SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   ARB WideGui 1920x1080 (https://www.subsim.com/radioroom/showthread.php?t=232178)

kyle9154 12-03-22 04:57 PM

Quote:

Originally Posted by Brodaga222 (Post 2840783)
Hi! The reticle appeared because the TychoSh3Patch_v3 mod was not activated. It removes the original reticle and enlarges the map. The patch comes with the mod.




1. Install TychoSh3Patch_v3:
- Copy files in the folder TychoSh3Patch_v3 into the game folder.
- Run the TychoSh3Patch.bat

Okay we got it working because onealex already had the tyco patch v3 so I didn't add it the first time that's why the confusion. Anyways got another question as to why you didn't include a reticle with both the vertical and horizontal scales in the UZO? Also how can we add one like the attack reticle to the UZO screen? I need them for surface attacks when using UZO during manual targeting, the onealex mod had a reticle in its UZO.

FUBAR295 12-03-22 06:09 PM

kyle9154.

I believe that the real UZO only had a center vertical line, no cross hair. If he truly is going historical, then it is correct.:salute:

Good hunting,
FUBAR295

kyle9154 12-03-22 06:19 PM

Quote:

Originally Posted by FUBAR295 (Post 2840856)
kyle9154.

I believe that the real UZO only had a center vertical line, no cross hair. If he truly is going historical, then it is correct.:salute:

Good hunting,
FUBAR295

Strange the version I was using modified from CapZap was missing the vertical line, i see it had no horizontal line but i'm missing both, i only have the top and bottom bearings in UZO. See I think its the Onealex overhaul mod conflicting at different places because he uses ARB mod but this version got diego_gut additions and its just making a mess so I've given up and just went with what onealex already has in his mod. For the sake of having the TDC torpedo settings on the left and bigger dials/different reticles its just not worth this modding/editing headache that CapZap and I are going through. This is more of a hardcore UI too with no notepad in it so its more suited for say Fifi's NYGM hardcore mod or those who prefer not to use a rec manual like in Tonci's onealex realism videos.

Kal_Maximus_U669 12-10-22 07:11 PM

Hello Kyle :D:D
for your gratitude problem FUBAR has reasons..
go see the TGA maybe...
D:\Sh3\SilentHunterIIIOnealex_A\data\Menu\Gui
I suspected it, that's why I was waiting for your feedback.. :yep::yep:
the interface is beautiful pretty works really shame ..:up:
Since the beginning any modification will cause problems I have already told you a little about it with interiors... in the past I have tried your fleets I have experienced problems the Onealex mod does not support exterior mods
it's not for nothing that is built with the base games only the designer knows or makes things possible... I already told you with your merchant ship mods be careful..
I took it.. but haven't tried it yet.. :hmmm:
does anyone here have it working fine? :ping:

Kal_Maximus_U669 12-17-22 03:51 PM

Thanks for the feedback here...
I was overwhelmed...:haha::har:
the mod "Merchant Ship" garbage
I save time.. I don't break my install with bull****.. so it's all benefit.. go to more on the bus..!!:D:D
I can't wait for Alex to come back to me, I'm telling you.. :wah::wah:

Doolar 12-17-22 05:39 PM

Re
 
Sorry Kal, I actually responded but deleted it because I didn't think it was quite on the topic of your post. I misunderstoud. If your asking about the Community Units mod for oneAlex, then no, I haven't had any issues with it.

Kal_Maximus_U669 12-21-22 05:59 PM

the Community Units mod for oneAlex..
 
Quote:

Originally Posted by Doolar (Post 2842969)
Sorry Kal, I actually responded but deleted it because I didn't think it was quite on the topic of your post. I misunderstoud. If your asking about the Community Units mod for oneAlex, then no, I haven't had any issues with it.

Thx My dear Jerry So I will test it..thank you...:up:
because the designer has trouble answering..:06:

kyle9154 12-22-22 06:52 AM

Quote:

Originally Posted by Kal_Maximus_U669 (Post 2843503)
Thx My dear Jerry So I will test it..thank you...:up:
because the designer has trouble answering..:06:

Which mod designer are you talking about, the ARB wide GUI or the community units addon mod? because if its the latter then your on the wrong thread asking these questions for it so I will not answer here, on top of that your English and grammar is hard to understand. Thirdly all you ever did was complain and say my mod crashes for you when hundreds of others are using the community units addon for onealex mod just fine (its made for that mega mod only). So use it or don't use it - I don't care Kal, you figured it out.

Petar Stevanovic 12-30-22 03:01 PM

V 0.4
 
Hello dear skipper,
I wanted to ask if this version of the mod (0.4) will recieve a hotfix like the previous version (which was 0.3.1 hotfix). Some of the functions don't work like they did in the previous, for instance the ordinary binoculars on the bridge have some sort of glitchy look to them when being used, you cannot zoom in with them anymore (i dont know whether that is intentional or not), also the 3rd person camera for the submarine can no longer zoom all the way inside the sub like in version 0.3.
Thanks in advance!

:Kaleun_Salute:

tarkalak 01-21-23 05:58 AM

Thanks a lot for the new version, the bigger optics fixed the only thing that bugged me with this GUI.:salute:

A few notes/bugs:
1. The Salvo selector doesn't have the labels which tubes are selected. Previously it had II,III for example for selecting 2nd and 3rd tube. This is also visible in author's screenshots. This is true for a both periscopes and the UZO.
2. Binocular view seems broken, the visual part is rectangular instead of "binocular" shaped.
3. In the Hydrophone Operator's post (key H) it is no longer possible to move the camera, only pan it. I prefer to raise the view a bit up, so I could look at the gauge directly instead of the default lower position.
4. On the attack disk - the direction at which you are looking is coupled with the "shot" arrow. Previously it was coupled with the smaller pointer and the shot arrow was rotated manually. If I understand correctly they used it for setting up manual shots in real life and the long arrow was used to note the torpedo track for manual shots. So the previous implementation allowed for setting up manual (no TDC) shots, but the current one doesn't.

5. I installed it on top of the OneAlex mod and GWX (I believe) changes the stealth indicator into visibility indicator. The graphic for it is returned to the small boat in different colors instead of the "Excellent visibility", "Zero Visibility", etc. texts. The indicator works correctly showing the visibility condition, just the graphic changed.

Jhanz 01-23-23 10:21 AM

Square Binoculars?
 
My binoculars is square when I use it and couldn't zoom. Followed the 3 steps, and everything works except the binoculars. :k_confused:

duck0872 02-23-23 12:58 PM

Square in binoculars
 
1 Attachment(s)
I have the same problem, when running arb 4 with gwx I have a square blocking the binoculars

propbeanie 02-24-23 08:18 AM

Are you two (Jhanz and duck0872) using a Steam version of the game? Do you have the game installed in a "Program Files" folder?

Aktungbby 02-24-23 12:00 PM

Welcome aboard!
 
duck0872!:Kaleun_Salute:

Wolfstriked 02-25-23 01:28 PM

Can someone help me with this.I register as 20/20 vision but I am experiencing the need for reading glasses everyone usually gets as they get older.Like I cant read my phone well but other than that I see perfect.I lost my reading glasses a year ago and have been winging it but now that I am back to SH3 I just ordered a new set.

But that said I still have some issues with vision in the GUI.Does anyone know if its possible to revert both compasses to what you see in this video at 8:55?


https://www.youtube.com/watch?v=-fT3...k4HJhp_uGX0qOP


First is the default vanilla SH3 bottom right compass.For days I have tried to figure out what textures to remove or add to revert this one dial back to vanilla.

Second is that large compass when scrolling to side of screen which is easily readable for me.Anyone have a clue as to what mod that is from and name of said textures? :o


All times are GMT -5. The time now is 09:53 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.