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

Friedl9te 12-18-07 07:01 AM

These bearing overlays are old Mods from the time when the usage of JSGME was not quite common. I provide these Mods as is. Sorry not time left to rework them all. But you can easily make a JSGME Version. Create a folder structure
PATO1500(3000)\data\Submarine\NSS_Uboat2A(And every other sub you want to provide with the overlay). Put the NSS_UboatXY_shp.tga in the appropriate Folder. You need one NSS_UboatXY_shp.tga(Renamed to the correct subs name) for each folder.
Move this whole directory structure PATO1500\data\Submarine\NSS_UboatXY to the JSGME MOD folder. It appears then in JSGME and you can acticate and deactivate as you desire.

lumat83 12-18-07 07:07 AM

Quote:

Originally Posted by Pisces
Quote:

Originally Posted by lumat83
Manual Targeting. But I found the problem. In my settings, I play with french keyboard. In english all is right :))

Thanks you guys :)

Good that you got it working, but I don't get it. How does a change in keyboard layout make a mouse cursor work??

I don't know. But it's real :D

Fish40 12-18-07 09:48 AM

I must admit that for the first time, I'm finally starting to use manual targeting, and this mod is the reason! I've been fairly successful in the training mission, but definitly have a ways too go. I never realised what others meant by the "satisfaction" they got, or the new depth of "immersion" they felt by useing manual targeting until now.

One question I have, and I hope I don't sound too lame asking. If I want to fire let's say two torpedoes at a particular target ship, must I set the TDC for each tube or dose the info you entered go for all tubes, so I could fire one tube after the other? I know this was probrably covered somewhere a long time ago, but I'm just starting to go "pro" so too speak, so I could use alittle guiidance.


Once again, just wanted to say what a great mod this is, and keep up the great work!:up:

Friedl9te 12-18-07 09:58 AM

Quote:

Originally Posted by Fish40
I must admit that for the first time, I'm finally starting to use manual targeting, and this mod is the reason! I've been fairly successful in the training mission, but definitly have a ways too go. I never realised what others meant by the "satisfaction" they got, or the new depth of "immersion" they felt by useing manual targeting until now.

One question I have, and I hope I don't sound too lame asking. If I want to fire let's say two torpedoes at a particular target ship, must I set the TDC for each tube or dose the info you entered go for all tubes, so I could fire one tube after the other? I know this was probrably covered somewhere a long time ago, but I'm just starting to go "pro" so too speak, so I could use alittle guiidance.


Once again, just wanted to say what a great mod this is, and keep up the great work!:up:


I f they are in one Convoy and not too far away just turn priscope lock-target adjust torpsettings(fast, running depth, impact or magnetic ignition) open tube and "Torpedo los!"

looney 12-18-07 10:39 AM

Is there a new d/l now for it? plus with the overlay??

Friedl9te 12-18-07 11:01 AM

Quote:

Originally Posted by looney
Is there a new d/l now for it? plus with the overlay??

dl what ?

From my help thread the overlays comes with an installer.

But you can easily extract the overlay and make a JSGME ready mod, simply install to an empty folder.

This creates the appropriate directory folder structure, then it can be converted in as JSGMEMod.

Go to the JSGME MOD Folder, create a subdirctory (Folder) there, name it Pato1500(Pato3000), and move the data folder from the installed(i.e.extracted) installer with all subdirectories to this Pato1500(Pato3000).
It will then appear in the selection window of JSGME and you can activate or deactivate ist whenever you so desire.

I dont know if the overlays are included in GWX 2.0

OLC GUI changes the setting for SymbolZoom in map.cfg to 1 which means even with no zoom the overlay is invisible change symbolzomm to 20 and you will se the overlay.

Pisces 12-18-07 12:00 PM

Quote:

Originally Posted by Friedl9te
Quote:

Originally Posted by Fish40
I must admit that for the first time, I'm finally starting to use manual targeting, and this mod is the reason! I've been fairly successful in the training mission, but definitly have a ways too go. I never realised what others meant by the "satisfaction" they got, or the new depth of "immersion" they felt by useing manual targeting until now.

One question I have, and I hope I don't sound too lame asking. If I want to fire let's say two torpedoes at a particular target ship, must I set the TDC for each tube or dose the info you entered go for all tubes, so I could fire one tube after the other? I know this was probrably covered somewhere a long time ago, but I'm just starting to go "pro" so too speak, so I could use alittle guiidance.


Once again, just wanted to say what a great mod this is, and keep up the great work!:up:


I f they are in one Convoy and not too far away just turn priscope lock-target adjust torpsettings(fast, running depth, impact or magnetic ignition) open tube and "Torpedo los!"

Sorry, you misread him. He asked about two torpedo's at one ship. Yes, the TDC dials (range, AOB, speed) are set only once per ship. The bearing dial is set automatically to the scope (when the 4 TDC dials are switched away; in other words: TDC is set to auto update). Once the AOB is set, AND the TDC dials are switched away/set to auto-update, any change in scope direction results in an appropriate change of AOB (that then results in an updated gyro angle). But if you changed course after setting AOB (more than a couple of degrees), you are going to miss. You have to redo AOB. Range is not updated, so needs to be set right before firing. Though range doesn't matter much in a perpendicular attack if a torpedo just swims dead-ahead out of the tube. In other casses it may become an issue. Also, if a fast target moved considerably between firing, range may have changed quite a bit and may need to be recalculated. (I try to be quick and cross my fingers and hope for the best.) Target-speed is set only once too. It's not going to be different for torpedo's, unless the damage from the first hit allready slowed it down. But that's too much time in between shots anyway.

You do need to change depth setting, torpedo-speed and impact/magnetic for each torpedo that is to be fired. But you can do that during setup time once you know the target ID. I keep forgetting the reloads that are finnished in the meanwhile. :damn: And beware of the bug in switching torpedotubes with different types of torpedos (single vs. multiple speed-settings) But that is a stock SH3 issue you are probably allready aware of. If you fire a salvo, then it's just once for all that you are about to fire, ofcourse.

If indeed you want to fire at different ships in a convoy the AOB and target speed do not need to change (that's what a convoy means, ships at same course and speed). Only range will need to be changed as the next target may be a bit further/closer in another collum. The the real trouble is unwanted ships getting in the way of your torpedo's while they are on their way to a juicy target.

Friedl9te 12-18-07 12:15 PM

Of course you are right I misread him.

Fish40 12-18-07 12:29 PM

Thanks guys! That helped alot. :up: Really appreciate the help:yep:

donw 12-18-07 12:35 PM

Quote:

Originally Posted by Pisces
And beware of the bug in switching torpedotubes with different types of torpedos (single vs. multiple speed-settings)

Hey Mate. Could you explain this one to me? I don't think I have been aware of that one?

Pisces 12-18-07 12:46 PM

Quote:

Originally Posted by donw
Quote:

Originally Posted by Pisces
And beware of the bug in switching torpedotubes with different types of torpedos (single vs. multiple speed-settings)

Hey Mate. Could you explain this one to me? I don't think I have been aware of that one?

For example, page 12 of the GWX 2 manual. With the screen dump under it.

Nico71 12-18-07 01:39 PM

Which entry in the menu_1024.ini determines the color and opacity of the message box background? I'd like to make it translucent, because that's all what is standing in the way to get RealNav to work with this mod (I hope!). I think I have solved the camera FOV issue (increased from 60° to 75°), but I can't see the horizon with the message box in the way!

Pisces 12-18-07 01:44 PM

Quote:

Originally Posted by Nico71
Which entry in the menu_1024.ini determines the color and opacity of the message box background? I'd like to make it translucent, because that's all what is standing in the way to get RealNav to work with this mod (I hope!). I think I have solved the camera FOV issue (increased from 60° to 75°), but I can't see the horizon with the message box in the way!

Try the Del key on the numerical key pad. ;)

Nico71 12-18-07 02:42 PM

Er....I'm aware of that! But that gets rid of the sextant es well!

lutzow 12-18-07 02:52 PM

Excuse me Kaleuns but i have two questions...:

1.Does current/latest OLC GUI mod works safely on GWX 2.0 ?

2.I'm downloaded OLC GUI with nightfilter for navmap and redmask for
scopes...err...That redmask is too bright for me...Maybe there is some
mod with darker redmask released which i missed ?

I'm sorry for event BUMP questions:-?


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