TDW UI already has a stadimeter fix and an enhanced rec manual, so no need for this mod if you play with his UI. Reaper already implemented these skins in his UI mod (I think). This mod was build to be used with the stock UI, actually I continued Reaper's work just to have a tool for those who wish to use the new slim and minimalist UI, but also want to play a sim, not a kids game.
I started to work on this mod after I had read this excellent manual TDC tutorial, posted by emtguf. Problem there was that the stock stadimeter is bugged so is almost impossible to play like is in that tutorial because the range values will be always wrong. That's why I worked for weeks to read the "right" values for the whole SH5 fleet and mark the manual with a green line where the bugged stadimeter will read the correct range. The next step I work on now is to implement in the manual this brilliant SpeedSolver Quick Chart made by gutted. So in this way the player will always know the right speed of his target without the need to print out the chart on paper or make complicated math. Is just I'm short on time, but I already have implemented the chart for few ships and is under testing. All I need is free time.. hope that soon I will release this improvement. What I absolutely love in this mod is that help a lot with the realism. Is no automated lock or stadimeter that will work for the player, the human error is a big issue, so every shot need to be double checked and if ur fish hits the target.. is a big joy. No more million tons/patrol, no more shooting with torpedoes like with a missile, every torpedo is important because is a lot of room for human error, like was in real life :) PS: Can an admin edit the topic title and add a [REL] in it please? I edited the title but somehow it not gets updated... |
Thank you Magnum for explanation.
Congrats for your MOD, in spite of I'll play TWD MOD. See U around mauriga |
I'm already sick of the bugs filled in this game, I never saw in my life such a bugged game like this one. I said that I plan to add a speed chart into ERM, to help with faster speed recon and higher realism. Like this:
http://farm5.static.flickr.com/4092/...ac2a979c_b.jpg But during the testings I found out that this will never work. Simply because the ships data are wrong. Here is a simple example, copy/paste from the ships cfg file: [Unit] ClassName=T3Cimmaron Length=139.6 [Unit] ClassName=LL (Liberty cargo) Length=147 So what's wrong in this picture? The length. That huge tanker is shorter in the cfg file than the cargo. Even if the real size is almost double. So this is mission impossible, I have to abort. Finding the right length, redo the math would take just way to much time. Shame on those who got paid to do this right and failed. |
Quote:
As for the size discrepancy, the Liberty should be 135 meters long. The T3 should be 169 meters. |
Quote:
The only solution I see now is to do again what I did with the stadimeter, put the whole merchie flotilla in a custom mission and read the correct values for every speed possible. I already did that with the ships at 5 knots, but when I did the test on my laptop I saw another bug.. the chronometer is lagging on slower systems. Instead of 54s/5K for a Ranger tanker taken on a good pc, I got 61 on the laptop. :nope: This is hopeless.. :( |
Quote:
|
Magnum, I understand your frustration, but lag is just part of computer/video games. You can't expect for it to run perfectly unless you have some top of the line hardware(heck, even then it messes up from time to time).
|
Yeah, the lag on chronometer was a final blow for me :( Mainly because I thought that the chrono is linked to the system/OS and not just a game toy.
But I might still do this soon as I get some time for it. With the mention that this will not work right on slower systems. SH is meant to be played as a sim, not as an ordinary game. Respect for all the moders who work hard to fix all these bugs and try to make make SH5 a real sim, only now I understand how hard is that. |
Quote:
Perhaps the chronometer in the game could be linked to the system, or at least made more reliable. Only time and work will tell. So, hang in there comrade.:salute: |
@Magnum,
I feel your frustration over testing things. I can not even run SH5 on my current system. I must depend on others to do testing for me and that slows everything. There are a number of people that will test for you if you ask. Setup the test missions and explain what you want. Let the Community help you help them. :rock: |
Sometimes its the things you think less likely to be then solution to be the solution :D.
For example I got the SH4 Recon Manual to work In game - that was written of as improbile to work as it would not display merchants. But 5 mins after being told you can't use the SH4 Recon Man due to that reason, I had Merchants displaying in it :haha:. So sometimes you need to hit the road block to spot the sideroad you just passed :D. Best of luck with this Magnum :up:. |
Stadimeter bug still not fixed?
|
Quote:
I gave up on the speed chart, at least until the chrono and the ships length will not be fixed in a patch. SH5 was not designed to be played as a sim. |
Hi Magnum, did you find that all ships had incorrect lenghts or just a few.
Do you know which are correct. If I know one correct one I could use the RAOBF to find the correct lenghts for the rest. Then redo the cfg files and Ship dds files with the correct lenghts. :up: |
Seems like all values are wrong compared to the real sizes. For example, the most common merchant ship in the game, the Liberty cargo in real life had the following characteristics, quote from wikipedia:
Displacement: 14,245 long tons (14,474 t)[1] Length: 135 m (441 ft 6 in) Beam: 17.3 m (56 ft 10.75 in) Draft: 8.5 m (27 ft 9.25 in) Speed: 11 to 11.5 knots (20 to 21 km/h) Compare this with with the .cfg values: MaxSpeed=10 Length=147 Width=18.1 Mast=24 Draft=5.8 Displacement=7000 Ofc, we all saw this ship running with 12-14kts, so the game takes the values from somewhere else that the sea folder. So.. this is a lost battle. |
Quote:
|
Quote:
If so then I can use the Liberty Cargo as the base ship to configure my RAOFB Graticule markings. And from there find the ingame ship lenghts for the rest - a lot of work but once the RAOBF is calibrated the work could be spread among many. Quote:
Is it just the speed that the .sim uses SteelViking :06: EDIT: Just looked at the NLL.sim in the data/sea/NLL/ folder for the Liberty cargo and don't see any reference to speed. Also these are the valuse in its cfg file. ClassName=LL 3DModelFileName=data/Sea/NLL/NLL UnitType=102 MaxSpeed=13 Length=147 Width=18.1 Mast=27.1 Draft=5.8 Displacement=7170 Now the war supplies version is: ClassName=LLWarSupplies 3DModelFileName=data/Sea/NLL/NLL UnitType=102 MaxSpeed=11 Length=147 Width=18.1 Mast=24 Draft=5.8 Displacement=7170 while the Large Steamer which is a clone also of the Liberty cargo ClassName=KLWarSupplies 3DModelFileName=data/Sea/NLL/NLL UnitType=102 MaxSpeed=10 Length=147 Width=18.1 Mast=24 Draft=5.8 Displacement=7000 Now if your not using my UI then all the ship config files for clones are set to mot show in the recognition manual. Hence why when targeting a clone you will not get the correct picture with the correct info showing in the rec manual. Magnum, you can do as I did for your rec man mod. Include all the cfg files and delete the showinrecognitionmanual = False for all the clones. :) |
Quote:
|
Quote:
I reedited my post above with new info, that will explain the speed discrepency. So the Liberty travelling at 13Kts is actually correct. The 10kts was the value of one of the clones, also mast heights can differ between clones. I wonder do the In game models reflect this :06: If not then the cfg files will nedd to be updated to the parent ships mast height. |
Quote:
|
All times are GMT -5. The time now is 12:05 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.