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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#136 | ||
Hellas
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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:
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 !
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#137 |
Der Alte
Join Date: Jan 2002
Location: Indiana, USA
Posts: 227
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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.) Last edited by klh; 06-06-10 at 11:54 AM. |
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#138 |
Gunner
![]() Join Date: Jun 2008
Location: Paris, France
Posts: 97
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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...) |
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#139 | |
Hellas
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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
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#140 | |
Der Alte
Join Date: Jan 2002
Location: Indiana, USA
Posts: 227
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Here's my mod list that's giving me trouble... Vasserbomben_ChalkboardWhen 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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#141 |
Grey Wolf
![]() Join Date: Jan 2008
Location: CK7662
Posts: 918
Downloads: 178
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Hello klh.
I believe that the problems you face are due to a wrong installation order. The "FM Interior" mod should be enabled after makman's mod. This way, when you enable the fix after flakmonkey's mod, the cameras.dat file which is included in the fix and which has been adjusted for the "MaGui" mod, will overwrite fm's cameras.dat (which has already overwritten magui's own cameras.dat) and will ensure compatibility between makman's mod and flakmonkey's mod. You have enabled makman's files after fm's own files thus undoing any changes fm's cameras.dat file introduced. This is my opinion but wait for makman to reply too. EDIT I was wrong. From the readme. for those who want to use Flakmonkey&DD's ''FM_NI'' mod with MaGui 3.3 B. without Anvart's mods ------------------------ 1.DD_OH_V3.09_20091209162038 2.FM_NewInterior_V1.0 3.MaGui 3.3 5.FM_NI_Fix_for_MaGui 3.3 Thank you comet. ![]()
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"I would rather have questions that can't be answered than answers which can't be questioned." - Richard P. Feynman [1918/1988] "I've missed more than 9000 shots in my career. I've lost almost 300 games. 26 times, I've been trusted to take the game winning shot and missed. I've failed over and over and over again in my life. And that is why I succeed." - Michael Jordan Mods for SH3 Last edited by tomfon; 06-08-10 at 03:51 PM. |
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#142 | |
Sparky
![]() Join Date: Oct 2009
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Not sure about that. My mod load order is the original FM mod, then Magui3.3 and then the FM fix by makman for v3.3. Everything works just as it is suppose to with that setup. |
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#143 |
Grey Wolf
![]() Join Date: Jan 2008
Location: CK7662
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You are right, comet and i was wrong. I've edited my post above.^^
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"I would rather have questions that can't be answered than answers which can't be questioned." - Richard P. Feynman [1918/1988] "I've missed more than 9000 shots in my career. I've lost almost 300 games. 26 times, I've been trusted to take the game winning shot and missed. I've failed over and over and over again in my life. And that is why I succeed." - Michael Jordan Mods for SH3 |
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#144 | |
Hellas
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from the way you are describing the situation , two things are more possible: A.according to your note ,it seems that the 'fix' is not taking effect ! i am saying this becuase there are ,indeed, in the fix's command file the orders shift-h ,ctrl-h and shift-e so,disable the 'fix' and reenable it ! does the jsgme is warning you for conflicts with magui 3.3's commands ? if YES ,this is normal , proceed and activate it . if not then the fix is not installed correctly now,assuming that your install is correct ,enter the torpedo training mission(no other mission...just enter this one) .do you still have the issues there ? B. the other posibility ( that i think is exactly your fault) is that you are not riding a viib sub (when you tested fm-ni fix for magui). the correct install is : without Anvart's mods ------------------------- 1.DD_OH_V3.09_20091209162038 2.FM_NewInterior_V1.0 3.MaGui 3.3 4.FM_NI_Fix_for_MaGui 3.3 the ''DD_OH_V3.09_20091209162038'' is neseccery if you want 'opening hatces' to all types of subs ( ''FM_NewInterior_V1.0 '' is containing 'opening hatch' only for types viib) so if you are not riding a type viib sub then the shift-h,ctrl-h (you haven't enable the ''1'') and shift-E (no engine room to other than viib ) are useless. thats why i am saying to test it at torpedo training mission bye
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#145 | |
Der Alte
Join Date: Jan 2002
Location: Indiana, USA
Posts: 227
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#146 | |
Der Alte
Join Date: Jan 2002
Location: Indiana, USA
Posts: 227
Downloads: 200
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You were exactly correct. ![]() But when I tested FM_NI and MaGui separately, I was running one of the single missions using a VIIB. It was only after loading both that I tried them in my career mission, and couldn't get it to work. Somehow I missed that FM_NI only modeled the VIIB hatches. Thank you for helping me to sort this out. |
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#147 |
Nub
![]() Join Date: May 2010
Location: Canberra, Australia
Posts: 3
Downloads: 45
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Magui 3.3 UZO
Firstly, thanks Makman for a terrific mod. Using GWX3, MEPv3, Magui 3.3 with optional scopes/stopwatch, TMT v2. Play at 85% realism.
Is there a tutorial about using the UZO, obviously for surface attacks? Just read "The Golden Horseshoe" - Kretschmer's career, so keen to try surface attacks. To date have preferred to launch the attack submerged. It seems that Kretschmer cruised between the convoy columns and launched his torpedoes for "right-angle" track - can anyone point me to a how-to for that? Thanks |
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#148 |
Gunner
![]() Join Date: Apr 2005
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Dear makman94,
Super as work, One question though. In Uzo, how to place the names of boats and torpedoes as icons in the PERISCOPE ATTACK. (Boat: bottom right in the label, Torpedo icon in the upper right) I know you have to go menu_1024_768 but where exactly? |
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#149 | ||
Hellas
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you will find instructions on how to use the range finder at uzo(red scale) at the manos optics.txt (at documents) i don't know what you mean by saying ''right-angle'' track but i guess that you mean that torpedo's run course will interesept target's course vertically .in this case read the ''perfect shots'' tutorial that is included in MaGui's .rar if you mean (with ''right-angle'' track) that your sub's attack course is intercepting vertically target's course then after you have placed your sub to a vertically intercept course ,you can use your tdc : 1.uzo at zero degrees 2.set tdc to manual 3.set aob 90 left or right (depending of situation) 4.set target's speed 5.set tdc to auto 6.lock uzo on target 7.wait untill your gyroangle goes to zero and...shoot ! or you can use the procedure that is described at the ''straight shots'' tutorial (looking the column for lb=90 degrees) that is ,also incuded in .rar Quote:
open (with notepad) the menu_ini and replace the following entries : [G28 I5] Name=Ship Type=1032;Button ItemID=0x28040041 ParentID=0x28000000 Pos=805,145,179,18 Color=0xFFFFFFFF Materials=4 Display=2 Mat 0=data/menu/OLC/bkgr.tga Mat 1=data/menu/OLC/bkgr.tga Mat 2=data/menu/OLC/bkgr.tga Mat 3=data/menu/OLC/bkgr.tga MatFlags=0x29 TexFmt=0x9 [G28 I25] Name=Launched torp Type=1026;Menu group ItemID=0x28050000 ParentID=0x28000000 Pos=0,768,131,226 Color=0xFFFFFFFF [G28 I76] Name=Ship val Type=1029;Static text ItemID=0x28040051 ParentID=0x28000000 Pos=805,145,179,18 Color=0xFFFFFF80 Font=1 Text=0 TextFlags=0x5 [G28 I100] Name=Torpedo Settings Label Type=1029;Static text ItemID=0x2806000A ParentID=0x28080000 Pos=725,-633,215,18 Color=0xB4B4B4FE Font=5 ;Text=4976 TextFlags=0x5 with red are the lines that have changes thank you too both for your words ![]()
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#150 |
Gunner
![]() Join Date: Apr 2005
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merci makman94
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