View Full Version : [REL] DGUI 1920x1080 for GWX and Stock SH3
diego_gut
10-31-20, 05:16 PM
INTRODUCTION
This GUI was designed to be used for manual targeting. It does not have the notepad and it provides tools to make it easier to get a firing solution manually. It also tries to be historically correct. However, it works great with auto targeting. If you do not select "Manual targeting system", when you target a ship the id and firing solution will be automatically displayed on the TDC.
Another way of playing would be to select "Manual targeting system" and not select "No Weapon Officer assistance". In this way, you can do manual targeting but if you don't feel like doing it you can just ask for the ship id or solution to the Weapon Officer.
The RAOBF disk does not work if you do not select "Manual targeting system".
FEATURES
- 1920x1080 resolution.
- Full TDC on all stations.
- AI upscaled TDC dials.
- Correct AOB and Bearing dials.
- Custom reticle with the vertical scale in milliradians and the horizontal scale in degrees, similar to the original ones.
- Calibrated reticle on both periscopes. You can accurately measure using the vertical and horizontal scales at both 1.5x and 6x zoom.
- Authentic looking Uzo with only a vertical line as reticle and 7.1x zoom.
- Commander binoculars with 8x zoom.
- Proportional and accurate fields of view and zoom in all optics, calibrated using the periscope as reference.
- All other cameras calibrated so that ships look about the same size from the bridge as from the periscope at 1.5x zoom.
- Lower light levels on both periscopes with the attack periscope being darker.
- Full screen map
- Plotting tools you can draw on top of.
- Dragable and activable chronometer.
- Dragable analog clock that looks like the original.
- Switchable large dials for Telegraph, Depth 260 and Compass.
- AI upscaled Telegraph and Depth dials. Also part of the compass.
- Electric charge, compressed air and CO2 indicators tied to the big depth indicator.
- Fuel indicator tied to the big telegraph.
- RAOBF Disk on the attack periscope.
- Lagewinkelsheibe to help you estimate AOB, tied to the big compass.
- Integrated orders.
- Additional charts.
- Lower memory footprint than other 1920x1080 GUIs.
CURRENT VERSION 1.6
CHANGE LOG
DGUI V1.6
- Fixed torpedo depth dials on Uzo, Attack and Observation periscopes.
DGUI V1.5
- Added a more authentic looking AOB dial
- Changed night filter
- Changed confirm dialog graphic and adjusted text position
- Changed map tools position
- Enlarged dial selection buttons and removed tooltips
- Replaced notepad with a slightly darker one
- Fixed tooltip for binocular watch order
- Unblocked included exe for easier loading
- Optimized many files for significant memory savings
DGUI V1.4
- Added a wooden table to both maps and readjusted their size
- Changed the graphic for the map
- Changed the default zoom and added one zoom level to the attack map
- Added 44kts chart to the layout page
- Substituted Torpedo Tiefe chart for 30kts chart
- Inverted torpedo buttons on Uzo, attack and observation periscopes
- Added free move to the Conning Deck camera
- Increased the movement range on the attack periscope seat view
- Fixed the deck gun, binocular and Uzo views so that they can move with the waves
- Made the TDC manual selection button bigger
- Optimized some files to reduce memory use
- Included TychoSh3Patch v4 for custom patching
DGUI v1.3
- Added integrated orders mod with some differences but similar functionality
- Added charts contributed by Toyotagt86
- Added back all types of shells for better compatibility
- Added some extra commands ( check new_commands.txt )
- Added command changes to the German version (untested)
- Added missing strings to commands
- Added Go Back command to Captain Log
- Changed default zoom of Attack Map
- Included a Sh3.exe file with the necessary patches applied. After recent discussions on subsim.com this appears to be ok because this is far from a complete game. You will not be able to run Silent Hunter III unless you have the full game. I did this to make life easier for less experienced modders.
DGUI v1.2
- Fixed TychoSh3Patch.map. I mistakenly shipped the one I was using for calibration.
- Added Go Back command to more screens and modified some of them.
- Added shortcuts for more stations (Obs periscope, Uzo, Radio Messages and Captains log)
- Fixed new career screen
DGUI V1.1
- Added dragable analog clock
- Added RAOBF Disk
- Modified attack periscope graphics to make them compatible with RAOBF Disk
- Modified bearing indicator on attack periscope so that it does not show on top of RAOBF Disk
- Modified attack periscope reticle to fit the new graphics
- Modified attack periscope red mask to fit the new graphics
- Modified observation periscope red mask so that it does not include the screens
- Substituted gaussian blur for vignette and adjusted light filter on both periscopes
- Added a more readable and accurate true bearing ring to the big compass
- Fixed bug introduced with v1.0 that made visible some extra pixels to the side of the chronometer
- Removed Fahrt Tafel from the navigation map. The U-Jagd chronometer and RAOBF Disk do the same thing. Also, it has a different style than the other tables.
DGUI V1.0
- Added new training screen contributed by Anvar1061. It fixes spelling errors. Thank you!
- Fixed ship display so that words are not divided on both periscopes and Uzo
- Added new thiner and longer indicators for the U-Jagd chronometer
- Added new indicators for the Telegraph
- Minor file optimizations
DGUI V1.0 BETA 1
-Initial release
CREDITS
CREDITS
This GUI would not have been possible without the previous work of many moders. Thanks a lot to everyone of them.
- HITMAN: His GUI was the inspiration for this one and it contains his great code, research and ideas. I made new optic graphics because of the new resolution but they are similar to the ones in his GUI, I also used some of his graphics.
- Brodaga222: I included his great graphics for menu screens and some of his dials, the attack map panel and some other stuff.
- The GWX Team: I included GWX drawable charts, integrated orders mod, night filter and probably a lot of graphics that originally were made for GWX and have found their way to more recent GUIs. Also, in general they have made a great contribution to SH3.
- Tycho: I included his GridXXXX mod and most importantly his patch is the key for some of the features of this GUI.
- Seeadler: Without his great work modifying d3d9.dll this would have been impossible.
- Ahnenerbe: I didn't take anything directly from his GUI but Brodaga222 states that ARB is based on Ahnenerbe WideGui.
- Leitender: I used graphics from his compass mod.
- Anvar1061: Contributed the graphics for the training screen and the base file I used for flotillas.cfg.
- Toyotagt86: Contributed several very nice charts.
- JAFO-: I used his RAOBF Disk fix.
- Makman94: I upscaled the face of his analog clock to use in DGUI. Along with Hitman, he inspired me to do a manual targeting oriented GUI and I got ideas from his work.
- Onelifecrisis: I am sure many later GUIs contain his work and so it is probably in mine.
- Karamazovnew: I included his great TDC switch and I used parts of his AOB dial.
- JonZ: I modified his original chronometer and his recognition manual is in here.
- Joegrundman: I included his U-jagd chronometer.
- Vanjast: I learned a lot from reading his comments on menu_1024x768.ini which I included in mine.
- FLB Sale: I used his big depth dial as a basis for mine.
- Rubini and Conus00: As OLC I am sure their work is the basis of most of the later GUIs.
Again, thanks a lot to everyone and if you see something you own here please let me know to credit you or take it out.
INSTALLATION INSTRUCTIONS
Starting with version 1.3 I am including a Sh3.exe file with the needed patches already applied. I applied the patches myself over my steam Sh3.exe. I also ran an antivirus scan to make sure there was nothing bad.
- IF YOU DON'T NEED TO APPLY YOUR OWN PATCHES:
- Move your DGUI_vxx directory to the MODS folder in your SH3 installation and install using JSGME
- IF YOU NEED TO APPLY OTHER PATCHES
- Apply Hsie's patch first according to his instructions.
https://www.subsim.com/radioroom/showthread.php?t=174225
- Apply Stiebler patch second (this is optional).
- Apply Tycho's SH3 Patch next, it must be installed for this GUI to work properly. Use the one included here because it is customized for DGUI. You need to select the following options:
Expand Nav and Attack maps render limit
Disable hardcoded scopes reticle
Functional draggable chronometer
You may choose any other option but they are not required.
- Copy your patched Sh3.exe to DGUI_vxx directory.
- Move your DGUI_vxx directory to the MODS folder in your SH3 installation and install using JSGME
DOWNLOAD
http://www.mediafire.com/folder/1za29pmg9cnud/DGUI
https://i.postimg.cc/1tKj4x31/attperiscopev11.jpg
https://i.postimg.cc/kGpwt7rz/raobfv11.jpg
https://i.postimg.cc/FKVZVy5j/obsperiscopev11.jpg
https://i.postimg.cc/sxv4zbBc/uzov11.jpg
https://i.postimg.cc/Gty6JRmz/attmap.jpg
https://i.postimg.cc/Wbd5cqgv/map1v11.jpg
https://i.postimg.cc/BZTgDtqk/lagewinkel.jpg
https://i.postimg.cc/Y0RYPG0S/depth.jpg
https://i.postimg.cc/pTYF9hDB/telegraph.jpg
diego_gut
10-31-20, 05:18 PM
Many of these are well known to ARB users but may be useful to those who are not.
https://i.postimg.cc/VL2DfsWb/map2v11.jpg
https://i.postimg.cc/J00z1GK0/menu.jpg
https://i.postimg.cc/vTnJ083j/careerv12.jpg
https://i.postimg.cc/Hk9n9DJp/career-menu.jpg
https://i.postimg.cc/rphp71C3/barracs.jpg
https://i.postimg.cc/y63NrSJp/awards.jpg
https://i.postimg.cc/yd6TQDs2/singlev11.jpg
CapZap1970
10-31-20, 06:29 PM
Looks very good!!! :Kaleun_Thumbs_Up:
Congratulations on that! Hope it is available soon !
CapZap
diego_gut
10-31-20, 06:31 PM
It is ready for testing, I just want to be sure I can share it.
Anvar1061
11-01-20, 02:33 AM
https://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif
diego_gut
11-03-20, 11:16 PM
-Added Lock button to all stations.
-Changed the fire and tube buttons to go with it.
-Updated screenshots to show those changes.
I will start preparing a beta release if no authors have any objections to what's included.
diego_gut
11-05-20, 11:05 PM
Posted the first beta.
Can anyone tell me how to change the thread's name?
Regards,
Diego
Anvar1061
11-06-20, 02:06 AM
https://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif
Ask the Moderator to change
https://www.subsim.com/radioroom/member.php?u=223849
Anvar1061
11-06-20, 04:24 AM
@ diego_gut
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
https://www.subsim.com/radioroom/showpost.php?p=2700033&postcount=12
You need to think about the Commands_en(de).cfg files. They don't fit many more modern mods.
diego_gut
11-06-20, 02:08 PM
Thank you, I am clueless with regard to the German language. I received your fix and I will check it out tonight.
Regards,
Diego
diego_gut
11-13-20, 08:43 PM
I just posted version 1.0 with a few fixes and modifications. It is save game compatible.
The features I am considering for a future version are:
- RAOBF disk for the attack periscope
- Command review and some form of integrated orders, perhaps with support for U-Boat compilation.
- A dragable analog clock
Regards,
Diego
Professor M
11-17-20, 09:00 AM
:Kaleun_Salute:
diego_gut
11-21-20, 04:33 PM
New dragable clock:
https://i.postimg.cc/rwTvZ4rz/clock-in-game.jpg
Real clock used as model:
https://i.postimg.cc/Y989jkBz/model.jpg
Anvar1061
11-22-20, 01:52 AM
New dragable clock:
Are they already in v1. 0 or are they in the future v plans?
diego_gut
11-22-20, 03:39 PM
It will be in version 1.1 which is ready. I am just testing it. It will include the RAOBF Disk and Clock and some other tweaks and fixes. I had to make changes to the attack periscope to make it work well with the Disk.
I did this first because it was quicker, for the orders mod I have to do more research. For it, I will solve compatibility with patches.
Regards,
Diego
I really like when the clock is integrated with speed, depth dials. It gives a better understanding of passing time :Kaleun_Salute:
Professor M
11-23-20, 09:18 AM
It is getting better with each reply. If I hadn't just taken ages getting ARB Widescreen and TKSS118 to work I would be willing to give this Beta a try. I will, however, be following the development with keen interest.
"Keep up the good work".
:Kaleun_Salute:
diego_gut
11-23-20, 09:42 PM
@Niume
@Professor M
Thank you!
I just posted version 1.1. It is save game compatible and you don't need to patch sh3.exe again but you have to make sure you copy your patched exe to the new directory.
Regards
Professor M
11-24-20, 01:40 PM
I can see that I will probably only hold out until the New Year before caving in to the temptation to give this a try. Perhaps a second, separate installation would be the way to go. Would this install direct onto a Vanilla version of SH3? I assume it requires the 4G patch? I will read your installation instructions before attempting this.
diego_gut
11-24-20, 02:03 PM
I have tested it with GWX but I am sure it will work with stock SH3. The worst thing that can happen is that some file is missing but it would be a quick fix. The 4Gb patch might not be required for a vanilla install but it would be better to use it. Keep in mind that just running sh3 in 1080p will make it use more video memory and the GUI itself uses bigger graphics.
Anyway, I would be available to solve any problem you run into.
Professor M
11-26-20, 09:50 AM
I do have the GWX expansion, so could install that if it gives greater certainty.
Stock (V1.4 from Disc), GWX + Your graphics pack. By the way, what have you named it as?
diego_gut
11-26-20, 02:18 PM
Download DGUI_v1.1 and install after GWX.
This has the advantage of using about 150 Mb less memory than ARB so with the 4Gb patch your game will be very stable.
Would be cool to have MaGUI mod but for 1920x1080 resolution. Or atleast just the attack periscope screen and observation
BritTorrent
11-27-20, 08:22 AM
Hi,
I downloaded this mod and had a look at it and so far it seems pretty good. However I've had an issue. It might just be me being blind but so far I haven't been able to find a button to enable manual TDC control? It's normally in the Attack Map or in the Periscope view, a little button you click that disconnects the TDC from your periscope view.
I can't find it in this mod? I've had to resort to going into the conning tower and pressing the button on the TDC there in the 3D view!
Professor M
11-27-20, 04:20 PM
Download DGUI_v1.1 and install after GWX.
This has the advantage of using about 150 Mb less memory than ARB so with the 4Gb patch your game will be very stable.
"DGUI", thanks. As I said, it may be in the new year (January?) as I am about to try out ARBwide with Stock + GWX + ARBwide (in December). Stock + ARBwide is successful (apart from the usual missing flags on ships issue, well documented). These will give me a decent reference for comparison purposes.
I must say, the more I think about it the more I am looking forward to it. I can't think of another pc game/sim' that I would be able to say that about (especially considering that it is around fifteen years old now).
:Kaleun_Salute:
diego_gut
11-27-20, 06:49 PM
@BritTorrent
The manual TDC button is just to the left of the telegraph. It's the one that lights blue when selected. It is just one for all screens.
diego_gut
12-05-20, 08:41 PM
Hello,
I just uploaded version 1.2. It doesn't have many changes but it has an important fix. It ships with a new TychoSh3Patch.map because I mistakenly shipped the one I was using for calibration.
This version is save game compatible but you should apply the patches again. Sorry about that!
I updated the second post to show the fixed Carrer screen.
Your Periscopes and Uzo should NOT look like this:
https://i.postimg.cc/G3snLzdQ/wrong-uzo.jpg
Toyotagt86
12-07-20, 03:04 AM
I have a suggestion
when the RAOBF is enabled, the Periscope still can be moved by the mouse, that is very convenient for us to measure the range.
Best Regards
diego_gut
12-07-20, 04:03 PM
@Toyotagt86
I am afraid that is not possible. You can not place a ring in Sh3 UI, every element is a rectangle with or without transparencies. In this case, the middle ring is really a rectangle and it's center is transparent. If I make it so that you can click through it, you would be able control the periscope but you would not be able to rotate the ring.
I tested it.
Thanks for the suggestion anyway.
Regards,
Diego
PS: Now that I think about it, perhaps there is a trick you could use but I would have to test it when I get home. The clickable area is also a rectangle but it extends to the right of the periscope because the binocular is centered. There are elements you don't see that block your mouse ( such as the launched torpedo icons) but you could find an area to the right of the RABOF square where the mouse will be captured to control the periscope.
Toyotagt86
12-08-20, 07:02 PM
@Toyotagt86
I am afraid that is not possible. You can not place a ring in Sh3 UI, every element is a rectangle with or without transparencies. In this case, the middle ring is really a rectangle and it's center is transparent. If I make it so that you can click through it, you would be able control the periscope but you would not be able to rotate the ring.
I tested it.
Thanks for the suggestion anyway.
Regards,
Diego
PS: Now that I think about it, perhaps there is a trick you could use but I would have to test it when I get home. The clickable area is also a rectangle but it extends to the right of the periscope because the binocular is centered. There are elements you don't see that block your mouse ( such as the launched torpedo icons) but you could find an area to the right of the RABOF square where the mouse will be captured to control the periscope.
Yes I found the click area, thank you very much
Nefarious
12-11-20, 04:20 PM
I have SH3 (Steam) + 4GB Patch with GWX3.0 and SH3 Commander already installed.
Is it possible to install a 1980x1020 mod like DGUI 1920x1080 over top or do I need to start over?
diego_gut
12-11-20, 05:05 PM
Hello,
Yes, you can install it over your current installation. You have to install the patches for the full screen map and chronometer according to the instructions. You may need to apply the 4Gb patch again using Hsie's patch in order to be able to install Tycho's patches.
I will not be available for the rest of the day but I could help you tomorrow if you need.
Regards,
Diego
Nefarious
12-12-20, 03:09 PM
Hello,
Yes, you can install it over your current installation. You have to install the patches for the full screen map and chronometer according to the instructions. You may need to apply the 4Gb patch again using Hsie's patch in order to be able to install Tycho's patches.
I will not be available for the rest of the day but I could help you tomorrow if you need.
Regards,
Diego
Unfortunately, I don't think I understand the process.
Do I need to install the DGUI first? Then the Tycho and Chrono patch?
I tried to patch the HSIE and it failed, then I tried the Tycho and it failed too.
diego_gut
12-13-20, 04:11 PM
Installing DGUI requires to steps, installing the mod itself and patching sh3.exe. I recommend you patch sh3 first and copy it to the included DGUI directory, then you can move the DGUI directory to your mods folder and intall it using JSGME.
In order to successfully patch sh3 you have to start with a stock sh3.exe. Next, I recommend you apply HSIE patch and run the options selector and unselect everything but the 4Gb patch. This way it will be simpler and you don't have to prepare the supplement that is a more involved process. This is mandatory if you have a steam version or you won't be able to install Tycho's patch.
The second step is to install TychoSh3Patch. To do this, you have to copy the TychoSh3Patch.map file that comes with DGUI and replace the one that comes with the patch. You have to apply the patch over the sh3.exe that you patched in the first step.
Finally, apply the chrono patch and copy the patched exe to the DGUI folder and install it.
Please let me know if everything went ok.
Regards,
Diego
Toyotagt86
12-14-20, 03:01 AM
Hi Captains
I add the chart for the DGUI 1.2. You can merge them on your next Version
Mils Chart for Range measure
3773
Chart for Torpedo Safe Deapth
3774
Chart for AOB
3775
Hydrophone and RPM chart
3776
Contact Info Chart in Help Page
3777
MOD download link:
https://www.mediafire.com/file/ez8vcc8wsgni246/DGUI_V1.2_Chart_addon.7z/file
Good Hunting
diego_gut
12-14-20, 07:18 PM
Thanks a lot for the offer!! I will check them out.
I did not include any charts on the periscope or uzo stations because it is not possible to make them show above the bearing indicator. If you drag them on top of the periscope you will see the bearing indicator on the chart and I don't like how that looks. That is why I moved the flags to the map.
The other reason is because of memory consumption, DGUI uses about 150mb less than ARB. On the other hand, I realize that charts are immersive, useful and make the GUI much nicer.
I will include whatever I can integrate nicely.
Regards
Diego
diego_gut
12-27-20, 07:41 PM
@Toyotagt86
I apologize for checking your mod until today, I haven't been able to do anything mod related in the last days.
Your charts are great! The distance tables are a must have. I think I will include everything.
The charts that need to be used in the periscope stations should go in the layout page like you did with the distance tables. I am going to move the Aob charts there.
Thanks a lot!
ericlea
12-30-20, 04:37 PM
It’s a very good widegui ! A good and immersive experience !
I’m thinking of adapting it for wac5.2 which is my favorite supermod.
This is what I also did for arb widegui :
https://www.subsim.com/radioroom/showthread.php?p=2577614#post2577614
:Kaleun_Salute:
diego_gut
12-30-20, 05:24 PM
Thank you!!
I plan to keep polishing it while staying with the general concept. You probably should wait a bit until I stop making changes.
Regards
Diego
ericlea
12-30-20, 06:28 PM
Yes i will wait and look carefully at the improvements you will make.
Nice !
:Kaleun_Cheers:
Is it possible to run this mod with WAC?
I ask since I loaded yesterday a patrol in it and found that everything was stretched and then saw the save date, August of 2019...:o. In that date my old crt was still going, but in Xmas day of that year it finally give up.
Joining the fact that I want try your mod and needing a 1920x1080 mod for the game, I thought of asking.
diego_gut
01-12-21, 04:36 PM
Hello,
I have never tested it with WAC so I am not sure if it will work fine, I use GWX for testing. Having said that, it will probably work but you may loose GUI elements added by WAC. It should be easy to try.
Regards,
Diego
Hello,
I have never tested it with WAC so I am not sure if it will work fine, I use GWX for testing. Having said that, it will probably work but you may loose GUI elements added by WAC. It should be easy to try.
Regards,
Diego
Hello,
I tried and load up fine, at least in single missions. Tomorrow will try out in patrol campaign. the only difference I saw was the change of the attack scope, but I did play so little of wac, can not remember what GUI exclusive elements WAC has.
I kind liked the work of the mod, will explore it more. Thank you for it.
:salute:
Kal_Maximus_U669
01-21-21, 09:25 AM
Thank you for your interface that I tried a short time ago, great job you did diego_gut ... I wish you good luck in the projects :up::yeah:
diego_gut
01-21-21, 11:10 PM
Thank you!
I have been slacking a bit but I have the next version almost ready.
Regards
diego_gut
01-23-21, 09:25 PM
Hello all,
I just uploaded version 1.3. This time I included an already patched exe to make life easier for new modders. I think this is ok based on the discussion on this thread https://www.subsim.com/radioroom/showthread.php?t=247884 . This mod includes only the GUI files and the executable so it is impossible to run the game unless you have the full game already. I do not support running this mod with a pirated copy of Silent Hunter 3. If anyone has any objections please let me know.
Regards,
Diego
prowler3
01-25-21, 02:07 PM
Hi DG. I am debating which Widescreen mod to install on my stock SH3 install and I like what I see in your mod.
If I follow your install instructions and, at a future date, decide I wish to remove DGUI...I am assuming this would require a complete uninstall/re-install of SH3?
Do you know if any of the 400 meter depth gauges/dial mods will work with DGUI?
Thank you for your efforts!! :Kaleun_Thumbs_Up:
Anvar1061
01-25-21, 02:23 PM
Safe removal via JSGME without reinstalling SH3.
The 400 meter depth gauge was used only on Type XXI. I
t is already being used in DGUI for GWR SH3 v 21.2.
https://www.subsim.com/radioroom/images/smilies/Kaleun_Salute-1.gif
diego_gut
01-25-21, 10:38 PM
Hello,
As Anvar1061 says, it is easy and safe to remove DGUI. However, it is not guaranteed that you will be able to continue your career if you move to another GUI. Be sure to install it using JSGME so that you can uninstall it in a matter of seconds. Starting with last version I included an already patched exe to make the installation easier.
I have not tried any of the 400m mods but they probably require some modifications to dials.cfg and same size graphics.
Regards,
Diego
Maddin25
01-27-21, 06:14 PM
So the patched v1.3 exe inculdes all the patches you had to install manually before?
H.sie, Stiebler and Tycho are integrated in the exe and i can just use the options selector with it?
Besides i really like your approach for maximum realsim in this GUI (only vertical line in UZO, missing notepad etc.) :Kaleun_Thumbs_Up:
diego_gut
01-27-21, 11:50 PM
Hello,
I'm glad you like it.
The included exe has H.sie and Tycho patches applied. I had to apply H.sie patch so that I could apply TychoSh3Patch but I only selected 4Gb with the options selector. I don't know if you can change the options after TychoSh3Patch is applied. If you need to apply the patches again you should start with a stock exe and use the TychoSh3Patch.map I included.
Regards,
Diego
Very good work Diego! :up:
Your GUI is solving a problem i had with my Ccom install on my PC!
Other GUI are giving me CTD, while yours is fine so far :yep:
One little thing if i may: the numbers on big compass are upside down on top of it...
Could be more readable if it was like on the left big wheel!
Just my thought...
https://i.goopics.net/n8kj1.jpg
Thanks again for this work :yeah:
Other little thing annoying:you should activate this box for UZO and Binoculars in your camera dat.
https://i.goopics.net/Kdjm3.jpg
Otherwise impossible to get the non stabilized view (camera moving with waves)
:Kaleun_Salute:
ericlea
02-04-21, 06:16 PM
This is really a very interesting and nice 1920x1080 widegui !
the "skin" is different as Ahnenerbe or ARB !
and there are a lot of realistic and usefull tools that are not in Ahnenerbe or in ARB !
But 2 important suggestions to enhance :
-the F4 free camera on deck is missing. Diego, it is so nice to move freely on the deck, please add this feature ^^
-the 3 torpedoes speed tables are missing at F3 view, very usefull and realistic tables because
thanks to it, just by knowing the speed and without any calculation, we can precisely touch the target
(see below the 3 tables from ARB widegui)
https://i.servimg.com/u/f36/19/84/56/02/sh3im192.jpg (https://servimg.com/view/19845602/277)
Thank you very much for your DGUI 1920x1080 !
Very good and can be a must have widegui for sh3 fans !
Sh3 Players must test it !
:Kaleun_Thumbs_Up::Kaleun_Applaud::Kaleun_Cheers:
diego_gut
02-04-21, 08:01 PM
@Fifi
@ericlea
Thanks a lot for your comments and suggestions!
With regard to the compass, that is how it was in real life. Check out this thread for pictures: https://www.subsim.com/radioroom/showthread.php?p=2115209&posted=1#post2115209
I will test the camera changes for next version. With regard to the charts I have to think where to put them. I don't like to put charts on the periscope screens because you will see the bearing indicator on top of the charts and it looks like a bug. The other reason is that each chart uses extra memory, in this case those 3 charts will add about 5mb, perhaps the reason Fifi has less CTDs it's because this GUI uses about 150mb less but last version I already added almost 10. That's something to consider.
Regards,
Diego
@Fifi
@ericlea
Thanks a lot for your comments and suggestions!
With regard to the compass, that is how it was in real life. Check out this thread for pictures: https://www.subsim.com/radioroom/showthread.php?p=2115209&posted=1#post2115209
I will test the camera changes for next version. With regard to the charts I have to think where to put them. I don't like to put charts on the periscope screens because you will see the bearing indicator on top of the charts and it looks like a bug. The other reason is that each chart uses extra memory, in this case those 3 charts will add about 5mb, perhaps the reason Fifi has less CTDs it's because this GUI uses about 150mb less but last version I already added almost 10. That's something to consider.
Regards,
Diego
Ok for the graduations Diego, didn’t know it was like that in RL! :doh:
Didn’t understood what Ericlea asked me about the F4 key in PM...
So the free move on conning deck is missing? Quite easy to correct, I’ll do it today :up:
You are right about my memory issue with others GUI.
Yours is lighter, and seems to keep my Ccom12 modded game below the CTD edge :yep:
So for myself, I’ll keep this version without the charts addition!
Or...if those 3 charts are that much important, maybe replace some already existing less important (so the GUI weight remain the same)
Do you plan to give your optics a more weathered look?
They are sooo clean, like brand new from factory. I believe after many months of use and cleaning, they would show some imperfections...
Anyway you did an excellent job already!
:Kaleun_Salute:
ericlea
02-05-21, 01:19 AM
Thanks,
Then perhaps only 1 of theese 3 tables. The torpedoe 30 knots wich is the most used speed.
:-)
Anvar1061
02-05-21, 01:56 AM
@Fifi
How to make a free camera on F4?
ericlea
02-05-21, 08:32 AM
in gwr 21.3 + DGUI1.3 : no free camera too. ^^
Fifi will do that. ^^
@Fifi
How to make a free camera on F4?
You have to add a free move node to conning deck node, and delete the 2 Axis Rotations unneeded...
Get it here: https://www.mediafire.com/file/5lytiwqv8qsfv6y/Cameras.7z/file
I have also enlarged the attack periscope seat view movements & backed up the angular angles to 69° for all views. 88° was way too wide in my opinion...
:Kaleun_Salute:
Anvar1061
02-05-21, 12:18 PM
Thanks to diego_gut for making it easier to use his "lighter" interface with GWR 21,
Fifi for fixing him Cameras free move and
ericlea for his help with testing and personal correspondence.
ericlea
02-05-21, 03:04 PM
:Kaleun_Thumbs_Up::Kaleun_Cheers::Kaleun_Applaud:
diego_gut
02-05-21, 10:09 PM
@Fifi
The angular angles are calibrated so that the size of a ship as viewed from the tower is the same as viewed from the periscope at 1.5x. They are different because the viewport is of different size. Obviously, there is nothing wrong with adjusting it to your taste but you will see everything bigger from the tower.
I agree that the optics look too new but graphics are my weakest area, I'll see what I can do about that.
@ericlea
Perhaps the best solution for the charts would be to make them an addon but I'll wait a bit to do it so that I don't have to maintain several versions of menu_1024x768.ini in sync.
Regards
Thank you for your reply Diego :up:
I see what you mean with the angular degrees, but my old eyes are not telling me the same :)
That’s also why i have added a little zoom to the UZO.
Anyway inside the different station, 88° is giving a too wide feeling for me...and i think 69° is giving a quite correct tight field of view.
Submarines interiors were very claustrophobics!
Maybe I’ll try back 88° only for conning deck to match what you said :03:
About the clean optics, i agree it’s very hard to give the exact weathering result.
Ahnenerbe & ARB GUI are quite nice on that matter :yep:
Wouldn’t it be possible to import them into your GUI?
ericlea
02-06-21, 06:00 AM
I love this feature in the DGUI !
During WW2, the simplest practices, were also the fastest and those with the least error. the most efficient.
https://i.servimg.com/u/f36/19/84/56/02/sh3im199.jpg (https://servimg.com/view/19845602/284)
https://i.servimg.com/u/f36/19/84/56/02/sh3im200.jpg (https://servimg.com/view/19845602/285)
here we see in the periscope the graduations are in mils too (normal graduations + mils graduations). first screen we see 110 mils for the ship (wich has mast high= 22.5). and fast looking in the x6 table we see immediatly 110/22.5 = distance 800 m !
second screen with obs periscope. x1.5 same target ship, same distance. we see in periscope high = 30 mils. ship high is 22.5. and in the x 1,5 table we see immediatly 30/22.5 = distance 800m !
:Kaleun_Thumbs_Up::Kaleun_Cheers:
Yes Eric, very nice feature! :up:
DGUI is now my favorite 1920x1080 GUI for all my SH3 installs!
Very nicely done, and the lighter GUI to avoid any memory issue!
@Diego
One of my dream in a 1920x1080 Gui, would be to get the crew & damage management page enlarged...meaning this part (like pict below - not from your Gui) taking almost whole screen :yep:
https://steamuserimages-a.akamaihd.net/ugc/36362707971745874/11DC664D3BC806AC4A9033AE0FDA90668244042C/
Actually this part is on the left side of screen, kind of too minimized for best handling.
I’m not familiar enough with menu ini, to adjust it. In fact I’m a total noob with this menu :haha:
ericlea
02-06-21, 10:42 AM
Yes nice this F7 full map but as F5 full map it will certainly use more ram memory...
Yes nice this F7 full map but as F5 full map it will certainly use more ram memory...
Not sure about that...it would not be an additional TGA, just a different display...but i could be wrong.
ericlea
02-06-21, 11:58 AM
F5 with full map eats more memory than F5 normal map. That is sure, it is tested. so it is certainly the same with F7 screen. Certainly more than some tga files...
Need to be tested :)
Other little thing: any way to solve my ID book?
Ship Tonnage is not readable, and the ship images are too bright...
https://i.goopics.net/LNb7Y.jpg
Using LSH3 by the way
John Pancoast
02-06-21, 02:24 PM
@Diego
One of my dream in a 1920x1080 Gui, would be to get the crew & damage management page enlarged...meaning this part (like pict below - not from your Gui) taking almost whole screen :yep:
https://steamuserimages-a.akamaihd.net/ugc/36362707971745874/11DC664D3BC806AC4A9033AE0FDA90668244042C/
Actually this part is on the left side of screen, kind of too minimized for best handling.
I’m not familiar enough with menu ini, to adjust it. In fact I’m a total noob with this menu :haha:
If it helps Fifi, moving things via the menu.ini isn't terribly difficult. Main thing to know is that the lower left screen corner is the reference point of the position numbers listed for an item.
ericlea
02-06-21, 06:38 PM
There is a problem with fuel gauge. we can't see it !
when dials are displayed by pressing the button down the tiefenmesser, fuel gauge does not appear right from the dials. why not show it ?
and when we want to give chief engineer the order to show the dials (by using orders officer buttons at bottom left corner) the report button is missing !
https://i.servimg.com/u/f36/19/84/56/02/sh3im202.jpg (https://servimg.com/view/19845602/287)
To try to see the fuel gauge, i decided to resize dials1b.tga in menu_1024_768.ini. Then it is ok, the fuel gauge appears right side from dials but... no fuel level inside it ! useless gauge...
https://i.servimg.com/u/f36/19/84/56/02/sh3im203.jpg (https://servimg.com/view/19845602/288)
It is a problem if we can't see the level of fuel in our uboat ^^
Can you fix this ?
Thanks
:salute:
diego_gut
02-06-21, 06:54 PM
Hello all,
I'll try to address all questions
- The crew management screen can not be enlarged, the positions of the crew are hardcoded and only work within the original 1024x768 area. This is why every 1080p GUI has it in the lower left corner. This is also why 1360x768 GUIs work so well.
- The bright images on the rec manual come from added ships and it needs to be corrected by the author. ARB tried to fix it applying a dark filter to them but then the stock ones look too dark and everyone complains about that.
- I chose the size of the optic that allowed to have the best accuracy for the graticule. They have a diameter of 756 pixels and are divided in 21 pixel degrees, since 10 milliradian are 0.57296 degrees that would be 12.03 pixels so I could make the vertical scale very accurate. If I had used any other practical size the margin of error would have been much bigger. For example, if they had a 792 pixel diameter with 22 pixel degrees, the 10 mill marks would need to be 12.6 so if you used 13 you would have a 4 pixel error at the 100 mill mark. This is in part why I did not used ARBs graphics.
Finally, I want to clarify that the images posted by ericlea show the hardcoded graticles which is not how DGUI comes configured. However, if anyone prefers to have degrees shown along the milliradians on the vertical scale and degrees on top too it's just a matter of configuring the patch. They will be calibrated in the periscopes but they probably will not be calibrated in the UZO.
Regards
diego_gut
02-06-21, 07:03 PM
You should be able to see the fuel gauge when you display the big telegraph, on the right side. I thought it paired better with the telegraph and detailed speed control of the diesel engines. If you don't it's because of some modification to menu-1024x768.ini.
I took the CE report out because it uses different graphics for the same dials and I find it uninmersive, or perhaps it just satisfies my OCD :) . It also saves 0.5mb.
Look at the last picture of the first post.
Regards
ericlea
02-06-21, 07:15 PM
this is where he was hiding lol
Thanks ^^:Kaleun_Cheers:
correct, i have 2 ranges of graduations in my persicopes when i use DGUI with ccom12 (screen comes from ccom12) ...
Hello all,
I'll try to address all questions
- The crew management screen can not be enlarged, the positions of the crew are hardcoded and only work within the original 1024x768 area. This is why every 1080p GUI has it in the lower left corner. This is also why 1360x768 GUIs work so well.
- The bright images on the rec manual come from added ships and it needs to be corrected by the author. ARB tried to fix it applying a dark filter to them but then the stock ones look too dark and everyone complains about that.
- I chose the size of the optic that allowed to have the best accuracy for the graticule. They have a diameter of 756 pixels and are divided in 21 pixel degrees, since 10 milliradian are 0.57296 degrees that would be 12.03 pixels so I could make the vertical scale very accurate. If I had used any other practical size the margin of error would have been much bigger. For example, if they had a 792 pixel diameter with 22 pixel degrees, the 10 mill marks would need to be 12.6 so if you used 13 you would have a 4 pixel error at the 100 mill mark. This is in part why I did not used ARBs graphics.
Finally, I want to clarify that the images posted by ericlea show the hardcoded graticles which is not how DGUI comes configured. However, if anyone prefers to have degrees shown along the milliradians on the vertical scale and degrees on top too it's just a matter of configuring the patch. They will be calibrated in the periscopes but they probably will not be calibrated in the UZO.
Regards
Thanks for clarifying things Diego :up:
I suspected crew management page hard coded too...thanks for confirmation :03:
Will also try to solve my ID book...shouldn’t be that hard.
Is there a precise reason why you choose to put the torp button order from bottom to top? Wouldn’t it be more logical to put torp I on the top instead of torp V?
Asking because it’s third time I launch the V instead of I !
No need to say I’m still waiting the torpedo impact! :har:
When i try to check what Hsie options you have checked (via the option configurator) i can't access it, and it gives this window:
https://i.goopics.net/a33p0.jpg
Any idea?
Anvar1061
02-07-21, 03:47 AM
The algorithm is about the same
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
https://www.subsim.com/radioroom/showpost.php?p=2727100&postcount=3
ericlea
02-07-21, 03:57 AM
Exact same problem by me. Impossible to acces h.sie options.
that's why I tried to use another sh3.exe than diego and I thought it worked well (full map was ok, draggable chrono too) but now i know why i have double graduations in my periscopes !
it is because i don't used the sh3.exe from diego.
with sh3.exe from diego no double graduations but no possibility to go in the h.sie options as fifi said.
To resolve this, I will try to follow again (with more attention) your instructions to play without diego sh3.exe :
- IF YOU NEED TO APPLY OTHER PATCHES :
- Apply Hsie's patch first according to his instructions.
https://www.subsim.com/radioroom/showthread.php?t=174225
- Apply Stiebler patch second.
- Apply Tycho's SH3 Patch next, it must be installed for this GUI to work properly. The patch needs a custom configuration file which is included. Copy TychoSh3Patch.map to the same directory where TychoSh3Patch.bat is (replacing the original) and apply the patch.
https://www.subsim.com/radioroom/showthread.php?t=231140
- Tycho's Chronometer patch needs to be installed after that.
https://www.subsim.com/radioroom/showthread.php?t=238735
- Copy your patched Sh3.exe to DGUI_vxx directory.
- Move your DGUI_vxx directory to the MODS folder in your SH3 installation and install using JSGME
:Kaleun_Salute:
Anvar1061
02-07-21, 04:03 AM
DGUI_v1.3 (1920x1080) & TychoSh3Patch_v4
http://forumuploads.ru/uploads/000e/8b/58/44/t392759.jpg (http://forumuploads.ru/uploads/000e/8b/58/44/392759.jpg)
https://www.mediafire.com/file/cx0470m1v1yogvh/DGUI_v1.3_%25281920x1080%2529_%2526_TychoSh3Patch_ v4.7z
ericlea
02-07-21, 04:20 AM
I tested all the above instructions from diego. Taking my time, nothing is difficult and..... it works fine !
:Kaleun_Thumbs_Up::Kaleun_Cheers:
ericlea
02-07-21, 04:47 AM
another remark (because I love your widegui lol) :
"- Authentic looking Uzo with only a vertical line as reticle and 7.1x zoom."
I Think it is nice to have authentic Uzo looking !
But with the chronometer and only the vertical middle line in the uzo, we can only determine target speed. and that is not enough if we want to do a surface attack.
but with the torpedoes/target speed tables (which I told you here : https://www.subsim.com/radioroom/showpost.php?p=2727394&postcount=54)
it would be easy to do an authentic attack surface (only by staying at F4 view and uzo view as in real) ;-)
:Kaleun_Cheers:
Diego SH3 exe can’t be patched again to change options here.
I proceeded exactly like instructions, and the Hsie patch is telling me it’s invalid SH3exe!...
And when trying to run Hsie option selector, i get the message i posted above.
Have to say I’m able to patch any other SH3exe though!
I’m stuck.
ericlea
02-07-21, 08:57 AM
Fifi you have to take a stock sh3.exe and apply all the patches in this order : h.sie + stieber - tychopatch (with the TychoSh3Patch.map file from diego) - chronopatch.
Finally sorted out :yeah:
All is fine now, i was taking Diego SH3 exe, that’s why i couldn’t patch.
Stock SH3 exe is just needed...
Sorry for the high jack :oops:
For those having same rec book issue (tonnage not readable and page brightness):
https://i.goopics.net/LNb7Y.jpg
Here new menu ini for DGUI that solve the tonnage writing and the page brightness: https://www.mediafire.com/file/n41kjivpnc5iwf2/menu_1024_768.7z/file
Just replace the DGUI/Data/Menu/Menu_1024_768 file :up:
Anvar1061
02-07-21, 03:00 PM
"- Authentic looking Uzo with only a vertical line as reticle ..."
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
https://www.subsim.com/radioroom/showpost.php?p=2728133&postcount=81
diego_gut
02-07-21, 03:55 PM
Hello,
As you found out, you can't modify H.sies' options once you apply Tychos' patch. You have to start again from a stock exe. I have not tried Tychos' v4 patch yet so I have to update the configuration file for it.
With regard to the torpedo buttons, originally I did not have a lock button so I aligned the torpedo buttons to the side of the fire button. I also wanted them to remain aligned no matter submarine you chose. However, this is not important and now that I have the lock button they will probably look fine the other way around. So, I can invert the order if most people prefer.
Regards
Hello,
As you found out, you can't modify H.sies' options once you apply Tychos' patch. You have to start again from a stock exe. I have not tried Tychos' v4 patch yet so I have to update the configuration file for it.
With regard to the torpedo buttons, originally I did not have a lock button so I aligned the torpedo buttons to the side of the fire button. I also wanted them to remain aligned no matter submarine you chose. However, this is not important and now that I have the lock button they will probably look fine the other way around. So, I can invert the order if most people prefer.
Regards
I think it would match better what we see in torpedo reload window & weapons page :up:
Not to say launch the V instead of I ! :D
:Kaleun_Salute:
ericlea
02-08-21, 08:13 AM
Persicopes Shortcuts (at the bottom left) don’t work.
https://i.servimg.com/u/f36/19/84/56/02/sh3im204.jpg (https://servimg.com/view/19845602/289)
it is better to remove them or make them work.
Thanks
:Kaleun_Salute:
ericlea
02-08-21, 06:15 PM
F5 map is colored but looks like less realistic.
It is not clear, for example difficult to see the path drawn of the uboat.
https://i.servimg.com/u/f36/19/84/56/02/sh3im205.jpg (https://servimg.com/view/19845602/290)
diego_gut
02-08-21, 10:38 PM
Hello,
I did not modify the map colors and that is the night filter that comes with GWX. The only thing that is different is that I am using the colors that come by default with Tychos' patch for the path lines. I intend to review those colors but I am afraid it will be impossible to please everyone.
I just tested the buttons that rise and lower the periscopes and they work fine on my end. I even tested them commenting out the key bindings and they still work fine. They are independent of the keyboard you use. If you are using a different commands_xx.cfg they will not work you need to merge the changes I made into the new one.
Regards,
Diego
ericlea
02-09-21, 05:20 PM
Thanks for your answears diego.
F5 map a little more clear for path drawn and it will be ok.
For the commands, you are right, i used another commands_en.cfg als your. i juste see it is very different. i will use yours and test it.
EDIT : it works ! (ins / suppr to rise/down and ctrl+ins/ctrl +suppr to full rise/ full down obs periscope are nice !
:Kaleun_Thumbs_Up::Kaleun_Cheers:
ericlea
02-17-21, 01:51 PM
DGUI without swastika :
https://www.dropbox.com/s/94sfspnv17...astika.7z?dl=1 (https://www.dropbox.com/s/94sfspnv171kerr/dgui%20without%20swastika.7z?dl=1)
to activate after DGUI_1920x1080
:Kaleun_Cheers:
Anvar1061
02-17-21, 02:33 PM
DGUI without swastika
https://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif
Andrewsdad
02-20-21, 12:25 AM
The amazing thing is that I was even able to do the patching required to make this Mod work !!! A tribute to all of you here answering myriads of questions.
I would like to use "MFM" and the "No Searchlights on Merchants" Mods with this. Has anyone tried them yet?
Thanks !! AD
diego_gut
02-20-21, 09:27 PM
I use MFM and it works fine. I don't use "No Searchlights on Merchants" but I think it will be compatible.
Regards
Andrewsdad
02-22-21, 03:17 AM
Thanks for the reply, diego-gut !!!!
When I rtb from this patrol I will give it a try and let everyone know how it works out.
AD
Subtype Zero
02-26-21, 05:04 PM
Fifi,
I also prefer to have more than one zoom setting for the Uzo and binoculars. Can you explain how to add them back in?
Merci.
John Pancoast
02-26-21, 05:09 PM
Fifi,
I also prefer to have more than one zoom setting for the Uzo and binoculars. Can you explain how to add them back in?
Merci.
Pardon my jumping in Fifi but hey, you're a busy guy, thought I'd help. :) ST, open up the cameras.dat file and you'll see the nodes to change.
Very easy to do, ask away if any problems.
Subtype Zero
02-26-21, 05:22 PM
Thanks! I knew it was easy, but it's lazier to just ask!
Edit: I found the Optical node, but how do I add another zoomlevel? Currently, it looks like this:
Zoomlevels [1]
[0] = 7.1
John Pancoast
02-26-21, 05:47 PM
Thanks! I knew it was easy, but it's lazier to just ask!
Edit: I found the Optical node, but how do I add another zoomlevel? Currently, it looks like this:
Zoomlevels [1]
[0] = 7.1
Click on the [0] and you can change that level. Also can add a level so it will then read [1] under the [0] by right clicking on the "Zoomlevels" heading and choosing "add array item". Then add whatever zoom level you want in that new section.
Add as many levels as desired the same way. Also make sure the min and max zoom levels cover the range you want.
Subtype Zero
02-26-21, 05:52 PM
Ah the old mouse right-click trick! Why didn't I think of that? Thanks again!
John Pancoast
02-26-21, 05:53 PM
Ah the old mouse right-click trick! Why didn't I think of that? Thanks again!
:salute:
uboot556
03-02-21, 07:13 AM
The Stiebler patch must be absolutely be installed? the download link on mediafire is dead and i do not see it in download section :k_confused:
ivanov.ruslan
03-02-21, 07:23 AM
https://www.subsim.com/radioroom/showthread.php?t=171019&page=26
or click the link from the signature on Stiebler
midnightcrisis
03-02-21, 07:30 AM
The Stiebler patch must be absolutely be installed? the download link on mediafire is dead and i do not see it in download section :k_confused:
https://www.subsim.com/radioroom/downloads.php?do=file&id=4412&act=down
uboot556
03-02-21, 01:31 PM
Thank you:Kaleun_Cheers:
diego_gut
03-02-21, 07:29 PM
No, you don't need to install Stiebler patch. Hsie is only needed so you can apply Tycho patch. If you are not interested in those patches just use the sh3.exe file I included which already has the 4Gb patch.
Regards,
Diego
The Stiebler patch must be absolutely be installed? the download link on mediafire is dead and i do not see it in download section :k_confused:
Andrewsdad
03-02-21, 07:44 PM
Salute !!! Diego_gut, In your instructions you say this:
"- Apply Tycho's SH3 Patch next, it must be installed for this GUI to work properly. The patch needs a custom configuration file which is included. Copy TychoSh3Patch.map to the same directory where TychoSh3Patch.bat is (replacing the original) and apply the patch."
The latest Tycho Patch is V 4.7 and uses a HTML style to operate. LOL, It took me a bit to figure out how to use it... my question is: Does this latest version of Tycho still need the "TychoSh3Patch.map"? I have used his Version 4.7 on Macgui's Widescreen and it seemed to fix the double map problem.
I completely managed to screw up my install of your GUI so I had to trash the whole thing and am currently copying another GWX version so I can try again... Wish me luck !!!!
AD
diego_gut
03-02-21, 10:12 PM
Wait a bit , I am uploading DGUI v1.4 as I write. It already includes a patched exe, so if you don't need to use Hsie or Stiebler patches you don't need to patch anything.
In response to your question , you do not need TychoSh3Patch.map with v4 but one line in the html file needs to be commented out. I already did that and included the customized patch with the download.
Regards
Andrewsdad
03-03-21, 12:10 AM
My gorgeous Flotilla Commander has me doing dishes now.. I'll git to the download as soon as I can !!
Thanks !!!
AD
Anvar1061
03-03-21, 01:12 PM
@diego_gut
https://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif
It is a pity that you are not familiar with most of the old mods and this is really a problem in the command files. I will list a few to remind you: the Diving Duck - Open Hatch, Anvart - has its flying flags pennants and antennas. Ace' s - Crew on Deck.
Detachable UZO and some others that I just forgot to mention.
Although this is for GWX and Stock SH3 .
Everyone should add these commands to their mod kit.
ericlea
03-03-21, 05:55 PM
Good evening Diego,
First of all I wanted to thank you for this superb 1920x1080 widegui.
Ahnenerbe (and ARB) was the first to offer us the possibility to play sh3 in 1920x1080.
And today we finally have another possibility to play in this resolution with yours.
I find it really very successful and it has only advantages that you know.
Thank you again! It's a real pleasure!
:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:
-your idea of letting us choose what we should and can with TychoSh3Patch.html is excellent !
-You've added the 30kts and 44kts tables, it's cool.
-it's a good idea to have enlarged the TDC on/off button.
-the wooded area underneath mapF5 makes it look really good !
and you have made the ladder at the bottom left more visible, it's perfect !
Etc.... Only nice job !!
Is it also possible to enlarge a little the buttons that I have circled in red ? We still use them quite often (to maneuver with precision but also to see the different gauges) but they are really small and it would be more pleasant to reach these buttons with the mouse...
Thanks Diego
https://i.servimg.com/u/f36/19/84/56/02/sh3im243.jpg (https://servimg.com/view/19845602/331)
diego_gut
03-03-21, 10:57 PM
Thank you for your comments, Anvar1061 and ericlea!!
Trying to support many different mods and super mods it's a lot of work, and making sure DGUI works without flaws with every combination is very difficult. That is why I target only GWX for now. Still, most mods for GWX work fine the only ones that have problems are the ones that require special commands.
Regards,
Diego
Anvar1061
03-04-21, 12:29 AM
Pay attention to the operation of the "H" key. It works not only with a hydrophone, but also with an acoustic camera, a radio operator, and a tooltip. And I was trying to open the hatch between the compartments.
Thank you Diego for your work on this nice GUI! :yeah:
It is still my favorite 1920x1080 GUI, and use it with all my installs with great success :03:
Your 88° Camera FOV is also my favorite for external deck view in Ccom/LSH3 instead of usual 69°.
But i keep the 69° for inside view, for the claustrophobic feeling :D
:Kaleun_Thumbs_Up:
Subtype Zero
03-05-21, 11:24 AM
Diego,
I am using 1.3 on my current NYGM patrol and have not noticed any issues. So far, I think I like it better than the ARB mod, and the reduced memory footprint is a great feature!
I do agree with Eric, I would also prefer if the buttons at the bottom of the engine, compass, and depth gauges were a little larger.
Otherwise, thanks for the mod!
diego_gut
03-05-21, 05:04 PM
You are welcome!
I'll put enlarging the buttons on my todo list. There is not a lot of space in there but perhaps they can be a bit bigger.
Regards
ericlea
03-05-21, 05:49 PM
You are welcome!
I'll put enlarging the buttons in my todo list. There is not a lot of space in there but perhaps they can be a bit bigger.
Regards
:Kaleun_Thumbs_Up::Kaleun_Applaud:
Subtype Zero
03-05-21, 05:58 PM
Thanks for the great mod!
You are welcome!
I'll put enlarging the buttons on my todo list. There is not a lot of space in there but perhaps they can be a bit bigger.
Regards
Good idea Diego!
If you have a to do list for future enhancements, i could suggest you also to create little buttons to open/close torpedoes tubes :03:
:Kaleun_Salute:
ericlea
03-06-21, 04:07 AM
For torpedoes buttons i think that is a lot of work fifi and make dgui heavier. But why not ? :)
Another already fonctional nice way in game is press 0 and look down (under the periscop) and there are the torpedoes tube buttons... in 3d view ;)
diego_gut
03-06-21, 04:07 PM
I wish I could make new buttons but unfortunately all gui buttons are hardcoded. You need to tie stuff to existing buttons which are already used. By removing the notepad I made available the AOB buttons and used them for the RAOBF disk.
Andrewsdad
03-07-21, 09:16 PM
Salute, All !!!
I had a tough time getting this mod to work. Kept crashing to desktop when loading a career both with and without Commander.
Then, on a whim, I redid the Compatibility Check for the Sh3.exe. This seemed to do the trick !!!
Here are my active mods:
GWX - No Medals on Crew
Waterstream+Exhaust Combi V2.3 for GWX3
WBs Decks Awash + Fuel Economy
No continuous 'Ship spotted' V1.2 for GWX3
Das Boot Clothes
No Jawhol
Merchant_Fleet_Mod_3.2
S3H-H.sie-Patch-V16B1
Supplement to Hsie
Remove Searchlights from Merchants
DGUI_v1.4
AD
John Pancoast
03-07-21, 09:18 PM
Salute, All !!!
I had a tough time getting this mod to work. Kept crashing to desktop when loading a career both with and without Commander.
Then, on a whim, I redid the Compatibility Check for the Sh3.exe. This seemed to do the trick !!!
Here are my active mods:
GWX - No Medals on Crew
Waterstream+Exhaust Combi V2.3 for GWX3
WBs Decks Awash + Fuel Economy
No continuous 'Ship spotted' V1.2 for GWX3
Das Boot Clothes
No Jawhol
Merchant_Fleet_Mod_3.2
S3H-H.sie-Patch-V16B1
Supplement to Hsie
Remove Searchlights from Merchants
DGUI_v1.4
AD
Not sure what this is, but you only need the Supplement folder from H.sie's patch in your mod list.
Andrewsdad
03-08-21, 02:54 AM
Salute, John Pancoast !!
My multi-installations are done with Blitzkrieg's Silent Hunter Front-End which also has a easy to install H.Sie Patch. It installs directly activated into JSGME's Mods.
I never could get DGUI to work and I figured it was because I didn't have the Supplement activated, so I took the SH3.exe which had been activated with the "SCH-H.Sie-Patch" and put it into the Supplement folder with the famous 4 .dll's and activated it with JSGME as per the instructions.
I do have a game copy "original, unaltered GWX" V 1.4" which I tried to patch with H.Sie using the batch file method. For some reason it just said that a proper SH3.exe could not be found. Drove me nuts trying to figure out what was wrong!! I was about to uninstall every installation and start over, but I took a shot at the SH3.exe compatibility feature and, so far, things work.
So as to not mess up the working install, but very curious to fooll around some more with the H.Sie/Supplement I will make a copy of this install and see what surgery I can do. Wish me luck !!!!!
AD
ericlea
03-15-21, 06:06 PM
Hi
I noticed a small radar/TDC buttons bug :
when the radar sweep/focus button is pressed (to manually turn the radar wheel), this also activates the tdc button (it lights up).
and vice versa,
when the tdc button is pressed, it automatically activates the radar sweep/focus button. (and the radar wheel stops turning)
(This happens regardless of the camera view at F3, F2, F5, R, O... when tdc button is pressed, the radar sweep/focus is activated too)
https://i.servimg.com/u/f36/19/84/56/02/sh3im252.jpg (https://servimg.com/view/19845602/347)
https://i.servimg.com/u/f36/19/84/56/02/sh3im253.jpg (https://servimg.com/view/19845602/348)
diego_gut
03-15-21, 11:17 PM
It is indeed a bug but one that apparently can't be solved. I just tested several GUIs and it is present in everyone of them if they use Karamazovs' tdc button. It also makes the TDC button out of sync so the light no longer indicates manual control. By the way, assigning a key to TDC on/off (like ctrl T) also makes the button out of sync.
It does not affect the original button on the attack map but then you would not have a button on the other stations. I still need to investigate a little more to see if I can find a good solution but I doubt it.
So far, the two options appear to be leaving it like this or eliminating the button and using Ctrl +T for TDC on/off.
Regards
ericlea
03-16-21, 05:42 AM
Hi Diego !
I just tested with ARB and you are right !
I had never paid attention to this detail before. Probably because the TDC button is not visible when we are on the radar with ARB.
So I think it's better to leave everything like that in the DGUI.
We don't use the radar much anyway.
There's no need to worry about a little bug that also exists elsewhere (in other GUIs) and doesn't have a big impact on the way the game is played.
Thank you for your answer
:Kaleun_Thumbs_Up:
Maybe that’s why Ahnenerbe didn’t include this TDC button in his GUI...
ericlea
03-16-21, 06:26 AM
I also just tested with MaguiF where the TDC button is present and it's the same.
I think it's a shame to delete it just because of this little radar bug. We don't use the radar much anyway but the tdc button is often used.
So it is good to leave it as it is in DGUI.
:Kaleun_Cheers:
John Pancoast
03-16-21, 09:31 AM
I also just tested with MaguiF where the TDC button is present and it's the same.
I think it's a shame to delete it just because of this little radar bug. We don't use the radar much anyway but the tdc button is often used.
So it is good to leave it as it is in DGUI.
:Kaleun_Cheers:
I never even bother installing an "escort homing beacon" aka radar. :) Hasn't been a problem not having it.
Duckdodges
04-11-21, 07:05 AM
The game just started CTDing at the moment i try to start a mission while it was working perfectly yesterday
well never mind i guess it just started working again
propbeanie
04-11-21, 09:49 PM
I never even bother installing an "escort homing beacon" aka radar. :) Hasn't been a problem not having it.
Now John, you're not supposed to leave it on 24-7... only a couple of sweeps and turn it off... then crash dive as they've found you anyway... :har: :salute:
John Pancoast
04-11-21, 11:05 PM
Now John, you're not supposed to leave it on 24-7... only a couple of sweeps and turn it off... then crash dive as they've found you anyway... :har: :salute:
:haha: Exactly. "Thank you for the radar BdU ! ".................splash, as it goes overboard as soon as we're out of sight ! :D
FUBAR295
04-12-21, 11:00 AM
I avoid having it installed on the boat and do not use it when it is. Just a magnet for escorts and the like. :03:
SamJoDo
04-12-21, 07:16 PM
Absolutely loving this GUI..fantastic job!
A question - where in the world is the fuel gauge?
Absolutely loving this GUI..fantastic job!
A question - where in the world is the fuel gauge?
You have to click on small green button (bottom left of speed telegraph) and you will see the gauge on the right side!
https://i.postimg.cc/pTYF9hDB/telegraph.jpg
:Kaleun_Salute:
SamJoDo
04-13-21, 06:22 AM
Thanks Fifi.
One (hopefully) final question: Is there something I can do to make this GUI in English?
Well, it is in english!
My texts are in english, only my speeches are in German.
Make sure in start screen your options are correctly checked.
SamJoDo
04-14-21, 07:16 AM
Thanks Fifi! Everything straightened out. Will load your updates tonight (Fifi_Enhancements_LSH3_2020_Final_2)!!
VelvetCake
04-16-21, 01:01 PM
great gui mod 'n all, but just a few questions after using it for a few minutes.
how do I enable manual targeting, since you talked about switching between manual and automatic modes?
where do I find the identification book for identifying ships?
I played vanilla sh3 wayyy back and this is my first time actually modding it and this is the only wide gui mod I could get working
great gui mod 'n all, but just a few questions after using it for a few minutes.
how do I enable manual targeting, since you talked about switching between manual and automatic modes?
where do I find the identification book for identifying ships?
I played vanilla sh3 wayyy back and this is my first time actually modding it and this is the only wide gui mod I could get working
1) main screen option —-> no officer assistance
2) key N
:Kaleun_Salute:
SamJoDo
04-17-21, 09:57 AM
Thanks Fifi! Everything straightened out. Will load your updates tonight (Fifi_Enhancements_LSH3_2020_Final_2)!!
Fifi, is there a way or place that contains each individual mod/change included in your enhancement above? Some of your changes I like better than others and was hoping that I could pick and choose each individually (great work by the way!).
That’s not the right topic to discuss that, but no you shouldn’t separate what’s inside.
diego_gut
07-18-21, 03:49 PM
Hello all,
I just uploaded version 1.5 . It is compatible with ongoing games and it saves memory so everyone should upgrade. It contains mainly graphics changes and tweaks.
Regards,
Diego
ericlea
07-21-21, 02:35 AM
Thank you Diego !!
:Kaleun_Cheers:
Anvar1061
07-21-21, 11:07 AM
https://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif
SnipersHunter
07-22-21, 12:19 PM
Is there any Plan to integrate the attack disc?
diego_gut
07-23-21, 03:29 PM
Not at this time.
There are just a limited number of dials that can be used in a GUI. In order to add an Attack Disk, I would have to share its dials with some of the other instruments but when you use it the values on those instruments would be changed. Other GUI makers typically use the torpedo spread angle or torpedo depth dials for that. This would be particularly evident in DGUI because those dials are also in the optical stations. This is a side effect that I don't like so I will not include it for now.
Regards,
Diego
Nuestro Lenny
07-25-21, 04:34 PM
I had not played SH3 since the first 1920x1080 UI mod just appeared, and now I came to get up to date to play again and I had the pleasure of discover your mod. Thanks Diego, to my personal taste this is the best UI for SH3 :up:.
I love: the big dials for the TDC, the fact that once the weapons officer identifies the ship you don't have to still search for the ship on the identification manual to calculate the speed and distance, the RAOBF integration is amazing. And the good taste in not bloat the UI with more info than the absolute indispensable is trully commendable.
diego_gut
07-26-21, 12:10 AM
Thank you!! I am glad you liked it!
SnipersHunter
07-27-21, 01:57 AM
Hey Diego, would it be possible to add the historical accurate markings in the commander binos? https://media.discordapp.net/attachments/708758710922641408/836211442331811860/unknown.png
Anvar1061
07-27-21, 05:00 AM
Hey Diego, would it be possible to add the historical accurate markings in the commander binos?
Data/Menu/Gui/dgui_binocular.tga
https://sun9-6.userapi.com/impg/NQ71254BYEC1MFQt_GrZ9DjOBo87QFiKmRVVRg/zAmshoLzfS8.jpg?size=604x340&quality=96&sign=018e9008a11a14338d6ec01acdfd1cc0&type=album
SnipersHunter
07-27-21, 06:01 AM
Data/Menu/Gui/dgui_binocular.tga
https://sun9-6.userapi.com/impg/NQ71254BYEC1MFQt_GrZ9DjOBo87QFiKmRVVRg/zAmshoLzfS8.jpg?size=604x340&quality=96&sign=018e9008a11a14338d6ec01acdfd1cc0&type=album
Thanks alot!
diego_gut
07-27-21, 01:44 PM
Yes, I think it would be possible. I would be able to work on that in a couple of months though.
Regards
Sangamon Taylor
07-27-21, 11:27 PM
What are the 4 dials on the left side of the periscope and Uzo that never move and don't seem to have any function?
Maddin25
07-28-21, 04:57 AM
What are the 4 dials on the left side of the periscope and Uzo that never move and don't seem to have any function?
Decoration :Kaleun_Wink:
diego_gut
07-28-21, 05:04 PM
They are used to set Fat/Lut torpedo launch parameters. They only work if you have one of those torpedoes loaded and you select it.
Regards
Sangamon Taylor
07-28-21, 08:40 PM
They are used to set Fat/Lut torpedo launch parameters. They only work if you have one of those torpedoes loaded and you select it.
Regards
:Kaleun_Salute:
Maddin25
07-29-21, 09:29 AM
Ok wow, sorry for my wrong answer. I was really beleaving these dials are just to fill out the screen. :oops:
diego_gut
07-29-21, 09:15 PM
So ... this is the attack map for the new GUI I am working on.
https://i.postimg.cc/CK7C3n77/tdc.jpg
I just added a working alpha for testing to the download link on the first page.
Anvar1061
07-29-21, 11:36 PM
https://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif
SnipersHunter
07-30-21, 12:13 AM
This looks amazing!
Hey diego, how about keeping attack map on and make the TDC retractable like this one.
https://www.youtube.com/watch?v=OC-mlx6YJQs
Anvar1061
07-30-21, 06:24 AM
I think that Attack Map (F6) is needed in case when FAT/LUT torpedoes are used. We have to set angles and it is easy when you see it on the Attack Map (F6)
Hey diego, how about keeping attack map on and make the TDC retractable like this one.
Yes! I support this idea.
diego_gut
07-30-21, 03:54 PM
Hello all,
I would like to make clear that I am not replacing the Attack Map on DGUI. I am making a separate GUI for those like me who do not like the Attack Map. Personally, I find it unrealistic and not immersive, it also gives way too much information. So, the whole point of this new project is getting rid of it.
With respect to the possibility of including this TDC in DGUI, SH3 does not have the same functionality as SH4 or SH5. A draggable TDC has been made but it is much slower dragging it on top of the screen and back again than just pressing 2 keys. Also, some of the TDC functionality is hardcoded to the Attack Map page. Particularly, the TDC on/off button that works with problems outside of it and the numbers on the Torpedo Selection Switch that do not work at all.
Having said all that, I know that many people like the Attack Map and DGUI will continue to have it.
Regards,
Diego
Anvar1061
07-31-21, 02:50 AM
Diego
Thanks for the explanation anyway! You left us the choice.
https://www.subsim.com/radioroom/images/smilies/Kaleun_Cheers-1.gif
Anvar1061
07-31-21, 03:14 AM
https://i.postimg.cc/CK7C3n77/tdc.jpg
How should the badge in the upper left corner be signed? "Angle on the bow"(En) or "Vorhält Winkel" (Ge) ?
Kal_Maximus_U669
07-31-21, 08:44 AM
Hello all,
I would like to make clear that I am not replacing the Attack Map on DGUI. I am making a separate GUI for those like me who do not like the Attack Map. Personally, I find it unrealistic and not immersive, it also gives way too much information. So, the whole point of this new project is getting rid of it.
With respect to the possibility of including this TDC in DGUI, SH3 does not have the same functionality as SH4 or SH5. A draggable TDC has been made but it is much slower dragging it on top of the screen and back again than just pressing 2 keys. Also, some of the TDC functionality is hardcoded to the Attack Map page. Particularly, the TDC on/off button that works with problems outside of it and the numbers on the Torpedo Selection Switch that do not work at all.
Having said all that, I know that many people like the Attack Map and DGUI will continue to have it.
Regards,
Diego
Hi Diego I just took it fantastic job you did the ...
I just installed on GwR21 it seems to work I am trying this evening ...
-suggestion delete the clock at the top left that I find useless since the time is displayed at the bottom right then in the uboat at the navigation table .. when do you think again thank you for the work done here ....:salute:
derstosstrupp
07-31-21, 09:56 AM
How should the badge in the upper left corner be signed? "Angle on the bow"(En) or "Vorhält Winkel" (Ge) ?
This depends on what period of the computer you are trying to go for. When this model, S3, was first introduced in mid 1941, that dial represented the lead angle, or “Vorhaltwinkel”. The computer also lacked the red impact angle lamp on the left side of the computer at this point. Some point in early 1943, the impact angle light was introduced, and that dial was re-purposed even later to show impact angle (“Auftreffwinkel”), I think after LuT was introduced.
When it was lead angle, it went to about 75° on either side. When it was impact angle it looked more like it does above, 180° to each side.
My recommendation would be to keep it as lead angle, since that was the representation of the dial through the majority of the war. Although I do acknowledge that impact angle is more useful.
Angle on bow though it never was, that is the second dial from the left on the bottom.
diego_gut
07-31-21, 12:50 PM
I tried to keep it as historically correct as possible but SH3 simply does not have all the original instruments. Also, the original TDC did not have torpedo settings.
The following dials are in their correct positions: target speed, target range, angle on bow, spread angle, gyroangle, and target bearing. I used the rest of the positions to place the other dials and switches on SH3s' TDC.
The dial in the upper left corner is a special case. As derstosstrupp explained, the dial that looked like that was the torpedo impact angle. That dial does not exist in SH3 and it is there for decoration. However, it is used for the 2nd gyroangle setting for Fat/Lut torpedoes and I use it for that. So, when you select a Fat/Lut torpedo it becomes active and gets a label.
Regards
Anvar1061
07-31-21, 01:02 PM
So, when you select a Fat/Lut torpedo it becomes active and gets a label.
https://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif
derstosstrupp
07-31-21, 03:23 PM
I tried to keep it as historically correct as possible but SH3 simply does not have all the original instruments. Also, the original TDC did not have torpedo settings.
The following dials are in their correct positions: target speed, target range, angle on bow, spread angle, gyroangle, and target bearing. I used the rest of the positions to place the other dials and switches on SH3s' TDC.
The dial in the upper left corner is a special case. As derstosstrupp explained, the dial that looked like that was the torpedo impact angle. That dial does not exist in SH3 and it is there for decoration. However, it is used for the 2nd gyroangle setting for Fat/Lut torpedoes and I use it for that. So, when you select a Fat/Lut torpedo it becomes active and gets a label.
Regards
I noticed that immediately how you used the dials having no relevance in SH3 for others that do - very clever!
diego_gut
08-01-21, 07:57 PM
Thank you!
Hi ! I've got question.
About this mod's TDC on periscope view.
I cannot change torpedo depths to 2m or 3m.
Depth dial doesn't work on less than 4m.
Doesn't response to my PC mouse.
In attack map TDC, I can change depth free.
How to fix?
diego_gut
08-11-21, 10:51 PM
Hello,
I checked this and you are right, it appears to be a bug. I will fix it with next version along with other things I found. It will take a couple of weeks because I need to finish something first.
Thank you for the report!
Regards,
Diego
Hello,
I checked this and you are right, it appears to be a bug. I will fix it with next version along with other things I found. It will take a couple of weeks because I need to finish something first.
Thank you for the report!
Regards,
Diego
Thank you for replying!
Ok. I am looking forward to fixed one!
And... I use DGui that attack map (F6) replaced to big TDC.
Thanks from Japan.
And one more question.
What is this dials?
Is it never move?
diego_gut
08-12-21, 10:59 PM
Those dials are for setting the parameters for Fat/Lut torpedoes. They are active when you have one selected.
The one with the big TDC on the Attack Map was meant to be a preview for testing. I will release this weekend a new GUI with the big TDC but no TDC on the periscopes. Instead, it will have bigger viewports.
Regards,
Diego
Those dials are for setting the parameters for Fat/Lut torpedoes. They are active when you have one selected.
The one with the big TDC on the Attack Map was meant to be a preview for testing. I will release this weekend a new GUI with the big TDC but no TDC on the periscopes. Instead, it will have bigger viewports.
Regards,
Diego
I see.
Thank you Diego!
I am looking forward to this weekend!
Is the new one can use in LSH3 2020?
I using it.
diego_gut
08-13-21, 10:42 PM
I have not tested it with LSH3 2020.
OldTrawler
10-16-21, 01:30 PM
Hello.
I am enjoying SH3 with your mod very much. Thanks very much for taking the time to create it.
A couple of questions. Should the attack map and attack periscope look like
the screen shots (#2, 4) on first page? Mine do not. Do I need to do something to activate the ring on the scope and the large compass rose on the map?
Thank you for the help.
ivanov.ruslan
10-16-21, 01:41 PM
Hi, i don't think there's any reason why they shouldn't appear, as long as you haven't somehow overlapped the exe in the folder DGui v1.5
OldTrawler
10-16-21, 05:44 PM
Thanks for trying to provide some insight.
I have no idea what you mean by "overlapped ....."
I am completely new to this game and all I've have done so far is install this modification to it. Nothing else. Nevertheless, I don't see the same visuals as show in the screen shots #2 & #5. Thanks for trying to help.
diego_gut
10-16-21, 06:12 PM
Hello,
You get the RAOBF disk by cliking the left silver button and you close it by clicking the right one. Please note that it only works if you select "manual targeting " on the difficulty options.
You get the compass rose when you zoom in.
Regards,
Diego
OldTrawler
10-17-21, 07:29 PM
Thanks very much for the information with regards to using the RAOBF ring on the scope. That did work. Unfortunately, no matter what combination of settings I tried with the "Realism" the compass rose would not appear regardless of whether I zoomed into or out of the attack or the nav map. I'll just accept that it doesn't work on my computer for whatever reason. You still have a very nice mod.
Best regards.
:Kaleun_Salute:
Dieselglock
10-18-21, 02:10 PM
Thank you Diego for your work on this nice GUI! :yeah:
It is still my favorite 1920x1080 GUI, and use it with all my installs with great success :03:
Your 88° Camera FOV is also my favorite for external deck view in Ccom/LSH3 instead of usual 69°.
But i keep the 69° for inside view, for the claustrophobic feeling :D
:Kaleun_Thumbs_Up:
Have you tried this with the GWX_ONEALEX version? If so how did you install it.
Thanks.
diego_gut
10-21-21, 01:24 PM
Hello,
I have not tested it with OneAlex mod. To make it compatible you would probably need to change some commands.
Regards,
Diego
diego_gut
03-19-22, 06:17 PM
Hello all,
I just uploaded version 1.6 . It changes the behavior of the torpedo depth dials on Uzo, Attack and Observation periscopes to match the one on the attack map.
Regards,
Diego
Anvar1061
03-20-22, 03:44 AM
https://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif
johnboy1958
03-25-22, 01:16 PM
Hi, I have just tried this mod, and it is Fantastic apart from one thing:)
When I started campaign and looked at map my sub was in the middle of france :arrgh!: for some reason it is not displaying correctly.
Any suggestions ???:k_confused:
ReallyDedPoet
03-25-22, 02:37 PM
:up:
diego_gut
03-27-22, 03:15 PM
Hi, I have just tried this mod, and it is Fantastic apart from one thing:)
When I started campaign and looked at map my sub was in the middle of france :arrgh!: for some reason it is not displaying correctly.
Any suggestions ???:k_confused:
Thank you!!
My guess is some sort of mod conflict. Try putting DGUI last and it should work.
Diego
Kumando
03-29-22, 04:47 AM
How do you use the distance charts to measure the range in your harcore version? They are not so easy to read like in your stock version, any way to replace them?
diego_gut
04-05-22, 12:11 AM
Hello,
I am going to answer in the Hardcore thread because it is probably more useful there.
Diego
Von Due
07-23-23, 04:36 PM
First, being late to the party, this looks pretty sweet.
Now, I'm using the Steam version with GWX3G installed. I feel a bit stupid but I can't for the life of me find the old manual/auto update button for the TDC. Am I just being blind or was it done away with?
Never Mind, I was just blind as a bat :D Found it. Now my next, and hopefully final question:
On the attack scope screen, there are these dials on the left that don't seem to do anything. I can't manipulate them, they just stay fixed in their positions. How do I use/read them?
leonxrd
11-13-24, 11:51 AM
Does anyone know a use for the triangular ruler/set square tool on the map? at first i assumed that its to find a course like it would be used in real life (atleast from my experience!) but doesnt seem to be able to as i cant rotate the thing.
Aktungbby
04-14-25, 09:22 AM
leonxrd!:Kaleun_Salute:...bealtedly?!!:oops: If no one else responds to your inquiry, a PM to everhelpful in SH3 matters, Blackswan40, would probably be the way to go.:up:
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