PDA

View Full Version : Is there a mod put the stop watch on other screens?


panthercules
11-13-05, 01:03 AM
Been thinking about this for a while, but just had another patrol where I was really pressed for time and it would have come in handy - is there any way to get the stop watch to be visible on the Nav map screen (and maybe other screens, like the bridge or the hydrophone station)? (doesn't necessarily have to work (in terms of being clickable/resettable), just would need to be able to see it as it ticks along)

Lots of times I'm trying to determine speed (using the 3'15" method) but need to be doing stuff on other screens while I wait, and I wind up misjudging the time and forgetting to switch back to one of the screens that does have the stop watch until way more than 3'15" has elapsed. Of course, I could just do the math using the longer time period, but that sort of defeats the purpose of the quick and dirty 3'15" method, plus I'm usually too busy doing something else (or I wouldn't have missed checking on the time so badly in the first place).

Anybody know if this is possible or if somebody has already modded this?

gouldjg
11-13-05, 06:56 AM
If you check the mod section, One of the mods puts the chrono on nav map.

It is non interactive and still needs to be started via peri station but it helps when you watch the time and just get that last plot before using the nono.

I love it but would love it even better if it could also be interactive.

I think its called the intergrated orders mod as is also adds many other things to commands section.

Hope this helps

HEMISENT
11-13-05, 07:12 AM
That helped me also, thanks Jason. There was some talk about making it a slideout like the FABC mod but never happened. The slideout mod would be soooo much appreciated.

:lurk:

jaxa
11-13-05, 07:28 AM
Try chomu's "integrated orders mod" (with version for RUb 1.45 too), there is a stop watch visible on nav map and other screens. Very useful mod, but I like version without this option.

rulle34
11-13-05, 07:59 AM
Try chomu's "integrated orders mod" (with version for RUb 1.45 too), there is a stop watch visible on nav map and other screens. Very useful mod, but I like version without this option.

I have tried that, just to put in the stopwatch. Putted in the lines in the menu_1024_768 file and added that stopwatch.tga, but it never worked for me. :damn:

It would be a very usefull and nice feature to have a stopwatch visible and possible to stop/start in every views. Slide in or not.

Does someone have a clue how to mod this? :hmm:

HEMISENT
11-13-05, 08:52 AM
I just tried it too. The entire mod worked as advertised but all I wanted was the stopwatch-everything else makes the screen look too busy.
Tried to get the SW to work only in the menu file also but no luck. maybe we need to contact the modmaker (Chomu?) I went to his site but its under construction.

BladeHeart
11-13-05, 09:47 AM
I ended up buying a real one becuase of similar hassles. :roll:

Kpt. Lehmann
11-13-05, 10:26 AM
I ended up buying a real one becuase of similar hassles. :roll:

:rotfl:

You know Bladeheart, that is a good idea. I remember a scene in Das Boot where the captain was sitting in his bunk or the galley and a stop-watch was hanging from the ceiling and would bump the wall as the boat rocked.

I think I will do the same thing.

Hopefully though, we can figure out how to add a functioning chrono as an optional feature in any screen.

Observer
11-13-05, 10:56 AM
I concoted this mode from the work of others quite some time ago. I used some stuff from Ex_Raisban and stuff found on the forum. I tried the slide out version but didn't like it because I had to keep my cursor on the stopwatcth to keep it from retracting. I also tried a non-sliding stopwatch just on the map screen but didn't like it because it took up too much space. In the end I picked what you see below...stopwatch replacing the rudder orders. I never used it anyways with the set heading to view command. It has to be activated from the periscope or UZO screens, but works geat otherwise. Here are a few screenshots.

Default:
http://i17.photobucket.com/albums/b57/Observer723/sh32005-11-1310-46-13-92.jpg

Stopwatch view:
http://i17.photobucket.com/albums/b57/Observer723/sh32005-11-1310-46-22-26.jpg

Stopwatch on map screen:
http://i17.photobucket.com/albums/b57/Observer723/sh32005-11-1310-46-41-62.jpg

ICBM
11-13-05, 11:58 AM
I would really like a stopwatch in the Hydro room so that I can use it to determine the enemy's RPM and thus speed. A.tm I use my own stopwatch wich is OK but could be better when there is one ingame.

Kpt. Lehmann
11-13-05, 06:09 PM
I concoted this mode from the work of others quite some time ago. I used some stuff from Ex_Raisban and stuff found on the forum. I tried the slide out version but didn't like it because I had to keep my cursor on the stopwatcth to keep it from retracting. I also tried a non-sliding stopwatch just on the map screen but didn't like it because it took up too much space. In the end I picked what you see below...stopwatch replacing the rudder orders. I never used it anyways with the set heading to view command. It has to be activated from the periscope or UZO screens, but works geat otherwise.

Would you release that as a little mod Observer??? :sunny:

That would be very cool replacing the rudder angle. :up:

Der Teddy Bar
11-13-05, 08:01 PM
The place I would really love the torpedoes and stop watch is the binoculars.

Observer
11-13-05, 08:59 PM
I concoted this mode from the work of others quite some time ago. I used some stuff from Ex_Raisban and stuff found on the forum. I tried the slide out version but didn't like it because I had to keep my cursor on the stopwatcth to keep it from retracting. I also tried a non-sliding stopwatch just on the map screen but didn't like it because it took up too much space. In the end I picked what you see below...stopwatch replacing the rudder orders. I never used it anyways with the set heading to view command. It has to be activated from the periscope or UZO screens, but works geat otherwise.

Would you release that as a little mod Observer??? :sunny:

That would be very cool replacing the rudder angle. :up:

Let me remember all the parts that go into it.

I'll see if I can get something up soon (tonight/tomorrow).

I can do this a couple of way:

1. Put up my current menu_1024_768.ini which has some other changes. It's compatible with RUb 1.4x. For one of the changes, I moved the weather report from the WO back to the Nav (I like to know what the weather is at PD and discipline myself not to use it below PD).

2. Put up the sections of the menu_1024_768.ini needed for the change and the applicable graphics.

Which would you like?

Observer
11-13-05, 09:00 PM
The place I would really love the torpedoes and stop watch is the binoculars.

You can see the stopwatch in the binoculars view this way, but not stop or start it.

Kpt. Lehmann
11-13-05, 10:28 PM
I concoted this mode from the work of others quite some time ago. I used some stuff from Ex_Raisban and stuff found on the forum. I tried the slide out version but didn't like it because I had to keep my cursor on the stopwatcth to keep it from retracting. I also tried a non-sliding stopwatch just on the map screen but didn't like it because it took up too much space. In the end I picked what you see below...stopwatch replacing the rudder orders. I never used it anyways with the set heading to view command. It has to be activated from the periscope or UZO screens, but works geat otherwise.

Would you release that as a little mod Observer??? :sunny:

That would be very cool replacing the rudder angle. :up:

Let me remember all the parts that go into it.

I'll see if I can get something up soon (tonight/tomorrow).

I can do this a couple of way:

1. Put up my current menu_1024_768.ini which has some other changes. It's compatible with RUb 1.4x. For one of the changes, I moved the weather report from the WO back to the Nav (I like to know what the weather is at PD and discipline myself not to use it below PD).

2. Put up the sections of the menu_1024_768.ini needed for the change and the applicable graphics.

Which would you like?

If it is no trouble I would prefer option 2 since my 1024_768.ini is modded also.

Thank you sir! :up: :up: :up:

chomu
11-13-05, 10:52 PM
I have tried that, just to put in the stopwatch. Putted in the lines in the menu_1024_768 file and added that stopwatch.tga, but it never worked for me. Dammit!

It would be a very usefull and nice feature to have a stopwatch visible and possible to stop/start in every views. Slide in or not.

Does someone have a clue how to mod this? Hmmm


I tried it too.
But, I have not solved the how to start and stop on another chronometer.
Then, I plan to perform analysis and trial.

Observer
11-14-05, 01:07 AM
This is the change necessary to the menu_1024_768.ini.

New entry

[G3F I71]
Name=Chrono
Type=1026;Menu group
ItemID=0x3F1C0000
ParentID=0x3F010000
Pos=106,2,100,130
Color=0xFFFFFFFF

[G3F I72]
Name=Sec
Type=1031;Stat bmp array
ItemID=0x3F1C0002
ParentID=0x3F1C0000
;Pos=61,-70,10,120
Pos=47,-23.4,8,89
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Chrono.tga
Crop 0=0.3125,0,0.3125,0.9375
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=false
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I73]
Name=Min
Type=1031;Stat bmp array
ItemID=0x3F1C0003
ParentID=0x3F1C0000
;Pos=62,-83,8,40
Pos=48,-33,6,29.6
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Chrono.tga
Crop 0=0,0,0.25,0.3125
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=false
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I74]
Name=Estim Sec
Type=1031;Stat bmp array
ItemID=0x3F1C0004
ParentID=0x3F1C0000
Pos=47,-23.4,8,89
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Chrono.tga
Crop 0=0.6875,0,0.3125,0.9375
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I75]
Name=Estim Min
Type=1031;Stat bmp array
ItemID=0x3F1C0005
ParentID=0x3F1C0000
Pos=48,-33,6,29.6
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Chrono.tga
Crop 0=0,0.492188,0.25,0.3125
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I76]
Name=Dial
Type=1031;Stat bmp array
ItemID=0x3F1C0006
ParentID=0x3F1C0000
Pos=0,-15,100,100
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/layout/chronometer1.tga
Crop 0=0.009433962,0.009433962,1,1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I77]
Name=Throttle
Type=1026;Menu group
ItemID=0x3F1A0000
ParentID=0x3F010000
Pos=4,2,100,130
Color=0xFFFFFFFF

Original entry:


[G3F I71]
Name=Rudder
Type=1026;Menu group
ItemID=0x3F1C0000
ParentID=0x3F010000
Pos=106,2,100,130
Color=0xFFFFFFFF

[G3F I72]
Name=Dial
Type=1031;Stat bmp array
ItemID=0x3F1C0001
ParentID=0x3F1C0000
Pos=2,-17,96,96
Color=0xFFFFFF00
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/layout/dialsfdb.tga
Crop 0=0.300781,0,1,1
MatFlags=0x9
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF
ToolTipText=2220
ToolTipBox=0x3F01000E, 0x0

[G3F I73]
Name=Crt val
Type=1031;Stat bmp array
ItemID=0x3F1C0002
ParentID=0x3F1C0000
Pos=42,-33,17,63
Color=0xFE
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/layout/indicators.tga
Crop 0=0,0.996094,0.8125,-0.34375
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I74]
Name=New val
Type=1031;Stat bmp array
ItemID=0x3F1C0003
ParentID=0x3F1C0000
Pos=42,-33,17,63
Color=0x969696C8
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/layout/indicators.tga
Crop 0=0,0.996094,0.8125,-0.34375
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I75]
Name=Bkgr
Type=1030;Static bmp
ItemID=0x3F1C0004
ParentID=0x3F1C0000
Pos=0,-15,100,100
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/layout/dialsfdb.tga
Crop 0=0.5,0.00390625,1,1
MatFlags=0x9
TexFmt=0x9

[G3F I76]
Name=Throttle
Type=1026;Menu group
ItemID=0x3F1A0000
ParentID=0x3F010000
Pos=4,2,100,130
Color=0xFFFFFFFF

Please note the orignal entry "Name=Throttle" entry is [G3F I76] while the new entry for the stopwatch is [G3F I77]. The stopwatch creates an extra entry to work, and because of that, requires all of the entries following [G3F I76] be renumbered to work correctly (and it's a huge pain in the you-know-what!).

You will also need the graphics from here:

http://rapidshare.de/files/7608395/Stopwatch_Mod.zip.html

Good luck!

Kpt. Lehmann
11-14-05, 02:56 AM
Thank you Observer! :up: :up: :up: :sunny:

Marhkimov
11-14-05, 03:17 AM
oh, nice! :up:

Marhkimov
11-14-05, 05:24 AM
Observer,

Are you sure everything you post is correct?

When I load a mission, I get an item ID missing = 0x3F1C0001

So i see you don't have that ID... What's going on?



EDIT: a lot of your ID values were incorrect. I had to edit them to get the stopwatch to work.
Next I will figure out how to get a clickable stopwatch...

Marhkimov
11-14-05, 01:18 PM
In order to get a clickable stopwatch, have you guys compared 'text blocks' with the other 3 stopwatches? Most likely, they hold all of the answers.

And...

What about making comparisons with the dials right next to the stopwatch? If we can figure out how the compass or telegraph are interactive, then maybe we can make the stopwatch interactive too.

Marhkimov
11-14-05, 04:53 PM
Am I alone in here???

Geez! This is hard. Someone help me. :dead:

Marhkimov
11-14-05, 06:36 PM
.... Can't figure out the click ability... I'm burnt out.... I give up. :dead:

Marhkimov
11-14-05, 06:57 PM
Dude... What am I taking about?! I never give up! I will solve the clicky chronometer before I die.

I was thinking. If we can't click on the bottom right chronometer, would it be possible to swap that one with the chronometer from say the observation periscope? Maybe it would work if we switched their ID values or something... It's worth a try.

BladeHeart
11-14-05, 07:00 PM
Forgive me if this is a stupid question, but I am not a programer.

Why not copy the other file across with a few of the obvious alterations, such as locations?

Marhkimov
11-14-05, 07:04 PM
Why not copy the other file across with a few of the obvious alterations, such as locations?

That is basically what is going on. We have copied and pasted a new chronometer, but the problem is that it is an unclickable chronometer. And no one knows why...

I suspect that only the obs persicope, atk periscope, and UZO are hardcoded to allow for clickable chronometers.

Currently looking for a workaround...

BladeHeart
11-14-05, 07:06 PM
Then why not tell it that's it is one of those screens when referring to the stopwatch?

Observer
11-14-05, 08:08 PM
Observer,

Are you sure everything you post is correct?

When I load a mission, I get an item ID missing = 0x3F1C0001

So i see you don't have that ID... What's going on?



EDIT: a lot of your ID values were incorrect. I had to edit them to get the stopwatch to work.
Next I will figure out how to get a clickable stopwatch...

I think I forgot to copy that part of the file to the post. This is what happens when you don't write things down. :cry:

Observer
11-14-05, 08:11 PM
Why not copy the other file across with a few of the obvious alterations, such as locations?

That is basically what is going on. We have copied and pasted a new chronometer, but the problem is that it is an unclickable chronometer. And no one knows why...

I suspect that only the obs persicope, atk periscope, and UZO are hardcoded to allow for clickable chronometers.

Currently looking for a workaround...

I wish you better luck than I. I fooled with this for a while without much success. It may be a mouse capture thing. In other words, not linked to the stopwatch, rather to the mouse. How does the mouse identiy clickable areas on the screen. I didn't try this, so maybe it's the answer.

Marhkimov
11-14-05, 08:16 PM
It's been hours and it is looking hopeless.

Everytime I swap or change an ID, i get a multitude of missing ID errors. And then, when I think I've fixed it, MORE errors! And so on and so forth.

It is very annoying. I've spent nearly 5 hours today and yesterday, with nearly zilch progress... :-?

panthercules
11-14-05, 08:27 PM
I'm just watching in amazement while you guys try to hammer on this thing - I think it's cool that you can do it, but I use the compass/course setting control at bottom right too much to be able to use the approach that replaces it with the stop watch. I also got kinda intimidated looking at all the other changes in the "Integrated Orders" mod someone pointed to, so I decided against trying that one out as well.

I'm still hopeful that someone will be able to figure out a simple, single-purpose mod that just puts a working (ticking, not necessarily clickable) stop watch on the nav map (and, if possible, some of the other screens like the crew management and hydrophone screens) - it would be great of course if it were something that you could only put on there when you actually need it and have it go away (or be able to be turned off) when you don't, so you wouldn't have it taking up space all those times when you don't really need it, but that's probably asking too much. Assuming it has to be on those screens all the time, it would be great if it could be shrunk down in size a bit (but again, that's probably way more trouble than is possible). Still, since I don't know how to do any of this, I have no idea what's tough and what's not, so I figure I might as well ask :)

Thanks to all the modders for all the hard work :up:

Good luck and good hunting!

Marhkimov
11-14-05, 10:26 PM
I'm just watching in amazement while you guys try to hammer on this thing

Man, I'll tell ya... :nope: It's like trying to hammer a square peg into a round hole... LOL riiiiiigh... :-?

rulle34
11-15-05, 06:50 AM
I'm just watching in amazement while you guys try to hammer on this thing - I think it's cool that you can do it, but I use the compass/course setting control at bottom right too much to be able to use the approach that replaces it with the stop watch. I also got kinda intimidated looking at all the other changes in the "Integrated Orders" mod someone pointed to, so I decided against trying that one out as well.

I'm still hopeful that someone will be able to figure out a simple, single-purpose mod that just puts a working (ticking, not necessarily clickable) stop watch on the nav map (and, if possible, some of the other screens like the crew management and hydrophone screens) - it would be great of course if it were something that you could only put on there when you actually need it and have it go away (or be able to be turned off) when you don't, so you wouldn't have it taking up space all those times when you don't really need it, but that's probably asking too much. Assuming it has to be on those screens all the time, it would be great if it could be shrunk down in size a bit (but again, that's probably way more trouble than is possible). Still, since I don't know how to do any of this, I have no idea what's tough and what's not, so I figure I might as well ask :)

Thanks to all the modders for all the hard work :up:

Good luck and good hunting!

I fully agree to this about the stopwatch, and marhkimov, you are doing a great job :up:

panthercules
11-22-05, 08:51 PM
bump :up:

Anybody made any progress or have any more ideas how to make this work?

Observer
11-22-05, 11:45 PM
I posted how to do it earlier with extracts from my files. The only drawback is you can't start/stop the stopwatch from any screen except the defaults.

As far as I can tell from looking at the Captain's log, it's not possible either because an event handler does not exist in the code (one of the protected SH3 files).

timetraveller
11-23-05, 05:53 AM
I've been following this thread, interesting.

A clickable stopwatch on most screens would sure be nice. I'd like to have a play with it when I get some time. It was possible for the compass, at least to have a workable and larger slideout on the main window where the other one was. Even at best, I suspect all stopwatches would work in unison on all screens. I don't think the game has the ability to manage more than one timekeeper.

TT

Observer
11-23-05, 09:07 AM
I've been following this thread, interesting.

A clickable stopwatch on most screens would sure be nice. I'd like to have a play with it when I get some time. It was possible for the compass, at least to have a workable and larger slideout on the main window where the other one was. Even at best, I suspect all stopwatches would work in unison on all screens. I don't think the game has the ability to manage more than one timekeeper.

TT

I don't think it's in the menu_1024_768.ini. At least I can't find anything in there that looks like the event handler to start/stop the stop watch. I've also looked in the dials.cfg, but nothing seems obvious. I can see many configuration options, but no click handler.

Do you remember what was necessary to get the compass to work?

Observer
11-23-05, 09:42 AM
This bit (from the attack periscope page) is related to starting the stopwatch when measuring the time for contact speed, but may be the same event handler that starts/stops the stopwatch at other times.

[G26 I64]
Name=Start chrono
Type=1031;Stat bmp array
ItemID=0x260D0004
ParentID=0x260D0000
Pos=27,-216,35,45
Materials=2
Display=0;No stretch
Mat 0=data/menu/gui/Periscope.tga
Crop 0=0.428711,0.916016,0.0341797,0.0439453
Mat 1=data/menu/gui/Periscope.tga
Crop 1=0.464844,0.916016,0.0341797,0.0439453
MatFlags=0x21
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=false
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

timetraveller
11-23-05, 10:26 AM
I don't think it's in the menu_1024_768.ini. At least I can't find anything in there that looks like the event handler to start/stop the stop watch. I've also looked in the dials.cfg, but nothing seems obvious. I can see many configuration options, but no click handler.

Do you remember what was necessary to get the compass to work?

I'll have to go back and check on the compass. I think I had to redefine all the item IDs (like ItemID=0x3F1C0000) with new numbers.

The compass was clickable, and moved in unison with the game compass.

The FABC slideout mod does essentially the same thing. It redefines the existing guage panel and works just like it, in unison with it.

If the stopwatch can be made to work (clickable), I suspect every stop watch will read the same. I doubt if it's possible to have differently-reading stopwatches.

TT

panthercules
11-23-05, 10:42 AM
I posted how to do it earlier with extracts from my files. The only drawback is you can't start/stop the stopwatch from any screen except the defaults

I must have missed something then - I saw some stuff before about replacing the compass circle at bottom right with a stopwatch, but I need that compass to be there so that approach doesn't work for me. Was there something I missed about being able to have a stopwatch (one that would be ticking in synch with the clickable ones but which would not need to be clickable itself) on the nav map and maybe other screens without having to lose the compass to do that?

Observer
11-23-05, 05:07 PM
I posted how to do it earlier with extracts from my files. The only drawback is you can't start/stop the stopwatch from any screen except the defaults

I must have missed something then - I saw some stuff before about replacing the compass circle at bottom right with a stopwatch, but I need that compass to be there so that approach doesn't work for me. Was there something I missed about being able to have a stopwatch (one that would be ticking in synch with the clickable ones but which would not need to be clickable itself) on the nav map and maybe other screens without having to lose the compass to do that?

Ahh. I see. My mod replaces the rudder order gage with the stopwatch. You want something that leaves the rudder order gage in place I take it.

I tried this option, but removed it for two reasons:
-It took up too much space. I'm not a graphic artist so I couldn't really shrink the stopwatch graphics very effectively.
-In slideout mode, even with a long pause, it would retract before I could make my mark on the nav plot.

Because of that I went with the version you see in the screenshots. I think it works well given we have the set heading to view commands. I can also click on the compass to define my direction. When I need to order the rudder I use the full rudder commands.

panthercules
11-23-05, 07:52 PM
I can also click on the compass to define my direction. When I need to order the rudder I use the full rudder commands.

DOH :oops: For some reason it didn't dawn on me that the "rudder" gauge would be replaceable separately from the "compass" gauge, so when I saw your screen shots I was thinking that you had had to replace both the rudder and the compass to put the stopwatch there. Although I do use the rudder gauge sometimes, its loss would not be as much of an issue as I was thinking it was, so I will have to give this idea a try.

Do I understand the previous posts correctly, that even to do the "replace the rudder gauge" approach there isn't a pre-made mod out there but I would have to manually make the changes to the relevant file based on the posts above?

Thanks again to all you mod-masters for all the great work :up:

Observer
11-23-05, 08:48 PM
Nothing premade. I could upload my version, but then you get all the other stuff I've thrown in. I'm not even sure I remember everything that's in it. :oops:

panthercules
11-24-05, 02:10 AM
Well, that didn't turn out well :( I tried to make all the changes to the file and get the graphic from that mod, but something bad happened somewhere along the way and I started getting CTDs out the wazoo.

Then, it got worse, as I tried to uninstall SH3 and got a bunch of weird error messages, during which process it wiped out all my saved games and careers before I could stop it :damn:

Fortunately, I had backed up my saved game data just a couple of weeks ago, so I only lost my last couple of patrols :D

Now, a complete re-install of SH3 and SH3 Commander and IUB etc. later, I'm back in business. However, I think I'll just use my RL stopwatch from here on out. Too bad too - it was an intriguing idea. Maybe someone could do a clean, simple JSGME mod for this, in which case I might give it another shot one day

joea
11-24-05, 06:55 AM
Well I just use my watch, or better got a stopwatch on my palmpilot I use for extracting target speeds. I applaud your efforts however.

Observer
11-24-05, 09:02 AM
Well, that didn't turn out well :( I tried to make all the changes to the file and get the graphic from that mod, but something bad happened somewhere along the way and I started getting CTDs out the wazoo.

Then, it got worse, as I tried to uninstall SH3 and got a bunch of weird error messages, during which process it wiped out all my saved games and careers before I could stop it :damn:

Fortunately, I had backed up my saved game data just a couple of weeks ago, so I only lost my last couple of patrols :D

Now, a complete re-install of SH3 and SH3 Commander and IUB etc. later, I'm back in business. However, I think I'll just use my RL stopwatch from here on out. Too bad too - it was an intriguing idea. Maybe someone could do a clean, simple JSGME mod for this, in which case I might give it another shot one day

Sorry to hear that. The problem with making a clean version of the menu_1024_768.ini is that it has to be compatible with several different mods that also change the file. For example, do you want it to be compatible with the harbor traffic mod, RUb (don't remember if that still mods the menu_1024_768.ini or not) and so on. This file really is a pain to work with. As I mentioned though I would be happy to post my version of the mod (JSGME format), you'll just get all the other changes I've made to the file as well.

panthercules
11-24-05, 12:09 PM
Not knowing what else IUB or SH3 Commander might have already done to that file, I started with the post-modded version of the file as my starting point for making the changes you posted above. But I'm still not sure how SH3 Commander really works in terms of "rollbacks" and stuff so I have been having a little issue with another small change or two "sticking" while using SH3 Commander, so maybe something went wrong there. Also, when I went to get that graphic file, I noticed that the mod also had a "dials.cfg" file in it - since you hadn't mentioned that, and since I thought that might have been changed by IUB/SH3 Commander, I didn't use that new dials.cfg file - maybe I should have? Unfortunately, there were several possible points of failure so it may be pretty tricky to troubleshoot it.

Maybe if you could post your file I could compare it to the other versions and see what has changed, which might help me make sure I get just the changes I need for this. Might be worth a shot