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Old 01-03-11, 11:32 PM   #5821
ReallyDedPoet
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What is the option to get rid of the various camera settings that appear at the top middle of the main hud screen ?

Tried to do a screen-shot of this but for some reason Ctrl + F11 did
not work
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Old 01-03-11, 11:37 PM   #5822
TheDarkWraith
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Quote:
Originally Posted by reallydedpoet View Post
What is the option to get rid of the various camera settings that appear at the top middle of the main hud screen ?

Tried to do a screen-shot of this but for some reason Ctrl + F11 did
not work
If you edit your options file like below the camera bar will not be visible:

# Is the camera bar visible?
# change below to either True or False
CameraBarVisible = False
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Old 01-03-11, 11:43 PM   #5823
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Quote:
Originally Posted by TheDarkWraith View Post
If you edit your options file like below the camera bar will not be visible:

# Is the camera bar visible?
# change below to either True or False
CameraBarVisible = False
Found it, thanks

Now to figure out why my screen-shots are not saving
Edit: Problem solved.
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Last edited by ReallyDedPoet; 01-04-11 at 12:04 AM.
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Old 01-04-11, 12:19 AM   #5824
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Quote:
Originally Posted by sober View Post
Could we have an option in the options file
Obs scope filter =True or False
Attack scope filter =True or False
the mod creates a new file "TDW_ScopeSettings.txt" that houses all the settings for the scopes (filter settings, color, enabled, etc.). Upon game load it reads this files and applies the settings to the scopes. At game end it writes the current settings to the file for next game load.

Here is what the contents of that file looks like:

[ATTACK]
RED=15
GREEN=220
BLUE=122
ALPHA=10
ENABLED=1
CROSSHAIRS=0

[OBS]
RED=255
GREEN=0
BLUE=50
ALPHA=10
ENABLED=1
CROSSHAIRS=0

[UZO]
RED=255
GREEN=255
BLUE=255
ALPHA=0
ENABLED=0
CROSSHAIRS=0

The RED, GREEN, BLUE, and ALPHA entries have valid values of 0-255. ENABLED and CROSSHAIRS have valid values of 0 (disabled) and 1 (enabled). CROSSHAIRS isn't working yet
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Old 01-04-11, 04:16 AM   #5825
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Hi, just a little dumb question!

How to apply the v6.2.0 patch? Is it JSGME ready? I would love to test the new radio traffic feature, but i'm bit confused..
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Old 01-04-11, 07:53 AM   #5826
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Quote:
Originally Posted by TheDarkWraith View Post
on the list
thx, very appreciated!
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Old 01-04-11, 08:38 AM   #5827
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Quote:
Originally Posted by longam View Post
Will this do? I modified the SH4 chrono and added some flare.



Mod file link: install with JSGME, replaces clock.dds

http://dc234.4shared.com/download/xI...ivoire_gui.rar

Free to anyone to use and or modify.
Yes! Great, looks fantastic for me. Thank you very much! Good work. I think TheDarkWraith should add this clock too to his Great Mod
Going to download and try it now

Yes, it`s working! Now this is my clock! Thank you very much one more time
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Last edited by col_Kurtz; 01-04-11 at 05:11 PM. Reason: Cheched...
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Old 01-04-11, 09:05 AM   #5828
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Quote:
Originally Posted by TheDarkWraith View Post
support (code wise) for enigma coded messages added. They will be colored a light purple. In the screenshot below I have a new enigma coded message, a new regular message, and a new message from BDU:


Now to add the contact reports from BDU and v6.2.0 will be ready
TheDarkWraith...

Radio messages trafic, work fine... but the colors are too bright. That`s my impression of course. What do you think about something like this?



Two screens for colors and for received messages. For receieved and after reading message you can click on the envolope. Done!



And open freq leave as it is - very nice, I like this color Not so intense.
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Old 01-04-11, 09:05 AM   #5829
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Hi, TheDarkWraith. Where to search?
1.... A file "coordinates". It is necessary for me to move them.
2.... A file which is responsible for a black background.
I apologise, that disturb on the question.

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Old 01-04-11, 09:42 AM   #5830
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Quote:
Originally Posted by Rongel View Post
Hi, just a little dumb question!

How to apply the v6.2.0 patch? Is it JSGME ready? I would love to test the new radio traffic feature, but i'm bit confused..
Be in port. Extract the mod to your JSGME Mods Folder ( it is JSGME ready ). Enable this after v6.2. Then enable other ( if you choose to ) UI related Mods after this.
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Old 01-04-11, 11:24 AM   #5831
Silent Steel
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This latest version 6.2.0 enabled with both the patch and Real Navigation brings this game to a completely new level!

Outstanding to have this real navigation and the more vivid radio messages.

I'm stunned.
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Old 01-04-11, 01:10 PM   #5832
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Default New crosshair for the scope

Hi all!!!
I tried to create a good look at the periscope and obscope.
The look that could be improved was that of the crosshair of the scope, often too large, black or with different sizes by comparing the vertical and the horizontal hair especially at night when the vertical hair was too thin to be almost not see it.
I ask you to give me your opinion on this idea and let me know the magnification of the German periscopes:
1x - 4x
1.5 -6x
to give the right values of magnification in the camera.cam.
Thanks to all who give me an help and also an opinion.

Periscope at day


Obscope at day


Obscope at night


This little mod is compatible (the obscope is without filter) for the TDW 6.3.0 and the link:
http://www.filefront.com/17752782/Pe...y-Torpedo.zip/

Thanks!! Torpedo

Last edited by Torpedo; 01-05-11 at 06:44 AM.
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Old 01-04-11, 02:16 PM   #5833
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Just putting the final touches on v6.3.0. There is a new button on the torpedo box of each scope screen. It is labeled 'HUD' and it controls the visibility of the scope settings box. The scope settings box allows you to set the color and opacity of the filter for the scope and also the color and opacity of the crosshair highlight for the scope (so you can see the crosshair in darkness). Each scope has it's own settings for these and they are stored and read to a file at game end and game start.

Here I've set the highlight color for the UZO's crosshair to a yellow with a good amount of transparency:
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Old 01-04-11, 04:49 PM   #5834
TheDarkWraith
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Quote:
Originally Posted by longam View Post
Will this do? I modified the SH4 chrono and added some flare.



Mod file link: install with JSGME, replaces clock.dds

http://dc234.4shared.com/download/xI...ivoire_gui.rar

Free to anyone to use and or modify.
Excellent
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Old 01-04-11, 04:50 PM   #5835
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Quote:
Originally Posted by TheDarkWraith View Post
Since Arclight's scopes have graticules that he calibrated I used a little photoshopping to make my own graticules for the RAOBF from those graticules. This documents how to use the new tool in my UIs mod. Thanks to Reaper7 for providing the reworked RAOBF .dds files from the original author (credits to him too) And also thanks to Arclight for his scopes mod

We're at 1.5x zoom level. Note the height of the ship using the RAOBF. In this example it's ~2 so we'll call it 1.9. To calculate range move the middle ring till 1.9 on the inner part of the middle ring lines up with the bottom right hand black mark. On the outer ring find the ship's mast height. In this example it's 28.2. Read down from 28.2 and you'll have the range to the ship. In this example it's 15 or 1500m (outer middle ring is in 100's of meters).



Now to get the AOB, read the horizontal span of the ship from ONLY one of the sides of center scope! In this example it's ~2.5 on either side of center scope. Now rotate the middle ring till the range of the ship (outer middle ring) aligns with the ship's length (outer ring). In this example we rotate the middle ring till 15 on the outer part lines up with 140 on the outer ring (from the XO TDC dialog box we see the ship's length is 139.6m so we'll call it 140m). Now since we're at 1.5X zoom level we have to multiply the 2.5 value by 4. 2.5 X 4 = 10. Now on the outer part of the middle ring find 10 and read down from it onto the inner ring. That's the AOB. In this example reading down from 10 yields > 90 degrees AOB so we'll call it 90 degrees. Now the ship is stationary so that is it's AOB. If it was moving away then you would have to subtract the value found from 180 to find it's true AOB.



We're at 6x zoom level. Note the height of the ship using the RAOBF. In this example it's ~7.5. To calculate range move the middle ring till 7.5 on the inner part of the middle ring lines up with the top center black mark. On the outer ring find the ship's mast height. In this example it's 28.2. Read down from 28.2 and you'll have the range to the ship. In this example it's ~15 so we'll call it 15 or 1500m (outer middle ring is in 100's of meters).



Now to get the AOB, read the horizontal span of the ship from ONLY one of the sides of center scope! In this example it's 10 on either side of the scope. Now rotate the middle ring till the range of the ship (outer middle ring) aligns with the ship's length (outer ring). In this example we rotate the middle ring till 15 on the outer part lines up with 140 on the outer ring (from the XO TDC dialog box we see the ship's length is 139.6m so we'll call it 140m). Now on the outer part of the middle ring find 10 and read down from it onto the inner ring. That's the AOB. In this example reading down from 10 yields > 90 degrees AOB so we'll call it 90 degrees. Now the ship is stationary so that is it's AOB. If it was moving away then you would have to subtract the value found from 180 to find it's true AOB.


and that wraps up v3.3.0. I'll be packing it up and releasing it here soon

Forgot to mention that other scope mods can be used with this but you'll have to do some math. The graticules I made for the RAOBF finder work with 1.5x and 6x zoom levels. If you are using a scope mod with zoom levels different than those then you'll have to adjust values accordingly. The UIs mod does not include anyone's periscope mod, it's uses the default scopes so you'll have to adjust values accordingly for the 1x and 4x zoom levels. The RAOBF was made to be used with Arclight's periscope mod as that is what I use on my setup on my computer. Maybe someone like naights can make different graticule .dds files for all the different periscope mods and for stock values......

Thanks for this TDW. I'm reading the RAOBF thread and noticed that someone has found a problem with the range finder so currently waiting for a fix. but reading the above how to has helped... I do have a question however

Both your examples showed the target ship at about 90 AOB, but in some tests I've been doing when I've viewing a shop say at 30 AOB the number on the left of the scope is larger than the one on the right - which reading do I take? or do i take the middle reading?

cheers
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