![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#406 |
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
Uploads: 0
|
![]()
Hey karamazovnew, good to see you posting again. I still run OM + OMEGU and the TDC has never been better. Its just plain deadly!
__________________
Wilcke ![]() For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php Check out: A Brief Introduction to the Pacific Submarine War by Ducimus http://www.subsim.com/radioroom/showthread.php?t=128185 Operation Monsun plus OMEGU, the #1 ATO Solution for SH4! Signature Art by Gunfighter |
![]() |
![]() |
![]() |
#407 |
Seaman
![]() Join Date: Mar 2009
Posts: 39
Downloads: 241
Uploads: 0
|
![]()
karamazovnew - this is an awesome mod. I only play high realism and use your mod for calculating speed and range. It ads to the realism of play for me. I still like to do AoB by my own mental estimation. I manage to achieve a high percentage of hits at least as good as what I think real U-Boats got. My last patrol was over 50K tons sunk with 73% hits using your targeting mod. Anyway - this is just to say thanks and welcome ashore!
|
![]() |
![]() |
![]() |
#408 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
|
![]()
I need a good tutorial. I am having trouble sinking moving ships, as their is not a really good tutorial. I am working on it though, as the mod looks really good.
|
![]() |
![]() |
![]() |
#409 | |
The Old Man
![]() |
![]() Quote:
The interface modding is a monster and I really can't take you through all the steps. There are quite a few tutorials out there including my own take on the SH5 editor here: http://www.subsim.com/radioroom/showthread.php?t=163118 There's also a tutorial in the SH3 section which shows you how to make dials, but I can't remember where. However, when it comes to functionality, SH5 is very different. I never took the time to figure out how to do stuff such as a simple button. Basically in SH5 you can make anything you want. In SH4 you're limited to adding existing dials to specific screens (you can't add dials to the hydrophone screen, for example) and what's worse, you can't copy or move existing buttons (to copy the Autoupdate button from the TDC screen to the Periscope screen). You can only change the position on screen and change how they look, not what they do. Although the game has a simple "click item do action" file (the commands file), it doesn't seem to do anything when you add stuff, so you're stuck with all existing buttons. You can browse through this thread as I documented each step in making this mod, and you'll see all the corners and shortcuts I had to use. It was the sort of "cat + tin can + string = air conditioner". Now for your exact questions: - the button with the red circle is just a simple button, i'm guessing it's the stadimeter button. Buttons change their image when you click them. So I made 2 images, one of the simple button, and one with the "Circle on top". When you click that button, you see the other image. A special case is the AOBF red button. When you click that, you actually see another page with the graphic of that button included in the background. ![]() - dials are more simple and I used them a lot, for example the torpedo tubes switches are actually dials, and so is the Autoupdate blue button on the TDC ![]() ![]() ![]() - the Silent3d editor can be used mainly for 3d objects. So it won't help you. A cool think is that you can create a new 3d object and link any command to it. Why they didn't allow this in the 2d interface we'll never know.... - oh and an advice... don't waste time making linear dials (such as the periscope depth tube)...they're impossible to control. |
|
![]() |
![]() |
![]() |
#410 |
The Old Man
![]() |
![]()
Nexus, thanks but it was a my choice not to include the Lut dials in the interface. First of all, there is no way to check if the torpedo in the selected tube is Fat or Lut or just a plain torpedo. Second, it's better to use Lut torpedoes from the Attack Map because you can see their pattern there. I actually took a lot of convincing to include the salvo and Fat dials, since I myself never used them and they were never done successfully in SH3 interfaces either. So it never was a problem of "not knowing how", it was an "I did it but it sucks, so I've removed it" thing
![]() As I recall, the Lut dials were not really usable (in the vanilla game), it wasn't just my interface. If you've managed to fix them, that's wonderful knews, but I'd still only use them in the Attack Map, for the above reasons. As for modifying the interface, you're free to do as you please with it, but I'm not touching it again. It's final as it is and very very hard to modify, even for me. A simple glance through the image files will reveal just how intertwined the elements of the interface are. Even I don't remember everything that's in it. I used to have a list of all my items somewhere but I can't find it anymore. The interface has a life of its own now, free from its creator ![]() ![]() |
![]() |
![]() |
![]() |
#411 |
The Old Man
![]() |
![]()
Nexus, you got me wrong
![]() ![]() My only concern for this interface is finally making a complex video training session to help players of all SH games grasp the power of the TDC. My fascination for Mikhayl's ACM interface for SH3 opened up a whole new way of playing the game. SH4 didn't have that and the U-boat expansion was impossible for me to play without proper tools, so I created this interface. It grew from a simple tool to an artistic endeavor, being the single greatest and at the same time only work I ever finished in a 3D and 2D program. It was also a Harry Potter mystery to figure out how the menu file worked, I solved it, created a method, tested every possible thing that was doable and made my interface at the limits of what was achievable, but all in the context of giving players a superb looking interface. It was great fun, but I've done it, it's finished. And it now rests in the files of another finished work, OM+OMEGU. My advice is, if you want to start modding, you'll have a great time doing it. It's been one year since last tweaking this mod, I always worked by trial and error and I'm no modding teacher by far. WHat I've learned, I've wrote in this thread, least I forget them. And forget I did ![]() Although nobody has asked me this question, I think playing OMEGU is the best way to learn Silent Hunter. It's much easier and streamlined than either SH3 and SH5, sitting right between them in graphics and difficulty. It can be difficult but you always see who's hitting you and why, you always get the big picture, unlike the noob scares of SH3 or the toddler chairs of SH5. It's also the friendliest take on the game, with no bugs, no weird situations, just pure gameplay from the start. And you only need one big mod to start playing. And considering just how broken the SH4+UBM game was at the start, and how limited in scope, it's a testimony to what Lurker has achieved with his unique mod. ![]() |
![]() |
![]() |
![]() |
#412 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
|
![]()
If too much time elapses between calculation of the target's speed and Aob, it appears that the Aob reading will be inaccurate. The longer ones delays or the faster the target is moving the degree of inaccuracy in the determination of its Aob increases. Are, as a general rule, these assumptions correct? If so, since calculation of a target's speed is in part a function of its range and and time (i.e. the number of seconds it takes the target to travel its length), a delay in setting the Aob after speed is calculated may result in an inaccurate determination of Aob. This might result in screwing up the firing solution.
If the foregoing is correct, then as a general rule it seems that speed should be calculated after range and Aob are calculated. If a target takes a long time to cross a bearing on the periscope, or if is travelling at a high rate of speed, a subsequent Aob determination could very well be inaccurate. In the KIUB written tutorial, Karamazovnew's calcualtes range, Aob and speed in that order. One altermative is that you can calcuate speed first. Then recalculate range and Aob. This means that you will make a second range reading to caluclate the target's speed. Is may analysis of this issue correct. The above assumes that the KIUB interface is being used for the range, speed and Aob calculations. |
![]() |
![]() |
![]() |
#413 |
Watch
![]() Join Date: Jun 2009
Location: Michigan
Posts: 24
Downloads: 384
Uploads: 0
|
![]()
On my attack periscope, when I zoom, it says it's a 4x zoom. When I zoom out, it's 1x zoom. In the manual it said it was 1.5x and 6x. Does this matter or is there something wrong? I'll reinstall it all, but I just thought I'd ask.
Thanks |
![]() |
![]() |
![]() |
#414 | |
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
Uploads: 0
|
![]() Quote:
Happy hunting!
__________________
Wilcke ![]() For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php Check out: A Brief Introduction to the Pacific Submarine War by Ducimus http://www.subsim.com/radioroom/showthread.php?t=128185 Operation Monsun plus OMEGU, the #1 ATO Solution for SH4! Signature Art by Gunfighter |
|
![]() |
![]() |
![]() |
#415 |
The Old Man
![]() Join Date: Mar 2005
Location: Poland
Posts: 1,501
Downloads: 418
Uploads: 0
|
![]()
I've found this thread looking infos about KIUB in OM. Idea of this user interface is good and I like it, but when I use my LCD native resolution (1680x1050) KIUB doesn't look sharp, rather like coloured pencil drawings. Is it possible to polish it and make it more photorealistic and more HD? Maybe grey colour of back panels rather than brown too?
|
![]() |
![]() |
![]() |
#416 |
The Old Man
![]() Join Date: Mar 2005
Location: Poland
Posts: 1,501
Downloads: 418
Uploads: 0
|
![]()
Small misunderstanding - I was talking about GUI and all gauges of periscopes & UZO views for torpedo attacks, not about environment.
Gauges of attack map look crisp, but those I'm talking about like in lower resolution. Back panels are brown - better (and probably more historic accurate) look in grey, like in most of GUI addons. Using 1280x1050 resolution it's clearly visible. I saw at SH5 workshop thread about GUI for SH5 based on Karamazov KIUB for SH4 - gauges looked better than in original set IMHO. |
![]() |
![]() |
![]() |
#417 |
Bilge Rat
![]() Join Date: Dec 2010
Posts: 1
Downloads: 12
Uploads: 0
|
![]()
Respect for that Kind of Mod.. but i may ask you how i can deactivate this Mod...in Omegu... its a little bit too confusing for me!`?
|
![]() |
![]() |
![]() |
#418 | |
Watch
![]() Join Date: Oct 2011
Posts: 16
Downloads: 192
Uploads: 0
|
![]()
Hello sir,
pls tell me how can i install yur mod? which file i need to download, exactly? i got a couple of files, but i still didnt works.... regards, R. Quote:
|
|
![]() |
![]() |
![]() |
#419 |
The Old Man
![]() Join Date: Mar 2005
Location: Poland
Posts: 1,501
Downloads: 418
Uploads: 0
|
![]()
As you have described above you don't need install specific files, simply install OMEGU addon.
But I have another question - how to safely uninstall KIUB from OM+OMEGU? I want to return to stock user interface, but with all OMEGU fixes. Is it possible? |
![]() |
![]() |
![]() |
#420 |
Swabbie
![]() Join Date: Mar 2012
Posts: 6
Downloads: 16
Uploads: 0
|
![]()
i have the same question as Jaxa....is there any way how to get stock (sh3 like) interface for scopes and UZO (i really liked it, no insult to karamazovs work
![]() ...and also....with KiUB, how can I attack on surface, UZO is not recognizing any ship (i must identify it with attack scope). thanks for reply Last edited by marcospanik; 03-11-12 at 05:30 AM. |
![]() |
![]() |
![]() |
|
|