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Old 01-22-10, 10:35 PM   #121
Dissaray
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Looks intresting. One question though: I noticed that you have done away with the speed markings on stop watch, is that permanent or will they be added back in for the post beta version? If not what tools do we have, other than the 3:15 ploting techneek?
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Old 01-22-10, 10:56 PM   #122
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Originally Posted by Dissaray View Post
Looks intresting. One question though: I noticed that you have done away with the speed markings on stop watch, is that permanent or will they be added back in for the post beta version? If not what tools do we have, other than the 3:15 ploting techneek?
speed can be calculated with many ways .for example:
a) through your map. this needs to have come first to an acurate drawing at target's course. once you have drawn its course note the bearing(imediatelly start your chrono) and put a mark at the point that the bearing line 'meets' the target's course line .leave the time pass ...the more ..the better . take one more bearing (stop the chrono here) and put a second mark on target's course .with your ruler calculate the distance between marks (Maloy's ruler is a must for this job ) . then speed=(distance x 3.6)/(1.852 x time) [distance=meters , time=seconds] {3.6/1.852=1.9438}
b) through your scope by using the vertical line of it and the aob wheel.you count the time that ship needs to pass whole of its length from one side to the other and then (length/time) x 1.9438 = speed .this calculations can be made by the aob wheel.try to find a tutorial that Karamazovnew made for its KiUB for SH4 .the procedure is the same and this tutorial is very well written
c) through the chronometer that you are asking about.but have in mind that this way is the more inacurate way to get speeds .
its not big deal to make a version with this chronometer . you will have it soon
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Old 01-22-10, 10:59 PM   #123
Dissaray
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I ment in the new one you just posted befor I asked the question. The pictures don't show makrings on the chronomiter in the attack scope.
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Old 01-30-10, 03:53 PM   #124
makman94
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Default [REL] MaGui+the TDC button

MaGui+TDC button
---------------------


This mod must be enabled after MaGui.(or after metal MaGui if you are using it)

it is adding a fuctional button for toggling the tdc dials.the button is changing its color in order to show tdc's status.
green=tdc to auto
red=tdc to manual

the button that is at the place where the 'old toggling tdc button'' was, is toggling now only the attack disc.

changes have take place also to attack disc's dials,now the attack disc's dials are not conflicting with tdc's dials.nothing is reseting anymore at speed and range tdc's dials when using the attack disc

also this mod is adding a 'smoked' glass to all tdc's dials

credits
-------
all credits to Karamazovnew becuase i used his technique that he used at his KiUB (sh4) for activating tdc's button.
to Carotio becuase the basic idea of the technique for activating tdc's button belongs to him.

can be found at my ff page ,rar name is ''
MaGui-The TDC Button''


January/2010

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Old 01-31-10, 05:59 AM   #125
Uber Gruber
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Old 01-31-10, 07:44 AM   #126
makman94
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Default attention!

attention !
----------


for those who have allready downloaded the ''MaGui-The TDC Button'' ,please, delete it and redownload the new rar that i upload today (rar name is ''MaGui-The TDC Button-31012010''

it is correcting an issue that sliped through my attention (the tdc dial's glasses were showing above the flag's sheet at uzo screen)

sorry about this
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Last edited by makman94; 01-31-10 at 08:32 AM.
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Old 01-31-10, 11:01 AM   #127
verte
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Great work, Makman!
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Old 02-03-10, 08:45 AM   #128
Uber Gruber
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Hi Makman,

Will there be a version of MaGui for LSH3 ?

Cheers, UG
 
Old 02-03-10, 10:33 AM   #129
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Originally Posted by Uber Gruber View Post
Hi Makman,

Will there be a version of MaGui for LSH3 ?

Cheers, UG
yes, the version for lsh is ready but only in english language (as every version of MaGui)
i will release in the next few days a 'new' MaGui which will be exactly as the current MaGui but with all the additions i released till today (the compass,the improved Malloy's ruler ,the tdc button),so its better to wait for this (there will be also a version for lsh)
addionally , i managed to get rid of something that 'bothered' me long time now.and that is (for the users of MaGui) the fact that ,when using the stadimeter line, the cursor didn't disappearing and it was annoying.this is solved by now and only the stadi line is showing when clic on stadi icon

also there will be a flag's panel at obsscope

additionally ,after Hitman's great find of how to get rid of these hardcoded reticles at scopes and after Karamazov's very helpfull info on where to be attached the new images of reticles in order to highlight during night, i reworked the scopes at Magui . the scopes will have the same zooms (att= x1.5 x6 x15 , obs= x1.5 x6 ) but the fov is setted at 32 degrees ,the background is reworked and the marks are redesigned .here is how the scopes looks now :
att peri day-night :


obs peri day-night :

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Old 02-04-10, 09:02 AM   #130
Uber Gruber
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Excellent work mate, really excellent.

It must be quite a chore making all these "compatible" versions, especially as things like CR_Open Hatch and CT_Open Hatch and Fum30_UpDown all change cameras.dat and commands.en etc.

If you need a hand with anything just PM me, i'm getting more familiar with both of these files now.

Cheers, UG
 
Old 02-08-10, 02:29 PM   #131
makman94
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Default MaGui 2

MaGui 2 is ready ! expect a release tomorrow !

obs scope is fully loaded now ! all the elements that the player is using at attack peri are also at obs peri now, without reducing the 'size' of periscope

i gave it a thought ,and had a discussion with a man who served at subs and he told me that both scopes were fuctional for 'battle'.when the attack peri was damaged...the sub didn't quit.
also looking at the interior i see all these elements beside both scopes (thanks NGT)
So, my desicion was to make both full loaded ....you will see them tomorrow

bye
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Old 02-08-10, 03:20 PM   #132
java`s revenge
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One little question. I do use the old version of this gui. For the DD mods you
have made a fix. How do i have to install this version?
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Old 02-08-10, 03:31 PM   #133
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Originally Posted by java`s revenge View Post
One little question. I do use the old version of this gui. For the DD mods you
have made a fix. How do i have to install this version?
i am still thinking of releasing a 'fix' for DD's mod but i think that is better to wait the FINAL version of these mods. when Flakmonkey and DD's mod is released i will make MaGui compatible with this mod and ONLY with this. the fumo30...up_down antenas...etc....if are not included to this mod then no fix for them either
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Old 02-09-10, 01:59 PM   #134
Rosencrantz
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Quote:
Makman94 wrote:

MaGui 2 is ready ! expect a release tomorrow !

Can't wait! Your work looks just awesome!


-RC-
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Old 02-11-10, 09:24 AM   #135
Hitman
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As requested by Makman, thread locked
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