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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Sailor man
![]() Join Date: Jan 2002
Posts: 48
Downloads: 14
Uploads: 0
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I have SH3 (Steam) + 4GB Patch with GWX3.0 and SH3 Commander already installed.
Is it possible to install a 1980x1020 mod like DGUI 1920x1080 over top or do I need to start over?
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Nefari 412th Friday Night Volunteer Group - Aces High Friday Squad Ops |
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#32 |
Soundman
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Hello,
Yes, you can install it over your current installation. You have to install the patches for the full screen map and chronometer according to the instructions. You may need to apply the 4Gb patch again using Hsie's patch in order to be able to install Tycho's patches. I will not be available for the rest of the day but I could help you tomorrow if you need. Regards, Diego |
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#33 | |
Sailor man
![]() Join Date: Jan 2002
Posts: 48
Downloads: 14
Uploads: 0
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Unfortunately, I don't think I understand the process. Do I need to install the DGUI first? Then the Tycho and Chrono patch? I tried to patch the HSIE and it failed, then I tried the Tycho and it failed too.
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Nefari 412th Friday Night Volunteer Group - Aces High Friday Squad Ops |
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#34 |
Soundman
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Installing DGUI requires to steps, installing the mod itself and patching sh3.exe. I recommend you patch sh3 first and copy it to the included DGUI directory, then you can move the DGUI directory to your mods folder and intall it using JSGME.
In order to successfully patch sh3 you have to start with a stock sh3.exe. Next, I recommend you apply HSIE patch and run the options selector and unselect everything but the 4Gb patch. This way it will be simpler and you don't have to prepare the supplement that is a more involved process. This is mandatory if you have a steam version or you won't be able to install Tycho's patch. The second step is to install TychoSh3Patch. To do this, you have to copy the TychoSh3Patch.map file that comes with DGUI and replace the one that comes with the patch. You have to apply the patch over the sh3.exe that you patched in the first step. Finally, apply the chrono patch and copy the patched exe to the DGUI folder and install it. Please let me know if everything went ok. Regards, Diego |
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#35 |
Machinist's Mate
![]() Join Date: Mar 2019
Posts: 124
Downloads: 516
Uploads: 0
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Hi Captains
I add the chart for the DGUI 1.2. You can merge them on your next Version Mils Chart for Range measure mils chart for DGUI.jpg Chart for Torpedo Safe Deapth Torpedo Safe table.jpg Chart for AOB AOB Chart.jpg Hydrophone and RPM chart Hydrophone rpm speed and distance chart.jpg Contact Info Chart in Help Page Contact Info in help Page.jpg MOD download link: https://www.mediafire.com/file/ez8vc..._addon.7z/file Good Hunting Last edited by Toyotagt86; 12-14-20 at 03:09 AM. |
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#36 |
Soundman
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Thanks a lot for the offer!! I will check them out.
I did not include any charts on the periscope or uzo stations because it is not possible to make them show above the bearing indicator. If you drag them on top of the periscope you will see the bearing indicator on the chart and I don't like how that looks. That is why I moved the flags to the map. The other reason is because of memory consumption, DGUI uses about 150mb less than ARB. On the other hand, I realize that charts are immersive, useful and make the GUI much nicer. I will include whatever I can integrate nicely. Regards Diego Last edited by diego_gut; 12-27-20 at 07:34 PM. |
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#37 |
Soundman
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@Toyotagt86
I apologize for checking your mod until today, I haven't been able to do anything mod related in the last days. Your charts are great! The distance tables are a must have. I think I will include everything. The charts that need to be used in the periscope stations should go in the layout page like you did with the distance tables. I am going to move the Aob charts there. Thanks a lot! |
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#38 |
Samurai Navy
![]() Join Date: Jan 2014
Location: Strasbourg F
Posts: 572
Downloads: 109
Uploads: 0
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It’s a very good widegui ! A good and immersive experience !
I’m thinking of adapting it for wac5.2 which is my favorite supermod. This is what I also did for arb widegui : https://www.subsim.com/radioroom/sho...14#post2577614 ![]() |
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#39 |
Soundman
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Thank you!!
I plan to keep polishing it while staying with the general concept. You probably should wait a bit until I stop making changes. Regards Diego |
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#40 |
Samurai Navy
![]() Join Date: Jan 2014
Location: Strasbourg F
Posts: 572
Downloads: 109
Uploads: 0
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Yes i will wait and look carefully at the improvements you will make.
Nice ! ![]() |
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#41 |
Silent Hunter
![]() Join Date: Aug 2005
Location: Figueira da Foz, Portugal
Posts: 4,486
Downloads: 109
Uploads: 0
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Is it possible to run this mod with WAC?
I ask since I loaded yesterday a patrol in it and found that everything was stretched and then saw the save date, August of 2019... ![]() Joining the fact that I want try your mod and needing a 1920x1080 mod for the game, I thought of asking. |
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#42 |
Soundman
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Hello,
I have never tested it with WAC so I am not sure if it will work fine, I use GWX for testing. Having said that, it will probably work but you may loose GUI elements added by WAC. It should be easy to try. Regards, Diego |
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#43 | |
Silent Hunter
![]() Join Date: Aug 2005
Location: Figueira da Foz, Portugal
Posts: 4,486
Downloads: 109
Uploads: 0
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Hello, I tried and load up fine, at least in single missions. Tomorrow will try out in patrol campaign. the only difference I saw was the change of the attack scope, but I did play so little of wac, can not remember what GUI exclusive elements WAC has. I kind liked the work of the mod, will explore it more. Thank you for it. ![]() |
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#44 |
Sea Lord
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Thank you for your interface that I tried a short time ago, great job you did diego_gut ... I wish you good luck in the projects
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#45 |
Soundman
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Thank you!
I have been slacking a bit but I have the next version almost ready. Regards |
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