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

Oberon 02-16-08 09:24 AM

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:

pkl75 02-16-08 11:58 AM

Quote:

Originally Posted by onelifecrisis
Great news pkl75 :|\\

Mind if I update post #1 with this info?

Sure, no problem! ;) I will contact you and JC by PM if there are any new features that need your advice.

onelifecrisis 02-16-08 01:33 PM

Oberon, sounds like Bernard paid a visit ;)

pkl75, thanks, I've updated the FAQ :up:

moscowexile 02-16-08 01:53 PM

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.

onelifecrisis 02-16-08 02:15 PM

You're welcome :)

AVGWarhawk 02-16-08 03:45 PM

Quote:

I wonder which moderator did it? :hmm:

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

onelifecrisis 02-16-08 04:24 PM

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:
  • The in-port Barracks and Torpedo Selection screens are not dark when playing with the dark version of the GUI.
  • The progress bars in the crew management screen are properly darkened when playing with the dark version of the GUI (I couldn't get this to work using the other method of darkening).
  • Players will be able to add their own officer icons without getting a JSGME error and if they're playing with the dark version of the GUI the officer icons they've installed will be darkened to the same level as the rest of the GUI.
More features coming in 1.2.2:
  • The blue diagonal marks have been added to the range/aob finder.
  • The UZO view has been improved (see the screenshot below - note it's still WIP, I still need to move the bearing indicator and ship name...).
1.2.2 UZO Preview:
http://farm3.static.flickr.com/2348/...84ec182f_o.jpg


Edit:
Thanks Warhawk! :D

onelifecrisis 02-16-08 06:25 PM

Quote:

Originally Posted by Mikhayl
Now that's a nice looking UZO for surface jagd :hmm: It still has a 6x zoomlevel ?

Actually in 1.2.2 I've increased the zoom level of the UZO (which now has a viewport only slightly smaller than the binocs) to 7-point-something, which still falls within the bounds of "realism" yet has the benefit of making the on-screen size of ships viewed through the UZO the same (exactly) as those viewed through the (still 6X) binocs.

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.

Philipp_Thomsen 02-16-08 09:30 PM

Dammit... OLC got the post #1000 :damn:

onelifecrisis 02-16-08 11:10 PM

:lol:

onelifecrisis 02-18-08 02:50 AM

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:
  • Launched torp icons (in attack scope and UZO) moved to a position where they can be clicked without having to close the 6 main control dials.
  • Brand new compact flaggen chart in the obs scope and UZO (allows you to see the ship and the chart side by side). Flaggen chart removed from binocs.
  • Obs scope viewport size reduced just a little. As explained in post #1 the viewport is used in the OLC GUI to try to represent the different image qualities obtained through the different devices. The image quality ratios are now (approximately) UZO:Binoculars:ObsScope:AtkScope = 12:12:10:7. In other words, those are the ratios of the on-screen ship sizes as seen through the various devices. They all still have a FOV of about 9 degrees (same as RL) except the UZO which is now about 7.5 degrees (approximately the same as RL according to some sources). These equate to zoom levels of 6 for the scopes and binocs, and 7.3 for the UZO.
  • Scratch marks on the range/aob finder made to stand out a bit more.
  • Minor cosmetic improvements here and there :)
Finished UZO (dark version) with and without new Flaggen chart:
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

onelifecrisis 02-18-08 03:47 AM

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

GOZO 02-18-08 04:45 AM

Quote:

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!
Yes!

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

onelifecrisis 02-18-08 04:57 AM

Quote:

Originally Posted by GOZO
Quote:

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!
Yes!

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

Actually the UZO did not have any marks, just a vertical line as seen in the pic below (bottom right). There was no way to use the range/aob finder in conjuction with the UZO IRL. Even in the OLC GUI you can't do this - at least, not easily - because there's a stock SH3 bug which causes the UZO marking lines to be displayed incorrectly (wrong size). I would love to be able to completely remove the marking lines from the UZO in the OLC GUI but unfortunately they're hardcoded, which means the "wrong-size bug" is strangely fortunate because its the only thing preventing players from doing what you just described. :p ;)

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

onelifecrisis 02-18-08 05:28 AM

Quote:

Originally Posted by Mikhayl
Quote:

Originally Posted by onelifecrisis
Actually the UZO did not have any marks, just a vertical line as seen in the pic below (bottom right). There was no way to use the range/aob finder in conjuction with the UZO IRL. Even in the OLC GUI you can't do this - at least, not easily - because there's a stock SH3 bug which causes the UZO marking lines to be displayed incorrectly (wrong size). I would love to be able to completely remove the marking lines from the UZO in the OLC GUI but unfortunately they're hardcoded, which means the "wrong-size bug" is strangely fortunate because its the only thing preventing players from doing what you just described. :p ;)

I guess they used that vertical line to calculate speed, and probably they calculated range with their range finder thingies (not sure if they have them on u-boot though) and made a rough estimation of AOB using their experience :hmm: They did probably estimate range roughly as well, when close enough it doesn't really matter if it's 800 or 1000m, does it ?

AOB is extremely easy to calculate from the navmap once you've plotted the target's course. Same for goes for speed if you track the target over time - or you could use that vertical line like you said.

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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