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Old 04-01-08, 03:02 AM   #61
skookum
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any word if a version of this mod is compatable with GWX 2.0 OLC GUI/enviro/etc...?
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Old 04-01-08, 03:18 AM   #62
dertien
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IIRC a GWX 2.0 compatible version will be released in their update 2.1.

so to answer your question: nope its not, alas
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Old 04-01-08, 09:11 PM   #63
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Quote:
Originally Posted by Sailor Steve
Quote:
Originally Posted by Philipp_Thomsen
In real life its very very easy to know at what bearing you are looking at with the binoculars, while in the game you are turning the mouse left or right and have no idea how much your head is turning, thats why i think that the bearing indicator is useful... sometimes you turned to 270 looking for something and nothing shows up, you get out of the binoculars and see you already turned too much past 180... too hard to control that turning speed sometimes without the bearing indicator. Maybe if were only a north/south/east/west indicator, would be perfect...
I'm not sure that's true. In real life you would have an idea how much your head is turning, but that only helps if you're scanning in one general direction. Any more than a few degrees and you're turning your whole body, at which time you lose that sense of absolute direction. When using plain old binoculars in real life, I think we automatically drop them and use the naked eye, and then replace them without thinking about it.
Steve,
You are absolutely right. When I was at sea, any good lookout could give you a relative bearing of a visual contact within ten degrees of actual. Any good OOD would then pick up his binoculars and immediately confirm the sighting & the bearing. You are also right about the binoculars and the eyeball being used together. You scan from the ship to the horizon with the old Eyeball MK-1, Mod-1 and then you rescan with the binoc's. Next you turn slightly and do both scans again with an intentional overlap of the first scan. You do this over & over until you complete your sector of the sea, then you start all over again, and again, and again... It's a very long 4 hour watch in the winter.
When you find a contract, you confirm the contact with the binoculars and then drop your eyes to the hull to find your bearing. Then the officers do the just the reverse of that to find the contact from the approximate bearing derived from the hull.
Bob
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Old 04-01-08, 09:37 PM   #64
Kptlt. Neuerburg
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The camera mod does work with GWX 2.0. I installed it with JSGME. Heres some screenshots to prove it.



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Old 04-01-08, 11:32 PM   #65
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It works but its not 100% compatible. You will see modeling glitches. This was issue was posted ages ago. GWX team is working on a revised version and including it to there GWX 2.1 Patch.
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Old 04-02-08, 02:09 AM   #66
dertien
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Danke Wolfhunter

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Old 04-02-08, 02:32 AM   #67
dertien
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About that bearing in the compass...

Nowadays, the more sofisticated binoculars have a lighted compass mounted into them. I don't know if that was already the fact in WWII.
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Old 04-02-08, 07:03 AM   #68
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Quote:
Originally Posted by dertien
About that bearing in the compass...

Nowadays, the more sofisticated binoculars have a lighted compass mounted into them. I don't know if that was already the fact in WWII.
Oh, definitely not. When I was a boy growing up in the '50s my dad liked to have the best toys money could buy. He had a great pair of binoculars, but they couldn't do anything like that. Also, if they had that the UZO wouldn't need a bearing indicator dial below the binocs.
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Old 04-02-08, 12:42 PM   #69
skookum
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I've been able to get SB cam to work with GWX 2.0, but not with OLC GUI installed as well. I hope there's someone who can help me get all three working together. I miss walking around on deck, but I'll never play SH3 again without OLC GUI.
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Old 04-02-08, 03:27 PM   #70
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Oh my God! Does this mean I'll be able to put on 'J'attendrai' on the gramophone and sway with the ocean waves in my captain's bunk?? Too good to be true! Downloading now...
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Old 04-02-08, 05:09 PM   #71
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Perfect! One of the most important mods for immersion imho!

btw is there an easy way to make the binocs all black? Since the numbers are disabled I'd like to get rid of them.
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Old 04-03-08, 02:00 PM   #72
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Quote:
Originally Posted by CptGrayWolf
Perfect! One of the most important mods for immersion imho!

btw is there an easy way to make the binocs all black? Since the numbers are disabled I'd like to get rid of them.
I asked that question earlier in the thread. The reply was that the camera mod will be part of GWX 2.1, and the numbers will be gone.

If you don't want GWX there is definitely a way to do it. I don't know what it is, but someone who does will surely give it up.
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Old 04-03-08, 02:43 PM   #73
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Quote:
Originally Posted by Sailor Steve
Quote:
Originally Posted by CptGrayWolf
Perfect! One of the most important mods for immersion imho!

btw is there an easy way to make the binocs all black? Since the numbers are disabled I'd like to get rid of them.
I asked that question earlier in the thread. The reply was that the camera mod will be part of GWX 2.1, and the numbers will be gone.

If you don't want GWX there is definitely a way to do it. I don't know what it is, but someone who does will surely give it up.
Ooops, I really do read all posts, but looks like I missed that one.
Yup, either enable the bearings or get rid of them. Either way is fine with me. If anybody knows how to do this, let me know!
Great mod once again!
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Old 04-04-08, 03:26 PM   #74
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hi i what THIS mod! but the links on your download/mods page do not work! help!
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Old 04-04-08, 03:59 PM   #75
CptGrayWolf
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Quote:
Originally Posted by RICH12ACE
hi i what THIS mod! but the links on your download/mods page do not work! help!
It's on page 3, http://rapidshare.com/files/94887614...d_SH3.zip.html

edit: new link
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