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Old 11-09-07, 05:06 AM   #76
mic1184
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hey OLC,

just wanted to deliver another big thanks to you. i have always disliked the manual targeting outside the periscope view and it was a reason for me to start playing SH4 again.

the U-Jagd-Tools and now your GUI have added a completely new atmosphere to the game, because it makes it so much more realistic. we can finally do a complete attack, from first sight to torpedoing, in periscope view, and it is SO much more fun.

i always hated the sliding dials too and loved the SH4-style magnifying dials, it is like heaven come true - the wonderful SH3 with GWX and an interface that is even better than that of stock SH4 - WOW. what else could we wish for? okay, maybe GWX 1.04 ;-) this game is getting better and better and better all the time.

again thanks for your great milestone.


mic
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Old 11-09-07, 09:13 AM   #77
Stary Wuj
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Great MOD !!!!

Thank You very much!

Best Regards

Stary Wuj
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Old 11-09-07, 11:55 AM   #78
Wilcke
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OLC,

Great MOD, finally had time to DL and run a few trial missions last night. This is just so intuitive! I had watched the tutorial video prior and had it set in the background so that I could Alt-Tab to it for reference.

I scored a lot of hits! Excellent work, oh and did not experience a CTD and was in the sub about an hour and a half.

One question, I run GWX 1.03 without the 16k atmosphere, is your mod affected by 16k atmosphere....or other 16k type mods?

DL the newest version now!

Thanks

Wilcke
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Old 11-09-07, 12:07 PM   #79
onelifecrisis
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Quote:
Originally Posted by Wilcke
OLC,

Great MOD, finally had time to DL and run a few trial missions last night. This is just so intuitive! I had watched the tutorial video prior and had it set in the background so that I could Alt-Tab to it for reference.

I scored a lot of hits! Excellent work, oh and did not experience a CTD and was in the sub about an hour and a half.

One question, I run GWX 1.03 without the 16k atmosphere, is your mod affected by 16k atmosphere....or other 16k type mods?

DL the newest version now!

Thanks

Wilcke
Glad you like it Wilcke

So do I! Right now I'm submerged at 130m just off the sea floor off Scapa Flow, mid 1940, having scored 3 hits out of 4 torps fired at 4 large merchants at the head of a large convoy, from ranges of around 2km. The 4th would've been a hit too, had that merchant not had the wit to start swerving all over the place after watching his pals blow up rather spectactularly (must have been carrying munitions ).

To answer your question: the mod works just the same with 16km but I play 8km for better realism. That might sound all wrong, but certain things (such as the GWX night vision fix) only work with 8km visibility - so be warned, you'll have a hard time pulling off night time surface attacks without being spotted if you use the 16km mod. Kpt. L. will back me up on that one. IMO the game seems better "balanced" somehow at 8km, but each to their own.


Edit: about CTDs, I've had no PM's yet, which is a good sign. I think maybe my graphics card was overheating - the large compass image I mentioned seems to give graphics cards a hard time (based on my own experiences and those of one beta tester) even though it's just a 2D sprite... ah well, as long as it's stable I'm happy.
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Old 11-09-07, 12:40 PM   #80
Bulleye
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Default most usefull mod ever

Installed the latest version if this mod, and I love it!!
This has got to be one of the most USEFULL mods ever.

Downloaded and watched the video as well. Very good and clear instructions.
I agree with the suggested realism settings. It really improbed my accuracy.
I've only done training missions so far, to get used to the new GUI, but on average 4 out of 5 shots hit home now.

Like I said, a very usefull mod. Keep up the good work!
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Old 11-09-07, 08:41 PM   #81
MONOLITH
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Uploading the latest 1.1.1 version to my server now.... 8:45 PM EST.
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Old 11-09-07, 08:50 PM   #82
MONOLITH
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Here's the new versions...

OLC_GUI_111_for_GWX_1.03

OLC_GUI_111_for_SH3_1.4b

And the video...

OLC_GUI_Video_Tutorial
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Old 11-10-07, 10:56 AM   #83
U-Cass
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Default Feeling Stupid

Ok. Followed the tutorial about 3 times. (wished it had been in order of range / course / firing solution but nevermind excellent tutorial (by the way it wasn't impact you used but magnetic)).

So Load up torpedo tutorial. 100%. And think it's daylight among convoy pretend it's not tutorial. Ignore stationary target (as if in real campaign) and set my sights on the merchant behind it.

First thing first whats it's speed so zero speed and mark on front then mark on tail. 2 minutes 10 secs. Dials don't go that far? So think ok reduce mag and do that method. same. Am I being stupid or is there set limits in which these dials will give accurate results.
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Old 11-10-07, 12:27 PM   #84
onelifecrisis
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Quote:
Originally Posted by U-Cass
Ok. Followed the tutorial about 3 times. (wished it had been in order of range / course / firing solution but nevermind excellent tutorial (by the way it wasn't impact you used but magnetic)).
Actually, the second half of the video is in the right order. I obtained speed and course and then, once in position, range and aob. And I did fire an impact. :p

Quote:
First thing first whats it's speed so zero speed and mark on front then mark on tail. 2 minutes 10 secs. Dials don't go that far? So think ok reduce mag and do that method. same. Am I being stupid or is there set limits in which these dials will give accurate results.
No, not stupid, you are right: there are limits.

Magnification level makes no difference at all to the speed calculation method.

When a target takes more than 100 seconds to cross the line you'll need to do something like this: halve the number of seconds it took, calculate the speed based on that, and then halve the resulting speed.
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Old 11-10-07, 12:38 PM   #85
U-Cass
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Cheers. Still being stupid. Of course divide by equal amounts
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Old 11-10-07, 01:02 PM   #86
ALTEN
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Default Speed formula

Here's the the speed formula, someone once posted this on the subsim forum.

Ships length / Time to pass(in seconds) x 1.94 = Knots.
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Old 11-10-07, 02:13 PM   #87
Phoenix3000
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Hi OLC, great job with the mod!

I've just installed the latest version and its good to see the return of the 'flaggen' booklet.

One question I do have though is with the periscope view. I used to play SH3 with the peri unstabilised, so it rolled all over the place. I'm now using it stabilised as you suggest as it effectively replaces the split-prism targeting system they had in real life.

However, it also stabilises the observation scope. I assume that wasn't stabilised for real, so is it possible to release that one and only keep the attack peri stabilised? :hmm:

Cheers!

Px3000
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Old 11-10-07, 02:27 PM   #88
Pisces
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[QUOTE=onelifecrisis]
Quote:
Originally Posted by U-Cass
When a target takes more than 100 seconds to cross the line you'll need to do something like this: halve the number of seconds it took, calculate the speed based on that, and then halve the resulting speed.
Well, why not just line-up half the length with halve the time and then simply read as normal. No need to calculate the 'wrong' speed first and then correct for it in your mind. KISS people.

caveat: I must confess I usually don't live up to that acronym though.

(Looks the left...What the h!?! is an A-ganger?)
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Old 11-10-07, 02:28 PM   #89
onelifecrisis
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Quote:
Originally Posted by Phoenix3000
Hi OLC, great job with the mod!

I've just installed the latest version and its good to see the return of the 'flaggen' booklet.

One question I do have though is with the periscope view. I used to play SH3 with the peri unstabilised, so it rolled all over the place. I'm now using it stabilised as you suggest as it effectively replaces the split-prism targeting system they had in real life.

However, it also stabilises the observation scope. I assume that wasn't stabilised for real, so is it possible to release that one and only keep the attack peri stabilised? :hmm:

Cheers!

Px3000
Hello again Px3k

Yeah I think it could be done via cameras.dat. I could stabilise the main scope in there, and then the "no stabilise periscope" option would only affect the observation scope (and then my recommendation for the realism option would change to ticked). But the problem with that is, it removes the option from the player for the attack scope. People using my mod would have a stabilised attack scope whether they like it or not. I don't really want to do that.

Wherever possible I've tried to leave the mod flexible so that people can play it how they want to, and I'd like to keep it that way.

Cheers
OLC
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Last edited by onelifecrisis; 11-10-07 at 02:41 PM.
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Old 11-10-07, 02:32 PM   #90
onelifecrisis
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Quote:
Originally Posted by Pisces
KISS people.
Another lookup

All depends on what you consider "simple". Sounds to me like six of one or half a dozen of the other. My way and your way, both invlove halving two numbers... just different numbers at different stages of the process.
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