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Old 11-13-07, 09:12 PM   #1
onelifecrisis
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Quote:
Originally Posted by Trefoil
I noticed you were going to make your depth tool draggable. I do use the draggable protractor tool a lot in your mod & have managed to drag it too close to the edge of the chart and been unable to retrieve it. An obvious & simple solution is, probably, not to drag the tool too close to the edge of the chart, but if you do want to make your mod idiot proof......
...then... what??? :rotfl:

What I mean is... I can't (by modding means) stop you from dragging it off the map, I'm afraid. You'll just have to be careful where you put it - sorry mate!

(p.s. if any modder is reading this and does know a way to stop it, let me know)

Quote:
Originally Posted by donw
...is there a step by step "Illustrated" manual out here anywhere?
Yes, Friedl9te wrote a good one - there is already a link to it in the first post of this thread.

Quote:
Originally Posted by skookum
Hi OLC. A small request. Since it seems you're still adding little tid bits here and there to this excellent mod, is there any chance you might be willing to change the Symbolzoom variable in Maps.cfg to read "10" on future updates. Unless it interferes with something else of course. I'll be downloading each update as its released but, since I use a bearing ring mod, it would be nice to not have to edit this variable each time.

Please and Thank you.
I edited symbolzoom to prevent that big image with marked rings showing range/bearings coming up on the map. Learn to map-plot properly! :p j/k

Keep editing the file - or even better just make yourself a little JSGME mod to enable on top of mine - I won't be changing maps.cfg again

Quote:
Originally Posted by skookum
BTW I'm sure you're quite busy modding and would likely appreciate it if your workload were kept to a reasonable level. With your permission, I'd be willing to write a tutorial (with screenies) for those who would like a step by step guide to using this GUI (I'll probably write one anyways but won't release it till you give the nod).

PM if you like.
That'd be great! You can never have too many tutorials so thanks for the offer. Yes please go ahead and will put a link to it in the first post of this thread if you don't mind!

Finally, @Castout - thanks!
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Old 11-13-07, 10:28 PM   #2
The Butcher
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Default Bearing Wheel

I've watched the video several time and I'm still not getting the use of the bearing wheel. The targeting part I've got down okay. Do you know of an English version of printed instructions. The one from Friedl9te's link is in German. I really like the layout and how well thought out the controls are. I'm using it on SH3 1.4b.
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Old 11-13-07, 10:45 PM   #3
onelifecrisis
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Quote:
Originally Posted by The Butcher
I've watched the video several time and I'm still not getting the use of the bearing wheel. The targeting part I've got down okay. Do you know of an English version of printed instructions. The one from Friedl9te's link is in German. I really like the layout and how well thought out the controls are. I'm using it on SH3 1.4b.
Friedl9te's instructions are in English.

You must be clicking the link in his sig instead.

Anyway his tutorial doesn't cover the attack disc. Is that what you're talking about when you say "bearing wheel"? If so, you could look at the instructions in the U-Jagd Tools mod, which is where it comes from. It has been implemented slightly differently in my GUI but the principles are the same. Search for "Jagd" in this forum and you'll find it quickly.
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Old 11-13-07, 11:09 PM   #4
The Butcher
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Default Attack Disk

Yes the attack disc. I downloaded the Jagd instructions, I'll see if that helps. Also loaded your update. Keep up the good work, it's clear everybody appreciates it. The realism adds to the experience. This is the first game I've played like this, definately hooked.
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Old 11-13-07, 11:27 PM   #5
KronosMT
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For those that may be having trouble with the attack disc, there is an alternate method of calculating the target's course and speed. (Manually). Take a range reading from your watch officer and note both the range and bearing. (Start your stopwatch here). Use the protractor with the pivot at your ship, and make the bearing marking just like in the tutorial. Draw a line from that pivot point to the range estimated by your watch officer, make a mark at the end there. (just like was done in the tutorial with the small tanker). Once thats done, wait a specified number of minutes.. I use 5, get range and bearing again from your watch officer (Stop the stopwatch here) and do your drawings again, making a second mark. Then just draw a line between the two, and it will give you both speed and course of your target. If you use anything other than 3.15 minutes, you must use the conversion chart that comes with GWX 1.03, or do the math conversion km to knots. If you use 3 minutes 15 seconds, then distance = knots.

The attack disc allows you to get the target course in one measurement, while the manual method gets you both with 2. Rinse and repeat to refine or check for accuracy.

If you're in periscope view, obviously do the range manually, and note your degree's in periscope view. (bearing.) Taking these steps further you can actually plot a spot to attack your target at a pre-arranged position, which allows you to have all your data, including AoB, set before you even raise the periscope. (basically leading the target.)
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Old 11-13-07, 10:33 PM   #6
onelifecrisis
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v1.1.3 update posted on FF

The local time issue is proving more difficult than I imagined, so I'm posting this version without that fix - I'll have another go at it soon.

This update includes:
  • Flaggen chart added to binocular view.
  • Flaggen chart brightness reduced to lessen night-time contrast (in both screens).
  • Draggable quick/approximate depth-by-colour tool added to navmap.
  • Fixed right-clicking on the WE/NA (or on their icons).
  • Lower memory requirements for the mod (may help with frame rates and/or stability on some machines).
  • Miscellaneous cosmetic tweaks.
Cheers,
OLC
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Old 11-14-07, 12:58 PM   #7
candy2500
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Quote:
Originally Posted by onelifecrisis
The local time issue is proving more difficult than I imagined, so I'm posting this version without that fix - I'll have another go at it soon.

This update includes:
  • Flaggen chart added to binocular view.
  • Flaggen chart brightness reduced to lessen night-time contrast (in both screens).
  • Draggable quick/approximate depth-by-colour tool added to navmap.
  • Fixed right-clicking on the WE/NA (or on their icons).
  • Lower memory requirements for the mod (may help with frame rates and/or stability on some machines).
  • Miscellaneous cosmetic tweaks.
Cheers,
OLC
this mod and the improved wave texture i consider anyway to be the two best mods ever made for sh3, but that's just my opinion.

congratulations onelifecrises you really did something great here.

one question::: was the lines in the obs scope in the last version or was they just added, i don't seem to recall them in the last version of the mod.

Last edited by candy2500; 11-14-07 at 01:33 PM.
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Old 11-14-07, 02:35 PM   #8
onelifecrisis
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Quote:
Originally Posted by candy2500
one question::: was the lines in the obs scope in the last version or was they just added, i don't seem to recall them in the last version of the mod.
If you're referring to the bearing indicator, yes it was in the last version, but it was in a different position on the screen. I moved it to get around a problem with the Flaggen chart (stock hardcoding issue, can't be changed so I had to get around it another way). I trust it's OK in the new position?
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Old 11-14-07, 06:12 PM   #9
candy2500
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Quote:
Originally Posted by onelifecrisis
Quote:
Originally Posted by candy2500
one question::: was the lines in the obs scope in the last version or was they just added, i don't seem to recall them in the last version of the mod.
If you're referring to the bearing indicator, yes it was in the last version, but it was in a different position on the screen. I moved it to get around a problem with the Flaggen chart (stock hardcoding issue, can't be changed so I had to get around it another way). I trust it's OK in the new position?
yeah, that's cool. its not a big deal, i prefer the more open view but a man has to do what a man has to do.
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Old 11-14-07, 08:22 PM   #10
Castout
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Hi OLC but how do you conduct surface attack with the UZO since all the calculation must be done in the attack periscope station.

Great mod btw
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Old 11-14-07, 10:50 PM   #11
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Castout, He covers that in the video. If you haven't watched it, it is most helpful.
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Old 11-14-07, 11:04 PM   #12
skookum
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Firstly, here's the updated OLC GUI tutorial, now in ultra-cool PDF format !!!

Still no attack disc included (maybe as soon as I figure it out well enough to explain it to others without bursting my hepatic artery or confusing the hell out of them). But for those Kaleuns who enjoy playing chicken with Whale Factory ships and don't raise the periscope until they're trading paint, the tutorial now explains how to target a vessel at 1.5X zoom (yay!).

If you find a spelling or grammatical error, feel free to curse me under your breath, but please keep it to yourself. I'm too drunk to care about such trivialities and I plan stay that way for quite some time. Deal with it by feeling morally superior to me for the next week or so :p. I'm sure by then you'll be so proficient at topedoing merchant shipping with this mod that the tutorial will become redundant and pointless and redundant:hmm:. Oh, and I know the images are too compressed. Sorry .

Secondly, thanks for downloading and reading it. I hope y'all find it useful. I wouldn't have bothered to write it if no one had requested it, so here ya go!

Thirdly, thanks again OLC for your fantastic mod!

Well, let's get to the point then. Here's the link:
http://files.filefront.com/OLC+GUI+Q.../fileinfo.html
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Old 11-27-07, 10:35 AM   #13
Trefoil
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Quote:
Originally Posted by onelifecrisis
The local time issue is proving more difficult than I imagined, so I'm posting this version without that fix - I'll have another go at it soon.
Hi, OLC - Did you ever manage to have another look at the local time issue? I had a feeble attempt, by removing one of your remarks in the menu_1024_768.ini file. The local time & date showed, but in the original location at the centre bottom of the screen - garbling up the text there. I couldn't work out how to move it to a more appropriate place.
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Old 11-27-07, 11:28 AM   #14
mic1184
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Okay this is a embarrassing moment for all of us, but what can we do. so here we go:

Announcement:

After a couple of weeks of using the OLC GUI i hereby officially state that i want to hug and kiss onelifecrisis.

End of announcement.

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Old 11-27-07, 01:04 PM   #15
onelifecrisis
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Quote:
Originally Posted by mic1184
Okay this is a embarrassing moment for all of us, but what can we do. so here we go:

Announcement:

After a couple of weeks of using the OLC GUI i hereby officially state that i want to hug and kiss onelifecrisis.

End of announcement.

:rotfl:

Er... thanks but no thanks?

P.S. So it's true what they say about the navy then :hmm:
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