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

moscowexile 04-20-08 03:33 AM

Quote:

Originally Posted by onelifecrisis
Quote:

Originally Posted by moscowexile
Quote:

Originally Posted by onelifecrisis
moscowexile, you can hardly get anything to work, if your other posts and threads are any indication.

Able72,
Yes, OLC GUI is compatible with GWX 2.1.

But everything was up and running well until I updated to GWX 2.1!

I am nearly there again, though.

It's usually wrong filing on my part (or WinRAR's), I guess, that is the source of most of my woes. However, in view of the fact that OLC has now stated that his excellent GUI mod is compatible with GWX 2.1, I shall continue to get said mod running, that mod being the only one that so far remains troublesome.

OK OK, did you re-install OLC GUI from scratch after updating GWX, including recreating the 'DoubleMastValues' mod from scratch using the DoubleMastTool.exe file?

Nope. That's what I was thinking of doing whilst lying in bed this morning.

Having risen, intent to put my plan into action, I found Ubermod. So I uninstalled GUI 1.2.3 and DoubleMastTool etc. and installed Ubermod with the special GUI: same problem - no figures on the torpedo salvo dial. Everything else works fine, though.

I think these mods are very sensitive things and that if one has problems with them, one has to uninstal and meticulously repeat the procedure that led to a previously successful installation. For that reason, I believe a notebook should always be at hand when installing so as to record one's installation procedures.

I had already undergone the same strange experiences that I now see that others have begun to comment upon on other threads: Memel and Königsberg appearing and disappearing; "Karriere" appearing as "Laufbahn" then "Karriere" on reloading and so on (I always play in German: both expressions mean "career"); setting sail from Memel and being miraculously transported to the West African coast...

So it seems that not only I suffer from apparent ineptitude in loading mods.

Over and out.

onelifecrisis 04-20-08 04:46 AM

Quote:

Originally Posted by moscowexile
Quote:

Originally Posted by onelifecrisis
Quote:

Originally Posted by moscowexile
Quote:

Originally Posted by onelifecrisis
moscowexile, you can hardly get anything to work, if your other posts and threads are any indication.

Able72,
Yes, OLC GUI is compatible with GWX 2.1.

But everything was up and running well until I updated to GWX 2.1!

I am nearly there again, though.

It's usually wrong filing on my part (or WinRAR's), I guess, that is the source of most of my woes. However, in view of the fact that OLC has now stated that his excellent GUI mod is compatible with GWX 2.1, I shall continue to get said mod running, that mod being the only one that so far remains troublesome.

OK OK, did you re-install OLC GUI from scratch after updating GWX, including recreating the 'DoubleMastValues' mod from scratch using the DoubleMastTool.exe file?

Nope. That's what I was thinking of doing whilst lying in bed this morning.

Having risen, intent to put my plan into action, I found Ubermod. So I uninstalled GUI 1.2.3 and DoubleMastTool etc. and installed Ubermod with the special GUI: same problem - no figures on the torpedo salvo dial. Everything else works fine, though.

I think these mods are very sensitive things and that if one has problems with them, one has to uninstal and meticulously repeat the procedure that led to a previously successful installation. For that reason, I believe a notebook should always be at hand when installing so as to record one's installation procedures.

I had already undergone the same strange experiences that I now see that others have begun to comment upon on other threads: Memel and Königsberg appearing and disappearing; "Karriere" appearing as "Laufbahn" then "Karriere" on reloading and so on (I always play in German: both expressions mean "career"); setting sail from Memel and being miraculously transported to the West African coast...

So it seems that not only I suffer from apparent ineptitude in loading mods.

Over and out.

Actually, the Memel/Königsberg problem isn't being caused by people not installing their mods properly... so you're still on your own in that department. :p

I'm curious about this teleportation issue, though. I can't replicate it. I'll try setting the game to German language and see if that causes the problem...

moscowexile 04-20-08 04:59 AM

The teleportation syndrome is a stock issue, I think.

I reported on another thread that I had already experienced this West African teleportation on a Russian pirated copy of SH3 that I had bought here in my search for SH3 1.4, as I couldn't update to GWX without it.

My problem was solved by buying a genuine SH3 1.4 in the UK after having unexpectedly found myslf there for the first time in 10 years.

The Memel/Königsberg interchange is definitely a German language version problem.

When I do a complete reinstallation (a frequent occurence these days), I sometimes forget to change my language options to my preferred German: the Memel/Königsberg syndrome does not, as far as I am aware, occur in the English language version.

NealT 04-20-08 10:10 AM

Quote:

Originally Posted by moscowexile
Quote:

Originally Posted by onelifecrisis
moscowexile, you can hardly get anything to work, if your other posts and threads are any indication.

Able72,
Yes, OLC GUI is compatible with GWX 2.1.

But everything was up and running well until I updated to GWX 2.1!

I am nearly there again, though.

It's usually wrong filing on my part (or WinRAR's), I guess, that is the source of most of my woes. However, in view of the fact that OLC has now stated that his excellent GUI mod is compatible with GWX 2.1, I shall continue to get said mod running, that mod being the only one that so far remains troublesome.

I did a complete uninstall, disk defragmentation, clean install...and everything works just fine without issue.

Nice to see it all worked just as advertised because I would hate to have to give up my GUI...

Now, to a couple of other points...

1. Concerning the dials issue...yes, I do not get the torpedo tube numbers on my dials either. Never have with the OLC gui - not since the beginning. I just figured it was part of the gui.

2. I have, from time to time, been a victim of the teleportation issue. It is random and rare. I have had it with Stock, version 1.4, GWX 1.03, 2.0, and even 2.1. I have a clean, original disk with the starforce protection scheme on it. I just back out of the game, reload and it is gone until it strikes again.

moscowexile 04-21-08 07:05 AM

I have been installing and uninstalling SH3/GWX 2.1 for 2 days now and still have major problems when playing in the German language option of the simulation:

a) The non-appearance of Memel/Königsberg on the chart and the subsequent transportation to the West African coast if one sails out of East Prussia in August 1939 only happens if SH3 Commander is installed;

b) if SH3 Commander is not installed, the menu has different German synonyms for menu items, e.g. "Laufbahn" without SH3 Commander and "Karriere" when using SH3 Commander.

c) when OLC GUI is installed, the torpedo salvo dial is a blank if one does not load a career with SH3 Commander; everything else works fine otherwise.

I have added the SH3/GWX 2.1 update to SH3 Commander 3.1 as per instructions.

I think that all the above indicates that there is some incompatibility problem between SH3 Commander and the German language version of SH3/GWX 2.1. I shall check out my suspicion by re-installing and then chosing the English language option.

Something that I am not clear about:

In the SH3/GWX 2.1 update for SH3 Commander 3.0, there is a "sub" folder that must be added to SH3 Commander 3.0. I presume that this "sub" folder should be added to SH3 Commander 3.1 as well, that there is no "sub" update folder specifically designed for SH3 Commander 3.1.

When installing OLC GUI, one is also instructed to add a "sub" folder to SH3 Commnder. Furthermore, when one one wishes to install OLC Ubermod 1.1, one is instructed to update SH3 Commander with a "sub" folder that is present in the OLC Ubermod pack.

Is this OLC Ubermod "sub" folder only to be installed if one wishes to install OLC GUI Special with OLCE2, or is it necessary to install this "sub" file even if one wishes to activate OLCE2 with OLC GUI?

I wish to play SH3/GXW 2.1 with OLCE2 and OLC GUI and SH3 Commander 3.1. Clearly, I should install into SH3 Commander 3.1 the update "sub" folder contained within SH3/GWX 2.1 update for SH3 Commander 3.O.

As regards the two remaining above mentioned "sub" folders , which should I use: both or only one of them?

onelifecrisis 04-21-08 07:12 AM

Quote:

Originally Posted by moscowexile
c) when OLC GUI is installed, the torpedo salvo dial is a blank if one does not load a career with SH3 Commander; everything else works fine otherwise.

That's not a bug. It's exactly as it should be. SH3 Commander is the only way to get the tube labels to change according to the sub type.

Quote:

Originally Posted by moscowexile
Is this OLC Ubermod "sub" folder only to be installed if one wishes to install OLC GUI Special with OLCE2, or is it necessary to install this "sub" file even if one wishes to activate OLCE2 with OLC GUI?

The U-boat folder that comes with the Ubermod is identical to the one that comes with OLC GUI, so it makes no difference which one you use.

It is included because someone who has never downloaded OLC GUI might download the Ubermod.

moscowexile 04-21-08 07:59 AM

Thanks OLC for your speedy response to my inquiries. You have confirmed what I had already sussed out through trial and error. It dawned on me the other night that your excellent manual targetting mods must be used with SH3 Commander and I checked it out.

When you have a freshly installed subsim, SH3 Commmander won't work until a mission has been opened. When this SH3 Commander activating first mission is played, there are no ciphers on the torpedo salvo dial. When that happened, I reloaded... ad infinitum!

The bug that is really bugging me seems then to be a language incompatibility one between the German optioned SH3/GWX 2.1 and SH3 Commander.

buglepong 04-21-08 11:50 AM

calculating speed
 
someone's probably already asked this, but am I right in thinking speed calculation using chronometer works regardless of AOB (save 0/180 degrees) and range?

It doesn't seem intuitive (quirk of mathematics?)

onelifecrisis 04-21-08 11:56 AM

Quote:

Originally Posted by buglepong
someone's probably already asked this, but am I right in thinking speed calculation using chronometer works regardless of AOB (save 0/180 degrees) and range?

It doesn't seem intuitive (quirk of mathematics?)

Yes, yes, yes and yes. :up:
It is a bit counter-intuitive. My degree was in maths, and yet when joe first explained this to me, my first reaction was "nah, that can't be right" :lol:

Able72 04-21-08 01:42 PM

Took me a minute to wrap my head around it, but because of the visual angle, and the apparent adjustment because of approach angle (ok, so I'm making up terms here :D)

The craft seems to traverse the perpindicular at a slower pace because it is also traveling either toward or away from you, however, the distance you are measuring is proportionally smaller because of this same angle so the AOB washes out of the equation. This is true to a point. If we could measure/time perfectly from the center of the bow to the center of the stern, it would be acurate except for 180/0. However, because of visual inacuracies (and thus human error) it will become increasingly less accurate as the AOB approaches 0/180. I wouldn't guess this level of error ever becomes serious until your about 10-0 and 170-180.

Least thats how I made it make sense to me.

onelifecrisis 04-21-08 01:47 PM

Quote:

Originally Posted by Able72
Took me a minute to wrap my head around it, but because of the visual angle, and the apparent adjustment because of approach angle (ok, so I'm making up terms here :D)

The craft seems to traverse the perpindicular at a slower pace because it is also traveling either toward or away from you, however, the distance you are measuring is proportionally smaller because of this same angle so the AOB washes out of the equation. This is true to a point. If we could measure/time perfectly from the center of the bow to the center of the stern, it would be acurate except for 180/0. However, because of visual inacuracies (and thus human error) it will become increasingly less accurate as the AOB approaches 0/180. I wouldn't guess this level of error ever becomes serious until your about 10-0 and 170-180.

Least thats how I made it make sense to me.

Depends on the ship, but I find I lose accuracy at <45 and >135. Anywhere in 45-135 is usually fine, but the closer to 90 the better.

Able72 04-22-08 09:37 AM

Ok, I've searched the manuel, the Readme, and the video tutorial. I've run searches on this thread, this forum, and the internet in general. If its out there, I can't find it.
:damn::damn::damn::damn::damn:
Is there anyway to bring up the Chronometer while on the Navigation Map? If there is I can't figure it out. Someone help please :confused:

onelifecrisis 04-22-08 09:50 AM

Quote:

Originally Posted by Able72
Ok, I've searched the manuel, the Readme, and the video tutorial. I've run searches on this thread, this forum, and the internet in general. If its out there, I can't find it.
:damn::damn::damn::damn::damn:
Is there anyway to bring up the Chronometer while on the Navigation Map? If there is I can't figure it out. Someone help please :confused:

No, there isn't (not in OLC GUI). May I ask why you'd want to?

To me, a chronometer that can't be started and stopped is useless and just clutters up the view, so I removed it when I first made the GUI.

Able72 04-22-08 10:00 AM

Well, at least when playing SH4 (mind you I use map contacts update) I mark where the contact is on the navigation map (start the chronometer ticking) wait 3 minutes(3:15 for metric), mark where the contact is at that point. Take a measurement on how far the contact has moved and I have his speed. Using sonar to get range and sonar for bearing, you can do the same thing while at depth and with no visibility to get the contacts speed and bearing, of course this also gives you the AOB so that you can get a firing solution. If your on the surface, you could use your WO to get range so you could plot the contact. But in all cases it requires a chronometer. Right now all I have to be in close visual range to determine targets speed. I don't like that.

*edit* by chronometer I do mean stop watch *edit*

onelifecrisis 04-22-08 10:09 AM

Quote:

Originally Posted by Able72
Well, at least when playing SH4 (mind you I use map contacts update) I mark where the contact is on the navigation map (start the chronometer ticking) wait 3 minutes(3:15 for metric), mark where the contact is at that point. Take a measurement on how far the contact has moved and I have his speed. Using sonar to get range and sonar for bearing, you can do the same thing while at depth and with no visibility to get the contacts speed and bearing, of course this also gives you the AOB so that you can get a firing solution. If your on the surface, you could use your WO to get range so you could plot the contact. But in all cases it requires a chronometer. Right now all I have to be in close visual range to determine targets speed. I don't like that.

*edit* by chronometer I do mean stop watch *edit*

Oh, the 3:15 rule... yes you can do it in SH3, but you need to go to the periscope to start the stop watch going. That's how it's always been. GWX adds a (non-clickable) chronometer to the map, but like I said, it's no use to me if I can't click it, so I removed it.

In response to your complaint about having to be close:
First, no you don't. You can shadow a target (or convoy) at long range and dermine their speed over time (i.e. hours, or even days). This is realistic.
Or, yes, you can get close and time them "across the line" in OLC GUI - also fairly realistic.

What is certainly not realistic is using your WO's super-accurate long-range target report in combination with the 3:15 rule to magically determine the target's speed by watching it from a range of 15km for less than 4 minutes! :nope:


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