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Old 10-24-10, 01:36 PM   #4726
TheDarkWraith
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Due to noticing problems with Obelix's Strategic map mod I had to go make some changes to my files so I could send him changes to his mod to make it fully compatible with this UIs mod. A by-product of this is giving the end-user the option to use a different set of map tools:


a new user option has been added that will allow the map tools to be the kind displayed above (MapToolsAsObjects).

I'll be releasing patch 1 for v4.8.0 here very soon.
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Old 10-24-10, 02:02 PM   #4727
TheDarkWraith
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v4.8.0 patch 1 released: http://www.filefront.com/17428868/Ne...-0-patch-1.7z/

patch 1 add/fixes the following items:

- made necessary changes to files to add support for Obelix's Strategic map mod
- the toggle draggable compass's icon will not appear in the map tools bar until the navigation map is shown now
- added a new user option that controls whether the map tools are displayed as objects on the navigation map or as icons in the map tools bar. Default value is disabled (False) (MapToolsAsObjects)

Note: Don't forget to use the OptionsMigrater app to migrate your old options file to your new options file (\data\Applications)
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Old 10-24-10, 05:32 PM   #4728
ReallyDedPoet
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Nice work on the new version
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Old 10-25-10, 05:22 AM   #4729
u47
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Default zoom chrono jagd

hello kaleuns many thanks for uis sh5 maker,excuse for my bad english ,is possible zoom for chrono jagd? a folder users options?thanks
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Old 10-25-10, 06:46 AM   #4730
Obelix
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Quote:
Originally Posted by TheDarkWraith View Post
v4.8.0 patch 1 released:

patch 1 add/fixes the following items:

- made necessary changes to files to add support for Obelix's Strategic map mod
...
TheDarkWraith, can you help in one more question? Please. Should be dipped below the navigation tools so they do not crept to the panel assignments. I hesitate to edit the file, I'm afraid to spoil anything.
After solving this problem, I will release mod.



Another little problem in the second screenshot.

Thank you.
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Last edited by Obelix; 10-25-10 at 06:56 AM.
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Old 10-25-10, 06:48 AM   #4731
DavyJonesFootlocker
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I just tried this out and it actually works. Not getting the problem like above.
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Old 10-25-10, 06:59 AM   #4732
TheDarkWraith
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Quote:
Originally Posted by Obelix View Post
TheDarkWraith, can you help in one more question? Please. Should be dipped below the navigation tools so they do not crept to the panel assignments. I hesitate to edit the file, I'm afraid to spoil anything.
After solving this problem, I will release mod.
Thank you.
crap I always forget about that campaign stuff that shows in the top left corner of the nav map. I'll make the necessary changes and release patch 2 when it's ready. Thanks for the bug report
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Old 10-25-10, 08:08 AM   #4733
TheDarkWraith
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patch 2 released for v4.8.0: http://www.filefront.com/17431875/Ne...8-0-patch2.7z/

this patch includes the previous patch and fixes the problems posted by Obelix

Note: Don't forget to use the OptionsMigrater app to migrate your old options file to your new options file (\data\Applications)
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Old 10-25-10, 08:28 AM   #4734
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Quote:
Originally Posted by TheDarkWraith View Post
OK TheDarkWraith! It works fine
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Old 10-25-10, 11:41 AM   #4735
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Well I'm back from about version 2.0. I'm using default TDC UI (guess it's SH5Enh) and I have some problem with calculating attack.
1) Can't find steadimeter. Is it there somewhere?
2) My guys are very lousy at calculating speed - mostly it's 0 or 30+
3) The AOB angle dial when turning the auto TDC on is far from propper. Yesterdays game it seems reverted. Today it shows 40 instead of 80.

I think I quite need some documentation of how to use the great UI. Maybe someone wrote it before. I'll be gratefull if someone would point me to some kind of help.
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Old 10-25-10, 12:17 PM   #4736
TheDarkWraith
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Quote:
Originally Posted by flymar View Post
Well I'm back from about version 2.0. I'm using default TDC UI (guess it's SH5Enh) and I have some problem with calculating attack.
1) Can't find steadimeter. Is it there somewhere?
2) My guys are very lousy at calculating speed - mostly it's 0 or 30+
3) The AOB angle dial when turning the auto TDC on is far from propper. Yesterdays game it seems reverted. Today it shows 40 instead of 80.

I think I quite need some documentation of how to use the great UI. Maybe someone wrote it before. I'll be gratefull if someone would point me to some kind of help.
Are you saying you're using v2.0? If so, please update to v4.8.0 and patch 2. Many, many problems and additions have been added since v2.0.

As far as stadimeter, it's fully automatic. Once you select the ship in the rec manual (or have WEPS identify it for you) the correct mast height is automatically used. All you have to do is use the stadimeter to measure to the highest point on the vessel to get distance to target.

As far as calculating speed you need to do 2 things to ensure a valid speed reading:
- distance to target set
- AOB of target set
Once those two TDC dials are set then your speed readings will be correct (barring user input error of the 2 TDC dials)
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Old 10-25-10, 12:51 PM   #4737
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Since I don't have the problems I won't use this patch.
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Old 10-25-10, 01:14 PM   #4738
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Very good with the patch2+IO StrategicMap...
thank you TheDarkWraith
thank you Obélix
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Old 10-25-10, 01:33 PM   #4739
flymar
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No. Last tim I played I used a 2.7... long time ago. Now I'm with current stuff.
I guess the answer to my question was 'The red book'. There is whole WEPs conversation along with stadimeter, ID, AOB and stuff.

So, quick review of my attack tactic:
1) SPACE
2) Follow Target on Officers panel
3) ID ship from officers panel
4) Stadimeter
5) AOB from quick drawing on the map
5) Speed - 2 options - from observation and from icon on Officers panel - I dunno how it really works, should I turn on the chrono or don't need to? How much time should I wait for engaging calculations (since starting it), is AOB important while crew estimate the speed?
7) Stadimeter for fine tuning
8) Feuer!

If you have any tips on the above I will appreciate it.

Q1) I've noticed theh AOB is dynamically changing so my question is - is the estimated speed has the influence on the change, other words - If the est speed is bad will the AOB change too fast/ too slow?

Q2) I installed the nightvision part too - what does it do? I was expecting light green periscope markings at night but don't know how to turn it on:|

Q3) Are there color lenses included in the mod? How can I turn them on?

Q4) Do the crew abilities/skills affects torpedo solution?

Q5) IS there a easy way to remove upper part of the open Red Book? It takes up some place and isn't realy helpfull?
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Old 10-26-10, 04:02 PM   #4740
Brumete
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Problems with patch 2, the torpedo tubes are useless once fired and reloaded.
Ex: open pipe = disabled
I think you should make one mod that is compatible with all mods + key and not have so many problems after upgrade and update errors that you make in your mod.
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