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Pisces, after reading your post, only I can say...
Thank you very much for your extensive and didactic explanation!!!:up: |
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Hi OLC, :up:
Just a thought... Your mod has modified the mast height of all 'stock' SH3 and GWX ships. The issue here is when adding additional vessels its necessary to edit their config file and manually double the figure. Correct me if I'm having a 'Friday' moment, but wouldn't it be easier to just state in the usage instructions "now take the ships mast height, double it and locate the figure on the outer ring" ? :hmm: This would have saved you the trouble of modifying the configs for every ship and does away with having to manually edit the files of downloaded ships. Of particular note is GWX1.04 and the merchant packs I've been reading about. It would save you a LOT of work.... Anyway, as I say, just a thought before heading to the pub (after which I would probably forget all about it tomorrow morning!) :o Cheers! Px3000 |
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Yes, I did think of that, but you saw the tutorial video... 180-50=150 :lol: and I have a degree in maths!!! :o Put it down to tiredness or "pressure" or whatever, but still, you can see my point. I wanted to minimize the mental arithmetic involved. There's plenty enough mental arithmetic in SH3 when played at 100% and I do find myself making stupid errors after spending 2 hours or more on a patrol. Also, the mast height numbers all have between 3 and 5 significant digits which makes doubling them in your head a bit harder than if they just had 1 or 2. I know I could play with a calculator by my side, but (can you guess what comes next?) they didn't have those IRL. ;) |
What about putting this excellent mod in GWX 1.04?. It then would go to a wider audience and make Silent hunter 3 more complete
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I would let every GWX User the freedom to decide whether to use it or not.
It could be delivered in the GWX MOD folder, but not permanently integrated. |
Yeah sounds like a good idea
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Well, a strange thing happened when I talked with Kpt. Lehmann about getting this mod certified as "GWX compatible"...
He seemed to have assumed that I wanted the mod to be included in GWX 1.04, which was both odd (because I had never said anything of the sort) and incorrect (I would not want to hand "control" of the mod to a committee). I guess he gets so many requests of that nature that he forgets who asked for what. Anyway, he started to explain that the mod wouldn't be included in GWX 1.04 because that would mean that: A) they don't have to support it B) people can choose whether or not they want it He mentioned that B could theoretically be resolved by making the mod an optional JSGME GWX modlet, but in practice a lot of people install GWX and then just go and install all the GWX modlets without actually reading about what they do... and seeing as the GUI changes are so extreme, they'd get a lot of mail saying "WTF happened to my GUI???" He finished the monologue by saying that it's better all-round if the mods are kept seperately available. Personally I was somewhat bemused by this lengthy explanation for something which I had neither requested nor given permission for (I know my readme says people don't need permission but, given his stance on the matter, I would have thought that KL would formally request permission anyway). This all took place some weeks ago now but, seeing as the subject has been raised here, I thought I'd give you both our perspectives on the matter. Neither of us see that there is anything to be gained by making the mod "officially" part of GWX. It is certified compatible... that should be all you really need. :up: |
Periscope Marks
This is a really awesome "piece of kit". Well done OLC!!!
I was without Attack Peri 6x magnification due to sh3 commander sabatage. Now is it possible to take long range stats (height & Length Marks) with the observation scope and transfer this to the attack scope. The scope Marks are 0 - 15, while the GUI is 0 - 20. This means multiplying the scope marks by 4/3 to get correct Gui ratio. Please excuse any mistakes as this is my first Post anywhere. |
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Actually the scope marks (on the lines which turn green at night) on both scopes are exactly equal to 2 "marks" as counted on the range/aob finder. So yes, you can switch between the obs and attack scopes, using the obs scope to count marks and then using the range/aob finder to get the range and aob. Not sure whether this is historically accurate or not, but you can certainly do it. Hope this helps OLC P.S. Congrats on the first post ;) |
Historically Accurate and "Weapons Officer"
Thanks for your quick reply.
I would think that if this was possible to do in reality, it would give a Captain advantages he would use. If you noticed on the excellent video "The Battle of the Atlantic Intro" by MackTheGovnah. The Fire button is pressed by the man behind. Expanding on your revitilisation of the Weapons Officer tying the fire button to his presence and put him "only" in charge of Weapons Management (Getting rid of key shortcuts), would make him essential. I have noticed that some people play without him altogether which is not realistic. |
Whoops
Ignore previous fire button comment.
Too many late nights. |
After several happy hours using the GUI now, I was wondering if it was possible to map a shortcut key to the pop-up of the six command dials on the left. I already read that you can map a key to the TDC-auto switch but that it won't make the TDC dials appear, so perhaps the same is true in this case?
Occasionally the dials block the view of the stern torpedo room on the crew & damage screen, or the list of loaded torpedo types in the attack map (only used GWX for a few days and I'm not yet used to the new torpedo colours on the arming screen) amongst other things, so I'd prefer a key to toggle it rather than having to click the button. Quicker and more convenient for me. If not no worries, I'm still very chuffed :smug: If it is possible, I'll start nosing around the file and give it a go (have poked around in there before but only made a couple of minor changes). Just don't know what to look for! |
Yes - this can be great - also key for four dials with fuel, compressed air, CO2 and battery level. Keys rules. Keys with mouse - ROCKS;)
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I'm afraid not. The show/hide dials, auto/manual TDC, and TDC/Attack Disc buttons cannot be key-controlled. Sorry guys. It's just not possible. :down:
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Not sure if this is anything to do with your mod? But just in case I will post. I was messing with the 3d controls on nvidia and sh3. Just getting better quality vs fps. etc
But after getting the quality up and fps still above 50, and just torpedoing and then raising the boat to surface attack (just in naval training scenario) at one point I couldn't adjust my TDC controls. This was late at night and a bit tired, and after installing latest version. If no one else has had problem then ignore. |
Hi OLC,
I wonder if in future you'll relese a written tutorial, 'cos I have serius problem with the listening comprehention with the video tutorial (I'm italian). A .pdf tutorial could be an easy way 4 me to learn your mod. Tnx in advance. mau---- |
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Thanks for your prompt help with my previous question OLC,still loving the mod and quite frankly wouldn't play without it anymore.Just one small thing I'd like to change,how do you go about switching back on the nightime red filter effect on the scope screens?All my crew are bathed in lovely red light and their crazy Kaleun is up in the conning tower with a 100w white bulb on :sunny:
Thanks in advance if anyone can help. |
Finally installed this and tried it out this morning. All I can say is WOW! I do miss the light changing on the map when it gets dark outside. Will take a little time to get used to where all the controls are. :|\\
Mast |
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