Thanks to diego_gut for making it easier to use his "lighter" interface with GWR 21,
Fifi for fixing him Cameras free move and ericlea for his help with testing and personal correspondence. |
:Kaleun_Thumbs_Up::Kaleun_Cheers::Kaleun_Applaud:
|
@Fifi
The angular angles are calibrated so that the size of a ship as viewed from the tower is the same as viewed from the periscope at 1.5x. They are different because the viewport is of different size. Obviously, there is nothing wrong with adjusting it to your taste but you will see everything bigger from the tower. I agree that the optics look too new but graphics are my weakest area, I'll see what I can do about that. @ericlea Perhaps the best solution for the charts would be to make them an addon but I'll wait a bit to do it so that I don't have to maintain several versions of menu_1024x768.ini in sync. Regards |
Thank you for your reply Diego :up:
I see what you mean with the angular degrees, but my old eyes are not telling me the same :) That’s also why i have added a little zoom to the UZO. Anyway inside the different station, 88° is giving a too wide feeling for me...and i think 69° is giving a quite correct tight field of view. Submarines interiors were very claustrophobics! Maybe I’ll try back 88° only for conning deck to match what you said :03: About the clean optics, i agree it’s very hard to give the exact weathering result. Ahnenerbe & ARB GUI are quite nice on that matter :yep: Wouldn’t it be possible to import them into your GUI? |
I love this feature in the DGUI !
During WW2, the simplest practices, were also the fastest and those with the least error. the most efficient. https://i.servimg.com/u/f36/19/84/56/02/sh3im199.jpg https://i.servimg.com/u/f36/19/84/56/02/sh3im200.jpg here we see in the periscope the graduations are in mils too (normal graduations + mils graduations). first screen we see 110 mils for the ship (wich has mast high= 22.5). and fast looking in the x6 table we see immediatly 110/22.5 = distance 800 m ! second screen with obs periscope. x1.5 same target ship, same distance. we see in periscope high = 30 mils. ship high is 22.5. and in the x 1,5 table we see immediatly 30/22.5 = distance 800m ! :Kaleun_Thumbs_Up::Kaleun_Cheers: |
Yes Eric, very nice feature! :up:
DGUI is now my favorite 1920x1080 GUI for all my SH3 installs! Very nicely done, and the lighter GUI to avoid any memory issue! |
@Diego
One of my dream in a 1920x1080 Gui, would be to get the crew & damage management page enlarged...meaning this part (like pict below - not from your Gui) taking almost whole screen :yep: https://steamuserimages-a.akamaihd.n...A90668244042C/ Actually this part is on the left side of screen, kind of too minimized for best handling. I’m not familiar enough with menu ini, to adjust it. In fact I’m a total noob with this menu :haha: |
Yes nice this F7 full map but as F5 full map it will certainly use more ram memory...
|
Quote:
|
F5 with full map eats more memory than F5 normal map. That is sure, it is tested. so it is certainly the same with F7 screen. Certainly more than some tga files...
Need to be tested :) |
Other little thing: any way to solve my ID book?
Ship Tonnage is not readable, and the ship images are too bright... https://i.goopics.net/LNb7Y.jpg Using LSH3 by the way |
Quote:
|
There is a problem with fuel gauge. we can't see it !
when dials are displayed by pressing the button down the tiefenmesser, fuel gauge does not appear right from the dials. why not show it ? and when we want to give chief engineer the order to show the dials (by using orders officer buttons at bottom left corner) the report button is missing ! https://i.servimg.com/u/f36/19/84/56/02/sh3im202.jpg To try to see the fuel gauge, i decided to resize dials1b.tga in menu_1024_768.ini. Then it is ok, the fuel gauge appears right side from dials but... no fuel level inside it ! useless gauge... https://i.servimg.com/u/f36/19/84/56/02/sh3im203.jpg It is a problem if we can't see the level of fuel in our uboat ^^ Can you fix this ? Thanks :salute: |
Hello all,
I'll try to address all questions - The crew management screen can not be enlarged, the positions of the crew are hardcoded and only work within the original 1024x768 area. This is why every 1080p GUI has it in the lower left corner. This is also why 1360x768 GUIs work so well. - The bright images on the rec manual come from added ships and it needs to be corrected by the author. ARB tried to fix it applying a dark filter to them but then the stock ones look too dark and everyone complains about that. - I chose the size of the optic that allowed to have the best accuracy for the graticule. They have a diameter of 756 pixels and are divided in 21 pixel degrees, since 10 milliradian are 0.57296 degrees that would be 12.03 pixels so I could make the vertical scale very accurate. If I had used any other practical size the margin of error would have been much bigger. For example, if they had a 792 pixel diameter with 22 pixel degrees, the 10 mill marks would need to be 12.6 so if you used 13 you would have a 4 pixel error at the 100 mill mark. This is in part why I did not used ARBs graphics. Finally, I want to clarify that the images posted by ericlea show the hardcoded graticles which is not how DGUI comes configured. However, if anyone prefers to have degrees shown along the milliradians on the vertical scale and degrees on top too it's just a matter of configuring the patch. They will be calibrated in the periscopes but they probably will not be calibrated in the UZO. Regards |
You should be able to see the fuel gauge when you display the big telegraph, on the right side. I thought it paired better with the telegraph and detailed speed control of the diesel engines. If you don't it's because of some modification to menu-1024x768.ini.
I took the CE report out because it uses different graphics for the same dials and I find it uninmersive, or perhaps it just satisfies my OCD :) . It also saves 0.5mb. Look at the last picture of the first post. Regards |
this is where he was hiding lol
Thanks ^^:Kaleun_Cheers: correct, i have 2 ranges of graduations in my persicopes when i use DGUI with ccom12 (screen comes from ccom12) ... |
Quote:
I suspected crew management page hard coded too...thanks for confirmation :03: Will also try to solve my ID book...shouldn’t be that hard. Is there a precise reason why you choose to put the torp button order from bottom to top? Wouldn’t it be more logical to put torp I on the top instead of torp V? Asking because it’s third time I launch the V instead of I ! No need to say I’m still waiting the torpedo impact! :har: |
When i try to check what Hsie options you have checked (via the option configurator) i can't access it, and it gives this window:
https://i.goopics.net/a33p0.jpg Any idea? |
The algorithm is about the same
https://www.subsim.com/radioroom/ima...aleun_Wink.gif https://www.subsim.com/radioroom/sho...00&postcount=3 |
Exact same problem by me. Impossible to acces h.sie options.
that's why I tried to use another sh3.exe than diego and I thought it worked well (full map was ok, draggable chrono too) but now i know why i have double graduations in my periscopes ! it is because i don't used the sh3.exe from diego. with sh3.exe from diego no double graduations but no possibility to go in the h.sie options as fifi said. To resolve this, I will try to follow again (with more attention) your instructions to play without diego sh3.exe : - IF YOU NEED TO APPLY OTHER PATCHES : - Apply Hsie's patch first according to his instructions. https://www.subsim.com/radioroom/sho...d.php?t=174225 - Apply Stiebler patch second. - Apply Tycho's SH3 Patch next, it must be installed for this GUI to work properly. The patch needs a custom configuration file which is included. Copy TychoSh3Patch.map to the same directory where TychoSh3Patch.bat is (replacing the original) and apply the patch. https://www.subsim.com/radioroom/sho...d.php?t=231140 - Tycho's Chronometer patch needs to be installed after that. https://www.subsim.com/radioroom/sho...d.php?t=238735 - Copy your patched Sh3.exe to DGUI_vxx directory. - Move your DGUI_vxx directory to the MODS folder in your SH3 installation and install using JSGME :Kaleun_Salute: |
All times are GMT -5. The time now is 05:34 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.