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I could have sworn I ticked those, must have unticked again.
I had rtfm ;) must have been my SHIII playing up. Not to worry, it works now. :up: |
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Oberon, sounds like Bernard paid a visit ;)
pkl75, thanks, I've updated the FAQ :up: |
Wonderful mod!
Just like to thank OLC for the wonderful work that he has done in making this game even more enjoyable and addictive. I've avoided manual targetting until now, but having read the quick guide and downloaded the tutorial, I am determined to master this skill.
Thanks once again. |
You're welcome :)
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Guilty as charged.:smug: Good work and good work deserves some limelight. The mod definitely deserves some limelight. Stickied for easy access. Keep on modding bro! :rock: AVGWarhawk |
Good news....
1.2.2 is nearly done and I'll hopefully be able to release it this weekend. Its all been merged into a single mod which includes cuervo111's doublemasttool, rather like the 'Generic' 1.2.1 version. This means just 1 download instead of 3 (stock/GWX/Generic) which makes it easier for me to maintain. I've changed the way the GUI is darkened, again for easier maintenance. The end result looks exactly the same except that when you drag something from one slot to another (e.g. a crewman, or a torpedo) the item you're dragging becomes brighter while you're dragging it, then goes back to being dark when dropped. This annoyance is the reason I originally avoided this "new" method of darkening the GUI, however the switchover carries benefits which I think outweigh that drawback. In particular it means I can keep both dark and light versions of the mod up to date with virtually no extra effort because they both use the same menu file and almost all of the same images. It also has minor benefits such as:
http://farm3.static.flickr.com/2348/...84ec182f_o.jpg Edit: Thanks Warhawk! :D |
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After a while it was doing my head in that in OLC GUI I was getting a worse view through the UZO than I was getting through the binocs, but I reckon this fixes it quite nicely. |
Dammit... OLC got the post #1000 :damn:
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:lol:
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More 1.2.2 news
1.2.2 has been slightly delayed because I wanted to get a few more things into this version. In fact this might be the last update for quite a while because the list of things I wanted to do with the mod "one day" is almost empty!
In addition to the changes mentioned in the last dev update, 1.2.2 will include:
http://farm3.static.flickr.com/2118/...f2dbc4c2_o.jpg http://farm3.static.flickr.com/2255/...b441d13d_o.jpg New obs scope (dark version) with and without flaggen chart: http://farm3.static.flickr.com/2018/...a77ba42f_o.jpg http://farm3.static.flickr.com/2418/...cb5f0212_o.jpg |
HELP!
As I said the GUI is just about done AFAIC - there are now only two things left that I'd want to do before calling it finished (for real this time :roll:). One is that I want to re-arrange the crew management screen a little bit... just enough to allow me to manage my repair team and aft torp loading team without having to close the 6 main control dials. That's a laborious task that I've been putting off for a long time.
The other thing is what I need help with. To get range to target on the surface I ask the WO. That's fine when dealing with a single ship but when tracking a convoy I can't ask him for the range to a specific ship. I don't want this mod being the only thing that stands between the player and a surface attack against a convoy - however unwise such an attack may be! So, does anyone have any ideas? I don't want to put the range/aob finder in the UZO because it simply didn't have one. I don't want to put the stock stadimiter in the UZO because that's too accurate for my liking - what I'm trying to simulate here is a visual estimate, or maybe a range obtained by one of those hand-held gizmos. Right now I'm thinking that I could add to the UZO something similar to the simple yellow scale which used to be in the U-Jagd mod. Anyone reading this, please let me know what you think and if you have any other ideas! Cheers OLC |
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The UZU had vertical marks so why not adopting yellow ones for the one and only magnification and have a procedure like; 1) Count the yellow marks 2) Press F3 and use the circular slide ruler thus simulating the the observer shouting down the hatch to the TDC-operator inside the conning tower. Now, what about horizontal markings? They are there and you can move the UZO up and down with the arrow keyes. This way we can get the AOB as well.... Great mod. I use it all the time.:up: /OB |
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What I'm talking about is a simple vertical scale showing the range of a ship with a mast height of, say 100m (or whatever) so you can fairly easily multiply/divide according the actual mast height and get an approximate range that way. http://aycu17.webshots.com/image/322...3420230_rs.jpg |
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But plotting the course of a convoy is hard without being able to get at least the approximate range to a specific ship, and of course you also need to get range somehow for the actual attack. The solution I'm proposing would add a vertical scale which looks a bit like this: http://farm3.static.flickr.com/2101/...c2d89f2e_o.jpg Joe and Hitman thought this up for U-Jagd. The numbers show the range (in hm) for a ship of a specific mast height. Lets say it's 10m, and the ship you're looking at has a mast height of 40m and it's touching the 20 line. Then the range is 2000*4 = 8000m. Make sense? |
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