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Old 01-10-12, 11:28 AM   #511
makman94
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Sorry guys,

no furhter versions will be released
this project has ended
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Old 01-10-12, 12:51 PM   #512
jaxa
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Maybe stupid question, but what can I lose if I'll install widescreen patch for 3.4 version on top of final version?
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Old 01-10-12, 03:22 PM   #513
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Quote:
Originally Posted by jaxa View Post
Maybe stupid question, but what can I lose if I'll install widescreen patch for 3.4 version on top of final version?
You will lose the Final Version. The graphics of 3.4 will overwrite the graphics (not WS), of Final version.

Regards.

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Old 01-25-12, 12:46 PM   #514
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Makman,

I just wanted to thank you for all the work you put into this this mod. Professional and well done! Using your MaGui F and Fast 90 I sunk my first ship using manual targeting! I am now truly hooked. I am still struggling to learn the finer details of using your mod, but thanks to your tutorials and reading posts by members of this community I will eventually succeed!

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Old 01-28-12, 02:00 AM   #515
SEAWOLF50
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Default FM_NI_FIX_for magui 2+ --08032010 mod CANNOT FIND FILE

Hi

Appriciate it if someone could steer me in the right direction.

Thanks

Ken
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Old 01-28-12, 09:56 AM   #516
makman94
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Quote:
Originally Posted by Dbledip View Post
Makman,

I just wanted to thank you for all the work you put into this this mod. Professional and well done! Using your MaGui F and Fast 90 I sunk my first ship using manual targeting! I am now truly hooked. I am still struggling to learn the finer details of using your mod, but thanks to your tutorials and reading posts by members of this community I will eventually succeed!
thank you too ,Dbledip

Quote:
Originally Posted by SEAWOLF50 View Post
Hi

Appriciate it if someone could steer me in the right direction.

Thanks

Ken
hi Ken ,
you don't really need that file .you can use ,instead of it, the ''FM_NI_Fix_for_MaGui F''.

get the last version of MaGui F ,in there you will find the ''FM_NI_Fix_for_MaGui F'' and :
1.open its files
2.DELETE the library folder
3.enable it and you are ready to go

Don't worry that the library folder will be missing from the fix. just make sure that MaGui mod is enabled AFTER the FM_NI mod and at the end apply the fix.
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Old 01-30-12, 07:37 PM   #517
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new sim
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Old 01-31-12, 12:10 PM   #518
SEAWOLF50
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Default Help With Magui - Finding A Certain File

Hi Makman94

Thank you for all your help. I have the file you suggested.

Also for your work on the mods, there great.



Ken
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Old 04-05-12, 02:38 PM   #519
superburp
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Hi, I'm new here.

I downloaded the Magui final version and it's great, but there's just one thing that I don't like: there aren't swastikas! In a simulation of U-Boot it's hard for me to accept it. Anyone knows if there's the possibility to insert them?

Thanks.
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Old 04-06-12, 09:13 AM   #520
reaper7
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Quote:
Originally Posted by Dbledip View Post
Makman,

I just wanted to thank you for all the work you put into this this mod. Professional and well done! Using your MaGui F and Fast 90 I sunk my first ship using manual targeting! I am now truly hooked. I am still struggling to learn the finer details of using your mod, but thanks to your tutorials and reading posts by members of this community I will eventually succeed!


Congratulation on that fine kill. Once you go manual there's no going back, keep it up mate .
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Old 04-06-12, 10:51 AM   #521
superburp
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Another question.
The maximum value on the rings is 90. How can I do if my aob is >90, for example 100? Should I necessarily change my course to have it =90?

Thanks
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Old 04-06-12, 03:11 PM   #522
makman94
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Quote:
Originally Posted by superburp View Post
Hi, I'm new here.

.... there aren't swastikas....
Hi to you too and wellcome to Subsim!

...no swastikas

Quote:
Originally Posted by superburp View Post
Another question.
The maximum value on the rings is 90. How can I do if my aob is >90, for example 100? Should I necessarily change my course to have it =90?

Thanks
the tool is having as output only the acute angles . if target is 'coming' to you the AoB is the acute angle ,if target is 'moving away' from you the AoB is 180-acute angle
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Old 04-06-12, 04:28 PM   #523
superburp
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Quote:
Originally Posted by makman94 View Post
Hi to you too and wellcome to Subsim!
Thanks (and if you are the creator of this mod congratulations ).

Quote:
Originally Posted by makman94 View Post
the tool is having as output only the acute angles . if target is 'coming' to you the AoB is the acute angle ,if target is 'moving away' from you the AoB is 180-acute angle
Understood, thanks. Sometimes (like in the naval academy about attack to convoys), however, a target is so near that it's impossible to count the number of bars in the horizontal line of the scope or there are too much bars (the maximum number on the rings to calculate aob is 40). What should I do in these cases?
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Old 04-06-12, 05:04 PM   #524
superburp
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Quote:
Originally Posted by makman94 View Post
the tool is having as output only the acute angles . if target is 'coming' to you the AoB is the acute angle ,if target is 'moving away' from you the AoB is 180-acute angle
I've just made a test to verifiy if I have understood your explanation abaout acute angle. If I'm wrong tell it.
I tried the single mission where you have to sink the Courageous. The distance was 5000 m while the ship is 250 m long. The number of bars in the horizontal line was 27, so the corresponding number on the interior ring (that gives yuo the aob) was over 90. Since the number corresponding to 90 was 23, I counted the other 4 degrees going back from 23 to 19. Number 19 corresponded to 55, so I made 180-55=125.
Is it right?

P.S.: Whit this computation I shot a discharge of 3 torpedoes which came very very close to the rudder of the carrier... Next time it will be better .
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Old 04-07-12, 02:21 PM   #525
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Quote:
Originally Posted by superburp View Post
Hi, I'm new here.
Welcome aboard!!!
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