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Old 04-14-10, 02:53 AM   #1
rea00cy
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Originally Posted by makman94 View Post
The MaGui 3.1 mod (Manos Gui -v3.1)
---------------------------------------------

================================================== ===============
last update on 14/4/2010 (a patch for MaGui 3.1)
---------------------------------------------------

MaGui 3.1-patch
-----------------


changings-addings
-------------------

1.replace the torpedo's icons (at obs peri ). now the icons are above the periscope.that way ,we can look and use them when the torpedo settings-tdc panel is locked on view. I like that.

2.tweaks at dragable nomograph so ,now you can draw lines on top of it.you can 'grab' and place it on screen only by its wooden part on the upper(thanks to Karamazovnew-Hitman for this 'solution').
the printed one navmap nomograph is removed. A must to have 4me.

3.correcting some tiny inaccuracies at depth's,shallow depth's and speed's dials. I took note of this- sometimes up to 2°! So this is another welcome change.
4.the 'pointer' at the small compass (the one that show up with the other dials for speed and depth-and why not that in the huge compass?) is now directly linked to the bearing of scopes. that way is showing to you imediatelly the relative to North bearings so there is no need for the player to move the pointer anymore. This is GREAT!

can be found at my FF page. Downloading, THANKS AGAIN MKN!
================================================== ===============


UPDATED: 5/4/2010

playing the game , i thought that it will be more handy to change the torpedoes settings-tdc's panel at Obs peri from sliding to a clicable one. now, the panel has a button (the handle that you see at the right of screen) ,clic on it and the panel will show up and stay locked there.that way we are able, always, to see tdc's dials at obs peri too.

clicing again on the panel's handle will take it out of view.

addings-changes to previous version
-------------------------------------
1.changing the diameter of obs periscope and the 'look' of it to be more 'close' to the original one (based on photo's infos from Hitman). Is this change to a smaller or larger diameter? I really love that large diameter!
2.changing the torpedo settings-tdc panel from sliding to clicable in order to stay locked on view.
3.adds at obs periscope a rounded dial for the gyroangle made by FLB Sale`s ( the digital gyro is removed). I'll love this. Definitively, I don't like digitals...Is it possible to elimitate the digital clock in the bottom panel and to convert it to analog? Actually, other than the time X settings, I prefer not to look at the left-hand side of this panel. For a greater inmersion I make all of my reading on the instruments...
4.replacing the dragable nomograph with a new one made by Fader Berg.
also , Fader Berg's nomograph is now printed on navmap's paper
5.reworked images for the shortcut's,map tool's and officer's icons(the outlines are based on images made by Naights)


I love your work, Markman!

Regards, rea00cy
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Old 04-14-10, 08:53 AM   #2
IFRT-WHUFC
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Default Great Work!!

Great work again Makman!!

Can you possibly fix the Compass.tga, Line.tga, Protractor.tga and Square.tga so that 0 degrees or North are at the top when in use kind of looks a bit weird when N is S ie at the bottom! After all N is always at the top of the screen!

ok
Rick
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Old 04-14-10, 12:02 PM   #3
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Originally Posted by IFRT-WHUFC View Post
Great work again Makman!!

Can you possibly fix the Compass.tga, Line.tga, Protractor.tga and Square.tga so that 0 degrees or North are at the top when in use kind of looks a bit weird when N is S ie at the bottom! After all N is always at the top of the screen!

ok
Rick
That's the way it is supposed to be.
If you use one of those tools, click on a point on your map and draw a line toward the bottom of your map. Where the line crosses the compass gives you a "true" course, in this case 180 if you go straight down.
Confusing at first, but it works and that's the way the tools are supposed to work.

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Old 04-14-10, 01:15 PM   #4
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Quote:
That's the way it is supposed to be.
Yup...this is true. This eliminates having to subtract or add 180° if the tools had 0° on top. Of course the drag-able compass/protract. tool on the map is opposite. Basically that is for you to help set course or find a course with a known line.
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Old 04-15-10, 06:21 AM   #5
IFRT-WHUFC
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Default That I understand.....

but in reality a compass needle always points to North therefore a real navigator would need to add/subtract anyway to find the true bearing so IMO it makes no sense being set that way!

thanks
Rick
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Old 04-15-10, 01:44 PM   #6
comet61
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Default bearing

The tools in the Navmap are basically for tracking and finding targets if not pinpointing true course and their position. Yes..you'll need a compass that points true north, however, having the tools "upside down" eliminates the calculation process when getting a bearing to target from your position. Also, these are plotting tools, not necessarily used to find where you are, but the target. If you really want to go hardcore use the sextant in Magui. That tool is used to find where you are on the map.
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Old 04-15-10, 04:55 PM   #7
makman94
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Originally Posted by IFRT-WHUFC View Post
but in reality a compass needle always points to North therefore a real navigator would need to add/subtract anyway to find the true bearing so IMO it makes no sense being set that way!

thanks
Rick
hi Rick,
i am not a sailor but i guess that in reality they didn't draw lines been like a 'rope' extended it or moving it up or down on map.i guess that they had a special tool for making parallel lines , a diabetes and an angle tool.
these tools are made so (rotaded 180 degrees ) just to make your life easier and i really don't see the point to make them the other way and have always to add 180 degrees.
but if you still like to have the 0 degrees up it is very simple to make them so...open the images with a graphic programme and rotate them by 180 degrees
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Old 02-26-11, 01:10 PM   #8
kvbrock82
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I seem to be experiecneing a bug with this mod.

When i select the protractor on the map, if i click on an area, the marked area appears a good 5cm away from where im actually clicking.

Has anyone else experienced this? Is there a way to fix it?
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Old 04-15-10, 05:06 PM   #9
makman94
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Quote:
Originally Posted by rea00cy View Post
I love your work, Markman!

Regards, rea00cy
hi Rea00cy,

not sure what you mean with the digital clock but there is no space for a rounded clock at the console.if you mean to make the hour appearing on the dragable stopwatch (like sh4 style) well, this may be possible but i think that this clock will be confusing (with all these needles speaning around). one question: do you really ever look at the time there ?

about the pointer of huge compass : read the readme ...it will answer all your questions

about the diameter of obs scope : i didn't change it at this last patch.you can see the scope at the first post

bye
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Old 04-19-10, 01:54 PM   #10
java`s revenge
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Hi Makman,

I was using an elder version of this mod. Was thinking to install
the hitman gui this morning but i missed the "scheibe".
This afternoon i installed the 3.1 version of your mod.
One big WOW. I really enjoy it and all textures / figures are
better readable.


Thank you very much for your professional work
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Old 04-20-10, 08:56 PM   #11
makman94
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Originally Posted by java`s revenge View Post
Hi Makman,

I was using an elder version of this mod. Was thinking to install
the hitman gui this morning but i missed the "scheibe".
This afternoon i installed the 3.1 version of your mod.
One big WOW. I really enjoy it and all textures / figures are
better readable.


Thank you very much for your professional work
thank you too Java

enjoy it ....
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Old 04-22-10, 12:01 AM   #12
rea00cy
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Default I can't live w/o this mod...

...but neither do I with some other "immersion-promoting" mods like the ones listed on this JSGME capture (I would like to thank Brett25 for this list of mods plus a solution to make them working):

There, you can also read the incompats brought by my attempt to enable MaGui 3 on top of that list.
On the other hand, Markman has created a a "FM-NI_Fix_for_MaGui 3" mod that according to some post # 22 in this thread addresses most of those incompats; with the exception of those related to the CT Open Hatch mod (those related to Urfisch's are .tga files, not so important. Am I right? If not forgive my ignorance)
Here's is another capture showing JSGME warnings while enabling this last fix:



Anyway, the game loaded (career, several tests) and apparently runs OK, with the exception of some very immersion-promoting features of the CT OH mod. What I really miss a lot are those xtra clickable points/dials and CT/bridge opened hatches (other hatches and doors worked OK) brought by that mod.
Unfortunately, a solution to this problem is way out of my skills and understanding.
Can someone come to the rescue, please?
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Old 04-22-10, 12:49 AM   #13
Darkbluesky
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Hello makman94, I have seen the update 3.1 and wanted to congratulate you. There are quite some things I like very much, but on the other hand I have some questions:

1- I didn't know that the obs scope had these "black bars" on top and bottom of it, was it as that IRL? I wonder if it is a mask, and so if maybe, could I remove it myself (even if it becomes less realistic)?

2- Maybe the size of the obs periscope is more correct, but I miss so much the big size of the MaGUI 3 version (I loved your big obs scope!). At side that it shows more, it felt so different from the attack one, it was so quick and easy to differentiate/identify from the attack scope for me... I really would like to put back the big obs scope but without lossing the last nice additions you has put into the 3.1 version. I wondered also if I could do it myself, if so could you point me to what needs to be changed, pls?

3-And last. The bearing indicator at the top, in the yellow rectangle, sure is a very nice feature because it allows you to see clearer the bearing (and probably more realistic?), but for me it breaks a little the color balance of periscope screen, it is too evident. So I guess I have 3 options, repaint the yellow thing with another, more discrete (maybe more unrealistic, though) color, the second one, to move the bearing indicator to other place and change color, but I don't know where it could go (there is no place with the big scope and I guess it'd make no sense to put it at a side), and the third one: still better (I prefer this one), to put it back as it was in the 3.0 version. Is it too difficult for me?

These are no critics, it is mainly my own taste and way of playing. Thank you sincerely for your really wonderful work and continued efforts!. When I first saw it I was in love with your UI and I don't look anymore to others.

Thanks

Last edited by Darkbluesky; 04-22-10 at 02:51 AM.
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Old 04-23-10, 07:55 AM   #14
makman94
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Quote:
Originally Posted by Darkbluesky View Post
Hello makman94, I have seen the update 3.1 and wanted to congratulate you. There are quite some things I like very much, but on the other hand I have some questions:

1- I didn't know that the obs scope had these "black bars" on top and bottom of it, was it as that IRL? I wonder if it is a mask, and so if maybe, could I remove it myself (even if it becomes less realistic)?

2- Maybe the size of the obs periscope is more correct, but I miss so much the big size of the MaGUI 3 version (I loved your big obs scope!). At side that it shows more, it felt so different from the attack one, it was so quick and easy to differentiate/identify from the attack scope for me... I really would like to put back the big obs scope but without lossing the last nice additions you has put into the 3.1 version. I wondered also if I could do it myself, if so could you point me to what needs to be changed, pls?

3-And last. The bearing indicator at the top, in the yellow rectangle, sure is a very nice feature because it allows you to see clearer the bearing (and probably more realistic?), but for me it breaks a little the color balance of periscope screen, it is too evident. So I guess I have 3 options, repaint the yellow thing with another, more discrete (maybe more unrealistic, though) color, the second one, to move the bearing indicator to other place and change color, but I don't know where it could go (there is no place with the big scope and I guess it'd make no sense to put it at a side), and the third one: still better (I prefer this one), to put it back as it was in the 3.0 version. Is it too difficult for me?

These are no critics, it is mainly my own taste and way of playing. Thank you sincerely for your really wonderful work and continued efforts!. When I first saw it I was in love with your UI and I don't look anymore to others.

Thanks
hi Darkbluesky,
thank you for your kind words
the obs scope ,according to the infos that exists has indeed these black areas even today
i haven't finished yet with the scopes so wait and you will see !

bye
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Old 04-23-10, 07:51 AM   #15
makman94
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Originally Posted by rea00cy View Post
...but neither do I with some other "immersion-promoting" mods like the ones listed on this JSGME capture (I would like to thank Brett25 for this list of mods plus a solution to make them working):

There, you can also read the incompats brought by my attempt to enable MaGui 3 on top of that list.
On the other hand, Markman has created a a "FM-NI_Fix_for_MaGui 3" mod that according to some post # 22 in this thread addresses most of those incompats; with the exception of those related to the CT Open Hatch mod (those related to Urfisch's are .tga files, not so important. Am I right? If not forgive my ignorance)
Here's is another capture showing JSGME warnings while enabling this last fix:



Anyway, the game loaded (career, several tests) and apparently runs OK, with the exception of some very immersion-promoting features of the CT OH mod. What I really miss a lot are those xtra clickable points/dials and CT/bridge opened hatches (other hatches and doors worked OK) brought by that mod.
Unfortunately, a solution to this problem is way out of my skills and understanding.
Can someone come to the rescue, please?
hi Rea00cy,

talking about compatibilities is an endless story ...
as i have said i will give you a 'fix' to make MaGui compatible with ''CT Open Hatch mod'' which i also believe is a great mod ! but i am just waiting the FINAL version of Lucagaeta's mod (also i am bit 'lost' at his thread and can't figure out what is its current version)
once he give us its final version i will release a the 'fix' for its mod
two files needs adjustments : the commands_en and the cameras.dat
if you can't wait and want to try make it yourself,i have made a thread giving instructions on how to make your gui (not only MaGui) compatible with these kind of mods ( the thread is called "how to make your gui compatible with FM_NI mod'' or something like that ...do a search)
it is not difficult ...give it a try

bye
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