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View Full Version : I can't read these friggin dials!!


supposedtobeworking
07-16-06, 06:11 PM
What the heck does everyone use so they can read the speed/course/depth dials in the bottom right corner?? I have been squinting and my eyes and neck hurt now trying to set these things.

right now I have readable compass mod, while the numbers are bigger, it is still to light and fuzzy--wish it were darker colored and more sharp. I looked at this one called "really readable dials" but it seems like it is a pain to install and might mess with my config.-- what do you all use?

I have 1.4b patch with GW 1.1a and SH3cmdr 2.6/SH3Generator. this is really taking the fun out of this game for me--should not be this painful and tedious to set these things...

robj250
07-16-06, 06:38 PM
What the heck does everyone use so they can read the speed/course/depth dials in the bottom right corner?? I have been squinting and my eyes and neck hurt now trying to set these things.

right now I have readable compass mod, while the numbers are bigger, it is still to light and fuzzy--wish it were darker colored and more sharp. I looked at this one called "really readable dials" but it seems like it is a pain to install and might mess with my config.-- what do you all use?

I have 1.4b patch with GW 1.1a and SH3cmdr 2.6/SH3Generator. this is really taking the fun out of this game for me--should not be this painful and tedious to set these things...

I am running SH3 Commander 2.5 and SH3Gen and the proper patch to the stock SH3. I put in two mods: DialsFdb2 and Dials mod V1.2, after a while I put in Improved Deck Compass V1.1, and I've no problems reading the dials after installing the first two.

Sailor Steve
07-17-06, 04:37 PM
I use the 6-Dials Simfeeling mod. My dials fill up 1/4 of the screen, but only when I put the cursor on them.

robj250
07-17-06, 04:48 PM
I use the 6-Dials Simfeeling mod. My dials fill up 1/4 of the screen, but only when I put the cursor on them.

I never found that mod, where can I get it, so that I too could read the dials better.

NeonSamurai
07-17-06, 06:09 PM
That mod would be usefull, especialy if you can click on the blown up views to more accurately set course (sometimes i realy wish i could just type in course or depth)

Sailor Steve
07-17-06, 06:18 PM
Here's the link. It does take a bit of work to install, but I think it's worth it.
http://www.subsim.com/phpBB/viewtopic.php?t=48292

NeonSamurai
07-17-06, 06:36 PM
Neat, tanks :)

Though i wish it went to 400m not 260 depth

robj250
07-17-06, 08:15 PM
Here's the link. It does take a bit of work to install, but I think it's worth it.
http://www.subsim.com/phpBB/viewtopic.php?t=48292

Thanks Steve

kiwi_2005
07-17-06, 08:42 PM
That mod would be usefull, especialy if you can click on the blown up views to more accurately set course (sometimes i realy wish i could just type in course or depth)

:yep: I would prefer to type in the depth/course as well

robj250
07-18-06, 05:23 AM
That mod would be usefull, especialy if you can click on the blown up views to more accurately set course (sometimes i realy wish i could just type in course or depth)

:yep: I would prefer to type in the depth/course as well

I agree, typing in a course would be very helpful, or a very large dial for picking the correct course. The one it provides is nice, but it is not big enough to real pick, say 162 degree course.

Another thing that would be nice is to be able to click on you sub and get the present course it is on.

MaxenThor
07-18-06, 03:46 PM
I really like this Mod but I'm having trouble with SH3 locking up on startup if I enable this change:

;[G3F I369]
Name=Target;Neuer Eintrag für Transparentmod Leer.tga
Type=1031;Stat bmp array
ItemID=0x31000006
ParentID=0x31000000
Pos=0,112,1024,130
Color=0xFFFFFFFF
Materials=1
Display=2;Linear
Mat 0=data/Menu/Gui/Layout/Leer.tga
Crop 0=0,0,1,1
MatFlags=0x9
TexFmt=0x9
Drag=true
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

As you can see,I have it remarked out. I've checked and rechecked the readme and the changes I made and I can not find out were the problem is. It appears to be looking for a missing entry for the life of me I can not find. Any help will be most appreciated. Thanks.

supposedtobeworking
07-18-06, 04:18 PM
yea have the same problem--menuid errors about 5 of them before game start and before "initializing" screen. I installed the thing so carefully and slow and have double checked what I can in the memu and dials files, but the game just loads and runs fine (as ar as I can tell...) my mods are :

Grey wolves 1.1a
SH3 Cmdr 2.6
SH3 Gen
with mod Enabler:
Das Boot clothes
Slideout for TDC mod
6 dial simfeeing

al done through Mod enabler... my ony guess is the mods are conflicting (maybe tdc and simfeeling?) anyways anyone else solve this problem as there seems to be people out there who have it..

NeonSamurai
07-18-06, 04:39 PM
Almost definatly a conflict with another mod that changes similar stuff to this mod. Only advice i can give is go over the files the changes take place in, and make sure there arnt any duplicate/copied functions/items.

Oh and if your using JSGME you may want to manualy merge by hand the conflicting mod into the mod it conflicts with. JSGME doesnt handle conflicts very well and will overwrite any files from a previously installed mod with the files from a different mod that was more recently installed. This can cause a whole chain of problems. JSGME works best when applying mods that are different from each other and non conflicting.

MaxenThor
07-18-06, 05:12 PM
Yes,I forgot to mention I'm using NYGM 2.01 and it's associated mods plus SH3 Commander 2.6. The problem is I don't know exactly were to look. The problem appears to be with whatever module brings up the backround in the Map Screen(F5) and the.tga associated with it. I wish I new more about the interworkings of this software but I don't. I suspect it is a call in the menu_1024_768.ini but I don't have a clue were to look. But then I may be completely wrong in my assumption. Whatever it is looking for,is being called on at program start up. The mod is workable as it is but one can not read the messages in the Map Mode(F5). Frustrating to say the least. If anyone has a suggestion as to a specific location to look it would be much appreciated.

NeonSamurai
07-18-06, 05:34 PM
Well i havent tried merging this mod with my modded version of GW (too much of a pain for something i dont absolutly need), and i dont run NYGM. But i have done similar before, and this is basicly the steps to take if you dont know how to mod that aspect of the game.

What i would do to track down the conflict is first make a separate mod with all the changes for this mod from a clean version of 1.4b. Then separate out those files that were changed or added.

Then i would take a look at the non graphic files and compare them to see what is different between the 2 mods. Then i would take a look at the graphics with a graphics viewer, track down all graphic files which do duplicate things, write down all their file names, and search them out in the apropriate data files.

Once i have that then i would start the merge process, replacing any duplicates with one i want, and adding in the extra stuff. I should then have a fully merged mod.

Darksun
07-18-06, 05:43 PM
Well i havent tried merging this mod with my modded version of GW (too much of a pain for something i dont absolutly need), and i dont run NYGM. But i have done similar before, and this is basicly the steps to take if you dont know how to mod that aspect of the game.

What i would do to track down the conflict is first make a separate mod with all the changes for this mod from a clean version of 1.4b. Then separate out those files that were changed or added.

Then i would take a look at the non graphic files and compare them to see what is different between the 2 mods. Then i would take a look at the graphics with a graphics viewer, track down all graphic files which do duplicate things, write down all their file names, and search them out in the apropriate data files.

Once i have that then i would start the merge process, replacing any duplicates with one i want, and adding in the extra stuff. I should then have a fully merged mod.

Microsoft has a tool that will show you line-by-line the differences between the files in two directories called windiff (http://en.wikipedia.org/wiki/WinDiff).

MUCH faster than sorting by hand. Or you can use diff (http://en.wikipedia.org/wiki/Diff) or some other diff program (http://en.wikipedia.org/wiki/Comparison_of_file_comparison_tools).

I really wish the Mega Mods would use a diff/patch instead of replacing every file...

-D

NeonSamurai
07-18-06, 06:02 PM
Yep though i find it easier just to line them up side by side. The line searchers can be a bit screwy at times and not realy show you want your looking for (since the ones ive used compairs lines, not text strings). If i want to compare something specific i do a file search on both then compair the differences.

HW3
07-18-06, 06:55 PM
You might want to check and make sure this ID number [G3F I369] is not being used already. If it is, change it to the next available number.

robj250
07-18-06, 08:58 PM
I really like this Mod but I'm having trouble with SH3 locking up on startup if I enable this change:

;[G3F I369]
Name=Target;Neuer Eintrag für Transparentmod Leer.tga

etc...
.

Did anyone using the stock SH3, 1.4b patch, using SH3 Commander 2.5 and SH3 Gen while I have these three mods installed: DialsFdb2 and Dials Mod V1.2m & Improved Deck Compress V1.1?

I do have a few more mods installed, but I don't think they affect the dials.

robj250
07-20-06, 08:07 AM
I use the 6-Dials Simfeeling mod. My dials fill up 1/4 of the screen, but only when I put the cursor on them.

Steve:
Do you think it will work for me? I use SH3, 1.4b upgrade, SH3CMDR. SH3Gen.
I use three mods which might have an effect on it. They are DialsFdb2, Dials Mod V 1.2 and Improved Deck Compass V1.1

Also, is it possible to just put in the compass one, that is all I really need.

Sailor Steve
07-20-06, 10:30 AM
It should work. The only problem is that because each mod adds new numbered locations it has to be installed by hand, and the proper numbers typed in for each segment of the mod.

As for just the compass, I don't see why not, but the downside is you would have to figure out exactly which segments to install and leave off the rest. Not easy, unless you're an expert, and I'm not.

NeonSamurai
07-20-06, 10:57 AM
Yep and realy unless you already know those mods and what they change exactly, the only way to do it is the method i posted earlier.

As for your mods, Improved Deck Compass V1.1, SH3CMDR, SH3Gen, shouldnt cause a problem (the only one that might would be sh3 commander though i dont recall what exactly it mods in the game).

These 2 will probably conflict DialsFdb2, Dials Mod V 1.2. as they likely overlap.

If i was to ever incorporate that mod into my own personalized version of GW i would probably only do a half implimentation of just the expanded dials and the ability to mouse over the standard dials to make them pop up and discard the rest. As i am happy with my current setup of the text area, dials, etc.

Darksun
07-20-06, 12:51 PM
That mod would be usefull, especialy if you can click on the blown up views to more accurately set course (sometimes i realy wish i could just type in course or depth)

:yep: I would prefer to type in the depth/course as well

I agree, typing in a course would be very helpful, or a very large dial for picking the correct course. The one it provides is nice, but it is not big enough to real pick, say 162 degree course.

Another thing that would be nice is to be able to click on you sub and get the present course it is on.

By the way, there is a work-around:
I go to the periscope, raise it enough to see the number and point the scope where I want to go. Then I just hit = and the boat takes that course. It's accurate to within .5*. Too bad about the depth, but I find that +/- a meter or two is good enough most of the time.

NeonSamurai
07-20-06, 01:22 PM
Yep though that workaround wont easily give you compass headings (as you have to calculate the bearing offset of the new course from the present), its often just easier to use the dial, or use the dial and then fine tune it with the periscope or uzo. Best solution of all would be as Dangerous Waters has it where you directly type in your course in degrees and depth.

mortakos
07-21-06, 04:50 PM
i do not understand.my dials are clear and i use them easily without any mods...:hmm:

NeonSamurai
07-21-06, 08:49 PM
They are tiny though and can be hard to read or set precice courses or depths with

supposedtobeworking
07-21-06, 09:09 PM
Yes I wonder if Ubisoft is working on another patch?? There are still some major things that could be redone like those mentioned above and also we need friggin map notes!! I am running out of notepad paper and my room is cluttered with notebook paper. I doubt that anyone from ubi will read this but it makes me feel better venting.

Sailor Steve
07-22-06, 10:45 AM
Highly doubtful there will ever be another patch. However , there is hope that many of the fixes will be implemented in SHIV and retrofitted for a re-release of SHIII; or that after SHIV there might be a new patch for SHIII.

supposedtobeworking
07-22-06, 01:54 PM
So .. you're saying there's a chance.....!:)

NeonSamurai
07-22-06, 02:16 PM
A very small, tiny, teenie weenie, itsy bitsy, minute, little chance.

supposedtobeworking
07-23-06, 09:04 PM
YES!!!!! Alright, I can't wait! come on Ubi!