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-   -   [REL] Radar Range and Bearing Lines (https://www.subsim.com/radioroom/showthread.php?t=134566)

Nisgeis 04-05-08 01:38 PM

[REL] Radar Range and Bearing Lines
 
This works with 1.4, I can't say for sure if it works with 1.5, as i don't have it installed. This is a selection of two mods, the first will add bearing lines in 10 degree increments to supplement the bearing lines already there. The second mod will add the bearing lines and also a set of 25%, 50%, 75% and 100% range rings.

The texture files for the bearing numbers and lines in the unmodified game are a bit of a mystery as to where it lives. If anyone knows, please let me know. Because of this, I have left the original bearing numbers in place. I've changed the A-Scope pixel shader and substantially changed the PPI scope pixel shader to get this mod to work, but I don't think there will be any issues. I will be working on removing the stock bearing numbers and getting more historically accurate bearing numbers around the outside, but this may take some time.

LukeFF provided techincal information on how the radars worked and also requested that the lines remain visible on the SJ radar when the set is switched off, so this is what happens. I also tried to make the radar beam a bit less jagged, not entirely sure I have managed it though.

Here are some screenshots, both have targets at a range of approimately 2,000, 4,000 and 6,000. I've also made the contacts smaller to match the pictures of working radar I have seen.

First, bearing lines only. First image is set switched on, second is set switched off.

http://i251.photobucket.com/albums/g...gLinesOnly.jpg

Second mod, bearing lines and range rings at 25%, 50%, 75% and 100%. First image is set switched on, second is set switched off.

http://i251.photobucket.com/albums/g...aringLines.jpg

If anyone would like this mod,

Bearing lines only (more accurate historically)
http://files.filefront.com/Nisgeis+B.../fileinfo.html

Bearing line and range rings
http://files.filefront.com/Nisgeis+R.../fileinfo.html

There's any number of ways I might have screwed up packaging this, as I've not done this before, but it should be JSGME compatible.

DrBeast 04-05-08 01:42 PM

Neat stuff, Nisgeis! :up:

M. Sarsfield 04-05-08 02:19 PM

What resolutions have you tested this with?

Nisgeis 04-05-08 02:40 PM

Quote:

Originally Posted by M. Sarsfield
What resolutions have you tested this with?

1024x768 and 1280x1024.

Vorkapitan 04-05-08 03:08 PM

I've been waiting for this!

Looks great!! :up:

M. Sarsfield 04-05-08 03:11 PM

Think it would work fine in 1440 x 900?

Nisgeis 04-05-08 03:15 PM

Quote:

Originally Posted by M. Sarsfield
Think it would work fine in 1440 x 900?

I'm fairly confident it will, I can't think of any reasons why it would not. The pixel shader will draw the radar screen no matter how close or how far away the camera is. It's not menu_1024 related, so there shouldn't be any placement issues.

I might be surprised though ;) .

M. Sarsfield 04-05-08 03:16 PM

I'll let you know. I have such a huge laundry list of mods right now. I'm looking forward to RFB being released, which incorporates a lot of the fixes.

LukeFF 04-05-08 05:02 PM

Awesome job and thank you! I'll be testing this out right away.

tedhealy 04-05-08 06:06 PM

Works fine with 1.5 and at 1680x1050. Great job :rock:

Fish40 04-05-08 07:35 PM

You da MAN!!:up: Thanks alot. Now here's a dopey question: do we need to be in port to activate?

Nisgeis 04-06-08 12:24 AM

Quote:

Originally Posted by Fish40
You da MAN!!:up: Thanks alot. Now here's a dopey question: do we need to be in port to activate?

Nope, it doesn't affect anything to do with campaign files, just install, start game and sink (the enemy).

castorp345 04-06-08 03:29 AM

awesome!
:rock:

cheers
hc

NonWonderDog 04-06-08 09:25 AM

Great, that was sorely needed.

Now, is there any way to fix the contact fading? Right now contacts seem to shrink to points over about one sweep of the radar. I'd feel a lot happier if the contacts stayed the same size and faded to dark red, and if they did so over 3-4 sweeps of the radar instead of only one.

Nisgeis 04-06-08 03:46 PM

Quote:

Originally Posted by NonWonderDog
Great, that was sorely needed.

Now, is there any way to fix the contact fading? Right now contacts seem to shrink to points over about one sweep of the radar. I'd feel a lot happier if the contacts stayed the same size and faded to dark red, and if they did so over 3-4 sweeps of the radar instead of only one.

I don't think there a way to do that... the game engine controls how fast the dots fade, the size of the dots has a small part to play, but not a very large one. The smaller contacts fade faster (low flying aircraft).

I might be able to add a digital range readout though.

jmr 04-06-08 04:12 PM

[quote=Nisgeis]
Quote:

Originally Posted by NonWonderDog
I might be able to add a digital range readout though.

That would be cool.

LukeFF 04-06-08 07:19 PM

Quote:

Originally Posted by Nisgeis
I don't think there a way to do that... the game engine controls how fast the dots fade, the size of the dots has a small part to play, but not a very large one. The smaller contacts fade faster (low flying aircraft).

Actually, there is a way to set how fast the radar contacts fade. In /Data/Interior open up the SIM files that have the _CT line of text in them (such as NSS_Gato_CT; the S-class won't have such a file). Open up the RadarView sections of the file and look for PPIContactTTL. This tells the game how long the contact will stay on the screen before completely fading out.

Nisgeis 04-07-08 04:28 AM

Quote:

Originally Posted by LukeFF
Actually, there is a way to set how fast the radar contacts fade. In /Data/Interior open up the SIM files that have the _CT line of text in them (such as NSS_Gato_CT; the S-class won't have such a file). Open up the RadarView sections of the file and look for PPIContactTTL. This tells the game how long the contact will stay on the screen before completely fading out.

Thanks for the tip :up:, I haven't got to look at those files yet, I wonder what else is hidden away. There you go NonWonderDog.

swdw 04-07-08 06:53 AM

The contacts should fade slowly on the PPI, but not take too long as it creates confusions on short range with a fast closure speed.

The tubes used for radar had a longer persistence phosphorous coating than tha ascope which was basically similar to an oscilliscope.

Don't know about the exact duration on the WWII radar. Will look at the fleet boat manual and see if there is some info. From the radar sets I saw in school in the 70's, the contacts should stay on the screen either slightly less than the time it takes for a full revolution of the radar, or just be a tiny pinpoint as the radar sweeps over again.

Now if we could get the devs to add a command where you can get a range report from the radar for either the closest contact or one you are focused on, that would be great. Was surprised no such report commands existed when skwasjer posted the list of all commands he'd found.

Fish40 04-07-08 04:16 PM

Works like a charm! Much easier to determine range, and coarse. This was much needed. SWDW, any chance of this makeing its' way into RFB?


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