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Old 04-05-20, 01:06 PM   #219
3catcircus
Grey Wolf
 
Join Date: Sep 2011
Posts: 955
Downloads: 247
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Default Rediscovering SH3 with this GUI Mod

So I've re-discovered gameplay in SH3 GWX - ARB's 1920x1080 is the only widescreen mod that I can get to display on my entire screen (MaGUI, Ahnenerbe are both great mods too, they just won't fill my whole screen).


Couple of questions regarding using this mod. My mod list as follows:


GWX - Alternative Flotillas
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Late War Sensors Snorkel Antennas
GWX - Merged Campaign
GWX - No Medals on Crew
GWX Turm Lights fix
OLC's Modified Searchlight Beams for GWX3
Torpedo damage Final ver2.0
M.E.P v6
Optional - FSF for MEP v6
Optional - ShipVanishingHull for MEP v6
M.E.P v6- VisualSensors for GWX3
Waterstream+Exhaust Combi V2.3 for GWX3
Waterstream+Exhaust Combi - Single Exhaust for TypeII
Tribal Class Mod
Southampton and Fiji
Dido Class
Hunt I-III
A_to_I_class_mod
J to Z Class Mod
J_to_Z_Class_visual_fix
Torpedo_HAHD_1024_GWX
TMT v2 with EFS (GWX3 version)
Convoy-Routes on Map - BL!TZKR!EG Edition
LifeBoats&Debris_v4
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
WAC4.1 SubPen_animated_18.02.2010
New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_V7
Q Ship mod GWX3.0
GWX_DFa-Flag&Pens_2010
TKSS18 German U-Boats Compilation No Eagle
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
German U-Boats Compilation FuMO_Fix_SNS
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
FixAllSubGWX
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Conus' Historically Accurate U-boat Emblems 1.0
Conus' Historically Accurate U-boat Emblems 1.1
Conus' Historically Accurate U-boat Emblems 1.2
Conus' Historically Accurate U-boat Emblems 1.3
Destroyers&Corvette
Thomsen's Sound Pack V3.2cg
Evan82's Uniforms II
ARB WideGui 1920x1080
Color Dials with Dark Compass
Adaptation for English & Deutsch
ARB WideGUI 1920 x 1080 v0.3.1 HotFix
MFM-Improved (v3.3)
MFM v3.3 Silhouettes by Izgud
Ship Names
S3H-H.sie-Patch-V16B1
MFM-v3-US+UK_Skins19390901



1. How much zoom is the attack scope supposed to go to? I have 1.5x and 6x. Is there a 12x? Should I be able to CTRL-mousewheel to zoom or just normal mousewheel and two zoom levels?
2. I assume the observation scope has the same zoom levels?
3. When using the RAOBF wheel, I'm consistently getting incorrect ranges and AOBs. What zoom level should I be using? How many horizontal tick marks should I be counting when determining AOB (i.e. do I need to double the count or not)?
4. When opening up the RAOBF, it defaults to selecting an AOB on the scratchpad. Is the RAOBF in this mod designed to *just* do AOBs? Or can I line up the quantity of vertical ticks to 90 degrees and read off the range at the point where it lines up with the mast height? I see no other way of entering a range into the scratchpad other than using the stadimeter.
5. An ideas if using Tribute to Manual targeting followed by the MFM and Izgud's new silhouettes could be throwing off my measurements? I note that most of the silhouettes are missing reference marks to indicate whether the mast or the funnel is the intended reference height.
6. What's the division of the tick marks on the UZO to determine range? Likewise on the scopes? Does it work out to be H * 50/ticks (x1.5) or H * 200/ticks (6x) to give a rough estimate of range?

Last edited by 3catcircus; 04-07-20 at 11:56 AM.
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