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Stormfly
01-26-12, 12:54 AM
night filters and mouse over slides are so important :)

...i want more high quality screenshots, the one above looks very bright for night time.

fromhell
01-26-12, 02:20 AM
yes it is dark and red enough.:D
looks good.

DrJones
01-26-12, 04:56 AM
night filters and mouse over slides are so important :)

...i want more high quality screenshots, the one above looks very bright for night time.

Yes there will be mouse over slides for nearly every interface element and the possibility to pin them if they should not slide out...

....when everthing what i am workin on now...i will ta´ke care about the slide in elements...

Best Regards

DrJones:salute:

reaper7
01-26-12, 01:16 PM
Yes there will be mouse over slides for nearly every interface element and the possibility to pin them if they should not slide out...

....when everthing what i am workin on now...i will ta´ke care about the slide in elements...

Best Regards

DrJones:salute:

Hi mate, don't forget to do green graticule overlays for the Obs pericope and uzo - these do not turn green during night hours like the attack scope.
Another item broken by the devs ;).

DrJones
01-26-12, 02:09 PM
Hi mate, don't forget to do green graticule overlays for the Obs pericope and uzo - these do not turn green during night hours like the attack scope.
Another item broken by the devs ;).


thank you to point me on that..my to do list is growing and growing now....thought i can make a new release of a new beta...but i think it will take a little bit longer....art needs time... :-)

Best Regards

DrJones
01-30-12, 11:33 AM
Hye Guys

just finished the options panel for the options for the tai and navmap.

i created a new button in the left console to call the options panel.

wich options set is shown depends if the nav map is visible or not.

when ever you call the panel you will always see and change options for the tai map.

when the nav map is visible you see and change for this one. The mapoptions are set when the panel is left.

And don't panic...the spoken language her is german but the english text version is also finished...

http://www.mediafire.com/imgbnc.php/8ef5056f042385625ab38d43a3639b76ef418638cd941c08c3 7aa72e88061e976g.jpg

http://www.mediafire.com/imgbnc.php/136f6f8745a1b5a074a0fe96dbfa6d4fdafc25060611cebe90 d9b8a6a2bb35fb6g.jpg

Best Regards

DrJones:salute:

DrJones
01-30-12, 12:13 PM
Here is another tool wich found is way back to sh5

This one is the Lagewinkelscheibe by Hitman.

http://www.mediafire.com/imgbnc.php/8223359239c8413894318eb8b7aec9327b75890ed08baa7cc8 d39aabeb0469586g.jpg

Best Regards

DrJones:salute:

fromhell
01-30-12, 01:24 PM
fantastic work, looks brilliant.:salute:

Hitman
01-30-12, 02:46 PM
Glad to see that good use is made of it and all the Sh5 players can enjoy it ... Thank you Dr. Jones:yeah:

Stormfly
01-30-12, 02:58 PM
Glad to see that good use is made of it and all the Sh5 players can enjoy it ... Thank you Dr. Jones:yeah:

OMG where did you dig for this old treasure like artefact :06: :rock:

TheDarkWraith
01-30-12, 06:56 PM
Glad to see that good use is made of it and all the Sh5 players can enjoy it ... Thank you Dr. Jones:yeah:

what is it and what is it used for? :06:

DrJones
01-31-12, 08:27 AM
what is it and what is it used for? :06:

hey TDW

this is a tool to estimate the aob...it's nearly similar like the attackdisk...just another design

DrJones
01-31-12, 11:14 AM
for all who likes them. They are slide in elements by hovering with the mouse of the left side of the screen.


http://www.mediafire.com/imgbnc.php/dd4ae0259254e00799743f54347de7a124e7913e087e7c480b c0df7e9a852e7e6g.jpg

Best Regards

DrJones:salute:

uekel
01-31-12, 11:26 AM
Hi DrJones!
for all who likes them...

I like them! :up:

Really fantastic work and excellent outlooks! :woot:
Make it difficult to wait for the new version... :D

many thanks and best regards :salute:

uekel

DrJones
01-31-12, 11:39 AM
Hi DrJones!

I like them! :up:

Really fantastic work and excellent outlooks! :woot:
Make it difficult to wait for the new version... :D

many thanks and best regards :salute:

uekel

Thank you uekel....

...hope you all don't have to wait very long until next release...but it's still a hugh amount of work to do to send out a good new version :ping:

Best Regards

DrJones:salute:

uekel
01-31-12, 12:06 PM
Let you the time!

I see, the result is the wait truely worth!!!! :yeah:

fromhell
01-31-12, 01:11 PM
really looking forward to it.:woot::woot::woot:

ologuy
01-31-12, 02:59 PM
Ich schreibe jetzt mal auf deutsch, das verstehst du wohl besser als mein grausiges Englisch.

Ich muss sagen dass das fantastisch aussieht! Für mich ist das das einzige UI was man für Silent Hunter 5 benutzen kann. Nicht so sehr überladen wie die anderen, sondern die Features aufs nötigste beschränkt, dieses dafür aber grandios umgesetzt.

Ich freue mich schon sehr auf die nächste Version und hoffe du kommst gut voran!

fromhell
01-31-12, 04:42 PM
which radio messge mod do i use for this mod please. CSP v2.:salute:

DrJones
01-31-12, 04:54 PM
which radio messge mod do i use for this mod please. CSP v2.:salute:

The next release will contain tdws radio message mod.....

Best Regards

DrJones:salute:

DrJones
01-31-12, 04:58 PM
Ich schreibe jetzt mal auf deutsch, das verstehst du wohl besser als mein grausiges Englisch.

Ich muss sagen dass das fantastisch aussieht! Für mich ist das das einzige UI was man für Silent Hunter 5 benutzen kann. Nicht so sehr überladen wie die anderen, sondern die Features aufs nötigste beschränkt, dieses dafür aber grandios umgesetzt.

Ich freue mich schon sehr auf die nächste Version und hoffe du kommst gut voran!


So schlecht ist Dein Englisch nun auch wieder nicht. Vielen Dank auch...gebe mir die beste Mühe :yeah:

Mein Ziel ist es auch, dass es nicht so überladen wirkt. Die notwendigsten Dinge sind mit dem nächsten Release auch integriert. Im nachhinein kommen noch ein paar kosmetische Verbesserung.

Your english is not so bad. Thank you very much....i do my very best.

My Goal is to implement the most important features of the interface from magui and other great peaces comming mostly from sh3.

After that there will be some little corrections and a few other features.

Best Regards

DrJones:salute:

makman94
02-01-12, 08:33 PM
it is getting more and more interesting DrJones :yeah:
i see it getting a 'shape' allready

impressive :up:

Magic1111
02-03-12, 03:57 PM
Hi Dr.!

Wonderful work indeed! :yeah:

I can´t wait to see the new version ingame, I´m looking forward...! :up:

Best regards,
Magic:salute:

ORboarder
02-03-12, 05:09 PM
just back to SH5. So excited to see such brilliant work is still being done. Trying the beta now. Will let you know if I notice anything

Pete

KEEP UP THE GREAT WORK!

fromhell
02-07-12, 03:01 AM
hi DrJones, how are things going?:D

DrJones
02-07-12, 03:58 AM
hi DrJones, how are things going?:D

Things are going well...i will say step by step...hope i can present the next release soon...

Best Regards

DrJones:salute:

Magic1111
02-07-12, 05:42 AM
hope i can present the next release soon...


:woot::woot::ping::ping::woot::woot:

DrJones
02-08-12, 11:39 AM
This is how the ingame save option will look like.

The background is from jcwolfs alpha u boat.

http://www.mediafire.com/imgbnc.php/3eb6c6a73d2d4f24c9647841f8d3457da28ebf98d2f76ca0b6 65fb21aef830ce6g.jpg

Best Regards

DrJones:salute:

uekel
02-08-12, 11:58 AM
Hehe :D

L:sunny::sunny:k nice!

Then you only need to pull the curtain (from captain´s cabin) :-j

Many Thanks in advance and regards :salute:

uekel

fromhell
02-08-12, 12:34 PM
that looks brilliant, just one thing, will there be an english version please.
cant wait.:woot:

:salute:

DrJones
02-08-12, 12:55 PM
that looks brilliant, just one thing, will there be an english version please.
cant wait.:woot:

:salute:

Of course there will be an englishversion of the menu.text

thebeast made one and i will edit it to the actual one..

So far

Best regards

DrJones:salute:

ologuy
02-08-12, 12:57 PM
Silent Hunter ist the only game where the stuff has to be transtlated from german into english and not the other way round. :DL

Magic1111
02-09-12, 04:29 AM
This is how the ingame save option will look like.

The background is from jcwolfs alpha u boat.

http://www.mediafire.com/imgbnc.php/3eb6c6a73d2d4f24c9647841f8d3457da28ebf98d2f76ca0b6 65fb21aef830ce6g.jpg

Best Regards

DrJones:salute:

Looks very nice!!! :rock::rock::rock:

I know the MOD from JCWolf, I use part of them (mainly .tga Files) in my SH3 (LivingSilentHunter3)! :yeah:

Best regards,
Magic:salute:

DrJones
02-09-12, 04:44 AM
Looks very nice!!! :rock::rock::rock:

I know the MOD from JCWolf, I use part of them (mainly .tga Files) in my SH3 (LivingSilentHunter3)! :yeah:

Best regards,
Magic:salute:

Thank you...I try to redesign some of the menu structures in sh5...i found some really interesting images in jcwolfs mod. try to implement some of them.

Best Regards

DrJones:salute:

Ablemaster
02-09-12, 05:28 AM
Will be keeping a close eye on this one, looks excellent, neat and efficient, thanks Dr for your work, much appreciated, cheers mate.

DrJones
02-09-12, 04:20 PM
This is nothin special...just writting something...it still costs a lot of nerves to find an error in scripting when you spent a whole day to find it....And what did i forget (----> " : " <----) a colon :damn::damn::damn::damn::damn:

i think i should visit an ophthalmologist some day......:doh:

Magic1111
02-09-12, 05:46 PM
i found some really interesting images in jcwolfs mod. try to implement some of them.

Yes, please do so! :yeah:

Best regards,
Magic

reaper7
02-09-12, 05:49 PM
This is nothin special...just writting something...it still costs a lot of nerves to find an error in scripting when you spent a whole day to find it....And what did i forget (----> " : " <----) a colon :damn::damn::damn::damn::damn:

i think i should visit an ophthalmologist some day......:doh:


:har: Yes been there , especially the incorrect symbol causing CTD.
Often taken me days to spot - a lot of frustration and sometimes caused me to start the script from scratch - darn these old eyes :o.

Stormfly
02-09-12, 06:43 PM
This is nothin special...just writting something...it still costs a lot of nerves to find an error in scripting when you spent a whole day to find it....And what did i forget (----> " : " <----) a colon :damn::damn::damn::damn::damn:

i think i should visit an ophthalmologist some day......:doh:

...Du siehst wohl schon doppelt was ? :o:haha:

jaa jaa... "hab ich vergessen" als ob das immer so ginge mit den Ausreden :O:

...öhm, nu muss ich aber schnell wech hier:rock:

ologuy
02-10-12, 09:30 AM
Release um das kalte Wochenende zu überbrücken? :)

DrJones
02-10-12, 01:23 PM
Release um das kalte Wochenende zu überbrücken? :)

I would release if it's finished...but it is not finished yet....sorry...

hope it will be soon the time..

Best Regards

DrJones:salute:

DrJones
02-10-12, 01:59 PM
Now it is possible to change the dials you like to use on the fly ingame.

There will be actualy two versions.

1. You can use the first one i made
2. or you can use the original one known from the magui interface as a slide in control.

You are also able to choose the map tools on the nav map.

1. The Original Map Tool Buttons from the Magui interface
2. Or the Geometric Tools integrated in sh5.

each maptool options can be activated by the slide in Panel i created that a maptool is only visible if you want to use some.

for the tai map the map tools will here also integrated as you know them from reapers mod.

The anoying maptools on the left side are gone away from our sight.

I am still have to do some more details here...

- Integrating the tdw's radiomod.
- thinking about and implementation of slide in Menu elemts
and so on...

Best Regards

DrJones:salute:

Hitman
02-10-12, 03:56 PM
what is it and what is it used for? :06:

Sorry for the dely in replying, I only rarely browse the SH5 forums :oops:

This is a wiz wheel with two purposes: 1) To get target AOB starting from known course and true bearing, and 2) To convert relative into true bearing.

It also serves easily to get target true course from AOB and true bearing :up:

I copied it from a real item I found at a militaria collector's web.

DrJones
02-10-12, 04:02 PM
Sorry for the dely in replying, I only rarely browse the SH5 forums :oops:

This is a wiz wheel with two purposes: 1) To get target AOB starting from known course and true bearing, and 2) To convert relative into true bearing.

It also serves easily to get target true course from AOB and true bearing :up:

I copied it from a real item I found at a militaria collector's web.

Oh i dont mind hitman...everything is ok...thank you for your info...

i've still got another question about the hitman gui for sh3.

there you've implemented two silver metallic charts...on for the aob i think and one chart for ranges...can you give me some explanation of their use?

best regards

DrJones:salute:

Cooper93
02-11-12, 06:59 AM
Hi can someone point me in the right direction for the english translated menu txt, the link provided dont work for me, love this ui and of course wanted the english version thankyou in advance, have looked for ages trying to find it the beasts mediafire link dont load just nothing, thanks guys, and what a great ui cheers Dr, wonderful stuff.

Ablemaster
02-11-12, 07:37 AM
Mediafire link not working for me either, anywhere else to get English Txt, thanks, Brilliant UI i know its not finished yet Dr but really love this, thanks, the best UI around for sure mate, english txt would be great, thankyou for all your hard work.

DrJones
02-11-12, 11:32 AM
Updated post 1 with downloadlink for the actual english menu.txt the beast made.

Ablemaster
02-11-12, 11:57 AM
Thanks Dr, good stuff.....

Hitman
02-12-12, 08:14 AM
i've still got another question about the hitman gui for sh3.

there you've implemented two silver metallic charts...on for the aob i think and one chart for ranges...can you give me some explanation of their use?


You mean the chart at the right with ship silhouettes?

That serves to make quick estimations of range based on the amout of lense the ship is covering. Because we know the field of view and aperture degrees, it is easy to calculate it. So, when you see one of the ships in the graphic covering the lense, you can quickly estimate how far it is. If it covers only half the lense, then its the same distance X2, if only a quarter of it, X4, and so on.

This is not my invention, the same graphic was used aboard uboats in a metal plaque usually fixed near the periscope. For the ever newer, greener and less trained crews that were sent to the Uboats, such things were good aids in the stressful combat moments.

Regards

DrJones
02-12-12, 10:16 AM
You mean the chart at the right with ship silhouettes?

That serves to make quick estimations of range based on the amout of lense the ship is covering. Because we know the field of view and aperture degrees, it is easy to calculate it. So, when you see one of the ships in the graphic covering the lense, you can quickly estimate how far it is. If it covers only half the lense, then its the same distance X2, if only a quarter of it, X4, and so on.

This is not my invention, the same graphic was used aboard uboats in a metal plaque usually fixed near the periscope. For the ever newer, greener and less trained crews that were sent to the Uboats, such things were good aids in the stressful combat moments.

Regards

Thanks for your reply:yeah:...then they will be imported as a slide in object for obsscope and persicope...

Best Regards

DrJones:salute:

Hitman
02-12-12, 11:06 AM
Cool :up:

Here is the template, with no light effects or distance numbers. So you can put the correct ones for the FOV you are using:

http://www.mediafire.com/?kj7t64xya4a6e9o

DrJones
02-12-12, 04:25 PM
Cool :up:

Here is the template, with no light effects or distance numbers. So you can put the correct ones for the FOV you are using:

http://www.mediafire.com/?kj7t64xya4a6e9o

Cool :yeah:Thank you to give me the file with the template.

I should ask makman to have a look at it, because i use his resolution patches that they fit to the interface...

Best Regards

DrJones:salute:

reaper7
02-12-12, 06:36 PM
Cool :up:

Here is the template, with no light effects or distance numbers. So you can put the correct ones for the FOV you are using:

http://www.mediafire.com/?kj7t64xya4a6e9o

Hi Hitman is it Ok if I create something similar for my own UI using your template :D.
Also do you have any pics of the ones used aboard the uboats by any chance.

silent marshal
02-13-12, 04:11 AM
First auf Deutsch: Dr. Jones: dein GUI-Mod ist fantastisch und ich freue mich auf das nexte Release. Da vieles davon grafische Knochenarbeit ist, frage ich mich, ob dir dabei nicht engagierte Simmer zuarbeiten können. Z.Bspl. Nachtfilter erstellen, grünes Fadenkreuz, etc. etc. Aber vielleicht ist das ja auch nicht üblich, dann ziehen ich meine Frage zurück.

Jetzt in English: Dr. Jones, you did a fantastic work with your GUI and I can't wait for the next release. Does it make sense that simmers support you in drawing some graphical layouts (e.g. nightfilters etc.)? If this is not usual, please forget my question (I am not so firm with the modders etiquette).

Schöne Grüße, best regards!

DrJones
02-13-12, 04:29 AM
First auf Deutsch: Dr. Jones: dein GUI-Mod ist fantastisch und ich freue mich auf das nexte Release. Da vieles davon grafische Knochenarbeit ist, frage ich mich, ob dir dabei nicht engagierte Simmer zuarbeiten können. Z.Bspl. Nachtfilter erstellen, grünes Fadenkreuz, etc. etc. Aber vielleicht ist das ja auch nicht üblich, dann ziehen ich meine Frage zurück.

Jetzt in English: Dr. Jones, you did a fantastic work with your GUI and I can't wait for the next release. Does it make sense that simmers support you in drawing some graphical layouts (e.g. nightfilters etc.)? If this is not usual, please forget my question (I am not so firm with the modders etiquette).

Schöne Grüße, best regards!

Hallo silent marshal...natürlich ist es üblich, das zuarbeiten gemacht werden..und ich finde es auch mehr als üblich...die projekte die hier gemacht werden sind zum größtenteil gruppenarbeiten...und ich habe ja schon geschrieben, dass es sich hier um einen Community Mod handelt und jeder der was dazu beitragen kann ist herzlich willkommen...also wenn du was beitragen kannst tu dir keinen Zwang an...

Hello silent marshal ... of course it is common to the work be done .. and I also think it's more than usual ... the projects that are made ***8203;***8203;here are the largest group working part ... and I've already written that it this is a community mod is and each help is welcome ... so if you can help you are welcome....

Thank you

Best Regards

DrJones:salute:

Hitman
02-13-12, 09:19 AM
Hi Hitman is it Ok if I create something similar for my own UI using your template :D.
Also do you have any pics of the ones used aboard the uboats by any chance.

Of course mate. Yes I had a picture of it but can't find it now. Anyway, there is one on display actually at the U534 museum ... :DL

reaper7
02-13-12, 03:06 PM
Of course mate. Yes I had a picture of it but can't find it now. Anyway, there is one on display actually at the U534 museum ... :DL


Thanks for that Hitman :up:

DrJones
02-13-12, 05:59 PM
In additon to my actual worklist i will say...the todo list is growing every day...

Actually real navigation is a new point to figure out and to implement.

But this will not be part of the next release...i try to finish the actualk ideas first until i will integrate it after that....

fridgeman
02-13-12, 06:46 PM
Hi, i loaded your mod using GME, but it doesn't function, the interface still shows vanilla SH5 one, i had some problems enabling Dark Wraiths one as well and couldn't enable it, bad installation..

any solutions?

amazing work, btw, and to all modders on here, ditto..

fridgeman
02-13-12, 06:50 PM
here is my MOD Val file...

JSGME Mod Validator v1.0.11.0 by TheDarkWraith
F:\Ubisoft\Silent Hunter 5\JSGMEModValidator_v1_0_11_ByTheDarkWraith\jsgmem odvalidator.cfg exists=True
Reading in items to look for in mods...
not looking for any items
using Silent Hunter 5
SH5 version is 1.2.0.0
MODS installed:
Grossdeutscher Rundfunk
Detailed Caustics 1.0
Capthelms Lighting Effects mod for sh5
CSP Magui by DrJones Beta v2.0
CSP_MaGUI_Beata_2_0_English_Menu_txt
Validating mods...
Validating F:\Ubisoft\Silent Hunter 5\MODS\Grossdeutscher Rundfunk
F:\Ubisoft\Silent Hunter 5\MODS\Grossdeutscher Rundfunk installed correctly
Validating F:\Ubisoft\Silent Hunter 5\MODS\Detailed Caustics 1.0
F:\Ubisoft\Silent Hunter 5\MODS\Detailed Caustics 1.0 installed correctly
Validating F:\Ubisoft\Silent Hunter 5\MODS\Capthelms Lighting Effects mod for sh5
F:\Ubisoft\Silent Hunter 5\MODS\Capthelms Lighting Effects mod for sh5\data doesn't exist!
Validating F:\Ubisoft\Silent Hunter 5\MODS\CSP Magui by DrJones Beta v2.0
F:\Ubisoft\Silent Hunter 5\MODS\CSP Magui by DrJones Beta v2.0\data doesn't exist!
Validating F:\Ubisoft\Silent Hunter 5\MODS\CSP_MaGUI_Beata_2_0_English_Menu_txt
F:\Ubisoft\Silent Hunter 5\MODS\CSP_MaGUI_Beata_2_0_English_Menu_txt installed correctly
Checking for items to look for...
no items to look for defined
Mod conflicts:
+D = creation dates equal, -D = creation dates not equal
+A = last accessed dates equal, -A = last accessed dates not equal
+W = last accessed write dates equal, -M = last accessed write dates not equal
+S = sizes equal, -S = sizes not equal
no conflicts

DrJones
02-13-12, 07:06 PM
here is my MOD Val file...

JSGME Mod Validator v1.0.11.0 by TheDarkWraith
F:\Ubisoft\Silent Hunter 5\JSGMEModValidator_v1_0_11_ByTheDarkWraith\jsgmem odvalidator.cfg exists=True
Reading in items to look for in mods...
not looking for any items
using Silent Hunter 5
SH5 version is 1.2.0.0
MODS installed:
Grossdeutscher Rundfunk
Detailed Caustics 1.0
Capthelms Lighting Effects mod for sh5
CSP Magui by DrJones Beta v2.0
CSP_MaGUI_Beata_2_0_English_Menu_txt
Validating mods...
Validating F:\Ubisoft\Silent Hunter 5\MODS\Grossdeutscher Rundfunk
F:\Ubisoft\Silent Hunter 5\MODS\Grossdeutscher Rundfunk installed correctly
Validating F:\Ubisoft\Silent Hunter 5\MODS\Detailed Caustics 1.0
F:\Ubisoft\Silent Hunter 5\MODS\Detailed Caustics 1.0 installed correctly
Validating F:\Ubisoft\Silent Hunter 5\MODS\Capthelms Lighting Effects mod for sh5
F:\Ubisoft\Silent Hunter 5\MODS\Capthelms Lighting Effects mod for sh5\data doesn't exist!
Validating F:\Ubisoft\Silent Hunter 5\MODS\CSP Magui by DrJones Beta v2.0
F:\Ubisoft\Silent Hunter 5\MODS\CSP Magui by DrJones Beta v2.0\data doesn't exist!
Validating F:\Ubisoft\Silent Hunter 5\MODS\CSP_MaGUI_Beata_2_0_English_Menu_txt
F:\Ubisoft\Silent Hunter 5\MODS\CSP_MaGUI_Beata_2_0_English_Menu_txt installed correctly
Checking for items to look for...
no items to look for defined
Mod conflicts:
+D = creation dates equal, -D = creation dates not equal
+A = last accessed dates equal, -A = last accessed dates not equal
+W = last accessed write dates equal, -M = last accessed write dates not equal
+S = sizes equal, -S = sizes not equal
no conflicts


strange...pülz have a look at the mods folder. When you open the folder csp magui by drjones beta 2.0...do you see any data folder or again a folder csp magui by drjones beta 2.0???

Regards

DrJones:salute:

TheDarkWraith
02-13-12, 07:13 PM
His problem is right here:

F:\Ubisoft\Silent Hunter 5\MODS\Capthelms Lighting Effects mod for sh5\data doesn't exist!
Validating F:\Ubisoft\Silent Hunter 5\MODS\CSP Magui by DrJones Beta v2.0
F:\Ubisoft\Silent Hunter 5\MODS\CSP Magui by DrJones Beta v2.0\data doesn't exist!

fridgeman
02-13-12, 08:31 PM
aye, done now, re-installed mod file, its great thanks


but on another issue still can't get any sound from the radio

DrJones
02-14-12, 03:56 AM
aye, done now, re-installed mod file, its great thanks


but on another issue still can't get any sound from the radio

do you mean the normal radio for music???

i don't really know why you can't here anything. Still not touched this one....

ologuy
02-14-12, 10:16 AM
Can't wait for the new version!

uekel
02-14-12, 10:26 AM
Can't wait for the new version!
That´s right! ....geht mir genauso!! :Kaleun_Binocular:

fridgeman
02-14-12, 12:52 PM
radio working now, bit strange and maybe a bit dubious listening to full on nazis speeches, but hey thats authenticity for you,

btw, can you give an outline of how to lauch torpedos and if there is any 'minimal interface while doing so, etc

tx

DrJones
02-14-12, 01:23 PM
radio working now, bit strange and maybe a bit dubious listening to full on nazis speeches, but hey thats authenticity for you,

btw, can you give an outline of how to lauch torpedos and if there is any 'minimal interface while doing so, etc

tx

Good to here the sound is working now for the radio.

To launch torpedoes, there you have to flodd the tubes first and open them.

in the periscope, obsscope and uzo view you can call the tube control panel by clicking on the most left button of the lower right console.

attention: the lauch of torpedoes in the uzo view is still not possible, because i forgot to implement it in this version. This will be fixed in the next release.

Hope that helps. Please ash and tell me if there is any other trouble wich has to be fixed.

Best Regards

DrJones:salute:

fridgeman
02-14-12, 02:00 PM
HI, I am a beginner really, do i click on the red buttons and then they become green, and then do I click the red button to fire, the interface is great but imo needs some readme/manual, etc

DrJones
02-14-12, 02:29 PM
HI, I am a beginner really, do i click on the red buttons and then they become green, and then do I click the red button to fire, the interface is great but imo needs some readme/manual, etc

welcome Abourd and happy hunting.

No Problem i will show you

http://www.mediafire.com/imgbnc.php/65decad65d6a3c9c3ba03cc7efb1d5fd13b4a1b1e192c25b1e 96ab226df43c7e6g.jpg


A in the picture above you choose the tube you like to fire. in the upper right you find a button to toggle the target and a button to fire the torpedo.

in the tube control panel you have a lamp as indicator which switches to green if a tube is selected.

the right switch flodds the tube and the left one opens it.

when this is done click the red button upper right to fire the torpedo

Hope that helps you...

Beset Regards

DrJones

fridgeman
02-14-12, 03:16 PM
right, got only tube two to work, no other tubes would work, all missed, what distance should I really be?

tx

ah, might have it, hang on!

fridgeman
02-14-12, 04:07 PM
Ok, all done, still some little problems, gaps in my knowlege, etc, well for me, anyway, the TDC keeps coming up when i am on the attack peri, it covers the whole screen, not at the side, how do i get rid of it, not experienced enough to use it at present, is there a button, one more issue, radar isn't working, on surface, and when I click it nothing no green line, getting there, amazing game, tx

xfit_dave
02-15-12, 05:15 PM
Hi Dr Jones (et al),

I have a very simple question, but one which is vexing me; where on the UI is the text box? Is there a hot key, or how do you see the response to commands like, nearest visual contact as not all are supported with audio? Many thanks in advance.

Doh! OK I found it.

xfit_dave
02-15-12, 05:18 PM
Hi Fridgeman,

the TDC's key is the third key on the taskbar at the bottom of the screen (map with dials symbol); this will toggle the TDC on and off. The radar will only work if fitted, which is year dependant. If it is late enough in the war have you switched it on at the radar station?

Rubini
02-17-12, 05:48 PM
Hi DrJones,

First of all, thanks by this excellent UI/GUI! It really put me on control of this hell beast that is SH5 for noobies on it.

But I had some issues:
- my Sony 26" TV monitor have a max resolution of 1360x768 (16x9) and I can´t see all things that are in Observ. Periscope above. When activating RFAOB I can´t deactivate it anymore. A max resolution issue (1360x768) - perhaps something out of my screen?:hmmm: SOLVED!

- do you have a readme explain how to use your interface? It´s a bit hard way to start to press anything and don´t know exactly if its correct or not, if its working or not.

- I have my own keyboard layout...my up, down, left, right arrows are setted to surface, PD, maintain depth, snorkel depth, etc....but they don´t work on this GUI nav map as they are used to move the map...any way to solve this?

Thanks by any advice!

Rubini
02-17-12, 06:16 PM
Two more issues:

- my recon manual is empty.
-some icons on the bars don´t have decription, others are just strange - I mean don´t have any meaninng image.

Rubini
02-17-12, 07:04 PM
Ok! Found a way to close the RFAOB - need to hide all the GUI and them click on the correct RAFAOB place.

Look how my screen is crawed . My max resolution: 1360x768 (using correct Manos' 85x48). Note that some dials just are slight over others and that some are a top of my scope view. They are just too big for my resolution!! Do you have any idea on how to adjust this? I don´t have plans to change my monitor...:hmmm:


http://img163.imageshack.us/img163/6630/cspui1360x768.jpg

This is not only my problem, but also for any ppl that havenot so big max resolution...

DrJones
02-18-12, 01:21 AM
Ok! Found a way to close the RFAOB - need to hide all the GUI and them click on the correct RAFAOB place.

Look how my screen is crawed . My max resolution: 1360x768 (using correct Manos' 85x48). Note that some dials just are slight over others and that some are a top of my scope view. They are just too big for my resolution!! Do you have any idea on how to adjust this? I don´t have plans to change my monitor...:hmmm:


http://img163.imageshack.us/img163/6630/cspui1360x768.jpg

This is not only my problem, but also for any ppl that havenot so big max resolution...

ui...thank you very much...that is the first time i see something like that....

that makes it realy important to implement sliding in and out interface parts...you are the first i know using such a small resolution....but thank you very much...i will put my hands on this...:yeah:

There will follow a new release wich a lot of changes and improvement. There will me more discrisptions and tooltips for all instruments.

Think i just write an documentation about using this one....it has grown on such a way that newbies here could have Problems to use it.

Best Regards so far...

DrJones:salute:

Nice to have you on board Rubini:salute:

DrJones
02-18-12, 02:34 PM
But I had some issues:
- my Sony 26" TV monitor have a max resolution of 1360x768 (16x9) and I can´t see all things that are in Observ. Periscope above. When activating RFAOB I can´t deactivate it anymore. A max resolution issue (1360x768) - perhaps something out of my screen?:hmmm: SOLVED!

Just Wonder @Rubini, your tv has a resolution ab 1360x x768. IF you tell the game to go higher what happens?

Rubini
02-18-12, 03:15 PM
But I had some issues:
- my Sony 26" TV monitor have a max resolution of 1360x768 (16x9) and I can´t see all things that are in Observ. Periscope above. When activating RFAOB I can´t deactivate it anymore. A max resolution issue (1360x768) - perhaps something out of my screen?:hmmm: SOLVED!

Just Wonder @Rubini, your tv has a resolution ab 1360x x768. IF you tell the game to go higher what happens?

Hi DrJones,

Thanks to look at this issue.
What was solved is the RAOBF on/off, not the problems with the resolution.:DL

Some years ago I made one more intense mod work for SH3 - ported all the gui to widescreen for the first time. So, I worked a lot with menu entries on SH3. All WS porting to SH3 was stuck at exactly 1360x768 because was much more easy to work on: we only needed to adjust one dimension (1024==>1360, as the other remains the same (768).

That time i noticed an obviously thing: the gui textures/images aren´t exactly portable between resolutions (and this is your problem here). They have a fixed size. If you use a major resolution than the one were the gui was molded, no problem, just smaller images/smaller dials, etc. But if you use minor resolution (my case now in relation of your gui) all the gui will be accomodate on the screen...but slight one over the other like you saw on the picture. So - unless you use a much small resolution - nothing is lose, nothing is out, but one over the other.

After that work I learn that for GUI mod purposes is better to project your GUI using a lesser monitor resolution ( a reasonable, compromisse one), this way it will fit in almost any resolution and you will have less headhatch trying to solve unevitable users´s problems...:up:

The 1360x768 is the 720p in practice. At least try to make the GUI small on your 1080 (or major) monitor, this will guarantee that it will work in any resolution too. Obviously preserving the optical views for your taste, they can be adjusted later on players end for minor resolutions users; just put some instructions on a readme.

(It´s a honour to talk with you, you are a very polite guy, this is what make this community a must. And excuse me by my english...it´s bad and i don´t know how to express my self correctly in english.):salute:

DrJones
02-18-12, 04:40 PM
Hi DrJones,

Thanks to look at this issue.
What was solved is the RAOBF on/off, not the problems with the resolution.:DL

Some years ago I made one more intense mod work for SH3 - ported all the gui to widescreen for the first time. So, I worked a lot with menu entries on SH3. All WS porting to SH3 was stuck at exactly 1360x768 because was much more easy to work on: we only needed to adjust one dimension (1024==>1360, as the other remains the same (768).

That time i noticed an obviously thing: the gui textures/images aren´t exactly portable between resolutions (and this is your problem here). They have a fixed size. If you use a major resolution than the one were the gui was molded, no problem, just smaller images/smaller dials, etc. But if you use minor resolution (my case now in relation of your gui) all the gui will be accomodate on the screen...but slight one over the other like you saw on the picture. So - unless you use a much small resolution - nothing is lose, nothing is out, but one over the other.

After that work I learn that for GUI mod purposes is better to project your GUI using a lesser monitor resolution ( a reasonable, compromisse one), this way it will fit in almost any resolution and you will have less headhatch trying to solve unevitable users´s problems...:up:

The 1360x768 is the 720p in practice. At least try to make the GUI small on your 1080 (or major) monitor, this will guarantee that it will work in any resolution too. Obviously preserving the optical views for your taste, they can be adjusted later on players end for minor resolutions users; just put some instructions on a readme.

(It´s a honour to talk with you, you are a very polite guy, this is what make this community a must. And excuse me by my english...it´s bad and i don´t know how to express my self correctly in english.):salute:

Thank you very much...your english is very good...

it is a honor to me/us that you are going to take part with your experience. That is what we need here...

This is all here a very big learning process and i think it will take still a very long time until we get all the possible things what can be done in sh5...

of course...i will make some changes here in this ui...as i told there will be slide in values to solve this problem...it is a function which is asked by a few more members...

Every Idea you have is very welcome...

Best Regards so far

DrJones:salute:

ologuy
02-27-12, 09:24 AM
Any news about the next update?

DrJones
02-27-12, 01:24 PM
Any news about the next update?

Hey Mate, thanks to ask...yes the news are, that i'am creating a new conxole for the right and left so that the most elements are slideable...still have not much time to work on it, because real life robs a lot of time...

Best Regards

DrJones:salute:

Ablemaster
02-29-12, 09:06 AM
Hey Drjones firstly love your UI, just wondered for us feet and inches people [Imperial] measurements. Is there a way to setup the UI for us, while using Imperial i cannot dive below 260ft, thanks for your time and work mate.

DrJones
02-29-12, 12:47 PM
Hey Drjones firstly love your UI, just wondered for us feet and inches people [Imperial] measurements. Is there a way to setup the UI for us, while using Imperial i cannot dive below 260ft, thanks for your time and work mate.


Oh thank you very mucht...and thank you to point me on that...its on my list...

Best Regards

DrJones:salute:

Ablemaster
02-29-12, 01:41 PM
For now Drjones iv'e just increased the dive depth to 200m in the nss sumarine cfg file, so no real problem and a real dirty work round, thanks for your reply, look forwad to further releases and updates, thankyou.

ologuy
03-08-12, 07:38 PM
Any news? Hope you're okay!

Jos Gilles
03-23-12, 05:20 AM
Very awesome work!
Great!

But i have one problem with the UZO. The fire push button, doesn't work.

Is it correct? I did the torpedo preparation, like you described some post ago.
But it can't work.
Another news:
I make a translation of your menu in italian. (naturally For my use) I take the IT menu of TDW UI and your in english, so I translate the word.
The work was of the guys that help TDW not me, of course. :salute:

Only some words i can't translate, because I haven't the time. :timeout:

fromhell
03-24-12, 12:12 PM
hows new version comming along? please.:salute:

DrJones
03-26-12, 07:35 AM
Beginning with the next week i think i have more time to work on it. But first i have to fix some problems with my workstation.

harddrive doesn'st work fine...have to get it fixed first.

Best Regards

DrJones

Captain73
03-26-12, 06:03 PM
Tell me please what mod Radio_Messages_1_2_0 need to set to have the posts???

DrJones
04-04-12, 04:15 AM
Beginning with the next week i think i have more time to work on it. But first i have to fix some problems with my workstation.

harddrive doesn'st work fine...have to get it fixed first.

Best Regards

DrJones

Just bild in my new HDD's nad just setting up my workstation...

sabretwo
04-07-12, 01:44 PM
Do the tools in this GUI support effective manual targeting such as OLC and MaGUI in SH3? I am ideally trying to find a GUI that has the same functional tools as OLC.

Thanks!

Nosulia
04-27-12, 03:02 AM
Thanks a lot, maestro!!
Everything’s fantastic and works perfect except one thing – with manual targeting the gyroangle arrow doesn’t move by mouse. Manual means you setting all the parameters by yourself. Like here http://www.youtube.com/watch?v=0RuZRQ8gilw&feature=youtu.be

TitaniumRR
05-12-12, 04:23 PM
Whatever I do, the red torpedo shooting button doesn't work for me either.
Can anyone help?

TitaniumRR
05-12-12, 05:08 PM
Whatever I do...
I got that, Nice and very SIM-like :)

1 more thing:
Periscope up/down sound is constant (which is very annoying) while watching the 'luftziel' periscope screen.
And it has static level no movement up/down with the buttons unless you exit this view and change to the other one.

Does this bug occur only to me or Dr. Jones, you are aware of it and working on the solution?

Captain73
05-26-12, 06:14 AM
Looking forward to the completion of the work!!!

bossfrog
06-03-12, 12:11 AM
I'm absolutely new to this mod and I have no idea what half of the icons stand for. I only get a few tool tips here and there and I can't find any documentation of what they are. Is there a guide or manual anywhere? Also, is 2.0 beta the newest version? Thanks.

bossfrog
06-11-12, 12:59 AM
Anyone? :hmm2:

reb1981
06-14-12, 12:39 AM
Hi I downloaded this mod tonight. I wanted to try it out, but the strangest thing happened. My main menu for game was all in German instead of English. Is there a reason for this?

volodya61
06-14-12, 01:05 AM
Hi I downloaded this mod tonight. I wanted to try it out, but the strangest thing happened. My main menu for game was all in German instead of English. Is there a reason for this?

File menu.txt from the mod
you should get English menu.txt.. and replace it here - data\Menu\menu.txt
the link is on the first page of this thread

Ivan H
06-17-12, 03:08 PM
Thank you for this beautiful mod. This stopped me throwing SH5 in the bin.

Only one slight thing mars the perfection of this mod. The torpedo launch button on the UZO will not work. Both periscopes fire correctly but surface attacks using the UZO are out.

Also may I make a request? When you next work on this mod please do something about the target lock text that appears every time the periscope is moved across a target. There is a mod to remove this text but it is incompatible with your mod and causes the periscope to move halfway off the screen to the right.

Thank you for this mod.

DrJones
06-17-12, 03:13 PM
Thank you for this beautiful mod. This stopped me throwing SH5 in the bin.

Only one slight thing mars the perfection of this mod. The torpedo launch button on the UZO will not work. Both periscopes fire correctly but surface attacks using the UZO are out.

Also may I make a request? When you next work on this mod please do something about the target lock text that appears every time the periscope is moved across a target. There is a mod to remove this text but it is incompatible with your mod and causes the periscope to move halfway off the screen to the right.

Thank you for this mod.

Thank you...

yes thers the problem is known to me. Just came a little back to my work and will i have to improve a lot of things here.

More news will follow sone.

Best Regards

DrJones:salute:

DrJones
06-17-12, 03:15 PM
After a long time beeing abstinent becaus real life had my in his hand and i have been very busy in my real life job i will have mor time now to improve errors and bulding up new features wich i wanted to release in spring this year wich not happend.

Best Regards so far

DrJones

ologuy
06-18-12, 09:16 AM
Looking forward to it! For me, this mod is the only reason to play SH5. I just can't work with TDWs UI, because there are just too many features and it's too stressful to configure it all. All I need is a clean, functional and easy UI like this one.

Thank you for your work, and the time you spend on it!

Captain73
06-18-12, 03:56 PM
As I hope so!!! You can make a working mod Radio_Messages_1_2_0 with the CSP Magui Interface??? Sorry for my English!!!

DrJones
07-02-12, 07:36 AM
Hey Mates,

once Rubini told that he had Problems about the screen Resolution of this Mod, i spent a long time about thinking how the Problem can be solved.

The Screen will look in the future like that.

No Items disturbs the view while walking aroung or doing nothing.

http://www.mediafire.com/conv/7a1976b1ddf242cbb0ecd9b0817cc5739293c3170243a80211 6bf0f741d1d1046g.jpg

In Lower Left, Center Bottom, Lower Right and Left Sieded there are Slide In Fields.

http://www.mediafire.com/conv/6ae593a74cf5836653bcf4661fa3b95c30be769824f70b6659 72cddce9e0cf886g.jpg


http://www.mediafire.com/conv/2892306f79ae759ac30d75046bd0f39d753f8eae8fccf96415 71c8c94ef17ebb6g.jpg



http://www.mediafire.com/conv/fe3b53892bafe88eccb493318f42065f2eae60e28cad1d516a 95c45fdf05407a6g.jpg


http://www.mediafire.com/conv/663965e2973afbc1fbe4b55451e1dc9cc5ed333374599f4398 637a9bb58737ba6g.jpg

http://www.mediafire.com/conv/8e155eb1356841c0788098afb082d08723984b7c10f02a8368 fe362e21db00956g.jpg

http://www.mediafire.com/conv/dfb89fac1121d5a27b6d50238cd45696b0eb1efdab8d9c384a 982fa3f9c3db546g.jpg

As You can See it is possible that the Slided in Parts on the left and right can be nailed by clicking on the Screws an the panels. The MapGroup can be activatet by clicking a button.
THe MapGroup Slides to the lower left when the Left Console is slided out.
The same happens to the Messages. It is moving right up if the right Console is sliding in.
The Parts with the buttons on the right an left Console are also able to be slided in if they are not needed.

The red shining will be the nightlayer. It will not alwas be visible.

The Screenshot are made by a resolution by 1152 x 864 to imagine that there ist still enough place for all the items.

Best Regards so far

DrJones

von faust
07-02-12, 08:12 AM
Great work !!!!
Compatibility with other MODS (for example IRAI) ?
which list recommendations ?

Thanks

uekel
07-02-12, 08:29 AM
Hey DrJones!

Glad to see you back! :woot:

That would be a pity this awesome work stay unfinished.

Looks fantastic! :sunny:

And the night layer is one thing, that I often really missed. :cool:

(can we hope for an released update? :hmm2:)

Cheers :salute:

uekel

DrJones
07-02-12, 02:14 PM
@uekel: Thank you...have been still a lont time away...just digging myself throug the whole scripts and clear them out everything unusefull code and building all new up from scratch.

This will Take a little time. Made to many mistakes in my previous one.

@vonFaust: Thank you...yes it will be compatibily with other MODS

Best Regards

DrJones:salute:

uekel
07-02-12, 02:48 PM
This will Take a little time.Of course is it allright. :yep: Excellent news, that it go on. :rock:

Sepp von Ch.
07-08-12, 02:10 PM
Looking forward too Dr.Jones!:arrgh!:

DrJones
07-10-12, 03:28 PM
Hey Mates...just a little update...

i'am still working on an idea for the Station Orders. The most time they are hanging arround in the middle Bottom of the screen.

As i have in mind to make them scrollable they slide out of the Right Console.

http://www.mediafire.com/conv/c7f28e2c765eefcf6fea0788a81b7ef75471e9a8823f70b71b c36f6d88b162366g.jpg


http://www.mediafire.com/conv/c33555824c33d019bd18721a75f8a3c387cc1339182f405ad7 2e641b3dbbb19f6g.jpg

i just realized how much work it is to get all the orders working and how many lines of code it produces.....

Regards

DrJones

Stormfly
07-10-12, 04:26 PM
Hey Mates...just a little update...

i'am still working on an idea for the Station Orders. The most time they are hanging arround in the middle Bottom of the screen.

As i have in mind to make them scrollable they slide out of the Right Console.


i just realized how much work it is to get all the orders working and how many lines of code it produces.....

Regards

DrJones

looks very good !

are the panels in some kind of red light mode for night time ? ...if so, the chart and message text box also need to be dimmed or ? :rock:

DrJones
07-10-12, 04:31 PM
looks very good !

are the panels in some kind of red light mode for night time ? ...if so, the chart and message text box also need to be dimmed or ? :rock:

Thats right....

the redlight is the nightlayer for night time.

The Messagebox and the TAI Map Control also needs a nightlayer. it is a point on my list of all the to does wich will follow

Best Regards
DrJones

Captain73
07-12-12, 10:24 AM
Very much I wait for the completion of the work!!! This interface is the best!!!
:yeah:

DrJones
07-12-12, 10:49 AM
Very much I wait for the completion of the work!!! This interface is the best!!!
:yeah:


Thank you very much Ralf

Best Regards

DrJones:salute:

Captain73
07-13-12, 02:19 PM
Not enough radio announcements and real navigation! The problem take a hike carrier pigeons!!! Sorry for not modesty and my English!!

DrJones
07-13-12, 02:23 PM
Not enough radio announcements and real navigation! The problem take a hike carrier pigeons!!! Sorry for not modesty and my English!! : Kaleun_Crying:

The Radiomessage Mod from TDW will be included in this modification....a real navigation mod will later be included. Silent Marshall still had some great ideas wich are worth to be implemented.

Best Regards so Far

DrJones:salute:

Captain73
07-13-12, 03:28 PM
I'm very happy! I'll wait!!!

DrJones
07-19-12, 02:18 PM
Greeting at all,

here are two small pictures how the main ui may look like

http://www.mediafire.com/conv/920d6d4a95ddce51c429a55e16aade535208f622fc40151980 03c0455dd6797c6g.jpg

http://www.mediafire.com/conv/314f4b0a53c477e2a99df9e6cb2f1f9e575694cc144a9fe196 9d59ca91ebca2a6g.jpg

As seen it is possible to have each element as an slide in object or if you like you can anchor every single part of the interface to have a fixed one like the picture below.

I want to mention, that the visiblity of the Mapgroup Button can be controld by click on one of the buttons of the left console.

Best Regards so far

DrJones:salute:

rsvette12
07-19-12, 03:11 PM
Amazing stuff Sir :up:

Stormfly
07-19-12, 03:47 PM
Hi DrJones,

i realy like the new sliding elements !

...it gives back some of the good old "SH3 warm fuzzy feeling" while concentrating of pure ww2 submarine immersion.

Captain73
07-21-12, 12:30 AM
Start torpedoes with surface does not work!!! I hope the Beta Test by DrJones Magüi to v3.0 will be fixed!!!

DrJones
07-25-12, 01:05 PM
...while on working on the Magui Interface 3.0 i have added the Radio Mod from TDw to the V2.0 . It is still in the testing prozess to check out, that everything is working fine.

Although i fixed the little problem to fire torpedoes in the uzo view. This must work now.

News will follows soon when the Testing Phase has ended.

Best Regards

DrJones:salute:

Sepp von Ch.
07-25-12, 01:46 PM
Thank you for new info.:Kaleun_Applaud:

Looking forward.

DrJones
08-06-12, 12:32 PM
....Greeting All...

here I like to show you how the obectives could be appear in the future.

http://www.mediafire.com/conv/121dea320cb4d458c637016cc9686ffdadc1a4d3bfbce04318 372c7c37cfc3156g.jpg

You can call this picture by pressing the button "BDU" in the shortcutbar.

This is some of the candy what we will have in Magui V3.0

Best Regards

DrJones:salute:

gap
08-06-12, 12:42 PM
....Greeting All...

here I like to show you how the obectives could be appear in the future.


Cool feature DrJones :yeah:
keep up your great work!

Captain73
08-08-12, 11:17 AM
:yeah:
This is great! Thanks for the work!!!

:Kaleun_Applaud:

Paco
08-09-12, 06:39 AM
whow :yeah:

DrJones
08-19-12, 09:18 AM
...just thougth about to include the charts from sublynx made for sh3
shown here http://www.subsim.com/radioroom/showthread.php?t=197685

thanks to sublynx who allowed to include this one...

these are the first for the navmap

http://www.mediafire.com/conv/18fe01d188d55b27720e44b51f01b6ed0db0d0d034e806e564 5fcb211739f2256g.jpg

Best Regards

DrJones:salute:

Sepp von Ch.
08-19-12, 10:52 AM
That´s fantastic news!:o Looks realy great!:Kaleun_Applaud:
Looking forward to your v.3.0 DrJones.

Magic1111
08-19-12, 03:10 PM
...just thougth about to include the charts from sublynx made for sh3
shown here http://www.subsim.com/radioroom/showthread.php?t=197685

thanks to sublynx who allowed to include this one...

these are the first for the navmap


Very, very nice, looking forward to the new version...!!! :rock::yeah::rock:

Best regards,
Magic

GT182
08-19-12, 10:28 PM
Wow... this does look nice Dr. J. Great to see the SH3 type slideouts for SH5. :yeah:

Captain73
08-20-12, 06:17 AM
:Kaleun_Applaud: BRAVO!!! Waiting for the completion of the work!!! :Kaleun_Salute:

Sepp von Ch.
09-02-12, 10:29 AM
Any news my friend? Can´t wait to this great UI Mod!

DrJones
09-02-12, 10:32 AM
Any news my friend? Can´t wait to this great UI Mod!

Actualy yes...nearly finished with the tdc...the board for the flooding and opening tubes are not working yet, because i have to find something more out about the order when a tube has to be fired or not. the solution i had so far shot the torpedo although the tube haven't been flooded oder openend.

Will give a PM if there is more to tell

Regards

DrJones

Captain73
09-02-12, 11:18 AM
Actualy yes...nearly finished with the tdc...the board for the flooding and opening tubes are not working yet, because i have to find something more out about the order when a tube has to be fired or not. the solution i had so far shot the torpedo although the tube haven't been flooded oder openend.

Will give a PM if there is more to tell

Regards

DrJones

:yeah:
In Russia they say: God help you!

DrJones
09-04-12, 06:51 AM
:yeah:
In Russia they say: God help you!


Meybe he did....i think i have a solution.

More soon

DrJones:salute:

Silent Steel
09-04-12, 07:40 AM
More soon

:Kaleun_Applaud:

DrJones
09-05-12, 01:23 PM
Good Evening Mate,

Actually i got it work.
As the screen below shows i created a new Panel for the Tubecontrol. The left part of switches and lamps shows the state of the tube flooded or not.
the right part the state if opened or not.

Before opening a tube the tube must be flooded.
Lamps will blinc 4 Times by toggling the switches

In Single Shot Mode a tube is only ready to fire if the tube is flooded and opend.

In the Salvo Shot it is nearly the same. Torpedos will only be fired if the the selected tubes are also opened. if you forget to open a tube nothing will happen. That also means if there is a tube opened wich is not selected there will also nothing happen. that is the agreement for this time because the game engine does not care about closed and dry tubes in salvo mode.

Befor i forget...here i just want to thank a few members who helped to get this realized.

naigths for the design of the panel and the lamps
makman for the desing of switches and the lamps shinig red and blue
stormfly for the idea and the sounds wich will be included in the future
josefvonposorschitz always a good source for historical facts..

...and of course all the others here. Hope you like the way to shot torpedoes this way in the future.

Best Regards and have a nice evening

DrJones:salute:

http://www.mediafire.com/conv/849b40879bc084ca2ec97b8e3a966bcb3b16e69d390076dbf8 5644693b3bd57c6g.jpg

Silent Steel
09-06-12, 03:58 AM
As the screen below shows i created a new Panel for the Tubecontrol.
The left part of switches and lamps shows the state of the tube flooded or not.
The right part the state if opened or not.
Before opening a tube the tube must be flooded.
Lamps will blinc 4 Times by toggling the switches
In Single Shot Mode a tube is only ready to fire if the tube is flooded and opend.
In the Salvo Shot it is nearly the same.
Torpedos will only be fired if the the selected tubes are also opened. if you forget to open a tube nothing will happen.
That also means if there is a tube opened wich is not selected there will also nothing happen.

Mmmmmmarvellous and excellent :rock:

Thanks for all your hard work all of you!

Captain73
09-06-12, 06:27 AM
:Kaleun_Salute::Kaleun_Applaud:

fromhell
09-06-12, 10:44 AM
you are a GENIUS mate.....looks brilliant:salute:

gap
09-06-12, 05:53 PM
Mmmmmmarvellous and excellent :rock:

Thanks for all your hard work all of you!

You forgot to say stunning, awesome and oustandig! :D

Really brilliant work DrJones naights and all te modders who partecipated :rock:

but why are tube warning lights blue/red? Shouldn't they be green/red? :hmm2:

DrJones
09-07-12, 01:16 AM
You forgot to say stunning, awesome and oustandig! :D

Really brilliant work DrJones naights and all te modders who partecipated :rock:

but why are tube warning lights blue/red? Shouldn't they be green/red? :hmm2:


Hey Mate,

thank you...but why not blue and red...i just don't want to need alwas the same light for everything

Best Regards

DrJones:salute:

Sepp von Ch.
09-07-12, 02:30 AM
I prefer red/green lights too.

Silent Steel
09-07-12, 02:55 AM
You forgot to say stunning, awesome and oustandig

I beg your indulgence, I was too entranced :o

Silent Steel
09-07-12, 02:58 AM
why are tube warning lights blue/red? Shouldn't they be green/red? :hmm2:

Second that :yep:

Magic1111
09-07-12, 04:47 AM
I prefer red/green lights too.

Me too!! :yep: :D

BIGREG
09-07-12, 04:59 AM
For me white (enable) and no lights (disable) :D with the numbers off (I - II - III etc...) and maybe flashing lights for the tubes flooded ... :D
( just one lights indicators per tubes : static when selected and flashing when is flooded ... and three positions knobs ...) :O:

- disable -> No light
- Enable (selected,but not ejected) -> static light
- Flooded (will be fired !) -> flashing light

https://dl.dropbox.com/u/99234496/imgp3457.jpg

gap
09-07-12, 08:05 AM
I beg your indulgence, I was too entranced :o

You had a good reason for it, indulgence accorded :D

Hey Mate,

thank you...but why not blue and red...i just don't want to need alwas the same light for everything

Best Regards

DrJones:salute:

There is not a special reason, it is just a matter of taste: in my imagination idiot lights are associated with those colors, especially for old devices. But BIGREG had a better idea:

For me white (enable) and no lights (disable) :D with the numbers off (I - II - III etc...) and maybe flashing lights for the tubes flooded ... :D
( just one lights indicators per tubes : static when selected and flashing when is flooded ... and three positions knobs ...) :O:

- disable -> No light
- Enable (selected,but not ejected) -> static light
- Flooded (will be fired !) -> flashing light

https://dl.dropbox.com/u/99234496/imgp3457.jpg


:sign_yeah:

but I would render lit up lights as yellowish, as if they were illuminated by lincandescent light bulbs, rather than white. My two cents :up:

TheBeast
09-07-12, 08:48 AM
To bad the Picture BIGREG posted is from a angle. Otherwise you could just about copy/paste that panel.

gap
09-07-12, 09:15 AM
To bad the Picture BIGREG posted is from a angle. Otherwise you could just about copy/paste that panel.

I think with some touch ups the same texture can be used :up:

gap
09-07-12, 09:56 AM
I think with some touch ups the same texture can be used :up:

http://img836.imageshack.us/img836/8859/lampentafel.png

BIGREG
09-07-12, 10:02 AM
:yeah: Great Gap

But,where is the tube V :03: and the knobs :06: Separate items ... :hmmm:



http://img836.imageshack.us/img836/8859/lampentafel.png

gap
09-07-12, 10:13 AM
:yeah: Great Gap

But,where is the tube V :03: and the knobs :06: Separate items ... :hmmm:

You are right. :D

But this is is just a template. Let's see what DrJones thinks about it for a start :03:

Silent Steel
09-07-12, 11:38 AM
T-Lampentafel

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5938

Silent Steel
09-07-12, 11:44 AM
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5939

DrJones
09-07-12, 12:40 PM
Good evening mates,

wow...thats good idea...great things happening here now...:up::sunny::up::sunny:

OK if there is anybody who can make some good images in dds Files for the T Lampentafel for the Tubes 1 to 4 and Tube 5 and the different shining lights in different Colors then i think it can be done...but we have to talk about the status of the lights wich they mean...and maybe a switch for all the tubes to give them the status we need........and Yes @TheBeast a three point toggle switch for the tubes may be suitable for this one...

Thanks to all for this good inspiration and idea from you all...


ok my idea is i like to keep this idea in my and i hope in your mind and let me finish the interface in a way that i can release a test version soon...i think there are still a lot of errors and bugs wich can not only found by me...
then i think we can start with this idea

Thank you all so far

best Regards

DrJones:salute::salute::salute:

gap
09-07-12, 12:57 PM
Wow, nice findgs Silent Steel, especially the last one :up:

Here is the cleaned up version, in case some of the UI modders or sub interior geeks here (any reference to BIGREG is a pure cohincidence!) want to use it. :up:

http://img854.imageshack.us/img854/7108/maschinentelegraf.png

Notice that center of the telegraph, the black spot where the indicator should be connectet with the dial, is not perfectly centered, but slightly shifted toward the top.

gap
09-07-12, 01:23 PM
OK if there is anybody who can make some good images in dds Files for the T Lampentafel for the Tubes 1 to 4 and Tube 5

Get in touch with me for any dds texture wich you may need :)

and the different shining lights in different Colors then i think it can be done...but we have to talk about the status of the lights wich they mean...

Don't you like the idea of blinking lights, as suggested by BIGREG, instead of using lights of many colors?

and maybe a switch for all the tubes to give them the status we need........and Yes @TheBeast a three point toggle switch for the tubes may be suitable for this one...

Yes, good idea :up:

DrJones
09-07-12, 02:28 PM
Get in touch with me for any dds texture wich you may need :)



Don't you like the idea of blinking lights, as suggested by BIGREG, instead of using lights of many colors?



Yes, good idea :up:

Hey gap,

that sounds good...oh yes i like blinking lights...but blinking in different colors are nice too i think..

...i will get in touch with you...there my be some panels i will need to be textured....i will create a raw format in my next test release...then i think we should talk about it.

Best Regards

DrJones

Sepp von Ch.
09-07-12, 03:09 PM
This Maschinentelegraph with german eagle looks nice, but it is unrealistic.

Just a question. I have so an idea.

In Laboe in U-995 are these two Maschinentelegraphen, one for Steuerbord and one for Backbord-engine (I can send to you, DrJones, both in better resolution from the front site,when you will)

http://www.musterrolle.de/index.php?option=com_ponygallery&func=watermark&id=5537&Itemid=74

Similiar are in U-505:

http://ubootwaffe.net/u505/cr_hs.html

Would be please possible to connect this Maschinentelegraph with charging battery option in SHV? Also I klick on "Laden" (EN="Charging") and battery in SH5 would be recharged. Is this in SH5´s engine possible? Would be great Timo. Just asking.

gap
09-07-12, 03:37 PM
This Maschinentelegraph with german eagle looks nice, but it is unrealistic.

Yes, a piece of junk, but at least it is cheap... :D
see here (http://www.seajunk.com/nautical-cargolist.htm) (item n. 85 in the list)




In Laboe in U-995 are these two Maschinentelegraphen, one for Steuerbord and one for Backbord-engine (I can send to you, DrJones, both in better resolution from the front site,when you will)

like these ones?

http://www.olegmastruko.com/u_995/image010.jpg
http://www.germanmilitaria.com/Kriegsmarine/photos/K024156full.jpg


Hey gap,

that sounds good...oh yes i like blinking lights...but blinking in different colors are nice too i think..

...i will get in touch with you...there my be some panels i will need to be textured....i will create a raw format in my next test release...then i think we should talk about it.

Best Regards

DrJones

No problem mate :up:

Sepp von Ch.
09-07-12, 04:11 PM
Yes, a piece of junk, but at least it is cheap... :D
see here (http://www.seajunk.com/nautical-cargolist.htm) (item n. 85 in the list)



Yes gap, it's crappy decoy for laymen and tourists (the bigger the eagle, then more German, right?). It is definitely not Maschinentelegraph for german WWII U-Boats. I will this telegraph with the eagle and mistaken calibration not in DrJones´famous UI Mod, when it is possible. In real german WWII U-Boats was for each engine independent Maschinentelegraph (with green contoure for Steuerbord /starboard and with red contoure for Backbord / portside):

http://s12.postimage.org/td988fxix/img084.jpg (http://postimage.org/image/td988fxix/)
http://s18.postimage.org/6biaz301h/080626_Laboe_10_U_Boot_VIIC_41_U_995_salle_des_mac hines_diesel.jpg (http://postimage.org/image/6biaz301h/)
http://s17.postimage.org/822r9wghn/080626_Laboe_12_U_Boot_VIIC_41_U_995_salle_des_mac hines_diesel.jpg (http://postimage.org/image/822r9wghn/)
http://s9.postimage.org/dv20nh5jv/080626_Laboe_15_U_Boot_VIIC_41_U_995.jpg (http://postimage.org/image/dv20nh5jv/)

Now with TheDarkWraith´s Fix is possible to control each engine in SH5, so it will be great with these options.









like these ones?

http://www.olegmastruko.com/u_995/image010.jpg
http://www.germanmilitaria.com/Kriegsmarine/photos/K024156full.jpg







Yep, like this one (Stb is Steuerbord, also Starboard - Maschinentelegraph):
http://s10.postimage.org/khgd40bqt/080626_Laboe_07_U_Boot_VIIC_41_U_995.jpg (http://postimage.org/image/khgd40bqt/)


But your Torpedolampentaffel looks really brilliant gap!

gap
09-07-12, 07:30 PM
Yes gap, it's crappy decoy for laymen and tourists (the bigger the eagle, then more German, right?). It is definitely not Maschinentelegraph for german WWII U-Boats. I will this telegraph with the eagle and mistaken calibration not in DrJones´famous UI Mod, when it is possible.

Yes, I should have known... you can blame it on Steel Viking that posted that picture, but shame on me anyway for trusting him! :D :haha:


In real german WWII U-Boats was for each engine independent Maschinentelegraph (with green contoure for Steuerbord /starboard and with red contoure for Backbord / portside)

Now with TheDarkWraith´s Fix is possible to control each engine in SH5, so it will be great with these options.

Yep, like this one (Stb is Steuerbord, also Starboard - Maschinentelegraph):

excellent picture, and nice idea having two different engine telegraphs! :up:
though not being sure that implementing them in the UI will be that easy, I got inspired by you to do this:

http://img228.imageshack.us/img228/2203/maschinentelegraphport.png
http://img585.imageshack.us/img585/3663/maschinentelegraphstarb.png

There is also this other model of telegraph, used in U-995's engine room, that I could get good textures from for having some choice:

http://www.olegmastruko.com/u_995/image010.jpghttp://ic2.pbase.com/o6/57/323457/1/74884359.lCLeGMos.IMG_0090copy.jpg

Sepp von Ch.
09-08-12, 03:28 AM
Wow, excellent telegraphs gap!:yeah:

And I blame nobody gap! I´am discussing matter-of-factly.

Silent Steel
09-08-12, 06:42 AM
OK if there is anybody who can make some good images in dds Files for the T Lampentafel for the Tubes 1 to 4 and Tube 5 and the different shining lights in different Colors then i think it can be done...

Bald versuchen werde :hmm2:

...let me finish the interface in a way that i can release a test version soon...i think there are still a lot of errors and bugs wich can not only found by me...

Keine Sorge, lass uns helfen. Falls wir können :D

Silent Steel
09-08-12, 07:15 AM
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5947

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5949

Sepp von Ch.
09-08-12, 07:19 AM
This is not a WWII german U-Boattype VII Maschinentelegraph, Silent Steel.

And is this still important?

gap
09-08-12, 12:11 PM
Wow, excellent telegraphs gap!:yeah:

And I blame nobody gap! I´am discussing matter-of-factly.

Thank you Joseph :sunny:
but have you noticed that forward/back engine orders are inverted in the port telegraph texture I've done? :doh:

This is not a WWII german U-Boattype VII Maschinentelegraph, Silent Steel.

Yes, but hey look cool anyway, and this time they are not junk at least!
Sometimes I think that we are getting transported by this hyperrealism virus... :D

Sepp von Ch.
09-08-12, 12:34 PM
Thank you Joseph :sunny:
but have you noticed that forward/back engine orders are inverted in the port telegraph texture I've done? :doh:


Hello gap,

yes, Steurbord and Backbordmaschinentelegraph are different, also I noticed, that you used the same pattern from my Steuerbordmaschinentelegraph image for the Backbordengine, but this is not important.

The important thing is, what use Timo for his wonderful UI Mod.

gap
09-08-12, 12:46 PM
Hello gap,

yes, Steurbord and Backbordmaschinentelegraph are different, also I noticed, that you used the same pattern from my Steuerbordmaschinentelegraph image for the Backbordengine,

yes they are basically the same texture with some little changes between them (frame colors, scratch pattern, "Stb" replaced with "Bb", etc). If DrJones can use them, I think inverting port quadrant won't be a big deal :up:


but this is not important.

The important thing is, what use Timo for his wonderful UI Mod.

Exactly :)

Captain73
09-11-12, 04:29 AM
:salute: Hi DrJones! In the future reference book of flags will be added the flags of countries OH II? Yesterday met ships Spain and Portugal and they are not in the book!!! :hmmm:

Silent Steel
09-11-12, 12:03 PM
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5953

DrJones
09-12-12, 06:13 AM
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5953

Hey that's looking great.

but because of a tenosynovitis in my right hand and arm i am still not able to work on my mod now....when it's going better again i wll come back to work on it

Sepp von Ch.
09-12-12, 09:32 AM
Hallo DrJones! Obwohl ich einer von denen bin, der sehnsüchtig auf die 3.0 Final Version wartet, ist für mich das wichtigste, dass du /sowie uekel und viele andere/ in Ordnung /gesundheitlich, seelisch usw./ bist, daher wünsche ich Dir gute und schnelle Besserung. Pass auf Dich auf mein Freund. Wir warten auf das Ergebnis gerne.


Silent Steel: Looks simply perfect!

Silent Steel
09-13-12, 12:34 AM
@Dr Jones
Ich auch möchte Dir eine schnelle Besserung wuenschen. Freilich können wir warten.

@Josef von Posorschitz
Vielen Dank!
Denke dass einige Verbesserungen noch bestehen. Z.B. das Schild ist ein Bisschen schief, die Ziffern sind auch schief und sollten mehr in der Mitte der Tasten sein. Oder?

Captain73
09-13-12, 01:55 AM
DrJones und Uekel!!!! :up:
Sie sehr starken Menschen! Stärker uns Allen!!!

Sepp von Ch.
09-13-12, 04:05 AM
[QUOTE=Silent Steel;1933609@Josef von Posorschitz
Vielen Dank!
Denke dass einige Verbesserungen noch bestehen. Z.B. das Schild ist ein Bisschen schief, die Ziffern sind auch schief und sollten mehr in der Mitte der Tasten sein. Oder?[/QUOTE]

Hallo Silent Steel! Ich muss mich bedanken, wirklcih sehr gute Arbeit. Mir gefällt die Schusstaffel auch so. Ist nicht tadellos, aber wer braucht das schon:salute:

Silent Steel
09-13-12, 09:45 AM
Hallo Silent Steel! Ich muss mich bedanken, wirklcih sehr gute Arbeit. Mir gefällt die Schusstaffel auch so. Ist nicht tadellos, aber wer braucht das schon:salute:

Danke Josef :D

Jedenfalls werde Ich die Ausrichtungen machen.
Uebrigens, die Rohren sollten 5 sein, oder?

Sepp von Ch.
09-13-12, 10:36 AM
Ja, klar, 5. 4 für Bugtorpedoröhre I bis IV, eins für Hecktorpedorohr V.

Silent Steel
09-13-12, 11:12 AM
Ja, klar, 5. 4 für Bugtorpedoröhre I bis IV, eins für Hecktorpedorohr V.

Alles klar, schaffe Ich.

DrJones
09-14-12, 04:49 AM
Hey Mates,

the only thing that prevents me to release a new testversion is the function of the lock on targets in wich the scope follows the selected target.

When that is done a new release can be done....

Regards

DrJones:salute:

DrJones
09-14-12, 05:28 AM
Hey Mates,

the only thing that prevents me to release a new testversion is the function of the lock on targets in wich the scope follows the selected target.

When that is done a new release can be done....

Regards

DrJones:salute:

Ok...Done for now...not nice but working :doh:

The only thing wich annoys me is the fact that i have to enter the station twice the attackscope e.g. to finally initialize the script that everything is working fine....has anyone an idea why this is?
maygbe there are still to many trees in the forest that i can't see the problem :o

Another Questions...does anybody know behind wich ability the order man the deckgun and man the aa gun is hidden?

Best Regards

DrJones:salute:

Silent Steel
09-14-12, 05:44 AM
Klasse!!!!! :yeah: :woot:

Silent Steel
09-15-12, 02:04 AM
Jetzt ein Bisschen verbessert, denke Ich.
Verschärft und mit 5 Rohren, Ziffern und Schild mehr gerade und zentrierte.
Sollte das Kabel vielleicht verschiebt werden?

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5969

Sepp von Ch.
09-15-12, 04:12 AM
Mir gefällt es sehr Silent Steel. Wirklich gute Arbeit. Könntest du jedoch bitte Rohr V in die Mitte verschieben? Ich glaube, es würde besser aussehen. Nur meine Ansicht.

http://s18.postimage.org/ariyog4et/user240278_pic5969_1347693133.jpg (http://postimage.org/image/ariyog4et/)

DrJones
09-15-12, 04:58 AM
Jetzt ein Bisschen verbessert, denke Ich.
Verschärft und mit 5 Rohren, Ziffern und Schild mehr gerade und zentrierte.
Sollte das Kabel vielleicht verschiebt werden?

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=5969

Hey Mate thats looking good.

i think it might be a little darker it's a little bit to shiny belonging to our interface.

@silent and @gap i like to ask you both to get your hands on this...how should be the lights...different color or one color. in wich state should they blink... I think you are the best for it... @thebeast: how should a toggle swith look for that and where should we place it..once you had an idea for that...

Best Regards

DrJones:salute:

DrJones
09-15-12, 05:20 AM
Hey Mates,

by the way i am just thinking about the Maps in game...i think about 3 states with different map options shown....you know the pacman the point 1 2 3 aso. I think it should be possible to switch between ligth, medium and hard options for the Maps.

What do you think about that and in wich state has wich map option to be shown...

best Regards

DrJones

DrJones
09-15-12, 05:23 AM
Mir gefällt es sehr Silent Steel. Wirklich gute Arbeit. Könntest du jedoch bitte Rohr V in die Mitte verschieben? Ich glaube, es würde besser aussehen. Nur meine Ansicht.

http://s18.postimage.org/ariyog4et/user240278_pic5969_1347693133.jpg (http://postimage.org/image/ariyog4et/)

Oh no i think it is in the right position and order...i am thinking here for the future for the case that sometime the type 9 may be playable here in sh5...so we have some area to play tube 6...what do you think?

The Cable is in the correct Position....i think

Regards

DrJones

Sepp von Ch.
09-15-12, 05:39 AM
Hey Mates,

by the way i am just thinking about the Maps in game...i

What about to implement the real Kriegsmarine map?

http://www.uboat.net/media/maps/files/map1rv.jpg

Captain73
09-15-12, 06:38 AM
What about to implement the real Kriegsmarine map?

http://www.uboat.net/media/maps/files/map1rv.jpg


I, too, think about it!
:hmmm: :rock:
http://www.subsim.com/radioroom/showthread.php?t=174841&page=26

gap
09-15-12, 07:05 AM
Hey Mate thats looking good.

i think it might be a little darker it's a little bit to shiny belonging to our interface.

Oh no i think it is in the right position and order...i am thinking here for the future for the case that sometime the type 9 may be playable here in sh5...so we have some area to play tube 6...what do you think?

The Cable is in the correct Position....i think

I've prepared a smaller, sharper and darker version of Silent Steel's T-Lampentafel (hope you don't mind mate :))

As you can see, I've placed a blank light in the empty space on the bottom left corner of the panel, and I've moved the wiring socket on its bottom, so to fill the workspace of a 512x512 texture. Indeed, we can move/remove both the blank light and the socket at wish.

http://imageshack.us/a/img841/9895/tlampentafel.png

@silent and @gap i like to ask you both to get your hands on this...how should be the lights...different color or one color. in wich state should they blink... I think you are the best for it...

Just an idea:

flooding in progress => yellow blinking light
tube flooded => yellow light
tube open (and ready for launch)=> green light (blinking shortly after the order to open door is given)
tube empty => red light
tube loading => red blinking light
tube loaded, unflooded and closed => no light

what do you think?

@thebeast: how should a toggle swith look for that and where should we place it..once you had an idea for that...


What about making lights themselves clickable, as if they were buttons? :hmm2:

Silent Steel
09-15-12, 07:44 AM
I've prepared a smaller, sharper and darker version of Silent Steel's T-Lampentafel (hope you don't mind mate :))

As you can see, I've placed a blank light in the empty space on the bottom left corner of the panel, and I've moved the wiring socket on its bottom, so to fill the workspace of a 512x512 texture. Indeed, we can move/remove both the blank light and the socket at wish.

Awesome and stunning Gap :up:

Of course I don't mind, why should I?
Modding shouldn't be any competition, just cooperation to find the best possible solution.
I like your T-Lampentafel very much, looks photo realistic. But, the numbers need to be straightened.

As for colors and blinking lights I think this is something to discuss but your idea is very interesting.
Do you think It can be found out somewhere what it actually looked like in real life? Could it be there was just one light - white or something?
Or is this discussion on various colors just something we need to apply just make it working in SH 5?

:hmmm:

Cheers

DrJones
09-15-12, 08:04 AM
I've prepared a smaller, sharper and darker version of Silent Steel's T-Lampentafel (hope you don't mind mate :))

As you can see, I've placed a blank light in the empty space on the bottom left corner of the panel, and I've moved the wiring socket on its bottom, so to fill the workspace of a 512x512 texture. Indeed, we can move/remove both the blank light and the socket at wish.

http://imageshack.us/a/img841/9895/tlampentafel.png



Just an idea:

flooding in progress => yellow blinking light
tube flooded => yellow light
tube open (and ready for launch)=> green light (blinking shortly after the order to open door is given)
tube empty => red light
tube loading => red blinking light
tube loaded, unflooded and closed => no light

what do you think?



What about making lights themselves clickable, as if they were buttons? :hmm2:

Wow thats looking good...just have to stand up again after fell from my chair:doh:

Very Cool thing...now the question is...where to place this....that's also mean, that we can banish the tubesselection in the top of the masks for uzo, attack scope and obs scope....

that cleans up the screen much more and lets the user decide what he will have in the screen as an slide in Element

The Questions is now that we need an additional panel to give the orders to flood and to topen the tubes....

althoug we can use the actual one i build up for that...

Best Regards

DrJones :salute:

DrJones
09-15-12, 08:07 AM
Awesome and stunning Gap :up:

Of course I don't mind, why should I?
Modding shouldn't be any competition, just cooperation to find the best possible solution. <----- that is the most important thing here no one is able to get this all working without the help of all the members here...we don't work on own...we work for every one here to make sh5 better....i won't make this one if it is not like it is.....:salute::up::up::yeah::yeah::yeah:


I like your T-Lampentafel very much, looks photo realistic. But, the numbers need to be straightened.

As for colors and blinking lights I think this is something to discuss but your idea is very interesting.
Do you think It can be found out somewhere what it actually looked like in real life? Could it be there was just one light - white or something?
Or is this discussion on various colors just something we need to apply just make it working in SH 5?

:hmmm:

Cheers


:salute::salute:

DrJones
09-15-12, 08:09 AM
Has anybody tested if the campaign messages are working???

Captain73
09-15-12, 09:31 AM
Has anybody tested if the campaign messages are working???
What would the radio came, a company from the beginning of the need to start?

TheBeast
09-15-12, 10:05 AM
@thebeast: how should a toggle swith look for that and where should we place it..once you had an idea for that...

Best Regards

DrJones:salute:
Sorry for delayed response. I have been very busy lately and have not had any free time.

I was thinking of a 3 position Toggle Switch for Torpedo Tube Flood/Purge, Open/Close. One 3 position Toggle per Torpedo Tube.
This would reduce panel size requirement and viewable area clutter.

IMO, Suggested colors for indicator lights should actually be reversed.

Ever since Electric Tech and Explosive Tech converged, it has been pretty much a international standard that Green = Safe, Red = Armed/Ready to Fire and Yellow = Active Process or Malfunction. Some times Blue = Active Process.
Active Process = transition from safe to armed/armed to safe or loading.

(I've never been inside a U-Boat and I can not determine actual colors from B/W photo's. Also, unless Torpedo system is active, it is hard to determine color of indicators if lamps are not illuminated.
The sad thing is, growing up there were 2 Type-7 Uboats not 15 miles away from where lived and I was never able to go see them and every time we were driving south on Interstate 5 passing these boats, I remember asking to go see them. Just a stones throw away from Seattle's Space Needle.)

DrJones
09-15-12, 10:11 AM
Sorry for delayed response. I have been very busy lately and have not had any free time.

I was thinking of a 3 position Toggle Switch for Torpedo Tube Flood/Purge, Open/Close. One 3 position Toggle per Torpedo Tube.
This would reduce panel size requirement and viewable area clutter.

IMO, Suggested colors for indicator lights should actually be reversed.

Ever since Electric Tech and Explosive Tech converged, it has been pretty much a international standard that Green = Safe, Red = Armed/Ready to Fire and Yellow = Active Process or Malfunction. Some times Blue = Active Process.
Active Process = transition from safe to armed/armed to safe or loading.

(I've never been inside a U-Boat and I can not determine actual colors from B/W photo's. Also, unless Torpedo system is active, it is hard to determine color of indicators if lamps are not illuminated.
The sad thing is, growing up there were 2 Type-7 Uboats not 15 miles away from where lived and I was never able to go see them and every time we were driving south on Interstate 5 passing these boats, I remember asking to go see them. Just a stones throw away from Seattle's Space Needle.)

Hey Mate,

i dont mind. Happy to hear from you. Yes a 3 position toggle is a good idea.
I may use the background from Naigths and make it a little bit smaller for the toggles and make them as additional panel wich can slide out.

Regards

DrJones:up:

Silent Steel
09-15-12, 11:43 AM
(I've never been inside a U-Boat and I can not determine actual colors from B/W photo's. Also, unless Torpedo system is active, it is hard to determine color of indicators if lamps are not illuminated.

When I was serving on a Swedish sub I also had the opportunity to get aboard older ones in dry-dock.
What I now can remember is that they were just white lights.
As I then didn't ask about it I really don't know and I never saw them lit but maybe they could change colors for the various steps.
The panels were quite different.

Maybe I could get in contact with some older members of the veteran association of the Marine and ask if they know.
Maybe they even have some knowledge about German subs.

DrJones
09-15-12, 12:10 PM
Think i schould visit Kiel Laboe next time to visit the VIIc and watch out for some details...

Silent Steel
09-15-12, 12:13 PM
Think i schould visit Kiel Laboe next time to visit the VIIc and watch out for some details...

:up:

TheBeast
09-15-12, 01:52 PM
When I was serving on a Swedish sub I also had the opportunity to get aboard older ones in dry-dock.
What I now can remember is that they were just white lights.
As I then didn't ask about it I really don't know and I never saw them lit but maybe they could change colors for the various steps.
The panels were quite different.
Remember that in Dry Dock the boat can not carry any Ordinance. Color may vary from Empty Tube campared to Loaded Tube.

Maybe I could get in contact with some older members of the veteran association of the Marine and ask if they know.
Maybe they even have some knowledge about German subs.
That would be outstanding.:up:

Think i schould visit Kiel Laboe next time to visit the VIIc and watch out for some details...
:D
Wish I could. As I said before, I have always wanted to enter a U-boat.
I have been inside many Balao and Gato class submarines. Back in the 60's and early 70's I use to row my rubber raft out and fish for Salamon and Steelhead from them at Bremerton Washington Naval Shipyard. Most of the time I would get chased away but some times I would get a tour.
At one time there was like 20+ WWII Submarines there but they were either used for targets, Crush Depth tests or sold to other countries. A few were sent to Mothball fleet in San Mateo California.

DrJones
09-17-12, 11:33 AM
Just found out some error.

if you try to flood the tube 5 in single short mode, it does not work.

just fixed it...

gap
09-17-12, 11:48 AM
Of course I don't mind, why should I?
Modding shouldn't be any competition, just cooperation to find the best possible solution.

<----- that is the most important thing here no one is able to get this all working without the help of all the members here...we don't work on own...we work for every one here to make sh5 better....i won't make this one if it is not like it is.....

This is the spirit we all like :up:
I just wanted to make sure not to step on SSteel's feet, since he had alredy done an excellent work on that panel, and I just elaborated some of his ideas, merging them into my previous creation. You know... sometimes a bit of care for other's work costs less and is much more fruitful than just ignoring it :)

Silent Steel
09-17-12, 12:31 PM
This is the spirit we all like :up:
I just wanted to make sure not to step on SSteel's feet, since he had alredy done an excellent work on that panel, and I just elaborated some of his ideas, merging them into my previous creation. You know... sometimes a bit of care for other's work costs less and is much more fruitful than just ignoring it :)

:up:

DrJones
09-17-12, 01:09 PM
Hey Mates,

just got it working this wonderful Markinglines...

http://www.mediafire.com/conv/bc64e38ffd97f3278d2e9b5db4cf7b9079de02efb6f82decca b12d98e867d31b6g.jpg

They just always fit to the generated hardcoded Markinglines and the patch for the Resolution from makman.

That means these Markingline almost fit to every resolution. Maybe a marking line is sometime "One Pixel" away but i think that is just a result of the streching of the image with the markinglines.

In the Future the Markinglines will have another color. Grey/black by Daylight and Green when redlight it switched on...hope it is also your decision.

By the Way the XO Face is now dragable. We will just need that little guy until we have a solution for the recognition manual.

Best Regards

DrJones:salute:

gap
09-17-12, 01:27 PM
New torpedo lights panel with several new light color options:

http://imageshack.us/a/img841/9716/tlampentafelp.png


I like your T-Lampentafel very much, looks photo realistic. But, the numbers need to be straightened.

Yes, they look a bit distorted. I can straighten them, but I think that having to give the impression of being painted on a curved surface, they could be let as they are. What do you guys think?


As for colors and blinking lights I think this is something to discuss but your idea is very interesting.
Do you think It can be found out somewhere what it actually looked like in real life? Could it be there was just one light - white or something?
Or is this discussion on various colors just something we need to apply just make it working in SH 5?


IMO, Suggested colors for indicator lights should actually be reversed.

Ever since Electric Tech and Explosive Tech converged, it has been pretty much a international standard that Green = Safe, Red = Armed/Ready to Fire and Yellow = Active Process or Malfunction. Some times Blue = Active Process.
Active Process = transition from safe to armed/armed to safe or loading.

(I've never been inside a U-Boat and I can not determine actual colors from B/W photo's. Also, unless Torpedo system is active, it is hard to determine color of indicators if lamps are not illuminated.

My proposal for lights color was just based on common sense and on the need to get information on tube state in a compact UI, but TheBeast's argumentations on lights usage seems more convincing than my ones. :up:


Very Cool thing...now the question is...where to place this....that's also mean, that we can banish the tubesselection in the top of the masks for uzo, attack scope and obs scope....

that cleans up the screen much more and lets the user decide what he will have in the screen as an slide in Element

Good idea! :up:

The Questions is now that we need an additional panel to give the orders to flood and to topen the tubes....

althoug we can use the actual one i build up for that...


I was thinking of a 3 position Toggle Switch for Torpedo Tube Flood/Purge, Open/Close. One 3 position Toggle per Torpedo Tube.
This would reduce panel size requirement and viewable area clutter.

Yes a 3 position toggle is a good idea.
I may use the background from Naigths and make it a little bit smaller for the toggles and make them as additional panel wich can slide out.

If someone provides me with a good picture of a 3 position toggle, like the one suggeste by TheBeast, I can try to create a torpedo switches panel that matches in colors and style the T-lampentafel. :salute:

gap
09-17-12, 01:29 PM
Hey Mates,

just got it working this wonderful Markinglines...

They just always fit to the generated hardcoded Markinglines and the patch for the Resolution from makman.

That means these Markingline almost fit to every resolution. Maybe a marking line is sometime "One Pixel" away but i think that is just a result of the streching of the image with the markinglines.

In the Future the Markinglines will have another color. Grey/black by Daylight and Green when redlight it switched on...hope it is also your decision.

By the Way the XO Face is now dragable. We will just need that little guy until we have a solution for the recognition manual.

Best Regards

DrJones:salute:

:yeah:

DrJones
09-17-12, 01:33 PM
@gap

That is really a fantastic good work you did here....it is difficult for me to find the right words...just let me say "THANK YOU" :Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:

Ok when there is a toggle switch for it i will implement this one :salute:

Best Regards

DrJones

TheBeast
09-17-12, 01:48 PM
If someone provides me with a good picture of a 3 position toggle, like the one suggeste by TheBeast, I can try to create a torpedo switches panel that matches in colors and style the T-lampentafel. :salute:
Here is quick mock-up for 3 position toggle switch.
http://img528.imageshack.us/img528/6682/torpedopanel.jpg

DrJones
09-17-12, 01:54 PM
Here is quick mock-up for 3 position toggle switch.
http://img528.imageshack.us/img528/6682/torpedopanel.jpg

ok that's looking good...that can be realized with the materials i have...

what do you think @gap,@silent steel, aso???

gap
09-17-12, 02:35 PM
ok that's looking good...that can be realized with the materials i have...

what do you think @gap,@silent steel, aso???

That's not bad, but makes me to think about another issue:

the panel edited by me looks inconsistent with other panels used in your UI. :hmmm:

Here we risk to generate an unwanted patchwork effect that could diminish the beauty of the UI. Personally, I would replace the rusty metal surfaces that it currently features, with scratched paint coated surfaces (like the above mentioned T-lampentafel).

It is a matter of taste, indeed, but I think as well that real WWII U-boat interiors would have been painted with some antirust coating anyway.

A good compromise could be keeping the current style, and releasing an alternative skin pack for optional "coated" textures.

What do you guys think? :D

DrJones
09-17-12, 03:30 PM
That's not bad, but makes me to think about another issue:

the panel edited by me looks inconsistent with other panels used in your UI. :hmmm:

Here we risk to generate an unwanted patchwork effect that could diminish the beauty of the UI. Personally, I would replace the rusty metal surfaces that it currently features, with scratched paint coated surfaces (like the above mentioned T-lampentafel).

It is a matter of taste, indeed, but I think as well that real WWII U-boat interiors would have been painted with some antirust coating anyway.

A good compromise could be keeping the current style, and releasing an alternative skin pack for optional "coated" textures.

What do you guys think? :D

That sounds not bad....feel free if you are able to make a design keeping the current style...i have still not the ability for desiging something like that...everybody who has a suggestion is inveted to do something like that...i've got the feeling that here is growing a fantastic thing..

Regrads
Yours

DrJones

gap
09-17-12, 03:41 PM
That sounds not bad....feel free if you are able to make a design keeping the current style...i have still not the ability for desiging something like that...everybody who has a suggestion is inveted to do something like that...

Okay :up:

I ask you to send me any dds file used in your UI. I will:

1. Use currently featured rusty textures as templates for reskinning the T-lampentafel, in order to make it consistent with the rest of your UI.

2. With my time, I will reskin those textures, for creating an alternative "painted surfaces" theme pack :sunny:

i've got the feeling that here is growing a fantastic thing..


Let's hope so! :D

DrJones
09-17-12, 03:48 PM
Okay :up:

I ask you to send me any dds file used in your UI. I will:

1. Use currently featured rusty textures as templates for reskinning the T-lampentafel, in order to make it consistent with the rest of your UI.

2. With my time, I will reskin those textures, for creating an alternative "painted surfaces" theme pack :sunny:



Let's hope so! :D

Feel free to use what you got from me and try your very best

gap
09-17-12, 04:13 PM
Feel free to use what you got from me and try your very best

I will :up:

TheBeast
09-17-12, 05:23 PM
I like everything I am seeing and hearing.:yeah:

Here is another option to think about as well.:ping:

Why create complete new Topedo Select Panel?:06:
Can the Torpedo Select Panel located Top Center be revised?:06:

Using new graphic pieces Gap has produced.:up:
Make it so it displays like it does now but mouse over has panel slide in showing toggle switches.
Indicator lamps can also be Torpedo Select buttons.
This will help keep Optics clear of extra clutter.

Grey = Tube Empty
Green = Tube Loaded - Doors closed (Weapons Safe)
Red = Tube Loaded - Doors Open ready to fire. (Weapons Hot)
Flashing Yellow = active process - Doors Open/Close, Tube Loading.

EXAMPLE:
Can flash Yellow and Red for flooding tube but indicator lamp stays solid yellow until doors are opened. flash yellow red again and then stay solid red when ready to fire.
Flash Yellow and Green for loading Tube until loading is complete then solid green because tube is not flooded and outter doors are closed.

Cool lightshow:woot::03:

Silent Steel
09-18-12, 01:01 AM
Make it so it displays like it does now but mouse over has panel slide in showing toggle switches.
Indicator lamps can also be Torpedo Select buttons.
This will help keep Optics clear of extra clutter.

Grey = Tube Empty
Green = Tube Loaded - Doors closed (Weapons Safe)
Red = Tube Loaded - Doors Open ready to fire. (Weapons Hot)
Flashing Yellow = active process - Doors Open/Close, Tube Loading.

EXAMPLE:
Can flash Yellow and Red for flooding tube but indicator lamp stays solid yellow until doors are opened. flash yellow red again and then stay solid red when ready to fire.
Flash Yellow and Green for loading Tube until loading is complete then solid green because tube is not flooded and outter doors are closed.

Cool lightshow:woot::03:

Great ideas that lead me to a few suggestions;

As I like Gap's T-Lampentafel so much I'd like to see it implemented and to keep it as much as possible as it looked from start.
This should mean the panel could either;

a) Be 'extended', size-wise', and be a mouse over/sliding panel not to clutter.
Contain three lamps for the three states plus switches for each torpedo on the same panel.
As for colors I leave it to others to decide.


or (if feasible)


b) (This would keep Gap's panel just like it was from start. I.e. like the photo).
Make it a mouse over/sliding panel not to clutter and, to lose those switches, make the lamp itself a button/switch (i.e. just as it looked from start) and make it changing colors step by step when you press it (no switches needed).

If you should decide not to launch the torpedo you can close the doors by keeping the button pressed (for some seconds).


After launching the torpedo I'm sure those mates attending to the tubes understand they should close the tube doors and the lamp button goes back to the starting mode.


Just some thoughts. :hmm2:

Captain73
09-18-12, 03:44 AM
Photo grid periscope!

http://www.sukhoi.ru/forum/attachment.php?attachmentid=82338&d=1201276664
http://www.sukhoi.ru/forum/attachment.php?attachmentid=83129&d=1205335802http://www.sukhoi.ru/forum/attachment.php?attachmentid=82682&d=1204663062http://www.sukhoi.ru/forum/attachment.php?attachmentid=82337&d=1201276664

With respect Captain73! :salute:

Silent Steel
09-18-12, 03:46 AM
Photo grid periscope!
With respect Captain73! :salute:


Prekrasno! :up:

Captain73
09-18-12, 04:07 AM
I would like to see a pair of binoculars CSP Magui Interface v2.0 beta!

http://www.sukhoi.ru/forum/attachment.php?attachmentid=158641&d=1346598912

Not bad add this:
http://www.sukhoi.ru/forum/attachment.php?attachmentid=134076&d=1305183955

Kriegsmarine
http://www.sukhoi.ru/forum/attachment.php?attachmentid=83120&d=1205327378http://www.sukhoi.ru/forum/attachment.php?attachmentid=83119&d=1205327378http://www.sukhoi.ru/forum/attachment.php?attachmentid=83121&d=1205327378

Coastal battery
http://www.sukhoi.ru/forum/attachment.php?attachmentid=82820&d=1204795139

http://www.sukhoi.ru/forum/showthread.php?t=50826&page=10

gap
09-18-12, 10:23 AM
Make it a mouse over/sliding panel not to clutter and, to lose those switches, make the lamp itself a button/switch (i.e. just as it looked from start) and make it changing colors step by step when you press it (no switches needed).

This was exactly my idea: making the indicator lamps clickable objects, so to keep the UI as clean as possible, avoiding the need for a torpedo switches panel.


Using new graphic pieces Gap has produced.:up:
Make it so it displays like it does now but mouse over has panel slide in showing toggle switches.
Indicator lamps can also be Torpedo Select buttons.
This will help keep Optics clear of extra clutter.

This is another neat solution :up:


Talking of it, this is the new version of the T-lampentafel:

http://imageshack.us/a/img528/5558/tlampentafel2.png

As you can see, I've reskinned the panel to match the style of other MaGui panels. Looking at them, I've also noticed that several of them got an external shadowing effect around their borders. If you like it I can do the same with the T-lampentafel. Finally, I will move/resize the wiring as soon as you will decide the final on screen position of the panel. :up:

Silent Steel
09-18-12, 11:59 AM
This was exactly my idea: making the indicator lamps clickable objects, so to keep the UI as clean as possible, avoiding the need for a torpedo switches panel.



This is another neat solution :up:


Talking of it, this is the new version of the T-lampentafel:

http://imageshack.us/a/img528/5558/tlampentafel2.png

As you can see, I've reskinned the panel to match the style of other MaGui panels. Looking at them, I've also noticed that several of them got an external shadowing effect around their borders. If you like it I can do the same with the T-lampentafel. Finally, I will move/resize the wiring as soon as you will decide the final on screen position of the panel. :up:


Oh dear, due to my substandard reading and short memory I didn't remember you already had this idea. Sorry. :wah:

But, on the other hand, now we're at least two little Kaleuns with the same idea. :D

:yeah:

DrJones
09-18-12, 01:48 PM
@gap: outstanding...that is really good what you made there...oh yes a little shadow arround it would be fantastic :up::up::up:

I think the Wire should be on top or on the right side...i am still not shure what will be the best..because i have in mind to add an additions tool for the stadimeter...

i have still not an idea how it will look like but i think i like to do it the way that the mast height has to be set manually by a rotaing dial.

Because of the Marking Lines i will make to styles...one original as it is seen in the pictures and one as i did because mine is usefull for the raobf by reaper7.

The Bino will be included as an addon that you can make your choice before playing.

Today i dont have the time to work on it, but i will work on it the next days.

Best Regards

DrJones

DrJones
09-20-12, 01:03 PM
Hey Mate,

just tried to generate a nightlayer for the navigationmap

http://www.mediafire.com/conv/0c2157abf9571f0bbacf5914af0547311db4b65e4287638003 05d4aef3956f1a6g.jpg

What do you think?

gap
09-20-12, 01:05 PM
Hey Mate,

just tried to generate a nightlayer for the navigationmap

What do you think?

Maybe a bit too bright :hmmm:

DrJones
09-20-12, 01:13 PM
Maybe a bit too bright :hmmm:

yes i think it is...just playing with the options to light up the transparency from an exiting one...in silent hunter 3 we have alot of nice night filter for the navmap...but to leave them in the original way they are too dark...:hmm2:

gap
09-20-12, 02:01 PM
yes i think it is...just playing with the options to light up the transparency from an exiting one...in silent hunter 3 we have alot of nice night filter for the navmap...but to leave them in the original way they are too dark...:hmm2:

Yep, don't make it too dark: just a bit darker than daytime... but as you have set the filter now, we should wear sunglasses before looking at the UI :cool: :D

DrJones
09-20-12, 03:50 PM
Yep, don't make it too dark: just a bit darker than daytime... but as you have set the filter now, we should wear sunglasses before looking at the UI :cool: :D

oh i hope you have to wear sunglasses at all :D

just a joke....yes i will work on it to finde the right one...

Captain73
09-21-12, 04:47 PM
German U-Boat optics :up:

http://depositfiles.com/files/r0ngmk93a

gap
09-21-12, 05:15 PM
German U-Boat optics :up:

http://depositfiles.com/files/r0ngmk93a

Very good info. Thank you very much Captain73 :salute:

DrJones
09-22-12, 06:48 AM
Very good info. Thank you very much Captain73 :salute:


Thank you...but i still now about that document...as we decide to youse the t lampentafel i will get to work to make some changes in the views...because aobut the graticulse i will make three different sights...user can chose his own he likes to use...

DrJones
09-22-12, 08:24 AM
Hey Mates,

this is how the Markinglines will look like if we use them as it is shown in the document you have pointed me

http://www.mediafire.com/conv/f6f755dc98f9908d21f1d33ab2e682cc857bdda2e19a6725ae 2813be54a649436g.jpg

What do you think???

Best Regards

DrJones

Captain73
09-22-12, 08:26 AM
:salute: Hi All! Was pneumatic start torpedoes, and not with a button! But this is not required, but would be nice! It's just like the idea! :oops:

http://www.sukhoi.ru/forum/attachment.php?attachmentid=83102&d=1205263472http://www.sukhoi.ru/forum/attachment.php?attachmentid=83105&d=1205269629
http://i57.photobucket.com/albums/g233/periskop_ru/Fleet/05_laboe_sub80.jpg
http://s019.radikal.ru/i627/1209/26/59210ab927cd.jpg

With respect Captain73! :up:

Captain73
09-22-12, 08:31 AM
Hey Mates,

this is how the Markinglines will look like if we use them as it is shown in the document you have pointed me

What do you think???

Best Regards

DrJones

:salute: Hi DrJones! This is a more realistic! :yeah:

DrJones
09-22-12, 08:40 AM
:salute: Hi All! Was pneumatic start torpedoes, and not with a button! But this is not required, but would be nice! It's just like the idea! :oops:


http://www.sukhoi.ru/forum/attachment.php?attachmentid=83111&d=1205273196

With respect Captain73! :up:

hmm...:hmmm:

Idea is not really bad....i just think about to make the lever a little bit smaller an we put it an the left off the t lampentafel and use it like a button to shot the torpedos @gap...what do you think...

DrJones
09-22-12, 08:44 AM
:salute: Hi DrJones! This is a more realistic! :yeah:


OK this is now an add on wo can use it if he wants

Captain73
09-22-12, 09:05 AM
hmm...:hmmm:

Idea is not really bad....i just think about to make the lever a little bit smaller an we put it an the left off the t lampentafel and use it like a button to shot the torpedos @gap...what do you think...
:) That would be great! Of course the size must be less! And the texture should be old (heavily used), as in the photo #1!


On the right side on the screenshot torpedo computer will be removed? I see no point in duplicating devices! :hmmm:

gap
09-22-12, 09:44 AM
Hey Mates,

this is how the Markinglines will look like if we use them as it is shown in the document you have pointed me

What do you think???

That's great! :up:

What if I edit periscopes masks, in order to simulate different light transmission? The attack periscope in particular should be affected by a strong vignetting, due to its longer and thinner tube and its smaller head, and the obs scope on turn should offer a darker image than UZO. :hmmm:

:salute: Hi All! Was pneumatic start torpedoes, and not with a button! But this is not required, but would be nice! It's just like the idea! :oops:


hmm...:hmmm:

Idea is not really bad....i just think about to make the lever a little bit smaller an we put it an the left off the t lampentafel and use it like a button to shot the torpedos @gap...what do you think...

:) That would be great! Of course the size must be less! And the texture should be old (heavily used), as in the photo #1!

Excellent idea, especially if we manage to find a good image of the the real thing, for making those levers to look weathered as suggested by Captain73 :up:

DrJones
09-22-12, 10:06 AM
That's great! :up:

What if I edit periscopes masks, in order to simulate different light transmission? The attack periscope in particular should be affected by a strong vignetting, due to its longer and thinner tube and its smaller head, and the obs scope on turn should offer a darker image than UZO. :hmmm:

PLease do so






Excellent idea, especially if we manage to find a good image of the the real thing, for making those levers to look weathered as suggested by Captain73 :up:

@Gap, that is a good idea

Captain73
09-22-12, 10:38 AM
Sorry, I have another question! Whether this will be the instrument for the course settings torpedoes?

http://i57.photobucket.com/albums/g233/periskop_ru/Fleet/05_laboe_sub77.jpg

The video 1:05 min 3:50 min
http://www.youtube.com/watch?v=heP3JdQKe0k&feature=player_embedded

With respect Captain73! :salute:

gap
09-22-12, 10:41 AM
@Gap, that is a good idea

Did you make any change to Periscope_Mask_1024_SH5.dds and Periscope_Mask_1024_SH5_OBS.dds since the last beta version you sent me? ;)

DrJones
09-22-12, 11:45 AM
Did you make any change to Periscope_Mask_1024_SH5.dds and Periscope_Mask_1024_SH5_OBS.dds since the last beta version you sent me? ;)

No i didn't. please take care that the diameter and the dimension of these file are not changed. it is important because the resolution pathes wont work as they should.

DrJones
09-22-12, 11:46 AM
Sorry, I have another question! Whether this will be the instrument for the course settings torpedoes?

http://i57.photobucket.com/albums/g233/periskop_ru/Fleet/05_laboe_sub77.jpg

The video 1:05 min 3:50 min
http://www.youtube.com/watch?v=heP3JdQKe0k&feature=player_embedded

With respect Captain73! :salute:

This is an dial that reaper imorted to his mod. i will ask if i am allowed to use them

Captain73
09-22-12, 12:19 PM
This is an dial that reaper imorted to his mod. i will ask if i am allowed to use them

:sunny: I would be happy! And not only I......


And yet.... On the right side on the screenshot (post#487) torpedo computer will be removed?
I see no point in duplicating devices!

BIGREG
09-22-12, 12:55 PM
HI :salute:

This panel is not a TDC !,this is not to input the torpedos setting :03:

Label eg:schneldung=Fast connection

Maybe,this was just to adjust the torpedos speed :hmmm:
other a simplified rescue system :06:

Here another photo : on the middle label : "Schneldungwinkel innere skala" :hmmm::06:

https://dl.dropbox.com/u/99234496/image038.jpg