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Old 12-13-07, 06:31 AM   #316
Friedl9te
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Good idea,

I prefer the right one with all the Torp setting Instruments, which means that the watch has to be placed somwhere other.
Maybe in the upper left corner.
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Old 12-13-07, 08:59 AM   #317
The Bad Wolf
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Hi Friedl9te,

The chronometer is toggled between either top picture or bottom picture for Torp Setting Instruments via the button to the bottom right of the chronometer. At the moment I can't see it causing a problem. If you wanted the watch you would have to replace the TGA.

Thankyou for your reply as pointing out problems now is better as these can be implemented into the project.

I was also thinking of moving the fire button to the right side. (number of times I've nearly hit this instead of the Lock button)

Also add more integrated orders especially "Rudder Amidship"
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Old 12-13-07, 09:46 AM   #318
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This is getting interesting!!

Bad Wolf, your shots look good. Sorry to say I've got no idea how to implement it
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Old 12-13-07, 10:23 AM   #319
donw
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Bad Wolf
What happened to the "own sub's current heading" dial in the lower left corner?
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Old 12-13-07, 10:24 AM   #320
Friedl9te
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Quote:
Originally Posted by The Bad Wolf
Hi Friedl9te,

The chronometer is toggled between either top picture or bottom picture for Torp Setting Instruments via the button to the bottom right of the chronometer. At the moment I can't see it causing a problem. If you wanted the watch you would have to replace the TGA.

Thankyou for your reply as pointing out problems now is better as these can be implemented into the project.

I was also thinking of moving the fire button to the right side. (number of times I've nearly hit this instead of the Lock button)

Also add more integrated orders especially "Rudder Amidship"

Yeah, thats great. Recently I thought about the position of the fire Button. Maybe in the center of the lower four instruments.

Integrated orders are good for immersion, you can dimm the ambient lights. But on the other hand nothing is so quick as keyboard commands. I am an old man and grew up with MSDOS

I thought also what about using game controllers like a throttle from CH Products, they have a wonderful software to program all this controllers.

http://www.chproducts.com/retail/throttles.html
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Old 12-13-07, 11:09 AM   #321
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Hi to all.
First I would say thanks to Onelifecrisis for this fantastic GUI and to Joegrundman for his great tools.
This is my first experience with a sub simulator so I'm playing SH3 with a 53% realism setting (ie. without manual targeting and ship ID) and I hope that the introduction of those new Gui and the U-Jagd tools may help me in order to increase the difficulty of my gaming experiences.

As I just said I'm a noob here so I hope this is the right place to post my questions and I hope you could excuse me if I'll say anythings wrong.
I have not proper questions but some opinions:
I) I noticed that the event camera hides the chronometer, in the right upper corner, now. I dont' belive the old position may cover the new GUI and instruments. So why moving it?
II) In the darker nights and in safe waters I use bengala shell to make lone merchant a more easy target. I noticed that the new GUI limits the artillery projectile to explosives only, but SS and AP are still in the submarine ammo bunker. There is a way to select the armor piercing or bengala projectiles?

Thank you for your time.
Regards,
Dilust
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Old 12-13-07, 11:29 AM   #322
Friedl9te
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Quote:
Originally Posted by Dilust
II) In the darker nights and in safe waters I use bengala shell to make lone merchant a more easy target. I noticed that the new GUI limits the artillery projectile to explosives only, but SS and AP are still in the submarine ammo bunker. There is a way to select the armor piercing or bengala projectiles?
In 100% mode you will probably not survive very long, using bengala projectiles.
Grey Wolves hunt silent in the dark.
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Old 12-13-07, 11:51 AM   #323
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I have just stumbled upon this mod and ABSOLUTELY love it! I have one question however. Does anyone have a link or pdf which explains in depth how to use the "attack wheel" to find target bearing and AOB?? I watched the tutorial vid (which is fantastic btw) but would like more reading material. When I am in game I usually draw a blank when trying to use it!

Thanks!!
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Old 12-13-07, 12:03 PM   #324
Cap'n Spanky
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Quote:
Originally Posted by Zer0_2121
I have just stumbled upon this mod and ABSOLUTELY love it! I have one question however. Does anyone have a link or pdf which explains in depth how to use the "attack wheel" to find target bearing and AOB?? I watched the tutorial vid (which is fantastic btw) but would like more reading material. When I am in game I usually draw a blank when trying to use it!

Thanks!!
Dude... I'm @ work now, but I thought there was a PDF in the OLC GUI download. At any rate, here:
http://www.subsim.com/radioroom/show...ghlight=U-Jagd
is the complete U-Jagd thread. I know there is a PDF in those dl's.
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Old 12-13-07, 12:05 PM   #325
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Thanks Cap'n!
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Old 12-13-07, 01:32 PM   #326
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Hi donw,

The picture is of an older version, but the best one I could find to show the idea, the actual modification will be done to the latest version.

The bottom left hand corner will be as the new version untouched and will include the current heading.

I posted this originally, to just get some information so I could tweak the GUI to my own preference. All I've done basically to the GUI is shuffle the TDC around and reduced the Weapons Officers manual page to the bare information. This then gives room for the AOB finder to be fully exposed, but you also can still see the length & mast height.

This is done basically, because I wanted to get away from the mast x2.

OLC's GUI was a reallly big step to tidying up the display and giving a very smart looking intergrated system . The AOB finder by joegrundman and his supporting team was a huge improvement, adding realism to manual targeting.

I thank them all and so do many others as is proven by the number of downloads.

I was willing if enough people were interested, to share the modifications I made (with permission), as I owe a lot to the community for their help.

I am not seeking to take anything off OLC or anyone else as far as I'm concerned this is OLC's GUI.

I hope OLC makes a return and that his father continues to get well.
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Old 12-13-07, 01:38 PM   #327
donw
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NP Mate! Every improvement made from day one, rather big or small is greatly appreciated by the community as a whole, by all means...keep up the good work.

That little ommision just stood out for me, as I have come to constantly keep an eye on it, to keep that "mental picture" clear in my mind.
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Old 12-13-07, 01:59 PM   #328
Lapazeus
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This mod looks great! I hope you The Bad Wolf will further improve it & make it GWX 2.0 compatible. I think there are many who would appreciate your (and the other developers') contribution

I just recently found this forum, and the amount of talent amazes me. Those who don't know anything about modding (like me for example), admire your work

I'm looking forward to GWX 2.0 and your work.
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Old 12-13-07, 02:29 PM   #329
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Hi Lapazeus,

As far as I am aware, the only problem for GWX 2.0 compatility is the recognition manual.

As this modification gets rid of the recognition manual (Mast x2) there should be no problems.

There is a way to make the existing GUI compatable by using the tool by cuervo111. See post 299
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Old 12-13-07, 04:08 PM   #330
The Bad Wolf
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Friedl9te the good old days,

I can remember the times punching code from magazines for hours into the PC.

I want to leave that space for the moment. Might put an illuminated pushbutton (Red/green) there for manual/auto, to update the TDC. Still working on that, could get stuck with the dreaded hardcoding.

That would leave the original button for the attack disc on/off
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