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Old 10-11-07, 07:35 AM   #16
mkubani
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OLC, please take your time and make a good manual for this tools. It would be great to have a youtube instructional video too...
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Old 10-11-07, 07:53 AM   #17
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Marvelous.

This is why we all congregate at the altar of genius.
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Old 10-11-07, 09:45 AM   #18
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It's absolutely amazing, a huge improvement compareg to what we have now.

Only a small request: would it be possible to have the large compass wheel (see Simfeeling's Sliding Dials Mod, or Poor Sailor's favourite dials) at least in the Navigation Map?

The standard compass is not good and large enough when you have to set your course or make conversione between relative and absoulte bearing.

Other dials can work well even in stock size, but the compass is a problem IMHO.

Anyway thanks a lot for your work !!!!!

Maraz
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Old 10-11-07, 09:59 AM   #19
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Very true what Maraz says. Actually if OLC could introduce a button that would allow us to switch between chronometer and a high definition compass, it would be perfect IMHO. The GUI area for chronometer is large enough to accomodate a decent compass.

What do you think guys?
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Old 10-11-07, 10:40 AM   #20
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Quote:
Originally Posted by mkubani
OLC, please take your time and make a good manual for this tools. It would be great to have a youtube instructional video too...
You read my mind mkubani

Quote:
Originally Posted by Maraz
Only a small request: would it be possible to have the large compass wheel (see Simfeeling's Sliding Dials Mod, or Poor Sailor's favourite dials) at least in the Navigation Map?

The standard compass is not good and large enough when you have to set your course or make conversione between relative and absoulte bearing.

Other dials can work well even in stock size, but the compass is a problem IMHO.
I've thought of a way of allowing the player to see their exact course at any given time, without having to have a giant compass filling the screen. This doesn't allow you to set your course with super accuracy, it just allows you to read it, but I don't think a large compass is needed for accurate course setting; the new tools allow you to setup an accurate firing solution from an innacurate approach, and there's always the already-in-game "set course to view" command for fine tuning...

That said, I guess it wouldn't hurt to add one. :hmm: It depends how the mod progresses.
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Last edited by onelifecrisis; 10-11-07 at 11:43 AM.
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Old 10-11-07, 11:40 AM   #21
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Quote:
Originally Posted by mkubani
I apologize for my ignorance and lack of knowledge about uboats, but could you tell me how historical accurate these tools are? What is spot on historical and what has to be adjusted for gaming purposes? Thanks.
Hitman has extensively researched these tools (and much much more - he's a walking u-boat encyclopedia ) and IIRC according to him:

The chrono speed-finding method and Range/AOB-Finder tool are both 100% historically accurate (the Range/AOB Finder was literally laid over the scope as you see it in the screenshot above). However IRL the Range/AOB finder was only used to find the AOB; although it could just as easily be used to find range, the german u-boats in WW2 had a more accurate method: the split prism scope stadimeter (which you've probably seen in SH4). However a split prism stadimeter mod for SH3 is probably not possible without an SDK (and would anyway certainly be out of the scope of this mod) so the Range/AOB finder is used instead.
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Old 10-11-07, 02:48 PM   #22
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Quote:
could you tell me how historical accurate these tools are? What is spot on historical and what has to be adjusted for gaming purposes? Thanks.
Judge for yourself

Picture of an Attack scope from the original user manual (Wiz wheel visible around the upper eyepiece in the right picture):



Picture of a real attack scope, currently in the Vessikko:

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Old 10-12-07, 03:35 AM   #23
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Quote:
Originally Posted by mkubani
Very true what Maraz says. Actually if OLC could introduce a button that would allow us to switch between chronometer and a high definition compass, it would be perfect IMHO. The GUI area for chronometer is large enough to accomodate a decent compass.

What do you think guys?
I agree, if this splendid work could be combined with large dials... wow...
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Old 10-12-07, 03:45 AM   #24
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Fantastic, thanks Hitman. Will be a must once finished!
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Old 10-15-07, 10:08 PM   #25
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Preview/Demo Video!

I've made a video showing how the new GUI and tools are supposed to work. The video is 14 minutes long (sorry) so I had to split it into two 7-minute halves because of the YouTube 10-minute limit.

My voice is a bit hard to hear over all the racket in the first 30 seconds of part one but it gets easier to hear after that, cos I dive to PD and everything quiets down.

Please note this is still WIP and things may yet change before release; some things may be added, others removed.

I'm also posting a new screen so you can see the new heading tool (extreme bottom left corner of the screen) and popup toolbar (which appears in the messages box when visible) more clearly than you can see them in the video.

Cheers!
OLC


P.S. The shortcut icons (Command Room, NavMap, etc...) are by JCWolf (taken from his "Tool&Dials" mod) and will be included in my mod (thanks JC ). Also, I used JCWolf's "3D Officer Icons" in this screeny and video; however, although I do recommend them, these officer icons will not be included in my mod (nor will any other officer icons) so that you may use whatever officer icons you wish with the GUI.


Demo Video Part 1


Demo Video Part 2



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Old 10-15-07, 11:23 PM   #26
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A couple of things I forgot to mention about my GUI and Joe/Hitman's U-Jagd tools in the video:
  • When measuring target speed with the U-Jagd chrono it doesn't matter whether the target is moving towards or away from you, and it doesn't matter what their AOB is. All that matters is that you're moving as slow as possible, preferably with the target straight (more or less) ahead of you.
  • If you know the range it's a simple matter to get the AOB; you don't have to go through the process of measuring the range first, you can just line up the range value on the middle ring with the length-of-ship value on the outer ring and count the horizontal marks.
  • I will probably include the old method of finding the range as well (I just need to add a button for it, which I'll be doing soon).
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Last edited by onelifecrisis; 10-15-07 at 11:37 PM.
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Old 10-16-07, 05:19 AM   #27
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Quote:
Originally Posted by onelifecrisis
Demo Video Part 1


Demo Video Part 2
Now i am excited even more! Amazing job you've done there, really cant wait.
Reworking all the gui... it must have been a lot of work; i respect you for that, sir.
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Old 10-16-07, 07:42 AM   #28
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Excellent video Your torpedo got slightly behind the center of the ship probably due to having fired directly and not previously opened the torpedo tube door :hmm:

But hitting the merchant at 2000+ metres range shows pretty well the efectiveness of the method I myself have achieved some hits at 4000 metres when shooting at slow merchants (Speed errors matter less).
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Old 10-16-07, 08:10 AM   #29
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Very good OLC, a little hard on the ears though! a bit of advise for the future ... Speak up! Hee Hee. You always get someone having a whinge!!
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Old 10-16-07, 08:22 AM   #30
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Hitman has got it right I think. If the tube was open before firing you probably would have been bang on target. Nice piece of work. I like the clean interface and the Jagd tools make light work of the calculations for manual targetting. Top work fellas.
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