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Old 11-07-07, 06:42 AM   #91
joegrundman
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To remove the attack disk, go to your U-jagd1.2 mod folder. Open data/menu/menu_1024_768 and select find. Type in "Angriffsscheibe". Delete or comment out (with ; ) the entire section.

The open data/menu/cfg/dials.cfg and do the same

Hope this is clear

joe
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Old 11-07-07, 11:02 AM   #92
mikaelanderlund
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Quote:
Originally Posted by joegrundman
To remove the attack disk, go to your U-jagd1.2 mod folder. Open data/menu/menu_1024_768 and select find. Type in "Angriffsscheibe". Delete or comment out (with ; ) the entire section.

The open data/menu/cfg/dials.cfg and do the same

Hope this is clear

joe
Yes it is. Thanks

Mikael
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Old 11-07-07, 02:38 PM   #93
TheDarkWraith
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Quote:
Originally Posted by joegrundman
To remove the attack disk, go to your U-jagd1.2 mod folder. Open data/menu/menu_1024_768 and select find. Type in "Angriffsscheibe". Delete or comment out (with ; ) the entire section.

The open data/menu/cfg/dials.cfg and do the same

Hope this is clear

joe
From my experiences it's safer to comment out anything you don't want or need. If you delete a [G3F xxx] for example and it's in the middle of a run, like inbetween [G3F I60] and [G3F I62], you will lock up the game on loading. The game will load up to [G3F I60] and then sit there looking for [G3F I61] but since it was deleted you get a hang. You have to ensure the number sequence continues in numerical order even if you comment out or delete a 'rung'
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Old 11-07-07, 03:12 PM   #94
Friedl9te
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Btw. just tried to make the Chrono slower. No problem at all.

Tell the chrono that one round (360°) should last 100 seconds. And it works.

[Dial25]
Name=PerChronoSec
Type=13; DIAL_CHRONO_SEC
Dial=0x0
CrtVal=0x26020002
NewVal=0x0
DialVal=0,360
RealVal=0,100; seconds
Circular=Yes
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Friedl9te SilentHunter III Help Thread (Sorry in German)
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Old 11-07-07, 09:34 PM   #95
joegrundman
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Hi Friedl9te

Were you successful with this? When i tried it, it worked until 60seconds had passed, and then skipped forward to the 0 position to start the next minute

joe
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Old 11-08-07, 02:24 AM   #96
Friedl9te
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Sorry to disappoint you, I became a victim of my own impatience.
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Old 12-01-07, 01:42 PM   #97
jimmie
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Thank you very much for this great tools

I can't seem to find the link for DIY kit.. where can I download the DIY kit?
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Old 12-01-07, 03:46 PM   #98
Pisces
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The link to the files was at the bottom of joegrundmans post(s).

http://hosted.filefront.com/joegrundman/
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Old 12-01-07, 04:12 PM   #99
Castout
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I'm currently using the OLC GUI mod. What's the difference between this mod and that of OLC's GUI mod?


In OLC GUI mod I had to double the mast height of the new mod ships. Does by installing this mod I would have to halve the mod ships' mast value again?

Thanks this mod looks very cool
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Old 12-01-07, 08:58 PM   #100
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Pisces, thanks a lot!

Castout, you can't have U-jagd tools if you're using OLC interface. They're mutely exclusive. There's no need to double the mast height with U-jagd tools mod if you use stock stadimeter. You can think of OLC interface is the expanded U-jagd tools plus new UI which integrates the expanded tools. With OLC interface you'll no longer have stock "notepad" thingy.

U-jagd tools basically works with the notepad except almost useless speed mesuring page of it. With either mods what you gonna be doing is basically the same, the difference is essentially what you see as tools and their operation.
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Old 12-01-07, 09:20 PM   #101
Castout
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Thx Jimmie. I've downloaded this U-jagd tool but I'm sticking with OLC GUI. I must admit the rotating wheels of U-jagd is prettier than in OLC GUI mod.
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Old 12-05-07, 12:00 PM   #102
Jaeger
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Quote:
Originally Posted by Hitman
Quote:
If the shiplength intel is good, speed is also good.
It's difficult to explain, but intel was not always that good. The recognition manual was used in real life, that's true, but normally the dimensions of a ship were calculated rather differently.
hitman, can you precise that "rather differently"? when submerged, i can use the "kreisrechenschieber" included in the olc gui. but how to determine the distance to target when surfaced? i found a formular: distance = mastheight of target / tanA. the problem is: how to solve it without a calculator (they didnt have one in ww2)? or are there other possibilities to find the range? how did they do it in ww2 when surfaced?

greetz, Jaeger
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Old 12-05-07, 12:30 PM   #103
Friedl9te
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They had linear sliderulers I presume or printed tables or such stuff.
Remember Saturn V and Apollo, the maths were mainly done with sliderulers. No pocket calculators in the sixties.
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Friedl9te SilentHunter III Help Thread (Sorry in German)
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Old 12-05-07, 01:09 PM   #104
Dimitrius07
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joegrundman

I made a glass on the stopwach instead of the standart reflextion.tga. I can show you screenshot and install info (it will take no more that 1 min to install), or i can PM you if you have time . I don`t want to bother you too much
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Old 12-05-07, 03:52 PM   #105
Hitman
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Quote:
hitman, can you precise that "rather differently"?
The first thing a Kaleun or IWO did was count the number of cargo/fuel (If a tanker) bays in a ship. The number of cranes gives away that, as there is a cargo bay before/behind a crane/ in the middle of two cranes. Multiplying the number of cargo bays by 1500 GRT he figured out the approximate tonnage of the ship. Then a simple formula was used to determine the length of the ship, since ship proportions follow rather similar mathematical formulas in naval ship construction/design. That's because the lebgth versus width versus tonnage of a ship has an ideal proportion, and beyond that one the hydrodinamic profile is not optimal

Believe it or not, using those methods together with the "seaman's eye" they came to reasonably close results, as 10-20 metres difference didn't change that much the speed measuring.
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