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Old 11-21-10, 01:18 PM   #316
Buck_O
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Brilliant!!
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Old 11-21-10, 04:55 PM   #317
Rhodes
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Just a question. The mod provides 2 fixes (for the fm_interiors and for the open hatch form lukegeta) but you reffer that one should only enable one of the fixes. I am running both mods, what should one choose?
Only tried out with fix for the interiors, only thing changed is the right click of the mouse do not enable the free camera, but this is not someting important since one can siwft+f2 and go galavanting around the u-boat!
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Old 11-22-10, 02:54 AM   #318
makman94
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thank you all guys for your nice words !!

@Marko : i looked into the commands and there is no such a command so i don't think that this is possible, BUT on the other hand i am not sure though...maybe is possible,i don't know.

@Rhodes : each one 'fix' has its own readme text . there you can see with which exactly mods(and order) the 'fix' works. if you run only the FM_NI you need the ''FM_NI_Fix_for_MaGui F'' and if you run both FM_NI and Open CT (Open CT is enabled on top of FM_NI) you need the ''CT_FM_NI_Fix_for_MaGui F''.
BUT read carefully its specific readme for each one to see exactly the mods you need and their order of installation
note: for other mods that the ones you will see in there ....i don't know.'fixes' are tested with ONLY these.

bye
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Old 11-22-10, 09:56 AM   #319
Rhodes
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Thanks
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Old 11-22-10, 11:46 AM   #320
clouclou
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Trés beau !
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Old 11-23-10, 11:56 AM   #321
Bruce_Will_Es
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The mod looks nice and I see incredible work behind all of the packages. I just enabled the mod onto my installation of LSH 5.1 and tested if it works and how it looks (both: fine). But the gameplay differs a lot from OLC (LSH 5) so I need to read some *******ing manuals first.

I thing I had to do was to rename the folders. The main folders should be named like this:
MaGui F, MaGui F Fix for ..., MaGui F optional ..., MaGui F Filters ..., and so on.

Like this you always see a well ordered list in JSGME. First LSH, then MaGui, then others ...

If you put a number into the name the user would even know in which order the mods have to be enabled.

How this mod works with your Widescreen-Mod?
 
Old 11-23-10, 01:58 PM   #322
UhUdieEule
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thx for this great GUI, makman!

greetings from switzerland
UhU
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Old 11-24-10, 02:00 AM   #323
harryt8
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Bravo Zulu

Well done Makman.
You're Final version of MaGui looks impressive.
You are to be commended for the blood, sweat and tears you must have exerted to get this mod up and running in all its variations, over the last two years.
You must be a maths genius..!! I looked at TDC and Gyro Tutorial (pages 1 -10) and was stunned (and horrified..!!) by all that trigonomitory..!!
Where's the "simply explained for the under 5's pages?"

Anyway, thank you for your hard work.


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Old 11-24-10, 07:40 AM   #324
Assprella
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At your orders, Sir.
Perfect GUI.
Very nice.
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Old 11-24-10, 08:16 PM   #325
OSU
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Your mod looks amazing, and I really like it, but I have a few questions.

1) Is it set to a specific resolution? My monitor is 1280 x 1024, and I like my games set at that resolution as well.

2) How do you use the wiz wheel? I was able to use it to lethal effect in the ACM-GUI Reloaded. How do you use it in this GUI? And is there a way to use it when not zoomed in all the way?

3) The Gyro-angle indicators have me all screwed up. Which one do you change? Which one do you pay attention to? I have been able to hit all my targets so far, but when the gyro-angle indicators do not stick to where you put them, it gets confusing sometimes.

4) What is the point of the notepad? If I try to use it I can't see the angle number, it is blocked by the words on the pad. It drives me crazy to be honest. Also, I don't really understand why you would need it if all you need is the wiz wheel.

5) Is there a way to switch nomographs? This one is set up differently than the ones that I am used to.

Any help would be greatly appreciated.
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Old 11-25-10, 03:54 AM   #326
makman94
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@Clouclou and Assprella : thank you guys

Quote:
Originally Posted by Bruce_Will_Es View Post

....
How this mod works with your Widescreen-Mod?
hi Bruce,

no ,you can't use the MaGui F with the Widescreen version .
the Widescreen version can (and must) be enabled ONLY on top of MaGui v3.4

Quote:
Originally Posted by UhUdieEule View Post
thx for this great GUI, makman!

greetings from switzerland
UhU
thank you UhUdieEule

Hellas is sending greetings to Switzerland too

Quote:
Originally Posted by harryt8 View Post
Well done Makman.
You're Final version of MaGui looks impressive.
You are to be commended for the blood, sweat and tears you must have exerted to get this mod up and running in all its variations, over the last two years.
You must be a maths genius..!! I looked at TDC and Gyro Tutorial (pages 1 -10) and was stunned (and horrified..!!) by all that trigonomitory..!!
Where's the "simply explained for the under 5's pages?"

Anyway, thank you for your hard work.


hi Harryt8,
the maths are a ''different'' languange to communicate, once you know this languange you would see that what is written at TDC's gyroangle notes are not extreme sience.but if you don't know this languange,well it is logical to believe that are ''horrifing'' or something real ''high level''! ...but it is not.
i have written these notes some months ago (for one member here) and it is a personal ''approach'' to the theme (gyroangle) ,using analytic geometry and some theorisms from Euclid geometry (hi -school level maths). it was left over in my HD and just released it but yes, it can't be understandable (or explained) to people that has not some maths knowledge...i putted it there only for the people that like readings like this.
what is still very interesting to me (and still trying to get at it) is a 100% Euclid geometry solution for gyroangle


Quote:
Originally Posted by OSU View Post
Your mod looks amazing, and I really like it, but I have a few questions.

1) Is it set to a specific resolution? My monitor is 1280 x 1024, and I like my games set at that resolution as well.

2) How do you use the wiz wheel? I was able to use it to lethal effect in the ACM-GUI Reloaded. How do you use it in this GUI? And is there a way to use it when not zoomed in all the way?

3) The Gyro-angle indicators have me all screwed up. Which one do you change? Which one do you pay attention to? I have been able to hit all my targets so far, but when the gyro-angle indicators do not stick to where you put them, it gets confusing sometimes.

4) What is the point of the notepad? If I try to use it I can't see the angle number, it is blocked by the words on the pad. It drives me crazy to be honest. Also, I don't really understand why you would need it if all you need is the wiz wheel.

5) Is there a way to switch nomographs? This one is set up differently than the ones that I am used to.

Any help would be greatly appreciated.
hi OSU,

1) don't know....i am only running on 1024x768
2) check some post back at this thread and read the ''Manos Optics'' text....most of what you ask are allready answered
3) not sure that i understand what you ask here but i will try to answer, the gyro dial is only for watching the needles ,you are not controling them . gyro dial is showing you the gyro angle ,i assume that you know what gyro angle is...right ? you are asking to which one to pay attention....both(round dial and digit dial) are showing you the same .the difference is that at rounded dial ...you can read the 10ths of gyro (which is impossible to see at digit gyro)
4) when you have identify your target ,there is no more accurate,comfort and faster way to get the range than using the stadimeter. now the rings are there if you want to ''eyeball'' the situation ....meaning that you haven't identify the target and you are making an estimate of its mast height...etc...etc...
the 'problem' that you say ''the angle number, it is blocked by the words on the pad '' is becuase you have enabled a mod(s) AFTER MaGui that are CONFLICTING with MaGui's files . so disable all mods that jsgme is warning you that conflicts with MaGui
5) the use of nomograph (all nomos...not only this) is exactly the same . this nomo has the scales that you used so long(so no problem there) and also something additional to it.read the readme for it and you will 'get' it for sure...it is very easy.

bye
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Old 11-25-10, 03:47 PM   #327
OSU
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Thanks for the help. I think I get it now. The reason I was confused by the gyro-angle indicators is that on the previous GUI mod that I used is that if I was 90 degrees off of a targets bow, the indicator would stick there, and then move towards 000. Its just a bit disconcerting is all. I've been able to hit my targets in the Academy, and I haven't missed yet, which is good.

PS - One more thing, can you explain the torpedo bearing tables? What do all the numbers along the left side stand for?
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Old 11-25-10, 05:40 PM   #328
derrinurban
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First off makman, love the gui. It is absolutely awesome.

Secondly, would you be able to help with an issue I am having.

I am not sure if it is a mod conflict or what. I am having problems with the tube/salvo selector indicator dial. In the tdc the dial seems to be normal and switches between salvo and single tube selection. However, at the attack periscope and UZO, switching between tube and salvo does not seem to change the indicator/selection dial. It shows the salvo selections only.

When you have the switch set to salvo, the selector dial appear normal and are controllable. You can click on them to change the spread angle and select which tubes are included in the salvo.

When you set the switch to tube, the selector dial appears to be like it is behind glass, the dial face does not change like at the tdc (tubes 1 thru 5) and is no longer functioning.

At the tdc, the tube selector works normally and only the spread angle dial goes behind glass (non operational) when you switch to single tube setting.

Not sure what is going on. Hope you can help. Below is a list of mods that I have running, in the order they were installed (JSGME).


GWX - 16km Atmosphere
GWX - English Nav Map and Grid Refs
GWX - Enhanced Damage Effects
GWX - Integrated Orders
GWX - Lite Harbor Traffic
GWX - No Medals on Crew
GWX - Open Hatch Mod
FM_NewInterior_V1.0
LifeBoats&Debris_v4
Longer Repair Times 2.04 (All)
WB's Renown Replacement
Waterstream+Exhaust Combi V2.3 for GWX3
Torpedo damage Final ver2.0
Thomsen's Sound Pack V3.2cg
M.E.P v3
M.E.P v3-Patch
M.E.Pv3 VisualSensors-GWX3
MaGui F
Type VII salvo selector
FM_NI_Fix_for_MaGui F
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Old 11-26-10, 01:37 PM   #329
DeadlyWolf
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OK, I have to say it: I ****ing love you.

This is the second time in about a year I plan on starting again with SH3, and the second time your mods fulfill everyone of my desires. The last year with TMT V2

I just hope I'll not have the problems I had with "OLC gold MkII" (see here: http://www.subsim.com/radioroom/show...01#post1165901), because that's the reason I stopped playing. Can someone reassure me on that?

@derrinurban: nice collection of mods, I'll probably do someting very similar
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Old 11-26-10, 02:32 PM   #330
derrinurban
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Quote:
Originally Posted by DeadlyWolf View Post
@derrinurban: nice collection of mods, I'll probably do someting very similar
Thanks, I just did a look at what most of the old dogs had posted for mods they were using. These seemed to be favorites by most of them.
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