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

MONOLITH 11-09-07 08:41 PM

Uploading the latest 1.1.1 version to my server now.... 8:45 PM EST.

MONOLITH 11-09-07 08:50 PM

Here's the new versions...

OLC_GUI_111_for_GWX_1.03

OLC_GUI_111_for_SH3_1.4b

And the video...

OLC_GUI_Video_Tutorial

U-Cass 11-10-07 10:56 AM

Feeling Stupid
 
Ok. Followed the tutorial about 3 times. (wished it had been in order of range / course / firing solution but nevermind excellent tutorial (by the way it wasn't impact you used but magnetic)).

So Load up torpedo tutorial. 100%. And think it's daylight among convoy pretend it's not tutorial. Ignore stationary target (as if in real campaign) and set my sights on the merchant behind it.

First thing first whats it's speed so zero speed and mark on front then mark on tail. 2 minutes 10 secs. Dials don't go that far? So think ok reduce mag and do that method. same. Am I being stupid or is there set limits in which these dials will give accurate results.

onelifecrisis 11-10-07 12:27 PM

Quote:

Originally Posted by U-Cass
Ok. Followed the tutorial about 3 times. (wished it had been in order of range / course / firing solution but nevermind excellent tutorial (by the way it wasn't impact you used but magnetic)).

Actually, the second half of the video is in the right order. I obtained speed and course and then, once in position, range and aob. And I did fire an impact. :p

Quote:

First thing first whats it's speed so zero speed and mark on front then mark on tail. 2 minutes 10 secs. Dials don't go that far? So think ok reduce mag and do that method. same. Am I being stupid or is there set limits in which these dials will give accurate results.
No, not stupid, you are right: there are limits.

Magnification level makes no difference at all to the speed calculation method.

When a target takes more than 100 seconds to cross the line you'll need to do something like this: halve the number of seconds it took, calculate the speed based on that, and then halve the resulting speed.

U-Cass 11-10-07 12:38 PM

Cheers. Still being stupid. Of course divide by equal amounts:damn:

ALTEN 11-10-07 01:02 PM

Speed formula
 
Here's the the speed formula, someone once posted this on the subsim forum.

Ships length / Time to pass(in seconds) x 1.94 = Knots.

Phoenix3000 11-10-07 02:13 PM

Hi OLC, great job with the mod!:up:

I've just installed the latest version and its good to see the return of the 'flaggen' booklet. :yep:

One question I do have though is with the periscope view. I used to play SH3 with the peri unstabilised, so it rolled all over the place. I'm now using it stabilised as you suggest as it effectively replaces the split-prism targeting system they had in real life.

However, it also stabilises the observation scope. I assume that wasn't stabilised for real, so is it possible to release that one and only keep the attack peri stabilised? :hmm:

Cheers!

Px3000

Pisces 11-10-07 02:27 PM

[QUOTE=onelifecrisis]
Quote:

Originally Posted by U-Cass
When a target takes more than 100 seconds to cross the line you'll need to do something like this: halve the number of seconds it took, calculate the speed based on that, and then halve the resulting speed.

Well, why not just line-up half the length with halve the time and then simply read as normal. No need to calculate the 'wrong' speed first and then correct for it in your mind. KISS people. ;)

caveat: I must confess I usually don't live up to that acronym though. :)

(Looks the left...What the h!?! is an A-ganger?)

onelifecrisis 11-10-07 02:28 PM

Quote:

Originally Posted by Phoenix3000
Hi OLC, great job with the mod!:up:

I've just installed the latest version and its good to see the return of the 'flaggen' booklet. :yep:

One question I do have though is with the periscope view. I used to play SH3 with the peri unstabilised, so it rolled all over the place. I'm now using it stabilised as you suggest as it effectively replaces the split-prism targeting system they had in real life.

However, it also stabilises the observation scope. I assume that wasn't stabilised for real, so is it possible to release that one and only keep the attack peri stabilised? :hmm:

Cheers!

Px3000

Hello again Px3k :up:

Yeah I think it could be done via cameras.dat. I could stabilise the main scope in there, and then the "no stabilise periscope" option would only affect the observation scope (and then my recommendation for the realism option would change to ticked). But the problem with that is, it removes the option from the player for the attack scope. People using my mod would have a stabilised attack scope whether they like it or not. I don't really want to do that. :nope:

Wherever possible I've tried to leave the mod flexible so that people can play it how they want to, and I'd like to keep it that way. :up:

Cheers
OLC

onelifecrisis 11-10-07 02:32 PM

Quote:

Originally Posted by Pisces
KISS people. ;)

Another lookup :lol:

All depends on what you consider "simple". Sounds to me like six of one or half a dozen of the other. My way and your way, both invlove halving two numbers... just different numbers at different stages of the process. :up:

java`s revenge 11-11-07 06:46 AM

Wow, did a third mission and survived. Every shot was a hit.
Got a DD with a quick stern shot. No time to calculate.
But....got no points for it. :damn:

onelifecrisis 11-11-07 12:41 PM

v1.1.2 update posted on FF
 
This is a tiny update fixing a couple of small things, like: the CE Report dials no longer popup when you mouse over the bottom of the "back" button on the radio messages screen... and other similarly small cosmetic fixes. There are no "functionality" changes at all in this update.

I realised today that I totally forgot to do the depth chart thing for the navmap! :oops: I'll get to adding that soon...

Cheers,
OLC

U49 11-11-07 06:08 PM

Quote:

Originally Posted by onelifecrisis
This is a tiny update fixing a couple of small things, like: the CE Report dials no longer popup when you mouse over the bottom of the "back" button on the radio messages screen... and other similarly small cosmetic fixes. There are no "functionality" changes at all in this update.

I realised today that I totally forgot to do the depth chart thing for the navmap! :oops: I'll get to adding that soon...

Cheers,
OLC

so 1.1.3 is estimated when?

I ask because I now plan my weekends in december ans as GMX 1.04 is on the horizon I'm totally nervous about anything that the GWX team will miss or intently leave out ....

onelifecrisis 11-12-07 06:27 AM

Quote:

Originally Posted by U49
so 1.1.3 is estimated when?

Umm, when I can be bothered. ;)

Quote:

Originally Posted by U49
I ask because I now plan my weekends in december ans as GMX 1.04 is on the horizon I'm totally nervous about anything that the GWX team will miss or intently leave out ....

I'm not sure what you're saying - language barrier getting in the way, I think...

When GWX 1.04 comes out, a new version of my mod will be released (on the same day, hopefully). I have Kpt. L's co-operation on this matter. :up:

Is that what you were getting at?

Sailor Steve 11-12-07 12:13 PM

OLC, this thing looks great!

Of course, there is always someone whining about something, and here I am!:rotfl: I'm a huge fan of FLBSales's '6-Dials Simfeeling' mod, which has the giant gauges and an absolutely empty screen until you call for something.

Is it possible to integrate the two, or have all the bottom-of-the-screen stuff go away until I want it?

If not, I'll just have to live with change: your mod is too good to pass up.:sunny:

Slang 11-12-07 12:20 PM

Great update and tutorial video OLC. Except for the part where 180 - 50 = 150:D

Anyway, just want to say thanks again for all the hard work, and for a super mod.

peace

onelifecrisis 11-12-07 12:25 PM

Hi Sailor Steve!

As the one person I recall actually welcoming me to this forum :lol: your complaints are allowed ;) j/k

Glad you like the mod :D

About the 6 large dials... this was raised before many times. When I first started developing the mod, getting away from huge, awful (IMO) sliding dials was one of my main objectives! However, so many people thought them practical that, as a compromise, I implemented the growing/shrinking SH4-style dials which are in the mod. When "grown" these are considerably bigger than the normal dials, but still nowhere near the size of FLB's dials. If you want FLB's dials... time to start learning how to code the menu ini and dial cfg files I'm afraid... if I started making multiple versions of the mod to suit different tastes, I'd end up in Version Control Hell.

As for making the bottom-of-the-screen stuff "go away" ... the numpad DEL key does that! :up: Or did I misunderstand you?

onelifecrisis 11-12-07 12:27 PM

Quote:

Originally Posted by Slang
Great update and tutorial video OLC. Except for the part where 180 - 50 = 150:D

I know, I know! :lol: :damn: :roll:

java`s revenge 11-12-07 03:51 PM

Forth mission, still alive. Got 2 c2`s and one tramp steamer.
That trampsteamer was 3km away.
For some reason i got also the electr torp. With these i have missed other targets.

Wow thanks again with this great mod.

U49 11-12-07 05:35 PM

Quote:

Originally Posted by onelifecrisis
I'm not sure what you're saying - language barrier getting in the way, I think...

When GWX 1.04 comes out, a new version of my mod will be released (on the same day, hopefully). I have Kpt. L's co-operation on this matter. :up:

Is that what you were getting at?

:up: Thanks!
It wasn't a language barrier but 10 stupid fingers and a disturbing phone call in the same second... :( I always *thought* I would be multi-tasking capable..... But you've got it the right way :-)


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