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

gimpy117 01-30-08 08:36 PM

got it, love it
is there any chance of a rangefinder screen like the double lense thingys they used to have...might make a useful tool on the surface.

Rasher 01-30-08 09:54 PM

Adding new ships in OLC 1.2.1
 
Hi OLC

Firstly thanks for your genuis work on this mod. Would just like to know how to add new ships to SH3 GWX2.0? You say to double the mast value. I went into one of my new ships config flie and mast value is 57,17. What should this value now be to integrate it with OLC 1.2.1.

Cheers

Rasher

Siara 01-31-08 02:57 AM

Quote:

Originally Posted by onelifecrisis
Quote:

Originally Posted by Siara
Ok - im buffled a little. In original version tutorial when the periscope was used in non magnified position / f.e. when the large ship was close / You read the measures to the scratches on the dial. Right?
Question is - how do i do it now?
I had problem reading the info for TDC when the large merchant was real close. :hmm:

The scratch marks are present on the new range/aob finder.

Maybe I didn't make them stand out enough? :hmm:

I think the screenshot with highlighted scratches should help. The area is covered in various scratches and marks - its hard to guess which one is the one.

onelifecrisis 01-31-08 05:31 AM

I need a volunteer, to test 1.2.1 for stock (and save me having to uninstall/re-install everything, as right now I have only GWX installed).

So, if anyone would be willing, just PM me and I'll get the mod over to you :up:

onelifecrisis 01-31-08 09:45 AM

1.2.1 is now available for stock. Thanks to KapiteinP for testing it!

Jaeger 01-31-08 09:45 AM

hi OLC,

i loaded your mod 121 for stock from your filefront account, but i cant install it with jsgme. i tested it with a absolutely unmodded stock 1.4b installation, but there is no olc gui in my game...

edit: sorry mate, runs fine now! i didnt install it correct. now it is ok, i will play a mission, but everything seems to be fine...

greetz, Jaeger

onelifecrisis 01-31-08 10:05 AM

Kewl :up:

onelifecrisis 01-31-08 11:30 AM

Quote:

Originally Posted by Friedl9te
OLC I have to ask another question, I am going to take part in a campaign of an online flotilla. And they decided to use use GWX 1.03 because of the lack of GWX 2.0 multiplayer missions. Will OLC 1.2.x be backward compatible to GWX 1.3 or will this mast hight issue make reversed problems ?

Quote:

Originally Posted by Rasher
Hi OLC

Firstly thanks for your genuis work on this mod. Would just like to know how to add new ships to SH3 GWX2.0? You say to double the mast value. I went into one of my new ships config flie and mast value is 57,17. What should this value now be to integrate it with OLC 1.2.1.

Cheers

Rasher

Please note the newly added 'Generic' version on post #1.

Rasher 01-31-08 06:12 PM

Thanks OLC :up: i'll give it a try. Is the bright/dark recognition manual the only difference between the GWX 2.0 version and Generic?

Rasher

onelifecrisis 01-31-08 06:16 PM

Quote:

Originally Posted by Rasher
Thanks OLC :up: i'll give it a try. Is the bright/dark recognition manual the only difference between the GWX 2.0 version and Generic?

Rasher

Yes, it's the only difference... and even that difference shouldn't be too noticable.

Rasher 01-31-08 06:25 PM

Sorry to bother you again OLC but forgive me if i'm being dum and i probably am. Where is the doublemastmod at? it wasn't in the files when i unzipped the generic OLC 1.2.1.

Cheers

Rasher

onelifecrisis 02-01-08 03:25 AM

:damn:

I forgot to put it in. :oops: I've uploaded a new version of the Generic mod to FF, including the DoubleMastTool.exe file. You can download the DoubleMastTool.exe file on it's own from http://www.megaupload.com/es/?d=OR7P6JTG

Kumando 02-01-08 07:39 AM

Hi OLC ist it possible to reinclude these 10 markings in both scopes?

http://static3.filefront.com/images/...texczefucu.jpg

onelifecrisis 02-01-08 07:41 AM

A small FYI

Someone PM'd me with an error in the readme file which promted me to go over the readmes and correct quite a few other errors :oops: so I've uploaded new versions of the mods with updated readmes and changed the links in post #1 to point to the new files (no changes to the mod itself).

I've also recently been busy updating post #1 with other information - in particular the FAQ has been expanded quite a bit.

That's all :ping:

onelifecrisis 02-01-08 07:44 AM

Quote:

Originally Posted by Kumando
Hi OLC ist it possible to reinclude these 10 markings in both scopes?

Possible, yes, but I'd prefer to leave them out.

danurve 02-01-08 09:46 AM

Loaded OLC GUI v1.2.1 Generic to try on GWX 1.03, seems to be working so far. Minus the officer icons. But it was late night and I'll have to mess around with some jazz maybe. The ship Id does show in the Obs. Wondering if anyone knows a trick to get the manual to open up to the right merchant in this veiw?
Say, seeing is how the ship Id can be displayed under the center of either scope or uzo, does anyone know of a way to be able to display the ships speed (text/knots) in the same spot? Or anywhere else in the gui besides the dial.

Storabrun 02-01-08 10:08 AM

The middle ring in the AOBFinder can spin around as much as you want, but only counter-clockwise. Clockwise it's stopped when "entfernung in hundertmeter" is aligned with 100 m on the outer scale. This will usually not cause any problems, but if you try to get the AOB of say a Granville Freighter at 4600 m (2 optical marks) you can't move that range clockwise to the ship length of 78 m, because it will stop at 46 m on the outer scale (when 100 is at 100, 300 at 300 etc). It will work fine if you move it counter-clockwise, but it's a bit of a hazzle to do.

Edit: I guess my question would be: Would it be possible to have the wheel move freely clockwise too?

onelifecrisis 02-01-08 10:36 AM

Quote:

Originally Posted by danurve
Minus the officer icons.

What do you mean exactly?

Quote:

Originally Posted by danurve
The ship Id does show in the Obs. Wondering if anyone knows a trick to get the manual to open up to the right merchant in this veiw?

Just click on the ship name (same as in the attack scope).

Quote:

Originally Posted by Storabrun
The middle ring in the AOBFinder can spin around as much as you want, but only counter-clockwise. Clockwise it's stopped when "entfernung in hundertmeter" is aligned with 100 m on the outer scale. This will usually not cause any problems, but if you try to get the AOB of say a Granville Freighter at 4600 m (2 optical marks) you can't move that range clockwise to the ship length of 78 m, because it will stop at 46 m on the outer scale (when 100 is at 100, 300 at 300 etc). It will work fine if you move it counter-clockwise, but it's a bit of a hazzle to do.

Edit: I guess my question would be: Would it be possible to have the wheel move freely clockwise too?

It's impossible I'm afraid - a limitation of the game. But, I can choose where it stops. The place it stops at now wasn't chosen without consideration - I figured nobody would be trying to line up a shot on a ship 2 marks wide at 6X zoom :roll: and I wanted to make sure it's freely rotatable when measuring big ships at close range (the more reasonable scenario IMO).

That said, if you think you've found a "sweeter spot" then feel free to suggest!

Storabrun 02-01-08 11:43 AM

Quote:

Originally Posted by onelifecrisis
It's impossible I'm afraid - a limitation of the game. But, I can choose where it stops. The place it stops at now wasn't chosen without consideration - I figured nobody would be trying to line up a shot on a ship 2 marks wide at 6X zoom :roll: and I wanted to make sure it's freely rotatable when measuring big ships at close range (the more reasonable scenario IMO).

I'm not lining up shots at those distances. Just using the AOBFinder to get a good estimate of target AOB so I can get the course with the attack disk (then overtake and get close, like in your tutorial:roll:). I kind of figured it was a game limitation though, othewise it wouldn't be there.

I do think there is quite a margin available for adjustment of the stop though. The scale goes to 40 optical marks, but only 20 can be easily counted in the scope. With 20 vertical marks you can turn the ring some 200 degrees clockwise (before stop) which is enough for a ship with double mast height of 20 m and length of 230 m (a ratio of 11.5). AFAIK no such ships are in this game, the ratio length/double mast is more in the range of 1.5-4. Anyway, it's just a suggestion. Turning counter-clockwise works fine too.

Edit: Ok, I will give a suggestion. 100 on middle scale aligned with 40 on the outer scale seems like a good spot. That will allow AOB takings at long range with only 1 optical mark and still turn it clockwise. At the same time it will allow a length/doublemast ratio of 4.5 at 20 marks (where the scale in the scope ends). This should leave plenty of margin both ways.

onelifecrisis 02-01-08 12:08 PM

Quote:

Originally Posted by Storabrun
Quote:

Originally Posted by onelifecrisis
It's impossible I'm afraid - a limitation of the game. But, I can choose where it stops. The place it stops at now wasn't chosen without consideration - I figured nobody would be trying to line up a shot on a ship 2 marks wide at 6X zoom :roll: and I wanted to make sure it's freely rotatable when measuring big ships at close range (the more reasonable scenario IMO).

I'm not lining up shots at those distances. Just using the AOBFinder to get a good estimate of target AOB so I can get the course with the attack disk (then overtake and get close, like in your tutorial:roll:). I kind of figured it was a game limitation though, othewise it wouldn't be there.

I do think there is quite a margin available for adjustment of the stop though. The scale goes to 40 optical marks, but only 20 can be easily counted in the scope. With 20 vertical marks you can turn the ring some 200 degrees clockwise (before stop) which is enough for a ship with double mast height of 20 m and length of 230 m (a ratio of 11.5). AFAIK no such ships are in this game, the ratio length/double mast is more in the range of 1.5-4. Anyway, it's just a suggestion. Turning counter-clockwise works fine too.

Edit: Ok, I will give a suggestion. 100 on middle scale aligned with 40 on the outer scale seems like a good spot. That will allow AOB takings at long range with only 1 optical mark and still turn it clockwise. At the same time it will allow a length/doublemast ratio of 4.5 at 20 marks (where the scale in the scope ends). This should leave plenty of margin both ways.

Good points. I'll try to get a better sweet spot in the next release. :ping:

Quote:

Originally Posted by Storabrun
Edit: Ok, I will give a suggestion. 100 on middle scale aligned with 40 on the outer scale seems like a good spot. That will allow AOB takings at long range with only 1 optical mark and still turn it clockwise. At the same time it will allow a length/doublemast ratio of 4.5 at 20 marks (where the scale in the scope ends). This should leave plenty of margin both ways.

Consider this:
A ship has a mast height of around 15-20 marks at 1.5X zoom. You line this up with the scratch mark at ~15 AOB. Next, according to the video, you rotate clockwise... and hit your stop mark.

This could actually be worked around by changing the process so that instead of rotating clockwise and then "correcting" for 1.5X zoom by rotating counter-clockwise (from ~15 to 90 AOB) you do the correction first. The only problem with that is, I have to record another 40 minute video! :-?

Or I suppose I could just add to the tutorial's "addendum" text file. :hmm:


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