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Old 11-11-16, 02:50 PM   #16
propbeanie
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Originally Posted by BarracudaUAK View Post
Well, I finally got around to digging some more (yet again), and I think some things may be hard coded...

I don't actually see anything that sets an entry as being for a U-boat, or a Fleet boat...

So this is stalled.

I guess I'll just keep doing it the way I have been, jumping between stations...


Propbeanie, thanks for the link, all is working smooth so far with the LAA patch.

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Kuhl. Glad you found something that works on the executable. My wish in the game is to be able to make "sub-menus", like the Quick Mission one goes to the MIS files in the SingleMissions folder, I want to be able to further split that into categories... alas, I fears it is not possible without some deep knowledge from Yoda... or a good hex editor (hint hint Jeff-Groves, if you ever get un-busy)...
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Old 11-30-16, 08:39 PM   #17
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I cant swear to this but it has been my understanding that the fire control party did prepare a manual plot of the firing solution as a method or double checking the accuracy of the firing solution, and to be able to track target course changes so as to try to see if the target is zig-zagging on a regular pattern. See "Submarine Action in the South Pacific by John Patten, USN (ret). Figure 37 on page 71 shows an example of a navigational plot.

I think the game would be better if, when you send the range and bearing to the TDC, a mark is permanently placed on the map with a note of the time the data was entered. That would enable you to keep a manual plot of the targets course and allow you to calculate speed manually. Its OK as is but I wish we could write on the map like in SH3. I think it would be better if we combined the attack map with the nav map, to avoid a lot of switching back and forth.
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Old 11-30-16, 09:56 PM   #18
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I think the game would be better if, when you send the range and bearing to the TDC, a mark is permanently placed on the map with a note of the time the data was entered.
I've been wishing for someone to figure out that feature for years.
I'd be willing to buy the game all over again just for that.
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Old 12-01-16, 06:27 AM   #19
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One (somewhat cumbersome) way to do that is to put the 'X' on the map there and make note on paper that X number 1 is at that time, then keep pegging the process, noting the time of each mark.
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Old 12-01-16, 07:39 AM   #20
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One (somewhat cumbersome) way to do that is to put the 'X' on the map there and make note on paper that X number 1 is at that time, then keep pegging the process, noting the time of each mark.
Yeah, I've actually gone so far as to make my own form for tracking contacts. I keep a clipboard full of them on the wall next to my computer.
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Old 12-02-16, 07:38 PM   #21
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I was thinking of mentioning that I haven't forgotten about this, and I checked yesterday on my phone to see new post...

Quote:
Originally Posted by Joe S View Post
...

I think the game would be better if, when you send the range and bearing to the TDC, a mark is permanently placed on the map with a note of the time the data was entered. That would enable you to keep a manual plot of the targets course and allow you to calculate speed manually. Its OK as is but I wish we could write on the map like in SH3. I think it would be better if we combined the attack map with the nav map, to avoid a lot of switching back and forth.
Joe S

I considered trying to combine the maps in SH3, but I never had time to do it...

The few times I tried a "passive" only run in SH3, I used the ruler to draw a line along the bearing lines on the map, then used several of those to determine range and course and I hit both of the times that I tried, but I always wanted the bearing helper tool/overlay from the attack map placed on the navigation map. Always seemed simpler than trying to import all the "drawing" tools to the attack map.




I did some more digging, but this time in the dails.cfg file. There is a difference between the US TDC inputs, and the German TDC inputs.
The Menu_1024-768.ini list the "dails" found in the dails.cfg, and these dails "call" different commands...

Just an additional tidbit of information, I'm still trying to figure out what makes an Menu...ini item "for" a particular "side".

In SH3, and SH4 with a U-boat, on the Attack map, clicking on the "button" to the right of the TDC input dails, at the lower left of the Torpedo inputs, releases the TDC from being controled by the periscope... If I could get the U-boat dails to work on either the attack map, or better yet the Nav map, I'm hoping that it would "bypass" the periscope screen based combination input on the top right.

I've also considered trying to "mod" the TDC/PK outputs on the left side of the scope/attack map via the menu...ini to accept input, so that bearing could be set from there, rather than controlled by the periscope view, or at least in addition to...

Many possible ideas, just currently no time to investigate... I finally got to play SH4 for about 45 minutes yesterday, first time in over a week I've had time to play.

So progress remains slow, although I haven't given up yet.


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