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Old 04-23-10, 03:41 PM   #931
TheDarkWraith
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Quote:
Originally Posted by kylania View Post
Great, now we just need to tie it into using this and all will be perfect!

actually that's not a far-fetched idea. It can be implemented but I'm not going to right now.

Default time setup in the options file from when you press the crash dive icon (and teleport to Radar) to when the crash dive command is given is 5 seconds.

Working on timestamps now.....
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Old 04-23-10, 03:54 PM   #932
TheDarkWraith
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Originally Posted by mcaa666 View Post
Well, speaking for me personally; I do the most of my long distance travels mostly @ TC x 512 (or higher). So I think that would be a good value. Also allows for quick patrolling @ TC x 256 over short distances without the message box on screen for better visibility...
So 512 to start with I guess and we'll see from there

I got a better idea....how about I make it a user configurable option? You set what TC level you want the behavior to happen
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Old 04-23-10, 03:54 PM   #933
TheDarkWraith
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Originally Posted by kylania View Post
These screenshots are from MaGui 3.1 for SH3.

The two drag able tools marked on this image would be really helpful:



Basically the slideout tools from these would be helpful as well. There are other versions of these as well. Hitman has some nice ones in his SH3 mod, and I've seen examples with English instructions on them before, but can't find them now heh

Here's the AoB wheel:



I totally forget what this one is for, but it's helpful too!





Here's a current comparison of the available bearing tools:



Gisement is the highest rez and easiest to see, but only 1000m (which due to the limit of 2x zoom isn't bad). Guf's is too small really to use and without enough detail. The GWX one is nice, but can't be seen in it's entirety and is really fuzzy/light and hard to read. Not really needed, just thought it would round out the ultimate UI mod.

Also, if you figure out how to get map contact time stamps and a single-button-from-bridge crash drive solution, people will have your babies!
can you give me links to these items?
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Old 04-23-10, 04:11 PM   #934
kylania
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Quote:
Originally Posted by TheDarkWraith View Post
can you give me links to these items?
Map tools and slideout tools:
MaGui 3.1 for SH3 - by makman94

Bearing overlays:
Gisement bearing overlay - linked in a thread by charognard.
GWX Compass Rose Overlay - by conus00
Bearing Tool - by emtguf

Other resources possible from:
HitMan GUI for NYGM/GWX - by Hitman

(Names are PM links)
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Old 04-23-10, 04:14 PM   #935
TheDarkWraith
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alright got it telling me when the crew spots a new contact....one step closer.....

EDIT: got one way to do it but digging through .exe file looking for a better way.

Last edited by TheDarkWraith; 04-23-10 at 04:48 PM.
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Old 04-23-10, 05:09 PM   #936
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Originally Posted by TheDarkWraith View Post
I got a better idea....how about I make it a user configurable option? You set what TC level you want the behavior to happen
Sounds Perfect...
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Old 04-23-10, 05:10 PM   #937
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Well I thought I'd have one final go at my original feature request before I crash dive into a sulk.

Mouse wheel control for the rudder/bearing+ DW?
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Old 04-23-10, 05:17 PM   #938
TheDarkWraith
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Originally Posted by DragonRR1 View Post
Well I thought I'd have one final go at my original feature request before I crash dive into a sulk.

Mouse wheel control for the rudder/bearing+ DW?
It's on my list I know how to do it just haven't implemented it yet.

Well the .exe and .act files provided no info on sUnitContact's structure....I can't get to the variables and thus here's how the time stamp for map contacts will work:

when a sensor on your boat detects a new contact:

a timestamp will be generated and saved with the contact
when you select that contact (you click on it on mini-map or lock onto the target via scope) there will be a little box displayed in the mini-map probably in top left corner that will show the time the contact was spotted. If you deselect the contact the timestamp will disappear. If you lose the contact the timestamp entry will be erased. This is what I'm going to try and make work now.

This is what you all mean by timestamp correct?
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Old 04-23-10, 05:23 PM   #939
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Originally Posted by TheDarkWraith View Post
the problem is the teleport icons are 20 X 20 in size and I've blown them up to 60 X 60 with the code. That's why they look all grainy.

If someone can make me some 60 X 60 icons then I'll adjust the code to use those instead (they will look MUCH better).

All the teleport icons are located on their own .dds (TeleportOrders.dds)
G'day TDW,

Would these help? 60 x 60 Set up as you normally do - file TeleportOrders.dds



DL Link: http://www.filefront.com/16224293/TeleportOrders.7z
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Old 04-23-10, 05:36 PM   #940
TheDarkWraith
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Quote:
Originally Posted by Nauticalwolf View Post
G'day TDW,

Would these help? 60 x 60 Set up as you normally do - file TeleportOrders.dds



DL Link: http://www.filefront.com/16224293/TeleportOrders.7z

those ROCK

THANK YOU
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Old 04-23-10, 05:38 PM   #941
TheDarkWraith
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just to see if the code is working correctly here I tried it for the timestamp:


notice that the contact spotted time matches the clock time......you all won't see this dialog box, it was for debugging purposes only. Now to implement it into the mini-map
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Old 04-23-10, 05:38 PM   #942
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Quote:
Originally Posted by Nauticalwolf View Post
G'day TDW,

Would these help? 60 x 60 Set up as you normally do - file TeleportOrders.dds



DL Link: http://www.filefront.com/16224293/TeleportOrders.7z
Wow those are amazing! Well Done
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Old 04-23-10, 05:39 PM   #943
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you're welcome
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Old 04-23-10, 06:03 PM   #944
TheDarkWraith
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Had to take a second out of making v1.9.0 to see these new icons in game:


awesome...
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Old 04-23-10, 06:18 PM   #945
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Yeah niceone NW they look so so sweet

TDW take a few minutes timeout if needbe lol

Great work as usual
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