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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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#2 |
Engineer
![]() Join Date: Mar 2007
Location: Midlands, UK
Posts: 210
Downloads: 17
Uploads: 0
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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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#3 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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#4 |
Helmsman
![]() Join Date: Jun 2003
Location: North Wales (UK)
Posts: 104
Downloads: 57
Uploads: 0
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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. ![]() ![]()
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#5 |
Sonar Guy
![]() Join Date: Dec 2001
Location: Indiana
Posts: 386
Downloads: 25
Uploads: 0
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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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#6 |
Weps
![]() Join Date: Apr 2007
Posts: 351
Downloads: 35
Uploads: 0
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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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#7 |
Silent Hunter
![]() Join Date: Nov 2006
Location: Jakarta
Posts: 4,794
Downloads: 89
Uploads: 6
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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.
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Last edited by Castout; 11-13-07 at 11:43 PM. |
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#8 | ||||
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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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:
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![]() 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:
![]() ![]() Finally, @Castout - thanks! ![]()
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#9 |
Loader
![]() Join Date: Nov 2007
Location: U.S.A.
Posts: 85
Downloads: 40
Uploads: 0
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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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#10 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
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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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#11 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
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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:
OLC
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#12 | |
Helmsman
![]() Join Date: May 2005
Location: periscope depth
Posts: 110
Downloads: 104
Uploads: 0
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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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#13 | |
Helmsman
![]() Join Date: Jun 2003
Location: North Wales (UK)
Posts: 104
Downloads: 57
Uploads: 0
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