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-   -   [REL]Another CombiMod GUI v1.1.0 (https://www.subsim.com/radioroom/showthread.php?t=144855)

karamazovnew 08-19-09 12:23 PM

The page didn't update: Your comment appeared as I was writing my reply to Cmd_Jacek, so I didn't see your post until after I posted my comment.

The hydro lines... well... If you don't use Map Updates, you never see them ofc. But if you use them (i like the lines, not the bloody boxes), you only see Hydrophone lines of sound contacts if you can't visually spot the ships. That means that you see them only if you're submerged AND your periscopes are down. As soon as the scopes break the water and a ship enters visual range, some magic dude replaces all the lines with visual boxes. I like the hydro lines because they are updated in a circular way, once every 10-20 seconds, which is preety realistic. Also, by replacing the ContLine.tga file with a staggered line like the RFB one, you can't plot on the lines, they loose all of their precise range length. :doh: I'll stop here.

The Ujagd Tools: Not yet, one step at a time. They're simple dials linked to the temporary TDC solution pages. I will not import them, I'll recreate them from scratch. The Stadimeter will work but only for visual reading of the marks because I can't show the angle reading (it's buggy and can only be viewed if the stadimeter is started from the Range Page which I plan to use for something else). I'll also keep the game's original scope lenses, zoom levels and hard coded line marks. The Attack disk will only have the front side. I'll link it to the proper Bearing/Course dials to automate it as much as possible. If only I had access to my main pc I'd show you a few interesting screenies :oops:, but that's not possible for almost a month :wah:. The whole shabang is made in Maya as a complete 3d enviroment render split into separate tga's. It looks awesome :|\\.

makman94 08-19-09 12:43 PM

Quote:

Originally Posted by karamazovnew (Post 1154341)
The page didn't update: Your comment appeared as I was writing my reply to Cmd_Jacek, so I didn't see your post until after I posted my comment.

The hydro lines... well... If you don't use Map Updates, you never see them ofc. But if you use them (i like the lines, not the bloody boxes), you only see Hydrophone lines of sound contacts if you can't visually spot the ships. That means that you see them only if you're submerged AND your periscopes are down. As soon as the scopes break the water and a ship enters visual range, some magic dude replaces all the lines with visual boxes. I like the hydro lines because they are updated in a circular way, once every 10-20 seconds, which is preety realistic. Also, by replacing the ContLine.tga file with a staggered line like the RFB one, you can't plot on the lines, they loose all of their precise range length. :doh: I'll stop here.

The Ujagd Tools: Not yet, one step at a time. They're simple dials linked to the temporary TDC solution pages. I will not import them, I'll recreate them from scratch. The Stadimeter will work but only for visual reading of the marks because I can't show the angle reading (it's buggy and can only be viewed if the stadimeter is started from the Range Page which I plan to use for something else). I'll also keep the game's original scope lenses, zoom levels and hard coded line marks. The Attack disk will only have the front side. I'll link it to the proper Bearing/Course dials to automate it as much as possible. If only I had access to my main pc I'd show you a few interesting screenies :oops:, but that's not possible for almost a month :wah:. The whole shabang is made in Maya as a complete 3d enviroment render split into separate tga's. It looks awesome :|\\.

about Hydro: i see your point but i think (yes ,we must consider that this has do to with the matter of ...taste) that when you are hunted by dds your job is to sit at the chair of sonarman and plan your escape from there .thats only my opinion though and as i said is a matter of taste

about u-jagd: i think i got you and seems very interesting! looking forward to see what you are preparing... good luck!

bojan811 08-21-09 12:44 PM

Quote:

Originally Posted by karamazovnew (Post 1153735)
Sorry for the late reply...

Bojan, please read again my instructions (posted up on 07-25-2009 12:04 AM) on what this mod does and how to customise it. If you don't have photoshop, Gimp is a free app that does the same job. No photo skills needed, all you do is fill the images with single colors :O:. Experiment a little. If you want to remove the filters all you need to do is fill the aplha channels of the *_filter.tga files with perfect black. Don't delete them or you'll get a "file not found" error. The AP is darker than the UZO and Obs Scope by design, not by accident. Even so, it's a bit brighter than the original ACM 1.10 one.

Cmd_Jacek, you've got it all wrong. I did not add filters to make the marks more visible :har:. Ok, the Obs scope line are Black because the filter itself is more bright so now the marks are visible :hmmm:. But that was just coincidence, since green lines didn't look good on a yellow background as they did on the red one. FFS, now I'm getting confused:har:. Let me explain a bit:
- the "lens" is actually a transparent (black alpha) hole in the background image through which you can see the 3d world.
- the "lens" has 3 components, so to speak:
1. the geometry of the lens, meaning the illusion that the lens is curved on the outside, made by using gradients (black to white circles) in the ObsScope.tga and Periscope.tga alpha channels. Indeed, the Periscope.tga alpha channel has a more "opaque" lens, meaning that it's a tiny tiny bit darker (whiter alpha), but not as dark(opaque/white) as the original ACM file.
2. the color of the lens (the "glass", not the lines!), given by the *_filter.tga files. Again, if you read carefully the instalation instructions, near the download link, you can see that to make the lens brighter, all you need to do is change the color in that file with a brighter (whiter) tint. Yeap, that's all.
3. the markings on the lens, given by the *_marks.tga files. These are transparent (but coloured) images, except for the opaque (white alpha channel) marks that you see as lines and numbers.

Wait a sec.....:doh: uhmmm.... :damn:

Oh thanks for the reply.I read this just now.
Will try to experiment , but I am kind of used to it right now.

karamazovnew 08-24-09 08:33 PM

All right, finnaly I've managed to finish it :woot:. I've managed to reduce the ACM mod (with ACM reloaded) to only 49 MB and made it compatible with OLC's MK2. You no longer need the ACM 1.1 (download link doesn't work either), but now you do need the OLC Mk2 (either C, or D, doesn't matter). Since you're realism purists, I guess you won't mind that it's only tested with the Longer Repair Times version :cool:. It took some testing yet some things might've slipped by me.

I've decided to start a new thread since the change is major. Any bugs, tips, comments for the "ACM Reloaded for OLC's Mk2" should be posted here: http://www.subsim.com/radioroom/show...77#post1158177 Mikhayl, I hope you'll use it too when you play SH3 :up:.

Max_Kruschka 08-26-09 03:00 AM

Hi,
help me set in the German Attack Disc of ACM GUI v.1.1.0 scale «Vorhalt» from U-jagd 1.3.

Thanks in advance!

karamazovnew 08-26-09 01:10 PM

Quote:

Originally Posted by Max_Kruschka (Post 1159004)
Hi,
help me set in the German Attack Disc of ACM GUI v.1.1.0 scale «Vorhalt» from U-jagd 1.3.

Thanks in advance!

Do you mean the front side of the attack disk? If you drag on the outside you can rotate the transparent double wedge . If you drag on the inside you can rotate the inner (ship) dial. I hope that's the info yo u needed.

Max_Kruschka 08-27-09 12:22 AM

Quote:

Originally Posted by karamazovnew (Post 1159339)
Do you mean the front side of the attack disk? If you drag on the outside you can rotate the transparent double wedge . If you drag on the inside you can rotate the inner (ship) dial. I hope that's the info yo u needed.

Yes, I mean the front side of the attack disk. For training I use a manual "Angriffsscheibe_Handbuch_3" and there almost all the examples use a scale «Vorhalt». In the manual Scale «Vorhalt» denoted "D" (Bearing and Lead Angle).
Link to manual http://www.mediafire.com/?jjtm0omyt3w
Link to U-jagd 1.3. (Here all parameters of the scale «Vorhalt») http://www.filefront.com/user/joegrundman
ACM GUI v.1.1.0. is a great mod, so please help add scale «Vorhalt» in the ACM GUI v.1.1.0.

makman94 08-27-09 01:43 AM

Quote:

Originally Posted by Max_Kruschka (Post 1159694)
Yes, I mean the front side of the attack disk. For training I use a manual "Angriffsscheibe_Handbuch_3" and there almost all the examples use a scale «Vorhalt». In the manual Scale «Vorhalt» denoted "D" (Bearing and Lead Angle).
Link to manual http://www.mediafire.com/?jjtm0omyt3w
Link to U-jagd 1.3. (Here all parameters of the scale «Vorhalt») http://www.filefront.com/user/joegrundman
ACM GUI v.1.1.0. is a great mod, so please help add scale «Vorhalt» in the ACM GUI v.1.1.0.

Max_Kruschka,
check the thread [REL] OLC Ubermod v2.4.3 for GWX 2.1

at post 1301 you will find what must do to get that you want

bye

Max_Kruschka 08-27-09 05:44 AM

Quote:

Originally Posted by makman94 (Post 1159709)
Max_Kruschka,
check the thread [REL] OLC Ubermod v2.4.3 for GWX 2.1

at post 1301 you will find what must do to get that you want

bye

Thank you very much! Set! Success! :up:

Max_Kruschka 08-28-09 06:13 AM

Quote:

Originally Posted by makman94 (Post 1159709)
Max_Kruschka,
check the thread [REL] OLC Ubermod v2.4.3 for GWX 2.1

at post 1301 you will find what must do to get that you want

bye

However, devices Attack Disk have turned out elongated. Perhaps to depends on the fact that OLC Ubermod use is a 16km environment?
Can I use your example for the ACM GUI v.1.1.0.? If not, how fix this example for ACM GUI v.1.1.0.?

karamazovnew 08-28-09 07:57 AM

Quote:

Originally Posted by Max_Kruschka (Post 1160570)
However, devices Attack Disk have turned out elongated. Perhaps to depends on the fact that OLC Ubermod use is a 16km environment?
Can I use your example for the ACM GUI v.1.1.0.? If not, how fix this example for ACM GUI v.1.1.0.?

Why would the 16 km environment affect the 2d interface :o? ACM was based on an OLC interface, not sure which one, but the items should be there, just make sure to renumber everything correctly. Good luck.

However, since this is an ACM thread, why do you even bother with the attack disk? I have a self-made attack disk but I never use it. The TDC does everything that you'd need. The only thing that it can't give you is the target's course based on it's bearing and AOB. And the Attack disk does that beautifully with it's present items. Check out my guide to using the TDC, http://www.subsim.com/radioroom/showthread.php?t=151431.

JohnnyBlaze 08-31-09 07:03 PM

Hi, Mikhayl. Great work on this mod, thanks!

One thing I would like to change

Quote:

-I removed the coloured marks on the AOB finder, IMO they give much more accuracy than what real life Kaleuns had and I felt I was kind of cheating. With the coloured marks it was possible to find a pretty good firing solution with only one observation, now since the scope marks are more spaced and thus less accurate, you will want to plot your target for a bit and make several observations to get a decent firing solution.
How can I get this back?

Thanks :up:

Nissum 10-13-09 02:46 AM

Lösung iengestellt
 
Just downloaded your ComboGui and installed it with Jsgme, looks very good. I have a little problem though. I don`t know if it is your GUI or GWX 3,0 that does it but my weapons officer can no longer give me the firing solution. When i press the shortcut for the weapons officer all his functions are there but the firing solutions button. He can ID the ship, choose target, manage weapons, open and close selected tubes. I know that in your combo mod all the tools for a manual target solution are there but along with my geomatry skills my math skills suchs, i just can`t get the AOB right no matter how hard I try and no matter how many manuals I read about the attack disc (the original german to) I just don`t understand the basics of the wheel. So I need my weapons officers fantastic skill for this. Can you help me? Mods I am using are:

1. GWX 3.0
2. GWX merged campaign
3. GWX VIIC41 player sub
4. GWX Enhanced damage effect
5. ACM v 1.1.0 Core files
6. ACM v 1.1.0 Dark files
7. Lifeboats & Debris_v4
8. DBSM
:cry: :wah: :damn: :down: :nope:

h.sie 10-13-09 03:05 AM

The firing solution button has been deleted for realism purposes, because ACM GUI has been made for manual targeting. You have to calculate your solution by yourself.

Einsman 10-13-09 07:07 AM

Hi!

Is this mod compatible with WAC 4.1?

Thank you

Venatore 10-22-09 09:15 AM

Help
 
Unable to download link from the first post?

Kind Regards

Venatore

Plissken_04 10-22-09 10:44 AM

@Venatore

Download it from my Mediafire Site ;)

http://www.mediafire.com/?zniiyuviw2g


Greetings

Maik

Venatore 10-22-09 05:24 PM

Quote:

Originally Posted by Plissken_04 (Post 1193084)
@Venatore

Download it from my Mediafire Site ;)

http://www.mediafire.com/?zniiyuviw2g


Greetings

Maik

Maik,

Thank you very much for taking the time to post a download link for me.

Kind Regards

Venatore.

Plissken_04 10-22-09 09:06 PM

Quote:

Originally Posted by Venatore (Post 1193236)
Maik,

Thank you very much for taking the time to post a download link for me.

Kind Regards

Venatore.


Your Welcome,Mate :up:

Venatore 10-23-09 05:16 AM

Mikhayl,

This is a fantastic mod, so from me to you...thank you.

Kind Regards

Venatore
U-657


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