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-   -   The MaGui mod - Final version (https://www.subsim.com/radioroom/showthread.php?t=166320)

comet61 06-01-10 04:48 PM

Magui3.3
 
Yay!!:yeah:

D/L'ing now!

java`s revenge 06-02-10 02:08 AM

Thank you very much makman :yeah:

I am also downloading now.

java`s revenge 06-02-10 03:18 AM

Makman,

I am missing the posibility to use the AOB wheel with 6x zoom.
It`s almost impossible calculating a target which lies 800m from you.

Or am i missing something :hmmm:

Assprella 06-02-10 07:01 AM

Vielen danke Herr Kaleun!

makman94 06-02-10 10:06 AM

Quote:

Originally Posted by java`s revenge (Post 1409239)
Makman,

I am missing the posibility to use the AOB wheel with 6x zoom.
It`s almost impossible calculating a target which lies 800m from you.

Or am i missing something :hmmm:


:06:....what do you mean ? i don't understand....

java`s revenge 06-02-10 10:30 AM

In an elder version of your mod you could choose to install a zoom version.

I do only see that for this version 15x zoom is applicable.

I know..i know, i have to calculate by 2.5 but...

makman94 06-02-10 10:47 AM

Quote:

Originally Posted by java`s revenge (Post 1409561)
In an elder version of your mod you could choose to install a zoom version.

I do only see that for this version 15x zoom is applicable.

I know..i know, i have to calculate by 2.5 but...


you can use the obs scope then, there (at obs) the rings are setted for working at x6 zoom .
now, if you want to have the x6 set also at attack peri then

1. open the files of MaGui ,find the ''AOBFInnerDisc2'' tga and ''AOBFOuterDisc2'' tga and copy and paste them at your desktop.
2. RENAME them to ''AOBFInnerDisc'' and ''AOBFOuterDisc''
3.in the files of MaGui, REPLACE the images with the same names (''AOBFInnerDisc'' and ''AOBFOuterDisc'') with the ones from your desktop
4. enable the mod

that way you will have the x6 set rings at both attack and obs peri (so you will take your measures at x6 zoom when you are at attack or obs peri)

ps: NEVER MIX things from earlier versions of mod ! whatever you want to do must 'come' ONLY from the .rar of current version

tomfon 06-02-10 11:31 AM

Hello.
Which zoom levels are available through the attack periscope view, makman?
x6, x15 or both of them? I didn't try version 3.3 yet so i'm just asking. Thanks!

java`s revenge 06-02-10 12:21 PM

Thank you, thank you great modder :yeah:

jaxa 06-03-10 01:59 AM

Makman94, I like your mod very much, good work :up:
I have one question and request - could you use in your GUI small icons for orders (part of Integrated Orders from GWX 3.0), like in h.sie's hsGUI v3.1 or ACM-GUI Reloaded h.sie's Edition v1.15? These small icons look very good - it's only one thing missed for me in your GUI. In my opinion it will be good addon for your work. If it's not possible, could you describe me how to do it manually?

Magic1111 06-03-10 01:45 PM

Quote:

Originally Posted by makman94 (Post 1408815)
MaGui v3.3 is out !

first post updated

enjoy

Many, many thanks makman ! :up: Wonderful work ! :yeah:

Best regards,
Magic:salute:

makman94 06-03-10 02:35 PM

Quote:

Originally Posted by tomfon (Post 1409604)
Hello.
Which zoom levels are available through the attack periscope view, makman?
x6, x15 or both of them? I didn't try version 3.3 yet so i'm just asking. Thanks!

hi Tomfon,

it is all written at reads me texts. zooms for attack are x1,5 / x6 / and x15

Quote:

Originally Posted by jaxa (Post 1410229)
Makman94, I like your mod very much, good work :up:
I have one question and request - could you use in your GUI small icons for orders (part of Integrated Orders from GWX 3.0), like in h.sie's hsGUI v3.1 or ACM-GUI Reloaded h.sie's Edition v1.15? These small icons look very good - it's only one thing missed for me in your GUI. In my opinion it will be good addon for your work. If it's not possible, could you describe me how to do it manually?

hi Jaxa,
not interested at these small icons at all. there will be no further changes at MaGui unless something really good 'comes up' ! to start telling you what to do to get these icons is equal to the time i will need to make them . basically , you have to resize the orders1,orders2 and order3 and then you have to find the entries at menu_ini for each icon and adjust there the crops and the positions of items . but ,really, i believe ,that the current icons are more comfort when you are in action


ATTENTION:
i have made a typo at the table for 30kts torpedoes. when target's speed=18 and angle lb=90, the correct shooting bearing is 31 degrees and not 30,1 degrees as written by fault .
many thanks to a friend who checked the values and 'catched' this.
you will find at my FF page the correct table for the 30kts torpedo.
it is not jsgme ready ,you will find instructions on how to import this table to MaGui's files

bye

Kpt. Weyprecht 06-03-10 04:25 PM

I must say, I'm really impressed! RL holds me far away from the game but I definitely will try your mod as soon as I get back to the SH3.
I zas considering migrating to SH4/OM but I feel I'll stay in SH3 a little more thanks to you, Marksman.

I just have one question, by pure curiosity (I'm pretty sure it was already answered somewhere), but I'm pretty ignorant in the matter.. Are the new reticles a late-war model? I've seen this kind of reticles on some German explanatory drawing from the time, but most of the photos show reticles closer to what you used in older versions of MaGUI, as Hitman did in his GUI?

tomfon 06-03-10 05:51 PM

Quote:

Originally Posted by makman94 (Post 1410705)
hi Tomfon,

it is all written at reads me texts. zooms for attack are x1,5 / x6 / and x15

Thank you.:up:

comet61 06-05-10 01:51 PM

Bearing charts
 
I gotta say: I really like makmans (Magui3.3) new bearing chart shooting solution method. I have done it at least 4 times and it works great. I think my accuracy of shooting "from the hip" has gotten a lot better.

In the middle of the night I did a surface attack on a Large merchant. My AoB was 70°. I was able to calculate the speed (8Kt). Using 2 TII eels set at impact at a 1.5° spread. I was about 900m away. I set the scope at 0°, turned off the auto targeting and swung the scope according to the chart (I used the 30kt chart, went down to the 70° column to 8 knots), set the crosshairs at the proper angle per the chart (something like 8.5 degrees, can't remember) leaving it on manual targeting (red button). Once the target's mid section reached my crosshairs I fired. BOOM, BOOM, right on the money. Broke it right in half. I love this method!

I also noticed that there is a decent/acceptable margin of error concerning the AoB. The other night I was about 10° off of my AoB calculation, but I had the speed correct. I still hit the target, but missed the desired spot by a few meters...still sank.

Good job Makman....love this new mod method.

makman94 06-05-10 07:27 PM

Quote:

Originally Posted by Kpt. Weyprecht (Post 1410794)
I just have one question, by pure curiosity (I'm pretty sure it was already answered somewhere), but I'm pretty ignorant in the matter.. Are the new reticles a late-war model? I've seen this kind of reticles on some German explanatory drawing from the time, but most of the photos show reticles closer to what you used in older versions of MaGUI, as Hitman did in his GUI?

hello Kpt. Weyprecht,
i have seen pics with different reticles on german scopes so i believe that there was not a standar design for the reticles (just my opinion).
i was inspired with the american scopes and the reticles you see at MaGui's scopes are more 'close' to this 'look' . i prefer this style for reticles for many reasons .two of them is that i need the reticles to be 'close' to vertical and horizontal line of peri in order to be visible even when 'wheels' are on and second becuase using the 'reversed' scopes (horizontal line at top mast of ship and read the scale's mark that waterline is showing to you) is way more comfort for the vertical reticles to be close to vertical line of scope.
i have seen pics that reticles are ON vertical line of peri but this was not ,let's say....not 'eye candy' !

Quote:

Originally Posted by comet61 (Post 1412556)


I also noticed that there is a decent/acceptable margin of error concerning the AoB. The other night I was about 10° off of my AoB calculation, but I had the speed correct. I still hit the target, but missed the desired spot by a few meters...still sank.

hi Comet,

of course it is working , it is just trigonometry !
yes ,you have an acceptable error at angle lb but have in mind that the faster the target is and the longer the distance that torp will travel then these 'errors' will turn to be more critical. practising is the only way .... the longer your shots are,... the better you become !

klh 06-06-10 07:02 AM

I love this GUI, and really appreciate the hard work that went into it.

I'm having a problem running it with the FM interior mod. I installed FM, then MaGui 3.3, then the MaGui/FM 3.3 fix as described in the manual. Both mods work fine by themselves, but together the open hatches command and engine room cam no longer work. I am using the latest version of JGME

Anyone have a similar experience and how did you fix it?

(By the way, I am running mostly stock. I've been in a campaign since GWX3 came out and since I play DiD, I haven't upgraded yet.)

Kpt. Weyprecht 06-06-10 09:05 AM

Thank you for the explanation. Sure your version is more eyecandy than reticles on the centreline!

Can't wait to use your awesome mod (and a few other mods that got released since the last time I could play the game...)

makman94 06-07-10 06:59 PM

Quote:

Originally Posted by klh (Post 1413076)
I love this GUI, and really appreciate the hard work that went into it.

I'm having a problem running it with the FM interior mod. I installed FM, then MaGui 3.3, then the MaGui/FM 3.3 fix as described in the manual. Both mods work fine by themselves, but together the open hatches command and engine room cam no longer work. I am using the latest version of JGME

Anyone have a similar experience and how did you fix it?

(By the way, I am running mostly stock. I've been in a campaign since GWX3 came out and since I play DiD, I haven't upgraded yet.)

hi Klh,
the 'fix' is tested and working fine. i am running it at my install and all works as expected.
what do you mean by saying '' open hatches command doesn't wok'' .you mean that ''shift+H'' and ''ctrl+H'' is not working ?
and also what do you mean with the engine room cam problem? can you express yourself with other words ?
please ,show me your mods list (showing the order of active mods)

bye

klh 06-07-10 09:09 PM

Quote:

Originally Posted by makman94 (Post 1414190)
hi Klh,
the 'fix' is tested and working fine. i am running it at my install and all works as expected.
what do you mean by saying '' open hatches command doesn't wok'' .you mean that ''shift+H'' and ''ctrl+H'' is not working ?
and also what do you mean with the engine room cam problem? can you express yourself with other words ?
please ,show me your mods list (showing the order of active mods)

bye

Thanks for the reply. I have no doubt I'm doing something wrong.

Here's my mod list that's giving me trouble...
Vasserbomben_Chalkboard
UboatReflectionsFix
Tikigod's - Engine Order Telegraph (German)
Shell Damage Textures
RealisticFatigue 2.0
Ambient Hydrophone Sound
Ambient Underwater Sound
Explosions_and_gunfire
JIRM - Stock SH3
Cable Fix Type VIIC
NewDcSounds
FM_NewInterior_V1.0
MaGui 3.3
optional-No Stealthmeter for MaGui 3.3
optional-stopwatch with speed lines for MaGui 3.3
FM_NI_Fix_for_MaGui 3.3
When I say the open hatch commands don't work, I mean that after installing MaGui 3.3, the Shift-H and Ctrl-H don't do anything. I can not open the hatches. Without MaGui installed, I can open the hatches.

Also, pressing Shift-E does not do anything after MaGui is installed on top of my FM_NI.

I'm guessing it has something to do with my other mods, or the fact that I'm not running GWX, but I haven't been able to figure it out on my own. Thanks for any help you can give.


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