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Old 11-13-07, 06:37 PM   #1
onelifecrisis
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Quote:
Originally Posted by onelifecrisis
Quote:
Originally Posted by BzT
... in stock/GWX, there's a rollover tooltip that shows local time in addition to the date.
There is?

I'll check and if you're right I'll see if I can put it back in...
Yup, there it is. Strange, I never noticed it before. Well I'll have to dig out the old menu ini and find out what I removed...
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Old 11-13-07, 06:55 PM   #2
Turm
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Yep, that's exactly why I asked - I was used to checking my local time in stock 1.4b, but in your mod I could only see the one time so wondered where you'd moved the other one to!

I prefer to use local time out at sea as it makes more sense with the day/night cycles, but always handy to have GMT too (which I'm sure the main clock shows, since when starting at, say, Wilhelmshaven, your local time is 1 hour ahead of the main time shown in the GUI). Not sure daylight-savings time is included in the game.

Hope it's easy to put the local time back in! Good luck


As for measuring ship speeds at angles far away from 90°, I think that the shape of the ship has a small effect. Ideally, you should start & stop the measurement when the bow & stern of the ship along its centreline cross the vertical mark. The bow is no problem as it's usually pointy, but the stern is normally rather round and this could cause you to get a slower speed reading. For example, if you're at 10° AOB the aft-centre of the ship will have already gone past the vertical mark (though you can't see it) by the time the port/stbd aft 'corner' (depending on which side of the ship you are) crosses the vertical mark. It might only add a second or two at worst, but could slightly reduce speed readings.

Hard to explain without a diagram, but hope you see what I mean. Not a big problem but something to consider when stopping the stopwatch in certain circumstances.
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Old 11-13-07, 07:30 PM   #3
onelifecrisis
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Quote:
Originally Posted by Turm
As for measuring ship speeds at angles far away from 90°, I think that the shape of the ship has a small effect. Ideally, you should start & stop the measurement when the bow & stern of the ship along its centreline cross the vertical mark. The bow is no problem as it's usually pointy, but the stern is normally rather round and this could cause you to get a slower speed reading. For example, if you're at 10° AOB the aft-centre of the ship will have already gone past the vertical mark (though you can't see it) by the time the port/stbd aft 'corner' (depending on which side of the ship you are) crosses the vertical mark. It might only add a second or two at worst, but could slightly reduce speed readings.

Hard to explain without a diagram, but hope you see what I mean. Not a big problem but something to consider when stopping the stopwatch in certain circumstances.
I know exactly what you mean and you are correct, but it's never caused me a problem... although, I do tend to take speed measurements when the AOB is in the 45-135 range, which minimizes the error. The main thing I want people to be aware of is that they don't have to be at exactly 90 to get an accurate speed reading... anywhere to the side of the target will be accurate
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Old 11-13-07, 07:55 PM   #4
Trefoil
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Hi OLC - I'm looking forward to your new update. Time for a new patrol, I think.

I noticed you were going to make your depth tool draggable. I do use the draggable protractor tool a lot in your mod & have managed to drag it too close to the edge of the chart and been unable to retrieve it. An obvious & simple solution is, probably, not to drag the tool too close to the edge of the chart, but if you do want to make your mod idiot proof......
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Old 11-13-07, 08:06 PM   #5
donw
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OK OLC...I really am trying to get my head wrapped around the whole manual targeting concept. and I follow what you say about AOB, and keeping it within those angles you mentioned. That is what I was looking for.

Now, please allow me another question, and if its already answered somewhere, forgive me, as I have not seen it.

The tutorial is wonderful and helps alot to get the use of these gadgets figured out. But is there a step by step "Illustrated" manual out here anywhere? I'm looking for something to print out, that can be used as each item is calculated, showing where exactly to grab, which wheel when, the tickmarks to use...etc etc...just as you demonstrated in the movie?
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Old 11-13-07, 08:20 PM   #6
skookum
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Hi OLC. A small request. Since it seems you're still adding little tid bits here and there to this excellent mod, is there any chance you might be willing to change the Symbolzoom variable in Maps.cfg to read "10" on future updates. Unless it interferes with something else of course. I'll be downloading each update as its released but, since I use a bearing ring mod, it would be nice to not have to edit this variable each time.

Please and Thank you.

BTW I'm sure you're quite busy modding and would likely appreciate it if your workload were kept to a reasonable level. With your permission, I'd be willing to write a tutorial (with screenies) for those who would like a step by step guide to using this GUI (I'll probably write one anyways but won't release it till you give the nod).

PM if you like.

Cheers
OLC GUI is the bomb.
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Old 11-13-07, 08:27 PM   #7
Castout
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Thank you OLC. This is definitely one of the coolest mod ever to grace(edit: doh it was embrace) the SH3 community along with DivingDuck's Open Hatch mod and of course GWX.



to you
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Old 11-13-07, 09:12 PM   #8
onelifecrisis
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Quote:
Originally Posted by Trefoil
I noticed you were going to make your depth tool draggable. I do use the draggable protractor tool a lot in your mod & have managed to drag it too close to the edge of the chart and been unable to retrieve it. An obvious & simple solution is, probably, not to drag the tool too close to the edge of the chart, but if you do want to make your mod idiot proof......
...then... what??? :rotfl:

What I mean is... I can't (by modding means) stop you from dragging it off the map, I'm afraid. You'll just have to be careful where you put it - sorry mate!

(p.s. if any modder is reading this and does know a way to stop it, let me know)

Quote:
Originally Posted by donw
...is there a step by step "Illustrated" manual out here anywhere?
Yes, Friedl9te wrote a good one - there is already a link to it in the first post of this thread.

Quote:
Originally Posted by skookum
Hi OLC. A small request. Since it seems you're still adding little tid bits here and there to this excellent mod, is there any chance you might be willing to change the Symbolzoom variable in Maps.cfg to read "10" on future updates. Unless it interferes with something else of course. I'll be downloading each update as its released but, since I use a bearing ring mod, it would be nice to not have to edit this variable each time.

Please and Thank you.
I edited symbolzoom to prevent that big image with marked rings showing range/bearings coming up on the map. Learn to map-plot properly! :p j/k

Keep editing the file - or even better just make yourself a little JSGME mod to enable on top of mine - I won't be changing maps.cfg again

Quote:
Originally Posted by skookum
BTW I'm sure you're quite busy modding and would likely appreciate it if your workload were kept to a reasonable level. With your permission, I'd be willing to write a tutorial (with screenies) for those who would like a step by step guide to using this GUI (I'll probably write one anyways but won't release it till you give the nod).

PM if you like.
That'd be great! You can never have too many tutorials so thanks for the offer. Yes please go ahead and will put a link to it in the first post of this thread if you don't mind!

Finally, @Castout - thanks!
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Old 11-13-07, 10:28 PM   #9
The Butcher
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Default Bearing Wheel

I've watched the video several time and I'm still not getting the use of the bearing wheel. The targeting part I've got down okay. Do you know of an English version of printed instructions. The one from Friedl9te's link is in German. I really like the layout and how well thought out the controls are. I'm using it on SH3 1.4b.
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Old 11-13-07, 10:45 PM   #10
onelifecrisis
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Quote:
Originally Posted by The Butcher
I've watched the video several time and I'm still not getting the use of the bearing wheel. The targeting part I've got down okay. Do you know of an English version of printed instructions. The one from Friedl9te's link is in German. I really like the layout and how well thought out the controls are. I'm using it on SH3 1.4b.
Friedl9te's instructions are in English.

You must be clicking the link in his sig instead.

Anyway his tutorial doesn't cover the attack disc. Is that what you're talking about when you say "bearing wheel"? If so, you could look at the instructions in the U-Jagd Tools mod, which is where it comes from. It has been implemented slightly differently in my GUI but the principles are the same. Search for "Jagd" in this forum and you'll find it quickly.
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Old 11-13-07, 10:33 PM   #11
onelifecrisis
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v1.1.3 update posted on FF

The local time issue is proving more difficult than I imagined, so I'm posting this version without that fix - I'll have another go at it soon.

This update includes:
  • Flaggen chart added to binocular view.
  • Flaggen chart brightness reduced to lessen night-time contrast (in both screens).
  • Draggable quick/approximate depth-by-colour tool added to navmap.
  • Fixed right-clicking on the WE/NA (or on their icons).
  • Lower memory requirements for the mod (may help with frame rates and/or stability on some machines).
  • Miscellaneous cosmetic tweaks.
Cheers,
OLC
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Old 11-14-07, 12:58 PM   #12
candy2500
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Quote:
Originally Posted by onelifecrisis
The local time issue is proving more difficult than I imagined, so I'm posting this version without that fix - I'll have another go at it soon.

This update includes:
  • Flaggen chart added to binocular view.
  • Flaggen chart brightness reduced to lessen night-time contrast (in both screens).
  • Draggable quick/approximate depth-by-colour tool added to navmap.
  • Fixed right-clicking on the WE/NA (or on their icons).
  • Lower memory requirements for the mod (may help with frame rates and/or stability on some machines).
  • Miscellaneous cosmetic tweaks.
Cheers,
OLC
this mod and the improved wave texture i consider anyway to be the two best mods ever made for sh3, but that's just my opinion.

congratulations onelifecrises you really did something great here.

one question::: was the lines in the obs scope in the last version or was they just added, i don't seem to recall them in the last version of the mod.

Last edited by candy2500; 11-14-07 at 01:33 PM.
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Old 11-27-07, 10:35 AM   #13
Trefoil
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Quote:
Originally Posted by onelifecrisis
The local time issue is proving more difficult than I imagined, so I'm posting this version without that fix - I'll have another go at it soon.
Hi, OLC - Did you ever manage to have another look at the local time issue? I had a feeble attempt, by removing one of your remarks in the menu_1024_768.ini file. The local time & date showed, but in the original location at the centre bottom of the screen - garbling up the text there. I couldn't work out how to move it to a more appropriate place.
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