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

GoldenRivet 04-24-08 12:50 PM

well i have searched this thread for several minutes but i figure it is easier to just ask.

I have been using the old version of OLC GUI and became quite talented at using the range and AOB calculator in the attack scope screen.

upgraded to the newest version and the range & AOB finder seems different, it doesnt work the same as the old one it seems.

and this change is not reflected in any tutorial i can find.

first thing i have noticed is that the mast heights are doubled, and im assuming you must find 1/2 the mast height to input into the range AOB finder to find range... but then what?

im stuck here and tired of wasting torpedoes

what are the steps for using the range and AOB finder, as the video tutorial im downloading does not seem to reflect use of the latest version.

onelifecrisis 04-24-08 01:02 PM

Quote:

Originally Posted by GoldenRivet
well i have searched this thread for several minutes but i figure it is easier to just ask.

I have been using the old version of OLC GUI and became quite talented at using the range and AOB calculator in the attack scope screen.

upgraded to the newest version and the range & AOB finder seems different, it doesnt work the same as the old one it seems.

and this change is not reflected in any tutorial i can find.

first thing i have noticed is that the mast heights are doubled, and im assuming you must find 1/2 the mast height to input into the range AOB finder to find range... but then what?

im stuck here and tired of wasting torpedoes

what are the steps for using the range and AOB finder, as the video tutorial im downloading does not seem to reflect use of the latest version.

Mast heights have been doubled in OLC GUI since the first ever released version, v1.0.0. It's nothing new.

The Range and AOB Finder works exactly the same way as it did before. Exactly. There are some new marking lines but they're just that; marking lines. The procedure never changed.

(as an aside: it did change in the Ubermod where, for the first time, I used non-doubled mast values)

Perhaps you're confusing OLC GUI with the U-Jagd tools mod?

GoldenRivet 04-24-08 01:03 PM

hmm, ill look again, thanks.

GoldenRivet 04-24-08 01:32 PM

here is a complete listing of the mods im using followed by the steps im using to determine firing solutions.

MODS:

GWX 2.1
GWX No Medals on crew
GWX open hatch mod
OLC environment - colour files
OLC environment - medium detail scene file with RWF
Lifeboats&Debris_v1_A
OLC GUI 1.2.3 core files
DoubleMastValues

STEPS i was taking to determine firing solutions with the old version

1. Identify ship
2. determine speed (this is done as close as possible to my own speed being zero without turning.

3. input speed to TDC
4. lock onto the ship with the horizontal line along the waterline. (im almost always zoomed in)
5. count the vertical marks from waterline to tallest mast
6. on the range AOB finder, drag vertical marks to align with 90 degrees
7. locate the double mast height in the recognition manual
8. locate the double mast height value on the range and aob finder
9. reading directly across from the double mast value, find the ships range
10. imput range into the TDC
11. drag the mast height to align it with ship's length.
12. count horizontal marks toward the bow of the ship
13. fidn the horizontal marks on the range and aob finder and read AOB directly across from the marks.
14. input AOB and shoot

with the new version 1.2.3. :

1. Identifity the ship
2. determine speed... this is done as close as possible to my own speed being zero without turning.

3. Input speed into the TDC
4. Lock onto the ship with the horizontal line along the waterline (usually zoomed in)
5. count vertical marks
6. Drag vertical marks to align with "90" on the range AOB finder
7. Locate the double mast height in the recognition manual

here lately since version 1.2.3 here is where im messing up , in the version of OLC GUI that i was using, double mast height values for the ships were all in the range of 40s and 50s (like 48.6 for example) ... now im seeing mast heights of like "92.8".

if i move on to step 8...

8. take the double mast height value and read abeam it to determine range... either no numbers are abeam 92.8... or some rediculous range like 3,000 meters is indicated when the ship is clearly within 1,000 meters range

if i modify step 8 to divide mast height by 2 i get a more believable range however, when i rotate mast height to align with ship length... now my AOB calculation is way off. for example when my aob is clearly around 80-90 degrees to port im coming up with something like 20-30 degrees port... :huh:

i dont know how i could go from sniper like precision in the old version, to not having a clue what im doing with the new version. the user guide that comes with OLC GUI 1.2.3 only covers surface attacks, and mentions nothing about using the range and aob finder.

something about a mast height of 92.6 is messing with my head i guess.

ill read through the online tutoruals and watch the video again.

onelifecrisis 04-24-08 01:51 PM

Aha, did you disable the previous version of OLC GUI before running the DoubleMastTool? It sounds like you didn't.

BTW, you do know OLCE2 is out, right? :)

GoldenRivet 04-24-08 02:01 PM

Hahaha OLC 2 you say?

Yes i disabled all mods, and rolled back SH3 commander.

onelifecrisis 04-24-08 02:03 PM

Quote:

Originally Posted by GoldenRivet
Hahaha OLC 2 you say?

Yes i disabled all mods, and rolled back SH3 commander.

That's really strange.
Well whatever the reason, your mast values have been doubled and then doubled again. The only way to be sure of fixing this is to re-install GWX 2.1, so that you have all the right mast values, then run doublemasttool (just once ;)). It does work, I promise. :lol:

No, not OLC 2, OLCE2. OLC E(nvironment) 2. It's in the Ubermod thread. But wait for v1.5 (will be released today) cos there's a bug in 1.4 (the current version).

Edit: v1.5 released. :)

GoldenRivet 04-24-08 02:31 PM

quick question... should the mast values of say a medium cargo be in the 90s?

GoldenRivet 04-24-08 02:38 PM

Quote:

Originally Posted by GoldenRivet
quick question... should the mast values of say a medium cargo be in the 90s?

ill answer that myself

NO :rotfl:

onelifecrisis 04-24-08 02:45 PM

Quote:

Originally Posted by GoldenRivet
Quote:

Originally Posted by GoldenRivet
quick question... should the mast values of say a medium cargo be in the 90s?

ill answer that myself

NO :rotfl:

:lol:
From memory, it's 24.5 in unmodified GWX... you can do the rest. ;)

GoldenRivet 04-24-08 03:01 PM

ill be a monkeys uncle... you were right, the mast values were doubled... and the doubled again :nope:

how in the heck did that happen?

all i can figure is that a phone call, or a bathroom break or a lunch break or something gave me a lengthty distraction and i ran the double mast value exe file twice

??? :o ???

beats me...

anyway, its sorted now.

thanks for the guidance! :up:

i knew the last OLC GUI was a runaway smash hit and loved it, and i was confident that the problem with the new version was sitting in my chair! :rotfl:i just wasnt sure where to start solving the problem.

thanks

for now im off to finish the last 20 pages brag's book!

Able72 04-24-08 09:25 PM

Quote:

Originally Posted by GoldenRivet
ill be a monkeys uncle... you were right, the mast values were doubled... and the doubled again :nope:

how in the heck did that happen?

all i can figure is that a phone call, or a bathroom break or a lunch break or something gave me a lengthty distraction and i ran the double mast value exe file twice

??? :o ???

beats me...

anyway, its sorted now.

thanks for the guidance! :up:

i knew the last OLC GUI was a runaway smash hit and loved it, and i was confident that the problem with the new version was sitting in my chair! :rotfl:i just wasnt sure where to start solving the problem.

thanks

for now im off to finish the last 20 pages brag's book!

It seems that a lot of our difficulties are user error.

ryanwigginton 04-26-08 12:27 PM

Can I just ask, is the zoomed in wave appearance fix a part of the GUI and not OLCE? I just have OLCE installed alone and the waves are still flat when zoomed. If this is a scene fix wouldn't it be better suited to the OLCE part of your mod as all users install this but not all users necersarily install the GUI. :yep:

Tessa 04-27-08 11:26 PM

I just started using the OLC and love it! One aspect that I can't seem to figure out (I apologize for the stupid question) is how to use the attack scope to target a specific part of the ship (not the auto area when you hit the lock button), and also configuring spread shots to hit specific areas of the ship (like targeting 2 eels at the forecastle of the ship). Is it all subjective in terms of once you've got all your settings dialed in that you use the fine controls to change the firing location or is there another way to do so through the gui?

Catfish 04-28-08 08:00 AM

Hello,
i just installed the OLCE mods, with the GUI.
To be exact it was SH3 with patch
GWX 2
GWX 2.1 update
then enabled optional mods from GWX via JSGME (merged campaign and no medals)
enabled Rubinis lifeboat and debris mod v. 1
copied OLCE part and part two into the JSGME folder, and enabled them.
As well copied the Uboat folder in SH3 commander (or better into mods, and then enabled it vis JSGME in SH3 Commander)

When i start SH3 via the SH3 commander all works, but i left the exterior camera on - when i now go for the exterior view via "." the view is going up and down erratically and uncontrolled, and the screen finally switching to F4 bridge view. Leaving the game the screen suddenly displays only 2/3rds from the left, rest is black ... huh ?

What did i do wrong ? Is there any other high res mod i would have to apply before OLCE, or is the external camera a no-go with this mod ?
Sorry if i overread something :oops:

Thanks and greetings,
Catfish

don1reed 04-28-08 10:50 AM

Catfish,

this may help:

http://www.subsim.com/radioroom/showthread.php?t=135276

donw 04-28-08 12:08 PM

Quote:

Originally Posted by Tessa
how to use the attack scope to target a specific part of the ship (not the auto area when you hit the lock button), and also configuring spread shots to hit specific areas of the ship (like targeting 2 eels at the forecastle of the ship). Is it all subjective in terms of once you've got all your settings dialed in that you use the fine controls to change the firing location or is there another way to do so through the gui?

Tessa
My understanding is...(someone jump in here and correct me if I'm wrong?)..when you have all your settings dialed in properly, the location of the cross hairs when your fish leaves the tube should be the impact point (Dont forget to open door prior)..

As for spread shots...the spread angle you set, will determine the impact points to either side, again, of that location your crosshair was on upon firing.

To see this in play, Set up your shot, and view your gyro angle as you move the scope back and forth. It should also change accordingly

Catfish 04-28-08 12:09 PM

Hello,
thanks but i did not enable any mod now, and the exterior view ist still screwed, jumping up and down - also the F12 exterior cam does it. Then it suddenly says something like out of memory, and leaves the game (desktop), but the game is still running. Switching to the game again brings me to the F4 bridge view.
There is no extensive readme in the OLCE, but i will read the posts again.

I have no idea now ... it is said that GWX 2.1 has to be installed prior to OLCE, so without mod it should work (?)
so if anyone knows what's wrong here ... :hmm:

This OLCE GUI is definitely a must have, because it is how german U-boats seem to REALLY have measured speed, AOB and so forth, with the original attack disk. Now i understand why they always yelled "Deckung" or overlap before firing a torpedo - very nice work indeed - this way you can aim at a special point of enemy ships !

I have a core duo 2x2,3 Ghz on an Asus, 1 Gb of ram, and a 7300 Nvidia card. I have read the posts about the Nvidia problems, but i did not experience anything mentioned there.

Thanks and greetings,
Catfish

Catfish 04-28-08 12:49 PM

Hello,
camera problem with OLCE solved - PC restart and all worked. Why ? Don't ask me :doh:
Now i'm in for learning this attack disk thing ... :arrgh!:
Thanks and greetings,
Catfish

don1reed 04-28-08 01:20 PM

Jolly good, Catfish, & best of luck.


All times are GMT -5. The time now is 08:24 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.