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-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   [REL] OLC GUI v1.2.7 (https://www.subsim.com/radioroom/showthread.php?t=124639)

The Bad Wolf 12-15-07 06:40 AM

Thanks joegrundman

Thats whats making it a very tricky problem,

At the moment constructing a tree diagram of the ItemID's for menu_1024_768 using just the TW_PeriTDC_For_GWX mod to make it easier. Then I'll be able to see visually if its possible.

Nico71 12-15-07 09:26 AM

Quote:

Originally Posted by The Bad Wolf
Hi Nico71,

I don't know if you have an editor for changing the menu_1024_768.ini
I use winmerge (freeware), easy to use, it can be used to compare 2 files and highlights all the differences.

http://winmerge.org/

You'll have to put the Realnav changes into the OLC GUI menu_1024_768.ini.

Make sure you have a back-up first.
Sorry I can't help you more.

Thanks! Got it to work and solved the issue! However, now I have a new one! The camera.dat file required for Realnav (wide FOV) doesn't work with OLC, it causes artefacts in binocular, UZO and periscope views. I don't know if I can fix it, but I'd need to know how to edit the dat file!

j_o_nn_y 12-15-07 09:52 AM

Just a question. Is this mod now compatible with GWX 2.0?.

Boris 12-15-07 10:03 AM

Quote:

Originally Posted by j_o_nn_y
Just a question. Is this mod now compatible with GWX 2.0?.

It is, as long as you delete the sea folder from the OLC GUI mod first. You can leave as is and double the mast values yourself, or see cuervo's post on the previous page.

A question for everyone else... does this mod get rid of the bearing overlay? The mod doesn't touch the tga in the Uboat folders, how do I get the bearing overlay back?

Nico71 12-15-07 10:03 AM

Quote:

Originally Posted by j_o_nn_y
Just a question. Is this mod now compatible with GWX 2.0?.

More or less! Go to page 15 of this thread and read post #299 for instructions!

The Bad Wolf 12-15-07 11:03 AM

Hi Nico71,

Great news.

To make changes to the camera.dat you'll need the Silent 3ditor.

http://www.subsim.com/radioroom/show...=Silent+3ditor

Open up the camera.dat in Realnav and again in OLC's GUI and search the differences, but you might have an unsolvable problem, lets hope not.

Nico71 12-15-07 11:30 AM

Quote:

Originally Posted by The Bad Wolf
Hi Nico71,

Great news.

To make changes to the camera.dat you'll need the Silent 3ditor.

http://www.subsim.com/radioroom/show...=Silent+3ditor

Open up the camera.dat in Realnav and again in OLC's GUI and search the differences, but you might have an unsolvable problem, lets hope not.

Great, thanks! Well, I have a different idea, now. Instead of fiddling with the cameras.dat, an alternative would be to make a new sextant that works with the default cameras.dat. It's certainly smarter to change one gauge rather than all of them. I think the best bet is to use the binocs as a makeshift sextant by adding a vertical scale to it. It has to move automatically when changing the view angle, because Polaris is out of view in the GWX cameras.dat (sort of like the bearing markings in the periscope view, just vertically). The graphics part is not an issue. But I am out of SH3 modding business for years now, and to be honest I don't know if it can be done at all.

kenijaru 12-15-07 01:32 PM

will be a new version released? i mean, fully compatible with GXW 2.0?
that'd be sweet :arrgh!:

Lapazeus 12-15-07 01:42 PM

I have a question. I tested this mod today and noticed that on the torpedo tutorial some of the ships go so slow that when I clock them with the chronometer to get their speed, they take more than 2 minutes to pass the 0-line. This is inconvenient, because the Range/AOB finder's markings go only up to 100 secs.

Tell me what I'm not realizing here...:lol:

ALTEN 12-15-07 02:38 PM

Hi Lapazeus
In this case i would use this calculation.
Ships length/Seconds x 1.94 = Knots
Although there probably is an easier way.

donw 12-15-07 02:58 PM

I thought I saw that in the manual...but I think what you do, if the time goes off the scale, is divide the observed seconds in half..get that speed, then double it?

Or something like that..:hmm:

Trefoil 12-15-07 03:09 PM

Quote:

Originally Posted by Lapazeus
I have a question. I tested this mod today and noticed that on the torpedo tutorial some of the ships go so slow that when I clock them with the chronometer to get their speed, they take more than 2 minutes to pass the 0-line. This is inconvenient, because the Range/AOB finder's markings go only up to 100 secs.

Tell me what I'm not realizing here...:lol:

Friedl9te has produced an excel file to assist here -

http://www.subsim.com/radioroom/show...&postcount=112

I've printed it out & find it useful for situations like slow ships or when I'm taking a long distance shot & want a super accurate speed estimation.

Pisces 12-15-07 03:45 PM

Quote:

Originally Posted by Lapazeus
I have a question. I tested this mod today and noticed that on the torpedo tutorial some of the ships go so slow that when I clock them with the chronometer to get their speed, they take more than 2 minutes to pass the 0-line. This is inconvenient, because the Range/AOB finder's markings go only up to 100 secs.

Tell me what I'm not realizing here...:lol:

Take a look at the links to the walkthroughs by Friedl9te(post in older thread) and Skookum (pdf file) at the first post of this thread (under Manual/Tutorial/Documentation). Both show a trick I devised to calculate speed using the Range/AOB finder. It's the reason that grey mark is there at 58 degrees on the AOB wheel. It tells the speed in knots above it when shiplength and time is aligned at the outer wheels. Just as the posts above only using the log wheels on the scope instead of a calculator.

Lapazeus 12-15-07 04:12 PM

Quote:

Originally Posted by donw
I thought I saw that in the manual...but I think what you do, if the time goes off the scale, is divide the observed seconds in half..get that speed, then double it?

Or something like that..:hmm:

I checked Friedl9te's excel-file and actually you divide the observed seconds in half, get the speed, then divide the figure again. Then you'll have the correct speed.

I found out that the 140 meter long ship took 138 seconds to cross the vertical crosshair and was thus going about 1,84 knots...

Thanks for helping guys!

Thunder 12-16-07 03:59 AM

repost of cuervo's mod
 
Hey guys, i'm having difficulty downloading cuervo's mod(the one that adjusts the mast height. Could some one repost it at filefront?
Thanks


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