

Henri II prepared ALL the german texts for ALL supermods and worked on ALL images that was showing english letters in order to make them with german letters.
also , he adjusted the commands_de .
all these means that the players can now use (fully...commands and texts) the german languange in MaGui

Thank you very much for your work Henri ! :salute:

as some changes needed at menu_ini i decided to release a new version ,the MaGui v3.4

also ,this version is correcting an issue at scopes that the player was able to ,slightly, see through the background .thanks goes to Reaper7 who posted the solution for this issue.

and ,as always, some minor graphical touches here and there

it will be released in one of the next days ,some final checks are taking place atm...

bye

Magic1111
08-11-10, 12:18 AM
hello to all,

Henri II prepared ALL the german texts for ALL supermods and worked on ALL images that was showing english letters in order to make them with german letters.
also , he adjusted the commands_de .
all these means that the players can now use (fully...commands and texts) the german languange in MaGui

Thank you very much for your work Henri ! :salute:

as some changes needed at menu_ini i decided to release a new version ,the MaGui v3.4

also ,this version is correcting an issue at scopes that the player was able to ,slightly, see through the background .thanks goes to Reaper7 who posted the solution for this issue.

and ,as always, some minor graphical touches here and there

it will be released in one of the next days ,some final checks are taking place atm...

bye

Hi !

Wow, that sounds very good for me !!! :yeah:

A big "thank you" to Henri II and you makman !!! :up::ping::up:

Best regards,
Magic:salute:

wolfpack_jim
08-11-10, 04:05 AM
Hello makman i am wondering if your gui is doing fine with Merchant Fleet Mod (http://www.subsim.com/radioroom/showthread.php?t=170741)...

Σ' ευχαριστώ για όλα τώρα είμαι ok:yeah:

klh
08-11-10, 06:43 AM
it will be released in one of the next days ,some final checks are taking place atm...


Excellent! :yeah: And I just happen to be in port right now, so will wait for my upgrade. Thanks.

Gerald
08-11-10, 09:57 AM
hello to all,

Henri II prepared ALL the german texts for ALL supermods and worked on ALL images that was showing english letters in order to make them with german letters.
also , he adjusted the commands_de .
all these means that the players can now use (fully...commands and texts) the german languange in MaGui

Thank you very much for your work Henri ! :salute:

as some changes needed at menu_ini i decided to release a new version ,the MaGui v3.4

also ,this version is correcting an issue at scopes that the player was able to ,slightly, see through the background .thanks goes to Reaper7 who posted the solution for this issue.

and ,as always, some minor graphical touches here and there

it will be released in one of the next days ,some final checks are taking place atm...

bye :yep:

makman94
08-11-10, 11:19 PM
Hi !

Wow, that sounds very good for me !!! :yeah:

A big "thank you" to Henri II and you makman !!! :up::ping::up:

Best regards,
Magic:salute:
Excellent! :yeah: And I just happen to be in port right now, so will wait for my upgrade. Thanks.
:yep:

:up:

Hello makman i am wondering if your gui is doing fine with Merchant Fleet Mod (http://www.subsim.com/radioroom/showthread.php?t=170741)...

Σ' ευχαριστώ για όλα τώρα είμαι ok:yeah:
yes Wolfpack_jim...there are no conflicts between them

προχωρα αφοβα , αν και νομιζω οτι ακομα δεν εχει ξεκαθαριστει η 'ιστορια' με το MFM

Magic1111
08-27-10, 01:08 PM
hello to all,

Henri II prepared ALL the german texts for ALL supermods and worked on ALL images that was showing english letters in order to make them with german letters.
also , he adjusted the commands_de .
all these means that the players can now use (fully...commands and texts) the german languange in MaGui

Thank you very much for your work Henri ! :salute:

as some changes needed at menu_ini i decided to release a new version ,the MaGui v3.4

also ,this version is correcting an issue at scopes that the player was able to ,slightly, see through the background .thanks goes to Reaper7 who posted the solution for this issue.

and ,as always, some minor graphical touches here and there

it will be released in one of the next days ,some final checks are taking place atm...

bye

Hi !

Are there any News about MaGui v3.4 and german Version ???

Best regards,
Magic:salute:

makman94
08-30-10, 03:58 AM
Hi !

Are there any News about MaGui v3.4 and german Version ???

Best regards,
Magic:salute:

:o...oops...forgot to inform...!!! it is allready released Magic ! first post is updated....enjoy it !

bye

Manos

Magic1111
08-30-10, 12:26 PM
:o...oops...forgot to inform...!!! it is allready released Magic ! first post is updated....enjoy it !

bye

Manos

Thank you very much !!!!!!!!!!!!!! :rock::rock::yeah::yeah::rock::rock:

Best regards,
Magic:salute:

Hitman
08-30-10, 01:30 PM
Thread title updated to 3.4 to prevent further confusions :up:

Assprella
09-01-10, 02:44 AM
Thanks a lot, Sir.

Magic1111
09-06-10, 04:29 PM
Hi makman !

First let me say I love to play with your Gui, itīs wonderful ! :up:

But second I have an question and a big wish to you, please look at the Screenshot and the question in it:

http://img3.imageshack.us/img3/1006/bild170y.jpg (http://img3.imageshack.us/i/bild170y.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)


I mean, it is possible, that the three Big Dials came out with an slide, when I go with the Mouse Cursor in the near of the left side from the Monitor Screen ?

I hate this, when I must press the Button that the three Dials came out, especially if it must go fast (submerge when airplane spotted for example, or another situation).

I hope you understand me an my question and you can do my wish ! :D;)

Best regards,
Magic:salute:

fitzcarraldo
09-06-10, 05:41 PM
Hi, mates!

I have a visual problem with this magnificent GUI: The image in periscope is slighty moved to left; I think is a problem of display resolution (I use 1360x768 on my 4:3 monitor). On the periscope, I view four lines, not the cross of two lines. :hmmm:

I think a problem in the "camera.dat" file, too...

UZO works fine, looks normal, without problems. All other functions of the GUI are OK (and the GUI looks great!).

Is there some solution for the problem? I have the same problem with Raptorīs GUI (Hitman optics version).

The problem:

http://a.imageshack.us/img713/650/sh32010090620322457.jpg

Many thanks and regards!

Fitzcarraldo :salute:

Barso
09-06-10, 09:50 PM
No matter where I click on the handle to open the TDC panel, it won't open.
What am I doing wrong?
Love your mod.

fitzcarraldo
09-06-10, 10:31 PM
Good! My problem solution (after two hours of tests...): I applied the mod in final position of my JSGME. The "camera.dat" is the problem...I use the FM Interior, then I applied the fix for FM Int final in the list. Great!

All the mod work fine, all the buttons.

Regards!

Fitzcarraldo :salute:

makman94
09-08-10, 04:15 PM
i mean, it is possible, that the three Big Dials came out with an slide, when I go with the Mouse Cursor in the near of the left side from the Monitor Screen ?

I hate this, when I must press the Button that the three Dials came out, especially if it must go fast (submerge when airplane spotted for example, or another situation).

I hope you understand me an my question and you can do my wish ! :D;)

Best regards,
Magic:salute:

hi Magic, yes i understand you but i am afraid that this will not happen . the slidings are used for the secondary dials.if we make it as you say ...then what about the secondary dials ? ( no way to switch to secondary via buttons becuase all availiable buttons of page are allready used )

No matter where I click on the handle to open the TDC panel, it won't open.
What am I doing wrong?
Love your mod.
you have to be on manual targeting (check your settings at starting options)

makman94
09-08-10, 04:19 PM
hello,

it is about 90% completed till now.
it is a version of MaGui v3.4 for widescreen resolution 1360x768 using the d3d9.dll that Seeadler released

some pics:

http://i545.photobucket.com/albums/hh372/makman94/WIDE-3.png

http://i545.photobucket.com/albums/hh372/makman94/WIDE-4.png

http://i545.photobucket.com/albums/hh372/makman94/WIDE-1.png

http://i545.photobucket.com/albums/hh372/makman94/WIDE-2.png

Magic1111
09-08-10, 05:19 PM
hi Magic, yes i understand you but i am afraid that this will not happen . the slidings are used for the secondary dials.if we make it as you say ...then what about the secondary dials ? ( no way to switch to secondary via buttons becuase all availiable buttons of page are allready used )


Hi makman !

Thank you very much for your Reply !

Aaaah, I understand you, the secondary Dials.......:damn:

Itīs okay, we let it as it is ! ;)

But another Thing: I play LSH v5 and with this Super-MOD comes an Special Version extra for LSH from OLC-GUI as an additional Add-On for LSH. And in this OLC-Gui are two .tga Files especially for LSH, please look here (in your MOD it is the File "Flaggen4.tga"):

http://img831.imageshack.us/img831/5564/bild177f.jpg (http://img831.imageshack.us/i/bild177f.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)

And here an Picture from the File UZOFlaggen.tga:

http://img706.imageshack.us/img706/6466/bild178q.jpg (http://img706.imageshack.us/i/bild178q.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)

Please look at the Countries (especially "Piraten" = Pirates") and the Dates and so on....!

This is for LSH !

And now my Question: Can you do a Version from these two Files for your MOD for Players, who plays LSH with your GUI-MOD (like me) ?

Iīve uploaded for you this two Files:

http://www.mediafire.com/?ic1ufedodzqzwv9

http://www.mediafire.com/?fym1gg1rzxwqw49

Is it possible, that you download you the Files and look into it and create a Version for LSH ?

Best regards Mate,
Magic:salute:

fitzcarraldo
09-08-10, 06:59 PM
hello,

it is about 90% completed till now.
it is a version of MaGui v3.4 for widescreen resolution 1360x768 using the d3d9.dll that Seeadler released

some pics:

http://i545.photobucket.com/albums/hh372/makman94/WIDE-3.png

http://i545.photobucket.com/albums/hh372/makman94/WIDE-4.png

http://i545.photobucket.com/albums/hh372/makman94/WIDE-1.png

http://i545.photobucket.com/albums/hh372/makman94/WIDE-2.png

Hi, Makman! This version looks great!

I want to know the version of SH3 water you use, please. Is the MEP?

Many thanks!

Fitzcarraldo :salute:

Magic1111
09-10-10, 06:17 PM
Hi makman !

Thank you very much for your Reply !

Aaaah, I understand you, the secondary Dials.......:damn:

Itīs okay, we let it as it is ! ;)

But another Thing: I play LSH v5 and with this Super-MOD comes an Special Version extra for LSH from OLC-GUI as an additional Add-On for LSH. And in this OLC-Gui are two .tga Files especially for LSH, please look here (in your MOD it is the File "Flaggen4.tga"):

http://img831.imageshack.us/img831/5564/bild177f.jpg (http://img831.imageshack.us/i/bild177f.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)

And here an Picture from the File UZOFlaggen.tga:

http://img706.imageshack.us/img706/6466/bild178q.jpg (http://img706.imageshack.us/i/bild178q.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)

Please look at the Countries (especially "Piraten" = Pirates") and the Dates and so on....!

This is for LSH !

And now my Question: Can you do a Version from these two Files for your MOD for Players, who plays LSH with your GUI-MOD (like me) ?

Iīve uploaded for you this two Files:

http://www.mediafire.com/?ic1ufedodzqzwv9

http://www.mediafire.com/?fym1gg1rzxwqw49

Is it possible, that you download you the Files and look into it and create a Version for LSH ?

Best regards Mate,
Magic:salute:

**BUMP** :oops::D:oops:

makman94
09-10-10, 08:47 PM
Hi makman !

Thank you very much for your Reply !

Aaaah, I understand you, the secondary Dials.......:damn:

Itīs okay, we let it as it is ! ;)

But another Thing: I play LSH v5 and with this Super-MOD comes an Special Version extra for LSH from OLC-GUI as an additional Add-On for LSH. And in this OLC-Gui are two .tga Files especially for LSH, please look here (in your MOD it is the File "Flaggen4.tga"):


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

And here an Picture from the File UZOFlaggen.tga:


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

Please look at the Countries (especially "Piraten" = Pirates") and the Dates and so on....!

This is for LSH !

And now my Question: Can you do a Version from these two Files for your MOD for Players, who plays LSH with your GUI-MOD (like me) ?

Iīve uploaded for you this two Files:

http://www.mediafire.com/?ic1ufedodzqzwv9

http://www.mediafire.com/?fym1gg1rzxwqw49

Is it possible, that you download you the Files and look into it and create a Version for LSH ?

Best regards Mate,
Magic:salute:

yes Magic ...one detail that slept through,good 'catch' ,... here you are : http://www.speedyshare.com/files/24198958/for_Magic_-_lsh_flags.rar

Hi, Makman! This version looks great!

I want to know the version of SH3 water you use, please. Is the MEP?

Many thanks!

Fitzcarraldo :salute:

hello Fitzcarraldo,

yes ,it is MEP

Magic1111
09-11-10, 02:52 AM
yes Magic ...one detail that slept through,good 'catch' ,... here you are : http://www.speedyshare.com/files/24198958/for_Magic_-_lsh_flags.rar

WOW, thank you very much, Iīm very glad my Friend !!! :yeah::D:yeah:

Best regards,
Magic:salute:

Magic1111
09-11-10, 04:35 PM
yes ,it is MEP


Hi makman !

Do you use for your own Gameplay MEP 2.1 (16 km Atmosphere) or MEP v3 (20 km Atmosphere) ?

Best regards,
Magic:salute:

fitzcarraldo
09-11-10, 04:54 PM
Hi makman !

Do you use for your own Gameplay MEP 2.1 (16 km Atmosphere) or MEP v3 (20 km Atmosphere) ?

Best regards,
Magic:salute:

Good question...The MEP 20 Km. is fully compatible with SH5 Water for SH3?

Fitzcarraldo :salute:

Magic1111
09-12-10, 03:35 AM
The MEP 20 Km. is fully compatible with SH5 Water for SH3?

Fitzcarraldo :salute:

NO, itīs not compatible, because SH5-Water-for-SH3-MOD uses a 16 km Atmosphere !!!!!! You can not mix this both together !!!

You must decide yourself: Either SH5 Water for SH3 (with 16 km Atmosphere) O R MEP v3 with 20 km Atmosphere, not both together !!!!

Best regards,
Magic:salute:

fitzcarraldo
09-12-10, 07:46 AM
NO, itīs not compatible, because SH5-Water-for-SH3-MOD uses a 16 km Atmosphere !!!!!! You can not mix this both together !!!

You must decide yourself: Either SH5 Water for SH3 (with 16 km Atmosphere) O R MEP v3 with 20 km Atmosphere, not both together !!!!

Best regards,
Magic:salute:

I think the last version of SH5 Water for SH3 (the 0.9), is 20 KM atmosfere...but I have some dudes...

Many thanks!

Fitzcarraldo :salute:

Magic1111
09-12-10, 12:25 PM
I think the last version of SH5 Water for SH3 (the 0.9), is 20 KM atmosfere...but I have some dudes...

Many thanks!

Fitzcarraldo :salute:

Aaaah, okay, youīre right ! I knew the SH5-Water MOD only to v0.8 !

BUT: We must go "Back to Topic", because this is the Thread of MaGui !!!

Best regards,
Magic

fitzcarraldo
09-12-10, 03:12 PM
Aaaah, okay, youīre right ! I knew the SH5-Water MOD only to v0.8 !

BUT: We must go "Back to Topic", because this is the Thread of MaGui !!!

Best regards,
Magic

The V0.9 is 20 KM environment.

Regards.

Fitzcarraldo :salute:

makman94
09-13-10, 12:34 AM
Hi makman !

Do you use for your own Gameplay MEP 2.1 (16 km Atmosphere) or MEP v3 (20 km Atmosphere) ?

Best regards,
Magic:salute:

both Magic, also there is a 16km version of M.E.P v3 that was released through LSH team .the horizon and colors at this version are slightly different to the 20km version and also has two waters ...one for atlantic and one for meditteranean (and two nights ...one bright and one dark) as LSH had ordered . have a look at it if you are interested

Good question...The MEP 20 Km. is fully compatible with SH5 Water for SH3?

Fitzcarraldo :salute:

there is no meaning at talking about ''compatibility'' between two environment mods . it is not the 16 or 20 km thing...

use your logic and come to think this: how could two mods that both are altering,for example, environment's colors to be called 'compatible' ? there is no way...i don't see any point...

if installed through jsgme...game will always 'read' the last one installed so no harm is done.i mean ,your pc will not explode and the worst thing that may happen is to experience the 'faults' of env mod's author.
now,if you start mixing things (by taking parts of environments) ...thats a totally other story which is not recommended at all !

Gerald
09-13-10, 01:06 AM
I have a question about version 3.1,have tried your other also but 3.1 fit perfect,and the question is: Is it possible to increase the depth gauge on the left side so it shows more than 260 meters, :hmmm:

makman94
09-13-10, 01:22 AM
I have a question about version 3.1,have tried your other also but 3.1 fit perfect,and the question is: Is it possible to increase the depth gauge on the left side so it shows more than 260 meters, :hmmm:

hi Vendor,

...3.1 ? what is this that you don't like at 3.4 and you sticked with 3.1 ?

for your question : yes it is possible to be done ! when i get some time i will post what you have to do ,in order to do it yourself :up:

Gerald
09-13-10, 01:31 AM
hi Vendor,

...3.1 ? what is this that you don't like at 3.4 and you sticked with 3.1 ?

for your question : yes it is possible to be done ! when i get some time i will post what you have to do ,in order to do it yourself :up: but the design and simplicity fits well with my other Installation,and when I'm using 20k so it will be even better to 3.1 :DL

clouclou
09-13-10, 02:15 AM
Chers,
I would put the "Periscope filter" and "ObsScope filter". They were not in the c. 3.3. I found their places in "menu 1024-768" and changed it (from G26 I101 to G26 I111 for the peri. For example). Or does it still occur? In what folder?
Thank you.

clouclou
09-13-10, 04:07 AM
I got to run this "option": Periscope filter. (Version 3.4)
The question is what is it?
Nothing happens. I thought about darkening the atmosphere!

fitzcarraldo
09-13-10, 07:13 AM
both Magic, also there is a 16km version of M.E.P v3 that was released through LSH team .the horizon and colors at this version are slightly different to the 20km version and also has two waters ...one for atlantic and one for meditteranean (and two nights ...one bright and one dark) as LSH had ordered . have a look at it if you are interested



there is no meaning at talking about ''compatibility'' between two environment mods . it is not the 16 or 20 km thing...

use your logic and come to think this: how could two mods that both are altering,for example, environment's colors to be called 'compatible' ? there is no way...i don't see any point...

if installed through jsgme...game will always 'read' the last one installed so no harm is done.i mean ,your pc will not explode and the worst thing that may happen is to experience the 'faults' of env mod's author.
now,if you start mixing things (by taking parts of environments) ...thats a totally other story which is not recommended at all !

Many thanks, Makman. Now Iīve installed MEP 3.0 20 KM, only. In this thread:

http://www.subsim.com/radioroom/showthread.php?p=1491801#post1491801

we are posting diverse images of MEP 3. I have a problem (or not?) with the color of the water in bad weather. Please, see the post.:up:

Kind regards.

Fitzcarraldo :salute:

Magic1111
09-13-10, 02:29 PM
both Magic, also there is a 16km version of M.E.P v3 that was released through LSH team .the horizon and colors at this version are slightly different to the 20km version and also has two waters ...one for atlantic and one for meditteranean (and two nights ...one bright and one dark) as LSH had ordered . have a look at it if you are interested


Thank you for Reply, and Iīll give it a try ! ;)

Best regards Mate,
Magic:salute:

makman94
09-13-10, 06:44 PM
Many thanks, Makman. Now Iīve installed MEP 3.0 20 KM, only. In this thread:

http://www.subsim.com/radioroom/showthread.php?p=1491801#post1491801

we are posting diverse images of MEP 3. I have a problem (or not?) with the color of the water in bad weather. Please, see the post.:up:

Kind regards.

Fitzcarraldo :salute:

i really don't understand what you are running after and asking all these questions.becuase,for me, things are much simplier Fitzcarraldo.
it is a little embarassing to be 'forced' to talk about thing that are under the common sense. run it,test it ,delete it ! can't be simplier...
to answer your question: at bad weather the sea is blue...dark blue like the ...ink. the truth is that sea has no color and theoritically can take all the colors of the world so i choosed to design M.E.P. as i see the ...sea ! i live next to 'her' and i see 'her' every day ! and what i see at bad weather is very close to what you see at bad weather of M.E.P.
grey or black(!) sea....no ...not usual ,not to my eyes and not to pics that i investigated...maybe it is eye candy or something (and believe me it is easier to make the environment grey at bad weather than dark blue-you will not believe what testing colors i had in my HD when i created it ) but i was running after to make M.E.P as real as possible and ,for me , M.E.P has succeed at bad weather . maybe i have overact a little at the blue at the sky (at bad weather) but NOT at the blue at water !

now, i am not here to discuss or argue with anyone about this . tastes are ...tastes ! and M.E.P fits to my ...tastes ( ...logically)!if you like grey colors thats fine too for you but...not for me. fire it up,,,if you don't like it just delete it ....and try something else .i knew from the first time i designed it that M.E.P will not satisfy everybody...you see not everybody likes ...souvlaki and ...tzatziki !!
that's all...

till then ,let's sail to the sunset ....

bye

Manos

http://i545.photobucket.com/albums/hh372/makman94/sunset-MEPv3.png

makman94
09-13-10, 06:52 PM
Chers,
I would put the "Periscope filter" and "ObsScope filter". They were not in the c. 3.3. I found their places in "menu 1024-768" and changed it (from G26 I101 to G26 I111 for the peri. For example). Or does it still occur? In what folder?
Thank you.

i can't understand you Clouclou....why to do this ? for what reason ?

I got to run this "option": Periscope filter. (Version 3.4)
The question is what is it?
Nothing happens. I thought about darkening the atmosphere!

again,can't understand the question ....if you are talking for the ''periscope filter.tga'' and ''obsscope filter.tga''...then these are there for correcting an issue that the player ,slightly,could see through the background .

tip: if you edit these images(color-darkness) can work as permanent filters for the scopes too !

fitzcarraldo
09-13-10, 07:05 PM
i really don't understand what you are running after and asking all these questions.becuase,for me, things are much simplier Fitzcarraldo.
it is a little embarassing to be 'forced' to talk about thing that are under the common sense. run it,test it ,delete it ! can't be simplier...
to answer your question: at bad weather the sea is blue...dark blue like the ...ink. the truth is that sea has no color and theoritically can take all the colors of the world so i choosed to design M.E.P. as i see the ...sea ! i live next to 'her' and i see 'her' every day ! and what i see at bad weather is very close to what you see at bad weather of M.E.P.
grey sea....no ...not usual ,not to my eyes and not to pics that i investigated...maybe it is eye candy or something (and believe me it is easier to make the environment grey at bad weather than dark blue-you will not believe what testing colors i had in my HD when i created it ) but i was running after to make M.E.P as real as possible and ,for me , M.E.P has succeed at bad weather . maybe i have overact a little at the blue at the sky (at bad weather) but NOT at the blue at water !

now, i am not here to discuss or argue with anyone about this . tastes are ...tastes ! and M.E.P fits to my ...tastes ( ...logically)!if you like grey colors thats fine too for you but...not for me. fire it up,,,if you don't like it just delete it ....and try something else .i knew from the first time i designed it that M.E.P will not satisfy everybody...you see not everybody likes ...souvlaki and ...tzatziki !!
that's all...

till then ,let's sail to the sunset ....

bye

Manos

http://i545.photobucket.com/albums/hh372/makman94/sunset-MEPv3.png

I like the colours of MEP, and it is the environment I use now. In the post of the link, I discuss with other mate about the grey colour of the water...The mate (Nemo7), tell me he use the MEP 3, and the water in bad weather is grey. Only that...I think, with others mates, in a problem with ATI cards, but now you tell me the bad weather in MEP is dark blue, and it is great.

Many thanks and congratulations for the mods you make. My interface is MaGUI, and is the best.

Kind regards.

Fitzcarraldo :salute:

clouclou
09-14-10, 03:06 AM
Makman
I just thought that this filter darkened the screen at night.
Thank you

Jonesy71
09-15-10, 08:12 PM
Hello makman94, I am inquiring if you would not mind posting your mods list (of the ones you mostly like to use with MaGui v3.4). Like most others, I am always searching for the perfect mix of mods and compatibility. (would actually very much like to see anyones full mod list with MaGui). Thank you for your work!

Also, am eagerly awaiting your Widescreen version for MaGui v3.4, cannot wait for this!

Thank you.

:arrgh!:

fitzcarraldo
09-16-10, 11:19 AM
Hello makman94, I am inquiring if you would not mind posting your mods list (of the ones you mostly like to use with MaGui v3.4). Like most others, I am always searching for the perfect mix of mods and compatibility. (would actually very much like to see anyones full mod list with MaGui). Thank you for your work!

Also, am eagerly awaiting your Widescreen version for MaGui v3.4, cannot wait for this!

Thank you.

:arrgh!:

This is my list of mods, with MaGUI 3.4. All works fine, with this order.

SH3 plus GWX 3.0 Gold edition.

GWX - Merged Campaign
LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
MFM-Interim-Beta
Real Depth Charge
SH-5 Water for GWX 3.0 V0.9 Atlantic campaign (default)
Torpedo damage Final ver2.0
Foam
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Flags_enlighten
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5
VIIC Atlantic Workhorse Skin 1
TiefeMkI(German)
Evanīs Uniforms
Rapt0r's Uniforms (Only Watch)
Rapt0r's Uniforms (Only Watch) Evan82's Sidecap
Subphones
GWX - No Medals on Crew
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Q Ship mod GWX3.0
Derzeitige Tiefe
Dönitz Picture With Fly
Das_Boot_Besatzung_v2.1-Stations-ohne_Kaleun
optional-Intro Screen for MaGui 3.4
Thomsen's Sound Pack V3.2cg
Haunting Atlantic Wind
Alt Msg Font Smooth
Alt Msg Font Typewriter
Ambient Hydrophone Sound
Ambient Underwater Sound
Elite U-boat Binoculars
b25_SF_Grass_Full_V2
Aces' Multimod compatability fix release v1.3 public beta
MaGui 3.4
FM_NI_Fix_for_MaGui 3.4

Regards.

Fitzcarraldo :salute:

makman94
09-16-10, 03:25 PM
....and the question is: Is it possible to increase the depth gauge on the left side so it shows more than 260 meters, :hmmm:
till how much meters ?
and ,also , you will need an image for the gauge to show till these meters....do you have any image ?

Hello makman94, I am inquiring if you would not mind posting your mods list (of the ones you mostly like to use with MaGui v3.4). Like most others, I am always searching for the perfect mix of mods and compatibility. (would actually very much like to see anyones full mod list with MaGui). Thank you for your work!

Also, am eagerly awaiting your Widescreen version for MaGui v3.4, cannot wait for this!

Thank you.

:arrgh!:

here is my mod list (on gwx) :

GWX - Axis Mediterranean Aircraft Skins
GWX - English Nav Map and Grid Refs
WaterStream+exhaust+lifeboatv4
GWX - Enhanced Damage Effects
TMT v2 with EFS
RACERBOY EXPLOSIONS <----just some textures from his mod
Uboat Guns 1.2a
Music-SH4-MANOS
Strasbourg
Viermastbark_Pamir
TMT for Strasbourg
SH4StyleFlags_GWX
Blank Campaign
SH3-Fix_SN_2_Stock
M.E.P v3
M.E.P v3-patch
M.E.P v3 VisualSensors-GWX3
AAA AAA new scene
DD_OH_V3.09_20091209162038
FM_NewInterior_V1.0
MaGui F <---unreleased version of MaGui
FM_NI_Fix_for_MaGui F

the Widescreen version is almost ready. some permissions needs and to prepare the optionals-fixes and will be completed !

bye

Gerald
09-16-10, 03:33 PM
till how much meters ?
and ,also , you will need an image for the gauge to show till these meters....do you have any image ?
400m,I can fix a an image for you, not just now so next week,when I have more time

Plissken_04
09-16-10, 03:39 PM
400m,I can fix a an image for you, not just now so next week,when I have more time


Hi Aces,

Download the 6SimFeeling Mod by Sale from my FTP Server,there you can find a folder called "6SimFeeling for XXI,and there you find a 400M Gauge Image:03:

ftp://maikhaas.dyndns.org/Volume_1/Sharing/SH3COMMUNITYMODS/SALE999/Sale's_6Simfeeling_&_Update.rar


So Long

Maik

makman94
09-16-10, 03:43 PM
400m,I can fix a an image for you, not just now so next week,when I have more time

ok Vendor :up:

Hi Aces,

Download the 6SimFeeling Mod by Sale from my FTP Server,there you can find a folder called "6SimFeeling for XXI,and there you find a 400M Gauge Image:03:

ftp://maikhaas.dyndns.org/Volume_1/Sharing/SH3COMMUNITYMODS/SALE999/Sale's_6Simfeeling_&_Update.rar (ftp://maikhaas.dyndns.org/Volume_1/Sharing/SH3COMMUNITYMODS/SALE999/Sale%27s_6Simfeeling_&_Update.rar)


So Long

Maik

i will look at it ....thank you Maik :up:

Plissken_04
09-16-10, 03:45 PM
ok Vendor :up:



i will look at it ....thank you Maik :up:


No Problem :salute:

So Long

Maik

Magic1111
09-16-10, 04:01 PM
Hi Aces,


He is not Aces, but makman94 ! ;):D

Best regards,
Magic:salute:

Plissken_04
09-16-10, 04:04 PM
He is not Aces, but makman94 ! ;):D

Best regards,
Magic:salute:

****,ok can happen:haha:

Next Time I'll be BETTER :up:

Thanks for the Info :up:

So Long

Maik

Magic1111
09-16-10, 04:12 PM
****,ok can happen:haha:

Next Time I'll be BETTER :up:

Thanks for the Info :up:

So Long

Maik

My Pleasure Mate ! :03:

Best regards,
Magic:salute:

makman94
09-21-10, 10:26 AM
hello,

The Widescreen version for MaGui v3.4 is ready,

i want to thank Conus00 for giving me permissions to use his beautyfull images at menu screens (from his mod ''Conus' SH3GWXWS 2.3'')

and , also , i would like to thank Seeadler for giving us his d3d9.dll that allows to use the 1360x768 resolution.

it will be released soon (need to do some final things first)

the pics that you see are final ingame pics
navmap:
http://i965.photobucket.com/albums/ae138/sphere94/01.png
attack map:
http://i965.photobucket.com/albums/ae138/sphere94/02.png
attack scope:
http://i965.photobucket.com/albums/ae138/sphere94/03.png
http://i965.photobucket.com/albums/ae138/sphere94/04.png
obs scope:
http://i965.photobucket.com/albums/ae138/sphere94/05.png
http://i965.photobucket.com/albums/ae138/sphere94/06.png
uzo:
http://i965.photobucket.com/albums/ae138/sphere94/07.png
binoculars:
http://i965.photobucket.com/albums/ae138/sphere94/08.png

verte
09-26-10, 11:45 AM
Hello!

I like the attack-periscope look of your mod Makman, and I'm trying to copy-paste it to olc-periscope gui. I've been succesful with only two problems:

1. The "notepad" in up-right corner. Do you maybe have this periscope graphics without the notepad, so I could avoid erasing it manually in photoshop?

2. I don't know how to add the manos8.tga lines to periscope. I have found it in menu_1024_768.ini:

[G26 I104]
Name=DegHL
Type=1030;Static bmp
ItemID=0x26060008
ParentID=0x26060000
Pos=-124,66,1024,768;-124,89,1024,768;
Color=0x66B26680
Materials=1
Display=0;No stretch
Mat 0=data/menu/OLC/manos8.tga
MatFlags=0x29
TexFmt=0x9

But simple copy-paste from your menu_1024_768.ini to olc menu_1024_768.ini didn't work - the lines were not there. Is there any other option, that I must copy?

-----------

I have found an answer to the second question, the lines on periscope works.

fitzcarraldo
09-26-10, 03:18 PM
The WS GUI looks great, Iīll try it when I have the solution for a problem with the HiRes Mod in my W7 (CTDs). It donīt work. I think a problem with the DX (I have DX10).

Many thanks, Makman!

Fitzcarraldo :salute:

captaindnnis
09-26-10, 03:21 PM
wow nice:) is this for sh3?:P

fitzcarraldo
09-26-10, 03:23 PM
Yes, for SH3 plus HiRes MOD.

Fitzcarraldo :salute:

captaindnnis
09-26-10, 04:29 PM
Yes, for SH3 plus HiRes MOD.

Fitzcarraldo :salute:

is it compitable with GWX 3.0 i guess no?but still want to ask:D


cheers:salute:

fitzcarraldo
09-26-10, 07:03 PM
is it compitable with GWX 3.0 i guess no?but still want to ask:D


cheers:salute:


Yes, the 3.4 standard (no HiRes) is compatible with GWX 3.0. The HiRes version - I think - is compatible, too.

Regards.

Fitzcarraldo :salute:

captaindnnis
09-27-10, 03:27 AM
Yes, the 3.4 standard (no HiRes) is compatible with GWX 3.0. The HiRes version - I think - is compatible, too.

Regards.

Fitzcarraldo :salute:


Okay ye well i tryed but nothing changed maybe im doing something wrong i did it with JSGME

fitzcarraldo
09-27-10, 07:25 AM
Okay ye well i tryed but nothing changed maybe im doing something wrong i did it with JSGME

In the "MODS" folder inside the "SH3" folder, put the MaGUI folder and activate with JSGME. Inside the MaGUI 3.4 folder, there is a "data" folder: please, check it. The JSGME overwrites some files of the SH3 GWX 3 "data" folder; because that, inside the "MaGUI 3.4" folder there is a "data" folder.

I tryed the MaGUI 3.4 standard and works fine; with the HiRES I have a problem with the d3d9.dll (W7 DX10), and SH3 donīt work with that (CTD).

My list in JSGME:

GWX - Merged Campaign
LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
Real Depth Charge
Torpedo damage Final ver2.0
Foam
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Flags_enlighten
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5
TiefeMkI(German)
Evanīs Uniforms
Rapt0r's Uniforms (Only Watch)
Rapt0r's Uniforms (Only Watch) Evan82's Sidecap
Subphones
GWX - No Medals on Crew
Q Ship mod GWX3.0
Derzeitige Tiefe
Dönitz Picture With Fly
Thomsen's Sound Pack V3.2cg
Haunting Atlantic Wind
Alt Msg Font Smooth
Alt Msg Font Typewriter
Ambient Hydrophone Sound
Ambient Underwater Sound
Elite U-boat Binoculars
Ice Age
b25_SF_Grass_Full_V2
MFM-Interim-Beta
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Racerboy_SH4_Effects_for_SH3_2_03
for GWX 1_03
M.E.P v3
M.E.P v3-Patch
M.E.Pv3 VisualSensors-GWX3with Anvart's FUMO mod
FSF for M.E.P v3-Patch
Aces' Multimod compatability fix release v1.3 public beta
Wooden_Lifeboats_Mod_1.1
optional-Intro Screen for MaGui 3.4
TorpedoSolutionButton for MaGui 3.4
sober waves
Das boot sound
evan82's Sawfish Emblem
GWX - Late War Sensors Snorkel Antennas
Rapt0r's Das Boot Skin
MaGui 3.4
German Images for MaGui v3.4
FM_NI_Fix_for_MaGui 3.4
optional-ALTERNATIVE SCOPES with speedlines stopwatch for MaGui 3.4
optional-No Stealthmeter for MaGui 3.4



Regards.

Fitzcarraldo :salute:

makman94
09-27-10, 08:27 AM
Hello!

I like the attack-periscope look of your mod Makman, and I'm trying to copy-paste it to olc-periscope gui. I've been succesful with only two problems:

1. The "notepad" in up-right corner. Do you maybe have this periscope graphics without the notepad, so I could avoid erasing it manually in photoshop?

2. I don't know how to add the manos8.tga lines to periscope. I have found it in menu_1024_768.ini:

[G26 I104]
Name=DegHL
Type=1030;Static bmp
ItemID=0x26060008
ParentID=0x26060000
Pos=-124,66,1024,768;-124,89,1024,768;
Color=0x66B26680
Materials=1
Display=0;No stretch
Mat 0=data/menu/OLC/manos8.tga
MatFlags=0x29
TexFmt=0x9

But simple copy-paste from your menu_1024_768.ini to olc menu_1024_768.ini didn't work - the lines were not there. Is there any other option, that I must copy?

-----------

I have found an answer to the second question, the lines on periscope works.

hi Verte,

for the first question : for which one you are interested ? for the default or the sh5 style (alternative) one ? i have some back ups but have to look for it.

for the second question : you can't use these marks at Olc's gui becuase MaGui's scopes are using different viewports and different angular angles . the marks that you see can be used only on MaGui . (for use at Olc's gui ...you must adjust the marks to match with Olc's vertical scale)

In the "MODS" folder inside the "SH3" folder, put the MaGUI folder and activate with JSGME. Inside the MaGUI 3.4 folder, there is a "data" folder: please, check it. The JSGME overwrites some files of the SH3 GWX 3 "data" folder; because that, inside the "MaGUI 3.4" folder there is a "data" folder.

I tryed the MaGUI 3.4 standard and works fine; with the HiRES I have a problem with the d3d9.dll (W7 DX10), and SH3 donīt work with that (CTD).

My list in JSGME:

GWX - Merged Campaign
LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
Real Depth Charge
Torpedo damage Final ver2.0
Foam
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Flags_enlighten
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5
TiefeMkI(German)
Evanīs Uniforms
Rapt0r's Uniforms (Only Watch)
Rapt0r's Uniforms (Only Watch) Evan82's Sidecap
Subphones
GWX - No Medals on Crew
Q Ship mod GWX3.0
Derzeitige Tiefe
Dönitz Picture With Fly
Thomsen's Sound Pack V3.2cg
Haunting Atlantic Wind
Alt Msg Font Smooth
Alt Msg Font Typewriter
Ambient Hydrophone Sound
Ambient Underwater Sound
Elite U-boat Binoculars
Ice Age
b25_SF_Grass_Full_V2
MFM-Interim-Beta
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Racerboy_SH4_Effects_for_SH3_2_03
for GWX 1_03
M.E.P v3
M.E.P v3-Patch
M.E.Pv3 VisualSensors-GWX3with Anvart's FUMO mod
FSF for M.E.P v3-Patch
Aces' Multimod compatability fix release v1.3 public beta
Wooden_Lifeboats_Mod_1.1
optional-Intro Screen for MaGui 3.4
TorpedoSolutionButton for MaGui 3.4
sober waves
Das boot sound
evan82's Sawfish Emblem
GWX - Late War Sensors Snorkel Antennas
Rapt0r's Das Boot Skin
MaGui 3.4
German Images for MaGui v3.4
FM_NI_Fix_for_MaGui 3.4
optional-ALTERNATIVE SCOPES with speedlines stopwatch for MaGui 3.4
optional-No Stealthmeter for MaGui 3.4



Regards.

Fitzcarraldo :salute:

hi Fitzcarraldo,

the ''TorpedoSolutionButton for MaGui 3.4'' must be installed AFTER ''MaGui 3.4'' if you want to see it effecting the weapon officer's orders

ps: what is the Hi-res mod that you are talking about ?

captaindnnis
09-27-10, 09:10 AM
Well it aint working for me :S
if i enable it and i load the game its give's and error and close

fitzcarraldo
09-27-10, 11:34 AM
hi Verte,

for the first question : for which one you are interested ? for the default or the sh5 style (alternative) one ? i have some back ups but have to look for it.

for the second question : you can't use these marks at Olc's gui becuase MaGui's scopes are using different viewports and different angular angles . the marks that you see can be used only on MaGui . (for use at Olc's gui ...you must adjust the marks to match with Olc's vertical scale)



hi Fitzcarraldo,

the ''TorpedoSolutionButton for MaGui 3.4'' must be installed AFTER ''MaGui 3.4'' if you want to see it effecting the weapon officer's orders

ps: what is the Hi-res mod that you are talking about ?

Hi, Makman, thanks for the tip (the wrong Torpedo Botton order). The "HiRes" mod I have is a d3d9.dll and d3d9.cfg (where you put the desidered resolution). Both installed in the SH3 main folder, and activated via a batch file. I think is the resolution mod used by all the mates (SH3_XPSP2_Res_Fix_for_1.4b).

The files date is "2005" and - I think - is for Windows XP and DX9. I have W7 Home Premium and DX10. The SH3 go to CTD with this mod.

Many thanks and regards.

Fitzcarraldo

kaizerkat
09-27-10, 02:13 PM
quick question.Does the inner ring or middle ring the only ring that moves in the periscope attack sight?I was reading the perfect shot tutorial and it showed me how to use the device that sets up the firing solution and it seemed to me more rings should rotate.Also, the charts that give the firing solution formula, is that set up for 500-700 m shots on ships?

verte
09-27-10, 02:48 PM
for the first question : for which one you are interested ? for the default or the sh5 style (alternative) one ? i have some back ups but have to look for it.

No problem, I've edited them already in photoshop :)

for the second question : you can't use these marks at Olc's gui becuase MaGui's scopes are using different viewports and different angular angles . the marks that you see can be used only on MaGui . (for use at Olc's gui ...you must adjust the marks to match with Olc's vertical scale)

I'm using them only as decoration anyway, because I don't know how to use them correctly :oops:

I've made a nice olc-magui combo (so its a combo of combo :DL) and I'm very happy with it! Thanks for your work.

makman94
09-28-10, 05:23 AM
Well it aint working for me :S
if i enable it and i load the game its give's and error and close

hi Captaindnnis,
i am sure that i can't help you....but what error is this ?
are you talking for MaGui or for Widescreen MaGui ? try redownload and reinstall the mod (in case that something was corrupted)

Hi, Makman, thanks for the tip (the wrong Torpedo Botton order). The "HiRes" mod I have is a d3d9.dll and d3d9.cfg (where you put the desidered resolution). Both installed in the SH3 main folder, and activated via a batch file. I think is the resolution mod used by all the mates (SH3_XPSP2_Res_Fix_for_1.4b).

The files date is "2005" and - I think - is for Windows XP and DX9. I have W7 Home Premium and DX10. The SH3 go to CTD with this mod.

Many thanks and regards.

Fitzcarraldo

oh ...i know this hi-res mod . well , this 'problem' with the CTDs has nothing to do with MaGui. (i assure you)
i think that you can't set whatever resolution you want in its configuration file.wrong resolution settings ...leads to ctd.

quick question.Does the inner ring or middle ring the only ring that moves in the periscope attack sight?I was reading the perfect shot tutorial and it showed me how to use the device that sets up the firing solution and it seemed to me more rings should rotate.Also, the charts that give the firing solution formula, is that set up for 500-700 m shots on ships?

hi Kaizerkat,
Only the middle ring is rotating.what part of the tutorial made you think that more rings should rotate?

about the second question: the charts for the straight shots are for shots as far as your torp can travel

makman94
09-28-10, 05:24 AM
No problem, I've edited them already in photoshop :)


ok Verte ! :up:

kaizerkat
09-28-10, 07:22 PM
Ya, i re-read the manual and found that only the middle ring moves and i will play around with the long torpedo shot, to get use to the system.I think this will bring a whole new attack to the sim for me, once i get it down.I am getting tired of trying to get into position for that for sure shot at 500-800 m shot, especially going up against an convoy.Thanks for your great work.Any other info i can read to better understand your system?

verte
09-29-10, 03:40 AM
Ya, i re-read the manual and found that only the middle ring moves and i will play around with the long torpedo shot, to get use to the system.I think this will bring a whole new attack to the sim for me, once i get it down.I am getting tired of trying to get into position for that for sure shot at 500-800 m shot, especially going up against an convoy.Thanks for your great work.Any other info i can read to better understand your system?

Here makman has some tutorial:
http://www.subsim.com/radioroom/showpost.php?p=1203996&postcount=79

verte
09-29-10, 06:13 AM
Makman could you tell me why the dials in TDC.tga in your mod are rearranged - in comparison with eg. OLC TDC.tga? Were the dials placement in eg. OLC wrong?

makman94
09-29-10, 08:15 AM
Ya, i re-read the manual and found that only the middle ring moves and i will play around with the long torpedo shot, to get use to the system.I think this will bring a whole new attack to the sim for me, once i get it down.I am getting tired of trying to get into position for that for sure shot at 500-800 m shot, especially going up against an convoy.Thanks for your great work.Any other info i can read to better understand your system?

no , i think that everything you need to know in order to use the 'broken' TDC methods are allready included in the two tutorials.

Makman could you tell me why the dials in TDC.tga in your mod are rearranged - in comparison with eg. OLC TDC.tga? Were the dials placement in eg. OLC wrong?

i can't say for sure what is wrong or right but according to photos from the real TDC, it was the aob dial the one that had the 'cut' with the 10ths and not the bearing's dial .

Jonesy71
10-10-10, 02:17 PM
Good day,

would be grateful for any help on this problem I am having. Whenever I try to launch SH3 with the The Widescreen version for MaGui v3.4, I receive the error Can not Initialize 3D Engine :cry:

Have tried the suggestions in the following thread that I found as best I could: http://www.subsim.com/radioroom/showthread.php?t=78827 but the same error instantly appears every time.

It is a laptop with I5 quad core and 1Gig ATI 5850 video card on Windows 7.

Will try anything to get this mod working, thanks!!

:arrgh!:

casso
10-10-10, 03:29 PM
Hello,
Are you getting this error only with MaGui or with clean install too?
I was getting the same error message when i tried run clean install of SH3 on my W7, and the problem was refresh rate below 60Hz.
It's a common Win7 bug so make sure your refresh rate is set at 60 or above, and if not try to set it manually in your card control panel, or download a PowerStrip or simmilar program to set a profile for SH3 with 60Hz or above.

fitzcarraldo
10-10-10, 03:53 PM
Hello,
Are you getting this error only with MaGui or with clean install too?
I was getting the same error message when i tried run clean install of SH3 on my W7, and the problem was refresh rate below 60Hz.
It's a common Win7 bug so make sure your refresh rate is set at 60 or above, and if not try to set it manually in your card control panel, or download a PowerStrip or simmilar program to set a profile for SH3 with 60Hz or above.

I have the same error with stock SH3, SH3 GWX and MaGUI. The problem, I think, is the d3d9.dll of the HiRes mod. That donīt work with DX10.

Regards.

Fitzcarraldo :salute:

casso
10-10-10, 04:24 PM
I think its not connected with DX10. It have all stuff form DX9 too, so it should be fully compatible.

I'm running SH3 with GWX and MaGui on Win7 with DX 10 on it and graphic card which can fully use it.
On my rig Sh3 (even with mods or not) wont run with "can not initialize 3d engine" message when windows controls automaticaly refresh rate - its Windows 7 59Hz bug. It may be connected with Vsync - not sure.

If you have Win 7 and SH3 can not initialize 3d engine - set manually refresh rate >=60Hz and make sure windows will not reset it back to lower

kaizerkat
10-10-10, 06:03 PM
I downloaded makmans manual targeting tutorial and iwas wondering if that tutorial came with sound instructions in the files.I am running windows media player 11 and it shows the picture but no sound.Is there another program i could use to hear the talking part of the tutorial? My system is win xp sp3.Also is the magui 3 easier to figuer out the torpedo firing solution?

makman94
10-10-10, 07:06 PM
Good day,

would be grateful for any help on this problem I am having. Whenever I try to launch SH3 with the The Widescreen version for MaGui v3.4, I receive the error Can not Initialize 3D Engine :cry:

Have tried the suggestions in the following thread that I found as best I could: http://www.subsim.com/radioroom/showthread.php?t=78827 but the same error instantly appears every time.

It is a laptop with I5 quad core and 1Gig ATI 5850 video card on Windows 7.

Will try anything to get this mod working, thanks!!

:arrgh!:

hi Jonesy71,

you should have post this question to widescreen MaGui's thread as this question you are setting has to do with widescreen version.
now, i can't help to questions like these becuase i have no idea why the ''Can not Initialize 3D Engine'' is appearing but i can only tell what i think.

the d3d9.dll is not working to all pcs ,for some reason not all pcs are handling the 1360x768 resolution .now ,why is this ? i don't know...it will better to ask the expert on these themes ....that means that you have to ask Seeadler

bye

I think its not connected with DX10. It have all stuff form DX9 too, so it should be fully compatible.

I'm running SH3 with GWX and MaGui on Win7 with DX 10 on it and graphic card which can fully use it.
On my rig Sh3 (even with mods or not) wont run with "can not initialize 3d engine" message when windows controls automaticaly refresh rate - its Windows 7 59Hz bug. It may be connected with Vsync - not sure.

If you have Win 7 and SH3 can not initialize 3d engine - set manually refresh rate >=60Hz and make sure windows will not reset it back to lower

hi Casso,
i will agree with your post Casso. I ,also , have Vsync ON (if not ....i can't see the sh3...i can hear the sound but no picture.with Vsync ON ...all are ok).so, i also believe that a combination of drivers versions and cards-game-monitors settings is responsible for issues like these.

but i can say one thing for sure ! if your game runs OK without MaGui v3.4 then FOR SURE it will run OK with MaGui v3.4 enabled (becuase MaGui v3.4 is not effecting critical parts of sh3's engine)



I downloaded makmans manual targeting tutorial and iwas wondering if that tutorial came with sound instructions in the files.I am running windows media player 11 and it shows the picture but no sound.Is there another program i could use to hear the talking part of the tutorial? My system is win xp sp3.Also is the magui 3 easier to figuer out the torpedo firing solution?

hi Kaizerkat, it is been asked many times...the video has NO sound (couldn't find a way when i was making it to get sound).as many have asked for this via pms i have written some basic explainations for the video to some pm replies . if i haven't delete them ...i will send them to you too.

bye

makman94
10-10-10, 07:11 PM
the final version of MaGui is coming...

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

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

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

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

more details later...

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