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Mraah
05-22-07, 11:50 PM
See bottom of Color Set and post for download links.

----------- V1.22 --------------

----------------------------------------------------------------
PPI CIRCLE RANGE MARK v1.22 : Stand Alone version : DS_Variants
----------------------------------------------------------------
This mod not possible without Anvart's PPIRadarPS.fx edit. Thank you Anvart!!!
This mod not possible without DarkShip's PPI set. Thank you DarkShip!!!

For SH4, v1.2 ONLY.

This mod ;
1) activates the PPI CIRCLE RANGE MARKS.
2) Changes the color and style of the ppiCircles and Radar backround.
3) Modifies Anvarts original PPIRadarPS.fx.
-----
Note:
-----
I tested it while "IN BASE". I don't know if it will work on a saved game outside base.
Use at own risk!!!
---------
CREDITS ;
---------
Anvart original PPIRadarPS.fx from his RadarSweep mod.
DarkShip for excellent work on designing v122 PPI's.
LukeFF for historical research and mod additions.
Redwine and Hitman for their work on starting the whole idea, and tweak ideas.
Jace11 for his ideas and willing to tweak.
--------------
DarkShip PPI's
--------------
16 Spiderweb designs ;
3 Redwine ;
(1) Three Color variants - Black/Blue/BlueGreen
(2) Two Background variants - standerd default/darkgreen
(3) Range Ring ON/OFF
(4) Range Scale ON/OFF - Black/BlueGreen Only
(5) Donut Variants
(6) Redwine variants
------------
INSTALLATION
------------
JSGME ready. Unzip ALL or your favorite PPI to mods folder.
Enjoy .... Mraah.

Note : v122 does NOT include Anvarts SHController.ACT mod that removes the word "RANGE" from the PPI.
Note : See bottom of post to download Anvarts RadarSweep7z which contains SHController.ACT .

COMPLETE SET (1-5) Download ;
http://files.filefront.com/PPI_DS_ALL_v122zip/;7777092;;/fileinfo.html (http://files.filefront.com/PPI_DS_ALL_v122zip/;7777092;;/fileinfo.html)

(1) Black Grid PPI Set
http://i155.photobucket.com/albums/s300/raabmraah/PPI_DS_black_1.jpg

Download Black Grid PPI Set ;
http://files.filefront.com/PPI_DS_Black_v122zip/;7777093;;/fileinfo.html (http://files.filefront.com/PPI_DS_Black_v122zip/;7777093;;/fileinfo.html)

(2) Blue Grid PPI Set
http://i155.photobucket.com/albums/s300/raabmraah/PPI_DS_blue_2.jpg

Download Blue Grid PPI Set ;
http://files.filefront.com/PPI_DS_Blue_v122zip/;7777094;;/fileinfo.html (http://files.filefront.com/PPI_DS_Blue_v122zip/;7777094;;/fileinfo.html)

(3) BlueGreen PPI Set
http://i155.photobucket.com/albums/s300/raabmraah/PPI_DS_blue-green_3.jpg

Download BlueGreen PPI Set ;
http://files.filefront.com/PPI_DS_BlueGreen_v122zip/;7777095;;/fileinfo.html (http://files.filefront.com/PPI_DS_BlueGreen_v122zip/;7777095;;/fileinfo.html)

(4) Donut PPI Set
http://i155.photobucket.com/albums/s300/raabmraah/PPI_DS_Donut_4.jpg

Download Donut PPI Set ;
http://files.filefront.com/PPI_DS_Donut_v122zip/;7777097;;/fileinfo.html (http://files.filefront.com/PPI_DS_Donut_v122zip/;7777097;;/fileinfo.html)

(5) Redwine PPI Set (includes special PPIRadarPS.fx + Mraah Faded Green Background)
http://i155.photobucket.com/albums/s300/raabmraah/PPI_DS_RW2.jpg

Download Redwine PPI Set ;
http://files.filefront.com/PPI_DS_RW2_v122zip/;7777098;;/fileinfo.html (http://files.filefront.com/PPI_DS_RW2_v122zip/;7777098;;/fileinfo.html)


COMPLETE SET (1-5) Download ;
http://files.filefront.com/PPI_DS_ALL_v122zip/;7777092;;/fileinfo.html (http://files.filefront.com/PPI_DS_ALL_v122zip/;7777092;;/fileinfo.html)


NEW!!! - Mraah Faded Green Background (works best with blue/bluegreen PPI)
Example Screen Shot : Donut @ BlueGreen_noRG scale
http://i155.photobucket.com/albums/s300/raabmraah/PPI_MR_fade_example.jpg

Download Mraah Faded Green Background ;
JSGME Ready - Activate AFTER PPI - Deactivate BEFORE PPI.
http://files.filefront.com/PPI_MR_fade_122zip/;7740586;;/fileinfo.html (http://files.filefront.com/PPI_MR_fade_122zip/;7740586;;/fileinfo.html)


NEW!!! - Mraah Noise Mod - Select from 30-80% Noise to PPI
-Example- 60% Noise + Mraah Faded + BlueGreen PPI
http://i155.photobucket.com/albums/s300/raabmraah/PPI_MR_noise60.jpg

EDIT NOTE : Redwines PPI will not work with Noise MOD. I had to mod a special PPIRadarPS.fx for his PPI.

Download Mraah Noise Mod - Activate mod AFTER PPI/Fade - Deactivate mod BEFORE Fade/PPI.
http://files.filefront.com/PPI_Noise_FX_v1zip/;7739064;;/fileinfo.html (http://files.filefront.com/PPI_Noise_FX_v1zip/;7739064;;/fileinfo.html)


Bonus Downloads (not needed for v1.22)

1. -- VERSION 2 --- PPI-Ascope_SIM tweak files for all four sub classes.
--- Needs TimeTravellers MiniTweaker ---
---Tweaks PPI + Ascope Range Step value's and PPI Range Readout size. ---
http://files.filefront.com/PPI+Ascope+SIM+tweak+v2zip/;7809179;;/fileinfo.html (http://files.filefront.com/PPI+Ascope+SIM+tweak+v2zip/;7809179;;/fileinfo.html)
(http://files.filefront.com/PPI_Range_Text_CT_CR_SIM_szip/;7635005;;/fileinfo.html)
2. -- VERSION 2 --- Range Step Mod :
--------------------------------------------------------------------
Range Step Change Variations --- 80|40|8 ... 40|20|8 ... 40|20|10. <---- VERSION 2
--------------------------------------------------------------------
For SH4, v1.2 Only.
Stand alone mod.
Version 2 Adds A-scope range correction
JSGME COMPATIBLE --- just unzip to your mods folder.
I tested it while "IN BASE". I don't know if it will work on a saved game outside base.
Use at own risk!!!
Can be shared and modified into your own mod without my permission, however, please include this readme.
Mod wasn't possible without TimeTravellers Mini-Tweaker!!!!
------------
FILE CHANGES ;
------------
1. data\interior\NSS_Gato\NSS_Gato_CT.sim
2. data\interior\NSS_Porpoise\NSS_Porpoise_CT.Sim
3. data\interior\NSS_Salmon\NSS_Salmon_CT.Sim
4. data\interior\NSS_Sclass\NSS_Sclass_CR.Sim
------------
GAME CHANGES ;
------------
Changes default range selection to 80k or 40k (depending on which mod you download)
Each mouse click decreases range from 80 (40)--> 40 (20)--> 8 (10) ... depending on which mod. Allows for natural range stepping when approaching a target.

This mod was not possible without the creation of Timetravellers Mini-Tweaker Program! --- Thank you TimeTraveller!

1. Range Step 80 | 40 | 8 download ;
http://files.filefront.com/Range+Step+80+40+8+v2zip/;7809181;;/fileinfo.html (http://files.filefront.com/Range+Step+80+40+8+v2zip/;7809181;;/fileinfo.html) (http://files.filefront.com/Range_Step_80_40_8zip/;7635004;;/fileinfo.html)

2. Range Step 40 | 20 | 8 download ;
http://files.filefront.com/Range+Step+40+20+8+v2zip/;7809182;;/fileinfo.html (http://files.filefront.com/Range+Step+40+20+8+v2zip/;7809182;;/fileinfo.html) (http://files.filefront.com/Range_Step_40_20_8zip/;7635001;;/fileinfo.html)

3. Range Step 40 | 20 | 10 download ;
http://files.filefront.com/Range+Step+40+20+10+v2zip/;7809180;;/fileinfo.html (http://files.filefront.com/Range+Step+40+20+10+v2zip/;7809180;;/fileinfo.html) (http://files.filefront.com/Range_Step_40_20_10zip/;7635003;;/fileinfo.html)


Suggested companion mods :
(1) Redwines Small Contact Stage 1 (used in screenshots above).
http://www.subsim.com/radioroom/showthread.php?p=499149 (http://www.subsim.com/radioroom/showthread.php?p=499149)

(2) Anvarts SHController.ACT file (located inside RADARSWEEP mod)
---Removes text "RANGE" from PPI---
Please read Anvarts enclosed readme for instructions on where to install SHController.ACT file.
http://files.filefront.com/RadarSweep7z/;7681926;;/fileinfo.html (http://files.filefront.com/RadarSweep7z/;7681926;;/fileinfo.html)


ENJOY :ping: Mraah

LukeFF
05-23-07, 12:00 AM
Thank you thank you thank you!

Mraah
05-23-07, 12:23 AM
For those who are curious about the changes in the PPIRadarPS.fx file ...

PS stands for Pixel Shader. VS stands for Vertex Shader.

I spent some time at the Microsoft website understanding how it all works. There wasn't a crash course, just information. You can check it out too, here's the link ...

http://msdn2.microsoft.com/en-us/library/bb173493.aspx

The change was simple. After looking at the "return f;" return type I realized that if it wants to return to f why not include the grid in there too!!!!

So here's the change (orange is my addition) :

float4 f=tex2D(fadetex,In.Tex0)+tex2D(grid,In.Tex1);

Good news .... while typing this I had a brain storm. I might be able to increase the resolution of the grid with another tweak in the fx file. However, I'm thinking it would only work on very high rez screens. Worth a shot, and gives me something to do. Can ya guess?? Jace11 might know, I've seen his crazy PPI scope from other thread.

:ping: :ping: :ping: :ping:

bruschi sauro
05-23-07, 01:32 AM
THIS MOD IS READY FOR FOR JSGME?:hmm:

CaptainCox
05-23-07, 01:37 AM
Cheers man super job!:up:

Mraah
05-23-07, 01:48 AM
THIS MOD IS READY FOR FOR JSGME?:hmm:

Yes. Zip download has 4 folders. Each has the seperate mod folder to copy into JSGME.

Canonicus
05-23-07, 05:41 AM
Many thanks ,for your hard work on this major improvement, mate....

Looks absolutely 100% fantastic! :up:

mgbmike
05-23-07, 06:22 AM
Wonderful!!! Great job man!!!

Redwine
05-23-07, 06:30 AM
Wonderful ... !!! http://img.photobucket.com/albums/v655/rrclimber/smilies/bananaWrench.gif http://freeweb.supereva.com/esorciccio2002/smilies/winner_first_h4h.gif

DarkShip
05-23-07, 06:54 AM
Great idea Mraah! :up:

May i suggest to include an Alpha layer in the ppiCircles.dds file to improve transparency.

The beam tail is too dense on the screenshots and masks excessively the circles, imo.

-----------
Just a fast tweak on the dds; here's what I get:


http://i174.photobucket.com/albums/w96/Vinemys/ScreenHunter_002.jpghttp://i174.photobucket.com/albums/w96/Vinemys/ScreenHunter_001-1.jpg



Thanks,
DS

Bear
05-23-07, 07:04 AM
Thank You Friend. May the ships of the desert never poop on your poop deck. Got to go install, leaving on patrol today.

Hitman
05-23-07, 07:08 AM
Great job man:up: Outstanding performance to look around and learn yourself the basics of what needed to be changed:o

EDITED: Neal give this man a new avatar and rank! He must score herefrom as "radar genius"!:rock:

AVGWarhawk
05-23-07, 07:30 AM
Absolutely Hitman! Rank for sure. Simply a nice piece of work. Again, what else is Mraah got brewing:hmm:.

I'm at work but when I hit home, this is going into the mod enabler for sure.

kakemann
05-23-07, 07:59 AM
Thanks a lot mraah! This is goooood stuff! :rock:

jhelix70
05-23-07, 09:44 AM
Thanks a bunch this is fantastic:|\\

ReallyDedPoet
05-23-07, 10:21 AM
Outstanding work:up:

RDP

Julius Caesar
05-23-07, 10:23 AM
:rock: :rock: :rock:

Redwine
05-23-07, 10:45 AM
Hi Mraah...

Is posible to move the text "Range XXXX" a little bit down ?

Look at this...

http://img517.imageshack.us/img517/7280/sh4img23520079173515yz9.th.jpg (http://img517.imageshack.us/my.php?image=sh4img23520079173515yz9.jpg)

Skipbo
05-23-07, 11:03 AM
Simply outstanding work on a much needed fix!!!

Thank you so much ... Skipbo (Jim) :up:

AVGWarhawk
05-23-07, 12:23 PM
Hi Mraah...

Is posible to move the text "Range XXXX" a little bit down ?

Look at this...

http://img517.imageshack.us/img517/7280/sh4img23520079173515yz9.th.jpg (http://img517.imageshack.us/my.php?image=sh4img23520079173515yz9.jpg)

That is nice also! So much to choose from! What do you think Mraah?

NefariousKoel
05-23-07, 01:31 PM
Excellent Work!

Mraah
05-23-07, 02:42 PM
Great idea Mraah! :up:

May i suggest to include an Alpha layer in the ppiCircles.dds file to improve transparency.

The beam tail is too dense on the screenshots and masks excessively the circles, imo.

-----------
Just a fast tweak on the dds; here's what I get:


http://i174.photobucket.com/albums/w96/Vinemys/ScreenHunter_002.jpghttp://i174.photobucket.com/albums/w96/Vinemys/ScreenHunter_001-1.jpg

Thanks,
DS

Cool Darkship. How do you add an Alpha layer to the DDS?
Also, you able to compile the DDS to a DXT5 format?
My photoshop locks up with the DDS plugin. I think I'm missing dll files that I can't seem to find.

EDIT : Explain the change please. I'm still kinda a dope on working with Photoshop... believe it or not.

CaptainCox
05-23-07, 02:46 PM
Rudimentary tut on alpha channels. Hope it helps.
http://www.subsim.com/radioroom/showthread.php?t=112868

Mraah
05-23-07, 02:59 PM
Hi Mraah...

Is posible to move the text "Range XXXX" a little bit down ?

Look at this...

http://img517.imageshack.us/img517/7280/sh4img23520079173515yz9.th.jpg (http://img517.imageshack.us/my.php?image=sh4img23520079173515yz9.jpg)

very nice Redwine! Nice clear bearing text.

I don't think you can move the text. So far the TEXT and SWEEP appear to be linked by a common TEXCOORD in the fx files ... however it's worth an experiment. Look in the RadarVS.fx file .... I don't know, but changing something there might bump the text around maybe?

VS_OUT main(VS_IN In)
{
VS_OUT Out;
//Out.ProjPos=mul(matProj,In.Pos);
Out.ProjPos.x=sign(In.Pos.x);
Out.ProjPos.y=sign(In.Pos.y);
Out.ProjPos.z=1;
Out.ProjPos.w=1;
Out.Tex0=In.Tex0;
Out.Tex1=In.Tex1;
Out.Tex2=In.Tex2+rand.xy;
Out.Tex3=In.Tex3;
// Out.CSPos=Out.ProjPos.xy/Out.ProjPos.w;
return Out;


EDIT : You know, off the top of my head it's probably not able to be moved. As far as I understand I believe there's a source code that builds the sweep and defines the text location. That source code is probably imbedded somewhere.

Mraah
05-23-07, 03:07 PM
Rudimentary tut on alpha channels. Hope it helps.
http://www.subsim.com/radioroom/showthread.php?t=112868

Great!! I'll have a look. thanks.

Mraah
05-23-07, 03:27 PM
Rudimentary tut on alpha channels. Hope it helps.
http://www.subsim.com/radioroom/showthread.php?t=112868


Very helpful, nice tut!!! :up:
Just the reverse of what I did to get the circles out in the open ... :doh: doh!!!

Jace11
05-23-07, 03:49 PM
a 1024 by 1024 dds works fine as PPI texture btw...

DarkShip
05-23-07, 03:55 PM
@ Mraah,

Check MP, please.

Thx

DS

AVGWarhawk
05-23-07, 03:55 PM
Rudimentary tut on alpha channels. Hope it helps.
http://www.subsim.com/radioroom/showthread.php?t=112868

Very helpful, nice tut!!! :up:
Just the reverse of what I did to get the circles out in the open ... :doh: doh!!!

Are you going to make a new version then?

Redwine
05-23-07, 04:04 PM
Rudimentary tut on alpha channels. Hope it helps.
http://www.subsim.com/radioroom/showthread.php?t=112868

Very helpful, nice tut!!! :up:
Just the reverse of what I did to get the circles out in the open ... :doh: doh!!!
Are you going to make a new version then?

I made an Aplha channel wich covers all the screen except the rings and numbers but it seems to not impoves anything :hmm::hmm::hmm:

LukeFF
05-23-07, 04:23 PM
Hi Mraah...

Is posible to move the text "Range XXXX" a little bit down ?

Look at this...

http://img517.imageshack.us/img517/7280/sh4img23520079173515yz9.th.jpg (http://img517.imageshack.us/my.php?image=sh4img23520079173515yz9.jpg)

That looks great! Is it based off of a WWII PPI display? If not, would you be interested in making one that is?

Redwine
05-23-07, 04:49 PM
Hi Mraah...

Is posible to move the text "Range XXXX" a little bit down ?

Look at this...

http://img517.imageshack.us/img517/7280/sh4img23520079173515yz9.th.jpg (http://img517.imageshack.us/my.php?image=sh4img23520079173515yz9.jpg)
That looks great! Is it based off of a WWII PPI display? If not, would you be interested in making one that is?

Hi... :up:

It is just the file made by Mraah, but with some erased lines, the dash circles and some angle marks.

Sadly i cant do that you mentioned, my skills are on photoshop, and this do not draw... it is needed people with skills on Corel Draw or Autocad.

I think so we must to be more than happy.... the 090-270 bug was fixed, the range rings was added by Mraah ... it is enough for me.

Redwine
05-23-07, 04:51 PM
Sadly the inclusion of an Alpha channel, do not recover the dark green PPI screen.

May be i made a bad alpha channel ?

Do somebody made it and has the dark green screen ?

LukeFF
05-23-07, 04:56 PM
Hi... :up:

It is just the file made by Mraah, but with some erased lines, the dash circles and some angle marks.

Got it!

Do you plan on uploading this as a mod?

boatfull
05-23-07, 05:21 PM
You mod guys are freaking amazing!!:up::rock:

mgbmike
05-23-07, 05:29 PM
Hi... :up:

It is just the file made by Mraah, but with some erased lines, the dash circles and some angle marks.
Got it!

Do you plan on uploading this as a mod?
YES! Please do! These old eyes need something not quite as cluttered on the screen.

And a BIG thanks to Mraah for all his hard work!:rock:

DarkShip
05-23-07, 05:39 PM
Sadly the inclusion of an Alpha channel, do not recover the dark green PPI screen.

May be i made a bad alpha channel ?

Do somebody made it and has the dark green screen ?


Redwine, are you talking about the scope green background?
My first modified dds has a slightly better transparency improving the beam halo and thus the general dark background compared to the initial file (check the screenies on my previous post). I did this one fast with an "extracted" alpha channel from a selection directly on the principal layer.

I have made another file with the original alpha channel (from stock ppiCircles) wich looks better, I think. :cool:
If you want to try it let me know. I'll upl the dds and tga with alpha (or the .psd file if needed).

DS

Redwine
05-23-07, 05:45 PM
Hi... :up:

It is just the file made by Mraah, but with some erased lines, the dash circles and some angle marks.
Got it!

Do you plan on uploading this as a mod?
YES! Please do! These old eyes need something not quite as cluttered on the screen.

And a BIG thanks to Mraah for all his hard work!:rock:
Its a Mraah... mod, not mine.

I sended the file to him.

I like it because it has not too much lines, is clear.

May be if you like it Mraah can include it in the mod as another choice. :up:

If not i can send the file for you...

Redwine
05-23-07, 05:54 PM
Sadly the inclusion of an Alpha channel, do not recover the dark green PPI screen.

May be i made a bad alpha channel ?

Do somebody made it and has the dark green screen ?

Redwine, are you talking about the scope green background?
My first modified dds has a slightly better transparency improving the beam halo and thus the general dark background compared to the initial file (check the sceenies on my previous post). I did this one fast with an "extracted" alpha channel from a selection directly on the principal layer.

I have made another file with the original alpha channel (from stock ppiCircles) wich looks better, I think. :cool:
If you want to try it let me know. I'll upl the dds and tga with alpha (or the .psd file if needed).

DS


Well ... here you have mines, may be you can check if i am making some thing wrong.

I think so if we can do this the Mraah mod become 11/10 points !!! :up::up:

Download my attempts to put an Alpha channel to have the dark green PPI here...

http://files.filefront.com/Radar_PPI_Circleszip/;7588763;/fileinfo.html

Please upload your file for me...

DarkShip
05-23-07, 06:03 PM
I got yours...

Plz, check mp
thanks.

DarkShip
05-23-07, 06:44 PM
Here's the result with your file.
Let me know what you think. The background looks good to me and the beam transparency seems good.

http://i174.photobucket.com/albums/w96/Vinemys/RW02.jpg


I have the files ready to upld for you (tga, dds and .psd)

Redwine
05-23-07, 06:53 PM
Here's the result with your file.
Let me know what you think. The background looks good to me and the beam transparency seems good.

http://i174.photobucket.com/albums/w96/Vinemys/RW02.jpg


I have the files ready to upld for you (tga, dds and .psd)

Looks wonderful ! :up:

Looks right as yours, with a dark geen background.
I think so, it looks a little bit more realistic.

What i done wrong with the alpha chanel ?

Please, send the file to Mraah too, and may be he want the same alpha channel effect on his other files... :up:

Mraah ! are you there ?

DarkShip
05-23-07, 07:14 PM
Looks wonderful ! :up:

Looks right as yours, with a dark geen background.
I think so, it looks a little bit more realistic.

What i done wrong with the alpha chanel ?

Please, send the file to Mraah too, and may be he want the same alpha channel effect on his other files... :up:

Mraah ! are you there ?

:cool:

Nothing's wrong with the alpha; your background layer is the problem.

You have merged both the background and the circles ( with opacity too high).
It's easier to separate in 2 layers -> Pure black in the background (opacity 100%) and circles in the foreground wich allows fine settings of the transparency saturation and color independently.

I am upld your files at the moment. (mp soon)
I have sent a message to Mraah but no answer so far. All my tga, dds and psd are ready to dl if he wishes to use them.

W_clear
05-23-07, 07:14 PM
Nice!!!!!!!!!!!

DarkShip
05-23-07, 07:25 PM
@ Redwine,

chk mp. Files ready :yep:

Redwine
05-23-07, 07:51 PM
Looks wonderful ! :up:

Looks right as yours, with a dark geen background.
I think so, it looks a little bit more realistic.

What i done wrong with the alpha chanel ?

Please, send the file to Mraah too, and may be he want the same alpha channel effect on his other files... :up:

Mraah ! are you there ?
:cool:

Nothing's wrong with the alpha; your background layer is the problem.

You have merged both the background and the circles ( with opacity too high).

It's easier to separate in 2 layers -> Pure black in the background (opacity 100%) and circles in the foreground wich allows fine settings of the transparency saturation and color independently.

I am upld your files at the moment. (mp soon)

Many thanks i will check that for the next time...

I have sent a message to Mraah but no answer so far. All my tga, dds and psd are ready to dl if he wishes to use them.

May be he need to sleep some times !!! :rotfl:

Jmack
05-23-07, 09:13 PM
THIS MOD IS READY FOR FOR JSGME?:hmm:
Yes. Zip download has 4 folders. Each has the seperate mod folder to copy into JSGME.



so ... :88) do i install the 4 folders or just one ?

LukeFF
05-23-07, 10:46 PM
Here's the result with your file.
Let me know what you think. The background looks good to me and the beam transparency seems good.

http://i174.photobucket.com/albums/w96/Vinemys/RW02.jpg


That looks really good! To make it even better, I would:

-Add bearing numbers to each tick mark.
-Drop the 0 from the front of the two-digit bearing numbers.
-Drop two 0s from the "bearing 000" mark
-Add three more circles (like the default)
-Adjust the brightness to match the A-Scope

Then I think this mod will be as good as it could possibly get.

Mraah
05-24-07, 12:55 AM
THIS MOD IS READY FOR FOR JSGME?:hmm:
Yes. Zip download has 4 folders. Each has the seperate mod folder to copy into JSGME.



so ... :88) do i install the 4 folders or just one ?

When you open the zip file it'll contain the main folder. Inside that folder are the 4 JSGME compatible folders. You can install all 4 folders to your MODS folder if you want, but you can only activate one.

Mraah
05-24-07, 01:21 AM
I have sent a message to Mraah but no answer so far. All my tga, dds and psd are ready to dl if he wishes to use them.

Sorry guys. I'm back. I took the day off from modding to catch up on some sleep. I've began working on the project after getting off a midnight shift on Monday morning so I burnt myself out (well, the caffeine wore off and I submitted).

Great work DarkSide and Redwine!!!

Feel free to provide a link, if you want, here in the thread of your creations. I've created a folder on my HD for everyone's ppi so when I get a new version out it'll contain your mods, with a nomenclature attachment, ie Mark_xRW for redwing and DS for Darkside. I'll add credits at your request, but the very least it will have your initials in the variant.

If ANYONE wants to build a whole new set of PPI's to REL on their own, please do. As long as you put the original credits in your readme that's fine. I think it would be nice to have all the variations in one REL, but it doesn't matter.

The mod provides a base platform for any skipper to easily mod their own PPI. That was my intention. I planted the sead and now lets watch it grow with everyone's imagination!!!

LukeFF .... I haven't forgetten your REQ for that display. Honestly I haven't begun to start drawing it. No worries, I'll build it soon enough. If anyone wants to build LukeFF's display for him then please do. Don't let me stop you. I'd like to see it too!!

My best days for modding are Monday morning through Tuesday. Wednesday is my catch-up on life day.
:ping:

Mraah
05-24-07, 02:34 AM
Here's the result with your file.
Let me know what you think. The background looks good to me and the beam transparency seems good.

http://i174.photobucket.com/albums/w96/Vinemys/RW02.jpg




Definately will be in next version.

I plan on v1.21 this coming Monday, which shall include LukeFF's original REQ. The plan is to scrap the originals and start over with Darksides "alpha" improvement. The variants will range from the basic range marks and background color to a more serious real world look. However, at the moment the sweep is stuck as far as modding it. Appears it's draw via source code and radarSweep dds changes have no visible effect (still working on that dds though). Before I release them I'll post the screen shots and get opinions from you guys to help minimize garbage displays that nobody will even think to use. If anyone has a request for something they'd like to see then holler out.
:ping:

Mraah
05-24-07, 02:44 AM
a 1024 by 1024 dds works fine as PPI texture btw...

I haven't tested that yet, great work!:up:

What does it look like?

Did it make the lines and numbers clearer?

If it does make it better I'll add a 1024 version. And, perhaps make it larger to accomidate all different screen resolutions.... hmmm. :hmm:

:ping:

Mraah
05-24-07, 02:50 AM
Argh.... formal apology to DarkShip .... I've been calling him DarkSide!!
Make all previous reference's to Darkside as DarkShip.:oops:

Doh!
:ping:

AVGWarhawk
05-24-07, 07:36 AM
Mraah/Redwine/Darkship,

What way are we going here? I installed Mraah last night using JSGME and it worked sweet. My PPI was back. I now see some more work going on and some nice colaboration. The final product looks great! When will we have this for downloading and JSGME ready?

Mraah: Great job getting this off the launch pad, just what we were looking for!

Redwine/Darkship: Beautiful finish men! I'm awaiting the final!!!! Until then I use Mraah first installment!


Great job! Whats next on the agenda?

ReallyDedPoet
05-24-07, 07:53 AM
This is a great one, playing around last night with the Stock Radar, this will be a nice additon:up:

RDP

Mraah
05-24-07, 11:37 AM
V1.21 Expected release date : Monday 28th between 12pm-1159pm CST

-------------------------------
V1.21 New Features (so far) :
-------------------------------
1. Range Text Size Change - yeah, I figured out how to change the text size.
2. PPI Range Selector Changes - original (8|40|80), New (8|20|40).
3. All New PPI's -
a) scrapping the original 4.
b) all new ones will have black background (more realistic and easier on eyes :o )
c) New PPI's will include DarkShip Alpha Tip -
(1) Original Range Circles
(2) Redwing PPI
(3) LukeFF PPI
(4) ??????? <- suggestions welcome
4. New DDS = DXT5 Format - v1.2 of my mod were DXT3
-------------------------------
-------------------------------

No worries .... I will include 2 variants of the background, one set of PPI's will have a black background, other set will have the darker green background as seen in previous posts above.

Range Text Change .... I can make it any size you like.
The size of the original text is 256. My screen shot below is 512 (bigger the # the smaller the text size).

Range Selector Changes .... Since the "playing area" is no bigger than 40k why do we need a range of 80k???? It was useless, so the max setting is now 40k. I'm still tweaking the ranges ... I might make it 10|20|40.

NOTE : As a seperate release, I will include a new tweak file that changes text size and range selection if you want to change that yourself.
This tweak not possible without Timetravellers Mini-Tweaker, thanks Timetraveller!!!

V1.21 Screen Shot :
(1) Range Selector 8|20|40
(2) Text Size 512
(3) DarkShip Alpha @ 75%
(4) Black Background

http://i155.photobucket.com/albums/s300/raabmraah/TEST_8_20_40.jpg

Is this a winner ????:up:
:ping:

CaptainCox
05-24-07, 11:43 AM
Contacts looks soooo much better now!

leovampire
05-24-07, 11:44 AM
Great work guys as always


Dave

Mraah
05-24-07, 12:01 PM
Question to anyone .... I need help.

I want to MOVE the PPI radar position camera so my face is right up on it and fills the screen but with enough angular movement to reach the selector knobs. Now, I have Ubones' cameras.dat file but changes in the radar settings result in no obvious change.

Does anyone know what file handles the location of the camera????

By the way, I figured out that the mouse wheel can rotate the manual sweep ... I never knew that. Yeah, I'm slow if you guys already knew that :88) .

Thanks in advance!
:ping:

Mraah
05-24-07, 12:14 PM
Regarding range selection ...

Fleet Submarine Manual show SJ ranges :

Ranges: 8,000, 20,000, 80,000 yd

Perhaps I should release 8|20|80

I still like the 8|20|40 or 10|20|40 ... unrealistic but functional within the realm of playablility. Anyway, the player can tweak their own ... right?

:ping:

ReallyDedPoet
05-24-07, 12:32 PM
Very nice work, what a change over Stock:yep:

RDP

DarkShip
05-24-07, 01:22 PM
Will upl for Mraah, if needed, a "clean" stock PPI = Without the ugly script bearings on the scope perimeter (monitor brightness setting is high to show the fringe):


http://i174.photobucket.com/albums/w96/Vinemys/ScreenHunter_002-1.jpg


DS

Redwine
05-24-07, 01:38 PM
Great Mraah !!! :up:

4. New DDS = DXT5 Format - v1.2 of my mod were DXT3
What's the impove of DTX5 ?


No worries .... I will include 2 variants of the background, one set of PPI's will have a black background, other set will have the darker green background as seen in previous posts above.
So good !

Range Text Change .... I can make it any size you like.
The size of the original text is 256. My screen shot below is 512 (bigger the # the smaller the text size).

I need 128 then !

Did you discovered if the range text can be moved a little bit down ?

Range Selector Changes .... Since the "playing area" is no bigger than 40k why do we need a range of 80k???? It was useless, so the max setting is now 40k. I'm still tweaking the ranges ... I might make it 10|20|40.
Sound logical ... i vote for 10-20-40

NOTE : As a seperate release, I will include a new tweak file that changes text size and range selection if you want to change that yourself.
This tweak not possible without Timetravellers Mini-Tweaker, thanks Timetraveller!!!
Great !


:damn::damn: @##$ i have problems with my internet conection today, the company is digitalizing the cable line and i have conection for few seconds it droops down...

Is V1.21 ready to download yet... ?

LukeFF
05-24-07, 05:11 PM
Regarding range selection ...

Fleet Submarine Manual show SJ ranges :

Ranges: 8,000, 20,000, 80,000 yd
Hmm?

I see this on Page 4-SJ-2:

2. Sweep selector switch: (8,000, 40,000, 80,000 yards range).
...which is just like it is in-game. I would just use the default one made by DarkShip shown here, brighten the background, and use the bearing tick marks like in the image I've posted for the SK radar:

http://i174.photobucket.com/albums/w96/Vinemys/ScreenHunter_002-1.jpg

That, I think, is the best solution for a realistic SJ Radar display.

AVGWarhawk
05-24-07, 06:22 PM
OK gents, when do we get the updated version?

Jace11
05-24-07, 07:49 PM
Read his post... I think it says Monday 28th.... I dunno if I can wait that long. May have to make my own.

Mraah
05-24-07, 11:30 PM
I see this on Page 4-SJ-2:

2. Sweep selector switch: (8,000, 40,000, 80,000 yards range).
...which is just like it is in-game. I would just use the default one made by DarkShip shown here, brighten the background, and use the bearing tick marks like in the image I've posted for the SK radar:

I couldn't find the 8/40/80 setting. Post a link to that page. Is it for the SJ-2? I figured we're working on the SJ and SJ-1, although the equipment could be the same none-the-less.

In your SK scope then, you'd like the Darkship color variant then? I'll slap something together and post it.

If range selection is important then I'll leave it at the default, it's not a problem. The tweak files will be available for those that want to change them.

Also, with your SC/SK-2 display, it shows range #'s as 4|8|12|16|20 and 15|30|45|60|75 ... however, the edge of the scope is 24 and 80 from the center. In this case, for your SC/SK-2 to display properly, you may need a range selector that would fit the #'s, like this :

Short ---- 8000
Medium ---24000
Long ------80000

Let me know. ;)
:ping:

wstaub
05-24-07, 11:49 PM
V1.21 Expected release date : Monday 28th between 12pm-1159pm CST

-------------------------------
V1.21 New Features (so far) :
-------------------------------
1. Range Text Size Change - yeah, I figured out how to change the text size.
2. PPI Range Selector Changes - original (8|40|80), New (8|20|40).
3. All New PPI's -
a) scrapping the original 4.
b) all new ones will have black background (more realistic and easier on eyes :o )
c) New PPI's will include DarkShip Alpha Tip -
(1) Original Range Circles
(2) Redwing PPI
(3) LukeFF PPI
(4) ??????? <- suggestions welcome
4. New DDS = DXT5 Format - v1.2 of my mod were DXT3
-------------------------------
-------------------------------

No worries .... I will include 2 variants of the background, one set of PPI's will have a black background, other set will have the darker green background as seen in previous posts above.

Range Text Change .... I can make it any size you like.
The size of the original text is 256. My screen shot below is 512 (bigger the # the smaller the text size).

Range Selector Changes .... Since the "playing area" is no bigger than 40k why do we need a range of 80k???? It was useless, so the max setting is now 40k. I'm still tweaking the ranges ... I might make it 10|20|40.

NOTE : As a seperate release, I will include a new tweak file that changes text size and range selection if you want to change that yourself.
This tweak not possible without Timetravellers Mini-Tweaker, thanks Timetraveller!!!

V1.21 Screen Shot :
(1) Range Selector 8|20|40
(2) Text Size 512
(3) DarkShip Alpha @ 75%
(4) Black Background

http://i155.photobucket.com/albums/s300/raabmraah/TEST_8_20_40.jpg

Is this a winner ????:up:
:ping:

I want this version looks clean and very well made to me.

LukeFF
05-25-07, 02:26 AM
Mrahh, go ahead and scrap the SK radar overlay idea, and just use the overlay DarkShip posted, with a tad bit more brightness. All you need to do, then is add numbers to that default overlay like follows: 5-10-15-20...and so on, like they are positioned on the SK radar screen.

In regards to your question, yes, the Radar Operator's Manual refers to both SJ and SJ-1 radar when talking about those range settings:

http://www.hnsa.org/doc/radar/part4.htm#pgSJ-2

It's down a ways on the page, under PPI Indicator Unit.

Thanks again for your work on this!

Mraah
05-25-07, 02:34 AM
LukeFF,

A modded SC/SK-2 display, ranges 8|22|80.
I had to use 22 to match the left-hand range scale.
Two variants, Green and Black.
In my opinion, black is more realistic ....

Firgure #1
1. Text Size default (256)
2. Green background.
3. Small radar contact mod.
http://i155.photobucket.com/albums/s300/raabmraah/FF-green-3.jpg


Figure #2
1. Text Size default (256).
2. Black background.
3. Small radar contact mod.
http://i155.photobucket.com/albums/s300/raabmraah/FF-Dark-3.jpg


I might have to adjust the alpha layer opacity a bit more, but it's not too bad :up: . I wish I could change the sweep color.

:ping:

Mraah
05-25-07, 02:38 AM
Mrahh, go ahead and scrap the SK radar overlay idea, and just use the overlay DarkShip posted, with a tad bit more brightness. All you need to do, then is add numbers to that default overlay like follows: 5-10-15-20...and so on, like they are positioned on the SK radar screen.

In regards to your question, yes, the Radar Operator's Manual refers to both SJ and SJ-1 radar when talking about those range settings:

http://www.hnsa.org/doc/radar/part4.htm#pgSJ-2

It's down a ways on the page, under PPI Indicator Unit.

Thanks again for your work on this!

Ok, cool I'll make the adjustments tomorrow as specified and post another screening.

:ping:

LukeFF
05-25-07, 02:40 AM
Wow, looks good!

As for black being more realistic, apparently the early radar sets were known for being very bright, unlike today's radar sets, so I think the green background is more realistic. I think it needs more of a blueish-green tint like on the A-Scope display for it to look right.

LukeFF
05-25-07, 02:43 AM
Oops, looks like we crossed posts there! :D You could always keep the SK radar display and make it an option, but yes, otherwise my comments above are still valid. Give that thing a good-ol' blueish-green tint, and I'll be ever grateful. :D

Mraah
05-25-07, 03:04 AM
In regards to your question, yes, the Radar Operator's Manual refers to both SJ and SJ-1 radar when talking about those range settings:
http://www.hnsa.org/doc/radar/part4.htm#pgSJ-2
It's down a ways on the page, under PPI Indicator Unit.
Thanks again for your work on this!

LukeFF,

Ok, I read the page. One thing you did overlook, and that this ...

Range-indicator unit.
4. Sweep control: determines the length of sweep on the scope.
(a) Main sweep: 0 to 60,000 yards.
(b) Expanded sweep: 0 to 20,000 yards.
(c) Precision sweep: 3,000 yards (1,500 yards each side of the range step).

This is totally different from a selector switch. Think of the selector switch as a "quick" basic setting, and the sweep control as a fine tune. I spent a year in the USAF looking at a PPI in Iceland and we had several range selections, but we could fine tune it with the sweep control. It's like a ZOOM/UNZOOM at the current selected range.

If this equipment falls along the same lines then we might not be straying too far from reality when we don't want to use 80k. Just a thought. Again, it's your PPI design and I don't mind setting it up as per your specs :D . We've got till Monday to get a basic design out the door and then we can tweak and such as time goes by.

:ping:

Mraah
05-25-07, 03:05 AM
Wow, looks good!

As for black being more realistic, apparently the early radar sets were known for being very bright, unlike today's radar sets, so I think the green background is more realistic. I think it needs more of a blueish-green tint like on the A-Scope display for it to look right.

Ok, a blueish green background then, plus a bit more alpha adjustment for the edges. Do you like the ranges by the way? Let me know what ranges you'd prefer and I'll mod the scale to fit. I still think you want 8|40|80.


:ping:

Mraah
05-25-07, 03:21 AM
LukeFF,

Another way to think about the range selector (I know I'm pressing the point) ;) .

To get a range of 40k you'd set the range sector to 80k, then zoom the sweep in to match the range scale. SH4 didn't give us a sweep selector, so, I think we really have to make do.

Besides, I'll buy any skipper a case of beer if they show me a radar contact beyond 40k with a 80k setting. :smug:

Mraah
05-25-07, 03:31 AM
Hmph ... the more I read the SJ manual the more I feel it's not the same equipment I'm thinking of :doh: .

Oh well ... until we know for sure, 8|40|80 will stay for ranges.

:damn: :ping:

LukeFF
05-25-07, 03:36 AM
LukeFF,

Another way to think about the range selector (I know I'm pressing the point) ;) .

To get a range of 40k you'd set the range sector to 80k, then zoom the sweep in to match the range scale. SH4 didn't give us a sweep selector, so, I think we really have to make do.

Besides, I'll buy any skipper a case of beer if they show me a radar contact beyond 40k with a 80k setting. :smug:

LOL, it's alright. I love electronics and all that, but I'm pretty clueless when it comes to radar technology. I guess that's why they made me a medic, lol (4 years active duty, currently in the National Guard). I'll trust that you know what you're talking about. :ping:

Thinking about it more, I imagine the SK radar display was probably a standard display shared by other other WWII-era PPI units. PPI didn't come out until 1943, anyways, and I doubt the screen would've changed much between then and mid-1945. How about we just go with your SK design you posted below, except change the way the bearing numbers are rendered (they should be angled in a circular pattern, instead of the way they are now).

Alright, I'll leave it at that. I've been up wayyyyy longer than I should be, and I gotta be at work in a few hours. :doh: I'll check this thread again Saturday afternoon. Thanks again!

Hitman
05-25-07, 07:15 AM
Looks beautiful:up:

Any chance of tweaking the contact graphic files so that instead of a dot we see actually a stretched signal, like in the real thing?

Redwine
05-25-07, 07:23 AM
Ok, a blueish green background then, plus a bit more alpha adjustment for the edges. Do you like the ranges by the way? Let me know what ranges you'd prefer and I'll mod the scale to fit. I still think you want 8|40|80.


:ping:
I like the green background a little bit more than black background.

I still prefering how looks the non too much lines version.

About ranges, at stock 6000m the ships can start to shoot their deck guns. Then 8km may be a little poor.

I think so

80km for convoy detect.

20km for flank, a little bit more precise than stock 40km.

10km for final approach, let you 4km margin from the 6km deck guns shooting range.

:up::up::up:

AVGWarhawk
05-25-07, 07:35 AM
Mraah,

You post #70 with the pics....the top three with the greenish background are dead on man! Beautiful! I seriously appreciate the work you and the others did here. Simply awesome! When is this to be ready for download?????? Come on man, I'm drooling here;)

U-Bones
05-25-07, 08:10 AM
I like post 56 with larger text. Maybe a little less density on range rings.
High contrast, less clutter, less precise, quadrants intact.

But thay ALL are major improvements :up:
I'll take what I get, with pleasure in this case.

wstaub
05-25-07, 02:24 PM
Mraah,

You post #70 with the pics....the top three with the greenish background are dead on man! Beautiful! I seriously appreciate the work you and the others did here. Simply awesome! When is this to be ready for download?????? Come on man, I'm drooling here;)

I fully agree I am drooling the new pics on post #70 in black background are awesome. Where can I get it?

Sledge_57
05-25-07, 03:20 PM
Mraah,

You post #70 with the pics....the top three with the greenish background are dead on man! Beautiful! I seriously appreciate the work you and the others did here. Simply awesome! When is this to be ready for download?????? Come on man, I'm drooling here;)

I also like #70 with the black background, I don't know which is more realistic (I suspect the green background) but I can see the black much better and my eyes are getting bad (old age :down: )

Great job btw...............

DarkShip
05-25-07, 03:32 PM
@ Mraah,
Sorry for the delay regarding my files; i ran out of time yesterday... :x
Your PPI file is much better anyway! Very nice bearing and range #.
Brilliant job indeed :up:



- The blueish green background request:

I tried various settings to obtain something acceptable.
Made a new "softer grain" radar.dds .The original file is too pixelated when modifying the hue with really bad results on display.

Problem is that any variation on the PPI scope is also affecting the A-scope (one same file for both scopes background. Predictable).
The other point is related to the green radar sweep wich also affects the overall display when turned on and mixes it's color with the
circles and radar dds files colors.

In other words, a blueish screen is possible but on a limited scale of tint in order to preserve the A-scope. Result is average due to
the green sweep.



Below: PPI scope average blueish, and A-scope too blue (I think).
http://i174.photobucket.com/albums/w96/Vinemys/Blue2a.jpghttp://i174.photobucket.com/albums/w96/Vinemys/Blue2b.jpg


Below for comparisions. Standard green A-scope (PPI is a WIP bright scope)

http://i174.photobucket.com/albums/w96/Vinemys/Num1Large.jpg



Below, best result so far: A-scope average, PPi not enough blueish. PPI sweep on (note the slight green overlay), and sweep off:

http://i174.photobucket.com/albums/w96/Vinemys/Blue3a.jpghttp://i174.photobucket.com/albums/w96/Vinemys/Blue3c.jpghttp://i174.photobucket.com/albums/w96/Vinemys/Blue3b.jpg





- Regarding the PPI dark/black background and best settings:



*To preserve the dotcircles:
. alpha around 40 - 70% transp
. green layer opacity low at 1 - 2% (that's enough)
. and a Hue/sat adjustment layer: Sat (Master) around +30 and lightness set at +10.
Whatever the radar.dds dark color is, dot circles remain visible.


Below, very dark WIP radar.dds. Circles still visible below sweep (right). Balance in overall visibility is obtained with either higher values
on the Hue/sat adjustment layer or with a brighter radar.dds file.

http://i174.photobucket.com/albums/w96/Vinemys/ScreenHunter_017.jpghttp://i174.photobucket.com/albums/w96/Vinemys/ScreenHunter_021.jpg



* To preserve the bearing scale (scope edge):
. best results with same ppiCircles.dds
. and a modified radar.dds file with a combined gradient overlay layer + Hue/sat adjustment layer (gradient selected on the scope area)

http://i174.photobucket.com/albums/w96/Vinemys/ScreenHunter_017.jpghttp://i174.photobucket.com/albums/w96/Vinemys/ScreenHunter_018.jpg




*Range # color tends to fade with a dark radar.dds file:
Best results with a slight variation of Sat +30 (+/- 20) and Hue 0 (+/- 15) on the Hue/sat adjustment layer.


All screens made with gamma set to 50 in game (my on monitor is fairly well calibrated with decent colors but not as well as with
a professional calibrator device)


Uploading .psd files in a few minutes if you wish to check settings or use layers. (same link as mentioned in my previous pm)

My two cents...

Cheers

don1reed
05-25-07, 03:56 PM
Mraah:



E

In Naval terms = Four Oh (4.0) :up:

akdavis
05-25-07, 04:34 PM
Looks beautiful:up:

Any chance of tweaking the contact graphic files so that instead of a dot we see actually a stretched signal, like in the real thing?

We discussed this in some detail here:

http://www.subsim.com/radioroom/showthread.php?t=115263

Basically, in reality the contacts were arcs, oriented in relation to their bearing from the sensor. I'm fairly certain that the contact graphics in game do not change depending on their location on the scope. Consequently, anything other than a circle will not be appropiate at most bearings.

There are other issues, as well. The size of the arc depended on the actual degrees of bearing cross-section of the target in relation to the sub, so the same ship would have a different-sized arc contact depending on its distance and facing in relation to the radar sensor. And then there is the tiny problem that land does not return a signal in game.

We will probably have to make due with various dots as an abstraction.

Sledge_57
05-25-07, 11:28 PM
While on the subject of scopes, can some one point me in the direction of a thread telling how to use the A scope. I'm at a total loss on this one........... http://img.photobucket.com/albums/v125/Sledge_57/Smilies/crazy.gif

Mraah
05-26-07, 06:07 AM
Uploading .psd files in a few minutes if you wish to check settings or use layers. (same link as mentioned in my previous pm)
My two cents...
Cheers

Great job!! :up: :up: More like your 2 pounds worth!!

Your help is greatly appreciated. I understand how it all works now!

:ping:

Mraah
05-26-07, 06:56 AM
Good Morning everyone!!
Worked on this last night....

1. PPI Scope v1.21 Beta .... released.
2. GATO PPI Range/Text Tweak.

Download links at bottom.

1. HI-REZ 1024 size texture (works best for screens above 1024)
2. One PPI, Four Variants. Fits all skippers (hopefully). Just a beta you know.;)

--------
README
--------
--------------------------------
PPI CIRCLE RANGE MARK v1.21 Beta : Stand Alone version
--------------------------------
For SH4, v1.2 ONLY.
Original v1.21 of range marks NOT REQUIRED.

This mod ;
1) activates the PPI CIRCLE RANGE MARKS.
2) Changes the color and style of the ppiCircles and Radar backround.
-----
Note:
-----
I tested it while "IN BASE". I don't know if it will work on a saved game outside base.
Use at own risk!!!
Can be shared and modified into your own mod without my permission, however, please include the credits stated below. Thank you.
---------
CREDITS ;
---------
Redwine and Hitman for their work on starting the whole idea, and tweak ideas.
Redwine's Radar.DDS ideas.
Jace11 for his crazy ideas and willing to tweak.
LukeFF for rebooting the idea into a new REQUEST,and 1024 idea.
DarkShip for excellent work on PhotoShop layers, and overall demonstration.
----------------
New stuff
----------------
1. New PPI range marks + Scale (depends on download)
2. All images are sized to 1024. The better your screen resolution the better the quality. Looks ok on 1024 setting, however, rotate the camera a bit. Let your eyes adjust. Small bearing text tho.

That's it for now ...


1920x1200 Screen Shots below.
--------------------------------------------------------

PPI 1024 Black Background #1 (dimmer rings)
http://i155.photobucket.com/albums/s300/raabmraah/ppi-range-red3.jpg

------------------------------------------------------

PPI 1024 Black Background #2 (brighter solid rings, dimmer dotted)
http://i155.photobucket.com/albums/s300/raabmraah/ppi-range-red2.jpg

-------------------------------------------------------

PPI 1024 Black Background + Range Scale
http://i155.photobucket.com/albums/s300/raabmraah/PPI_1024_Black_scale_2.jpg

---------------------------------------------------------

PPI Green Background + Scale
http://i155.photobucket.com/albums/s300/raabmraah/PPI_1024_Green_scale_2.jpg

--------------------------------------------------------
--------------------------------------------------------

Wide Screen Shot
http://i155.photobucket.com/albums/s300/raabmraah/SH4Img26-5-2007_5.jpg


Wide Screen Shot ----- Night Hunting
http://i155.photobucket.com/albums/s300/raabmraah/SH4Img26-5-2007_5-1.jpg


Download link --- All Four PPI variants included!! Seperate JSGME zip for each.
http://files.filefront.com/PPI_1024_v121_Betazip/;7610195;;/fileinfo.html (http://files.filefront.com/PPI_1024_v121_Betazip/;7610195;;/fileinfo.html)

Gato_PPI_Range_Text Tweak File (not possible without Timetravellers MiniTweak!!, thanks again Timetraveller). I couldn't find a NSS_Gato_CT_Sim tweak file so I made one. Only tested on Gato (might work on Gar). I need to make a Salmon, Porpoise, and S class (hence why I waited). Plus, there are more goodies inside the CT to tweak, ie A-scope ranges.
http://files.filefront.com/GATO_PPI_Range_Text_Tweakzip/;7610096;;/fileinfo.html (http://files.filefront.com/GATO_PPI_Range_Text_Tweakzip/;7610096;;/fileinfo.html)

Holler my way!!
Enjoy!!!

:ping: Mraah

Jace11
05-26-07, 07:35 AM
Will try it, hopefully there is an all green version (no red)

Dunno about the black / green / red thing..

You were onto a winner with earlier screenshots which were perfect, but by mixing colours like that they look like LCD screens or something..

Hitman
05-26-07, 07:39 AM
I prefer the PPI 1024 Black Background #1 (dimmer rings) or #2, and also would like to have the range scale, but I agree with Jace in that I do not like the red lettering for the bearings. Is that hostorically correct anyway? Aside from that detail, the screen looks gorgeous with the darker background (Even if not 100% historically accurate).... :up:

Redwine
05-26-07, 08:03 AM
Many thanks for job and effort Mraah !!! :up::up::up:

I send you my comments, but...

I like more the "dark" green background, instead the "light" green background or black one here.

About the rings, i preffer, almost as choice a more clear rings, not too much lines and bearings. Only 3 circunferences, at 25%, 50% and 75% of the range, and bearing marks at every 30 degrees no more, the radar PPI is too small and i need it to be so clear to see my contacts. May be not real, but in real life the PPI was a big screen, here in the sim, with this anoying 3D interface, it is too small. Radar must be into a big 2d interface screen, but sadly the team priorize the impression over the precision. :p

About the range number... they are confused, i think so all we can divide by recall 8 by 4, 40 by 4 and 80 by 4, with no help of those numbers. It is diferent if those numbers can be switched on and off with the range switch, but to have the 3 scales on is a little bit confuse for me.

May be you can made more choices, or any way discusiong here we can add changes and build one at our pleasure.

Resumming my feedback :

Bring back the DARK GREEN background.
More clear lines, only 3 circles at 25%,50%,75%, only bearing at every 30 degrees, and no range numbers.

Great job !!! :up::up::up::up::up::up::up: Congratulations !!!

Jace11
05-26-07, 09:27 AM
Yeah I do like it, but I changed the rim, removing the very outer line, changed the red bearings to green, flipped the 180 number, and put the old radar background in and now I'm happy...

http://img501.imageshack.us/img501/5797/untitled2jx0.th.jpg (http://img501.imageshack.us/my.php?image=untitled2jx0.jpg)

So thanks Mraah,

I would also like to know how to reduce the size of the Range text...? Is this a minitweaker tweak..?

Redwine
05-26-07, 11:52 AM
Yeah I do like it, but I changed the rim, removing the very outer line, changed the red bearings to green, flipped the 180 number, and put the old radar background in and now I'm happy...

http://img501.imageshack.us/img501/5797/untitled2jx0.th.jpg (http://img501.imageshack.us/my.php?image=untitled2jx0.jpg)

So thanks Mraah,

I would also like to know how to reduce the size of the Range text...? Is this a minitweaker tweak..?

That looks so good, with the bearing numbers in that colour...

Can you share it ?

I want to erase the range numbers, and the dash circunferences... :up:

Jace11
05-26-07, 12:34 PM
yeah, will upload after I've eaten.

give me 20 min.

Mraah
05-26-07, 12:46 PM
Yeah I do like it, but I changed the rim, removing the very outer line, changed the red bearings to green, flipped the 180 number, and put the old radar background in and now I'm happy...

http://img501.imageshack.us/img501/5797/untitled2jx0.th.jpg (http://img501.imageshack.us/my.php?image=untitled2jx0.jpg)

So thanks Mraah,
I would also like to know how to reduce the size of the Range text...? Is this a minitweaker tweak..?

Cool, you changed it. Great work! I left the 180 unflipped:doh: .

As far as the red markings go for realism .... BIGTIME. Go to your other thread :
http://www.subsim.com/radioroom/showpost.php?p=544654&postcount=3
......
In those photos, the bearing marks around the scope can be illuminated ... since it's a black and white photo you can't tell ... they are probably not illuminated now but when they are it's red, believe me. The black edging that I made around it simulates this.

I know the bearing numbers are small, that can be changed. I want big numbers too ... it's just an example. Plus, I'm going to hi-rez the radar.dds later on.

EDIT : I think LukeFF was wondering about red marks. Sorry Jace11 if I confused the post.

:ping:

Jace11
05-26-07, 12:54 PM
http://www.speedyshare.com/337143162.html

Here are the bits, all the files I use, Mraah's ppi with a few changes, default radar.dds, some smallish contact dds files and the PPIradar shader file, you know where they go so no readme included...

LukeFF
05-26-07, 01:36 PM
Mrahh, I just tested out your #4 option. Personally, I think the black ring with illuminated numbers is great, but having it show up in the A-Scope is a big drawback. If you can fix that, all the better. Now, can you try that and merge it with this version of DarkShip's color and overlay? To me this color gives the best sense of depth to the screen and the rings and crosshairs look excellent. No worries if the color doesn't match up exactly with the A-Scope, since I doubt the real ones would have the exact same brightness and intensity when being used:

http://i174.photobucket.com/albums/w96/Vinemys/ScreenHunter_017.jpg

LukeFF
05-26-07, 01:42 PM
While on the subject of scopes, can some one point me in the direction of a thread telling how to use the A scope. I'm at a total loss on this one........... http://img.photobucket.com/albums/v125/Sledge_57/Smilies/crazy.gif
The A-Scope shows the range to a particular target in yards. Take each number on the range scale and multiply it by 100 to see how far out the target is when the blip shows up on screen. The top line measures short range, the midde one medium range, and the last one long range.

Mraah
05-26-07, 04:27 PM
Resumming my feedback :

Bring back the DARK GREEN background.
More clear lines, only 3 circles at 25%,50%,75%, only bearing at every 30 degrees, and no range numbers.

Great job !!! :up::up::up::up::up::up::up: Congratulations !!!

Thanks!! I'll be including your PPI that DarkShip created, see post # 41. That is what you like, eh?

:ping:

Mraah
05-26-07, 04:33 PM
Mrahh, I just tested out your #4 option. Personally, I think the black ring with illuminated numbers is great, but having it show up in the A-Scope is a big drawback. If you can fix that, all the better. Now, can you try that and merge it with this version of DarkShip's color and overlay? To me this color gives the best sense of depth to the screen and the rings and crosshairs look excellent. No worries if the color doesn't match up exactly with the A-Scope, since I doubt the real ones would have the exact same brightness and intensity when being used:

http://i174.photobucket.com/albums/w96/Vinemys/ScreenHunter_017.jpg


Not a problem.:up: I'm planning on releasing my previous work early. Send me a PM linking this post # to remind this is what variant you'd like.

Mraah
05-26-07, 05:13 PM
Here's my plan over the next couple of days ....

1. Will release my previous TEST radar's as seen earlier in this thread. Will release them as is, low rez, and no CT range or text tweak ... So if the range scale doesn't match your actual distance then you'd have to tweak the CT. They will be JSGME compatible. I will not release Darkship's mod (Redwine's PPI, which DS might have already done, right?) until Monday, since he told me he's out of town for a few days.

2. On Monday, I will have a seperate release of a TOOL KIT package that contains all my source PSP files. Thanks to DarkShip for his demo earlier explaining how to do it. I will not release Darkship's source until he gives permission. The source PSP (paint-shop-pro) files are the base image's with numerous layers contained within. These are great for having a starting platform when building a PPI if you never had any paint experience, like myself. You can build a PPI much faster from parts of all the variants you've seen here.

Note ... I've realized some of the original PSP's are missing in my folder which means I over wrote them :dead: during my learning process .... doh! :damn: ... however, I'll recreate them as best I can to resemble the original. Reverse engineering in this case is a little easier for me.

3. Also, on Monday, I'll have the completed set of tweak files so you can mod any sub class with regards to Text Size and Range (including A-scope locations, however I have yet to test the effect) ... unless of course someone makes a complete set and releases them in the meantime. Again, if anyone has them made and I'm stepping on toes then by all means ... Holler My Way!

If you have a particular design you'd like to see then post a rough sketch here in this thread with color etc. I can design a PPI faster if you gave me a picture. Also, PM me to remind me. I've got a list made up, but , so far it's requests wanting my TEST stuff!! Which, I will release shortly today as soon as I stop babbling about my so called "plan".

Hmm, anything else .... done for now.

:ping:

Redwine
05-26-07, 05:22 PM
Resumming my feedback :

Bring back the DARK GREEN background.
More clear lines, only 3 circles at 25%,50%,75%, only bearing at every 30 degrees, and no range numbers.

Great job !!! :up::up::up::up::up::up::up: Congratulations !!!
Thanks!! I'll be including your PPI that DarkShip created, see post # 41. That is what you like, eh?

:ping:

If i can feedback you, my preference is a Dark Green Background just like as Luke posted into topic #99 and here into #102...

Just upload the file for me and i can erase some of the rings to make it more "clean".

:up::up::up:

Mraah
05-26-07, 09:20 PM
TEST PPI RELEASE :

Four PPI's from posts here.
LukeFF... I'm still working on the color but here's something....

NOTE : PPI Scope's with Range Scale - Left scale usuable without tweak.

Download link at bottom ... all 4 radars, seperate zip, JSGME.

------------------------------------------------------------
PPI_Black_TEST
http://i155.photobucket.com/albums/s300/raabmraah/test-1.jpg

--------------------------------------------------------

PPI_BLACK_TEST_FF_2
http://i155.photobucket.com/albums/s300/raabmraah/test-2.jpg

--------------------------------------------------------

PPI_BLACK_SCALE_FF_1
http://i155.photobucket.com/albums/s300/raabmraah/test-3.jpg

--------------------------------------------------------

PPI_GREEN_TEST_FF_4
http://i155.photobucket.com/albums/s300/raabmraah/test-4.jpg


Download Link :

http://files.filefront.com/PPI_TEST_1zip/;7616409;/fileinfo.html (http://files.filefront.com/PPI_TEST_1zip/;7616409;/fileinfo.html)

Let me know if any problems (besides range scale).

:ping: Mraah

wstaub
05-26-07, 10:26 PM
Strange question but you said historically the red rings are accurate. If that is the case how could they see the red rings when they operated with red googles on at night to help preserve their night vision? Not a criticism, just a question.

panthercules
05-26-07, 10:32 PM
Strange question but you said historically the red rings are accurate. If that is the case how could they see the red rings when they operated with red googles on at night to help preserve their night vision? Not a criticism, just a question.

I would assume that only the bridge/watch crew or potential gun crew (i.e., folks likely to need to go up on deck at night) would want or need to wear such goggles - I wouldn't think that the radar operators would typically be used for such on-deck activities - I would think they'd stay down in the boat glued to their screen so the goggles probably wouldn't be the issue. I think the bigger issue would be if/when they switched over the in-boat lighting to red - if the radar sets were in the same part of the boat that would seem to make red lines an odd choice.

Mraah
05-27-07, 04:39 AM
Strange question but you said historically the red rings are accurate. If that is the case how could they see the red rings when they operated with red googles on at night to help preserve their night vision? Not a criticism, just a question.

I would assume that only the bridge/watch crew or potential gun crew (i.e., folks likely to need to go up on deck at night) would want or need to wear such goggles - I wouldn't think that the radar operators would typically be used for such on-deck activities - I would think they'd stay down in the boat glued to their screen so the goggles probably wouldn't be the issue. I think the bigger issue would be if/when they switched over the in-boat lighting to red - if the radar sets were in the same part of the boat that would seem to make red lines an odd choice.

In my mind it seemed plausable that the bearing ring could be seen since it's self illuminating, not a red mark along the edge. It lead to a "realistic" response from me. Sure, realistic but for which equipment and in what era. I jumped to a conclusion base on my experience, which doesn't include an enviroment under an overhead redlight. Very good observations. It's a mystery to me with only black and white photo's as a guide.

I'm just glad LukeFF was able to salvage the peices :cry: .
Thanks for input!! That display is going on the back burner. Looks good tho!

:ping: Mraah

Bando
05-27-07, 04:51 AM
Mraah,

Thank you and the others for this mod that's just a great idea. I've installed the nr 1 option from your first thread with JSGME.

It seems that the radar operator sees the radar returns eg. the echo's, but I do not. Not a single "blib" on my screen. Both improved radars on board.

Please advise.

Thanks,
Bando

MONOLITH
05-27-07, 05:51 AM
It seems that the radar operator sees the radar returns eg. the echo's, but I do not. Not a single "blib" on my screen. Both improved radars on board.



Change the scale setting.

Sounds like you'e looking at a close range scale, with a target further away, thus no blips.

The game however, will "see" the target, regardless of what visual scale the player is looking at.

Set your radar to the longest range scale, and you should see the target.

AVGWarhawk
05-27-07, 06:36 AM
I just put in the new and improved version and it is awesome! I love the rings and heading numbers put in. It really helps in setting a relative course. Nice work men! A+++ effort and it shows:up:

Bando
05-27-07, 09:36 AM
Hello Monolith,I did change the scale, checked the other scope (for distance) and this did not produce a spike. Don't know what happens. I'll try a brand new install later on, maybe that's the problem.Right now I see no blibs, alas....

Mraah
05-27-07, 09:39 AM
Mraah,
It seems that the radar operator sees the radar returns eg. the echo's, but I do not. Not a single "blib" on my screen. Both improved radars on board.
Please advise.
Thanks,
Bando


If Monolith's fix doesn't work then it could be three other possibilities :

1. Your "radarcontact.dss" is missing. Which my mod doesn't touch.

2. You're running Small Contact Mod ... sometimes target's get really small, like a "." size. It's an odd occurance I haven't figured out yet.

3. Your SD radar detects the target and not the SJ, which is SH4 default.

Anyone else getting this from same version?

:ping:

MONOLITH
05-27-07, 10:15 AM
I just put in the new and improved version and it is awesome!

Which one exactly...

So many types, so many links...I'm getting confused. :oops:

AVGWarhawk
05-27-07, 10:26 AM
I used Mraah number two that does not have the red numbers around the edge. PPI_BLACK_TEST_FF_2. A few posts back. Looks great!

MONOLITH
05-27-07, 10:55 AM
It seems that the radar operator sees the radar returns eg. the echo's, but I do not. Not a single "blib" on my screen. Both improved radars on board.



Please excuse the dumb question, but since it's a possibility...

You do have the radar sweeping, yes? Meaning..,. the arm is not stuck in a static position on the screen?

Bando
05-27-07, 07:05 PM
Hello Monolith and Mraah,

Yes I do let the radar sweep around. I myself am a navy guy, working with radar, believe me, it sweeps. :lol:

I did a fresh install on the whole game, patch 1.2 and the rfb 1.27 mod. I have some more mods, but they are relatively small.
Before I install the PPI mod, which I really, really want, could you tell me which one to install? There are a lot of mods and links in this thread.:yep:

Furthermore there's a request from my side. Is it at all possible to zoom in on the radar screen. I mean, to zoom so the radar screen fills the monitor with the nobs to sweep and change distance still visible/usable. I think when zoomed in just a bit, one can read the bearings and rangering numbers a lot easier.:o

Thanks for your replies so far,:up:

Greetings
Bando

wstaub
05-27-07, 10:16 PM
I used Mraah number two that does not have the red numbers around the edge. PPI_BLACK_TEST_FF_2. A few posts back. Looks great!

I agree just installed the same version and all I can say is great job!:up::up::up::up::up:

Mraah
05-27-07, 11:06 PM
Monolith,

That's the funniest and BEST scope view I've ever seen!!!! :lol: :lol: :lol: LOL.

http://www.mayhemonstrings.com/Images/Goby.jpg

:ping: Mraah

Mraah
05-27-07, 11:15 PM
Furthermore there's a request from my side. Is it at all possible to zoom in on the radar screen. I mean, to zoom so the radar screen fills the monitor with the nobs to sweep and change distance still visible/usable. I think when zoomed in just a bit, one can read the bearings and rangering numbers a lot easier.:o
Bando

Earlier in this thread I asked the same question hoping someone would know how to move the camera so it sit's on top of the PPI .... so far no replies. I'm going to ask this in the main thread and see if anyone knows.

I want to be so close that it burns an image on my face!!! Muahahah.

Still on the case ....

:ping: Mraah

Mraah
05-27-07, 11:26 PM
Update on V1.21 --

1. Modified MARK_1 - 4 scope's : DarkShips Alpha layer hint!!! See post # 4 in this thread for a screen shot.

2. RW and FF Scopes - Redwine's and LukeFF's requested scopes. Screenshots on this thread as well.

Look for them on Monday between noon and midnight. I know that's a 12hr block but I'll post my progress. I'm on a double midshift again so Monday morning is like a Friday night in my work week.

:ping: Mraah

fire-fox
05-28-07, 01:44 AM
hi, havent read all this post saw answers probibly there, im use ing RFB1.27 and this PPI :ping: radar mod, way are the radar blips in mine the defult flying scorses and how do i get them to look like the ones in the screen pic.

Mraah
05-28-07, 02:06 AM
Additional V1.21 PPI's :

For those skippers that don't like to mess with tweaking their own files but would prefer a more functional range step (albeit ahistorical??) I will be including some PPI displays with a modded range selection.

Example Range Choices ;
1. 40|20|8.
2. 40|20|10 . See below for explaination.
3. ??|??|?? . To match the range scale on that PPI only.

Reason for a reverse selection - On initial patrol loading it will default to the highest range so you won't have to click twice to zoom out when first jumping to the radar station. Also, I feel that a downward range step is better because you naturally select a shorter range as you close in on the target. Plus, it will jump from short to long range in one step!!!! :up:

In the back of my mind I still have this feeling that the Range Indicator Unit was tied into the PPI ... basically adjusting the range or sweep size using your current range step. We don't have an RIU so we'll have to make do, IMO. My personal preference is the 40|20|10.

Suggestions welcome.

:ping: Mraah

AVGWarhawk
05-28-07, 06:23 AM
Furthermore there's a request from my side. Is it at all possible to zoom in on the radar screen. I mean, to zoom so the radar screen fills the monitor with the nobs to sweep and change distance still visible/usable. I think when zoomed in just a bit, one can read the bearings and rangering numbers a lot easier.:o
Bando

Earlier in this thread I asked the same question hoping someone would know how to move the camera so it sit's on top of the PPI .... so far no replies. I'm going to ask this in the main thread and see if anyone knows.

I want to be so close that it burns an image on my face!!! Muahahah.

Still on the case ....

:ping: Mraah



Did we lose the shift/F2 function in the control room. If so, the function of getting closer to the radar screen is then gone.

Canonicus
05-28-07, 09:39 AM
Only lost it in the conning tower....not in the control room.

If you shift/f2 in control room and go up through the bulkhead aft of the planesmans station, you can free camera in the conning tower and get close to the radar screens.

Unfortunately, it won't let you change ranges or work other controls on the radar station, but you get a nice close view, if you want to.

AVGWarhawk
05-28-07, 10:16 AM
What I did was click on the control room hatch to get there. Then I clicked on the radarman. I was close to the radar screen. I then attempted to do this again and it kept putting me to the radar for aircraft. I will fool with it some more.

Mraah
05-28-07, 01:18 PM
Screen shots added PPI's for v1.21 :

These are the Base Layers. Background color is black (obviously) and effects the A-scope. I may include some variations on that.

New --- BRIGHT BEARING #

#1 Dimmer Rings
http://i155.photobucket.com/albums/s300/raabmraah/PPI_FF_5.jpg

#2 + Scale 40|20|8
http://i155.photobucket.com/albums/s300/raabmraah/PPI_FF_7.jpg

#3 + Scale + Dim Radial Lines @ 30 increments
http://i155.photobucket.com/albums/s300/raabmraah/PPI_FF_8.jpg


Holler my way!!!!

:ping: Mraah

oldgoatsboats
05-28-07, 01:40 PM
I like #1, dimmer rings, no scale markings. I'll count the rings and get the range. Looks fantastic, great job!

Mraah
05-28-07, 01:59 PM
hi, havent read all this post saw answers probibly there, im use ing RFB1.27 and this PPI :ping: radar mod, way are the radar blips in mine the defult flying scorses and how do i get them to look like the ones in the screen pic.

I'm using Redwines small Radar Contact mod :

http://www.subsim.com/radioroom/showthread.php?p=499149

Mraah
05-28-07, 02:23 PM
I like #1, dimmer rings, no scale markings. I'll count the rings and get the range. Looks fantastic, great job!

I'll also include a PPI like #1 with dim radial lines to complete that set.

Thanks for your input.

:ping: Mraah

akdavis
05-28-07, 02:29 PM
What I did was click on the control room hatch to get there. Then I clicked on the radarman. I was close to the radar screen. I then attempted to do this again and it kept putting me to the radar for aircraft. I will fool with it some more.

There is no "radar for aircraft" view. The A-scope is just another presentation of the same information displayed on the PPI. It is the default radar view because the PPI view does not come until later in the war (or that is when it should come).

Redwine
05-28-07, 02:33 PM
Mraah !!! clear you PM entry box !!! your account do not acept more PM messages ! It is full... :up::up::up:

Mraah
05-28-07, 08:33 PM
Only lost it in the conning tower....not in the control room.
If you shift/f2 in control room and go up through the bulkhead aft of the planesmans station, you can free camera in the conning tower and get close to the radar screens.
Unfortunately, it won't let you change ranges or work other controls on the radar station, but you get a nice close view, if you want to.

I forgot about the shift/F2 free cam, thanks. Here's a few shots from an Sclass boat using a v1.21 PPI. Note my odd shaped radar contacts. I'm using Redwines small contact mod and I can't explain why the targets look ... well ... kinda like a target should look like. When I find out, I'll holler ... Anyone else get funny shaped targets???

http://i155.photobucket.com/albums/s300/raabmraah/SH4Img28-5-2007_20.jpg

http://i155.photobucket.com/albums/s300/raabmraah/SH4Img28-5-2007_20-1.jpg


By the way, a progress report on v1.21 ... I've decided to only release this :

1. 4 Stand Alone PPI displays - all black background. Colorizing is killing me. I'll add colored background later. You've seen the screen shots from earlier posts.
2. Redwines requested PPI (only colored display I got to look right)
3. All subs RANGE/TEXT tweaks - 4 in all
4. 80|40|8 + 40|20|10 range step variation mod (two stand alone mods)

All will be JSGME ready. Has different file names, no overwrites of previous PPI versions.

I'm holding off on LukeFF's PPI since the color isn't right. I'll post a screen of that later.

Will be up as soon as I finish the last bit of testing to assure everything works.

:ping: Mraah

Sledge_57
05-28-07, 08:58 PM
Ok this last screen shot is exactly what I want, which d/l is that one.

Great job btw..........

Fearless
05-28-07, 09:49 PM
Top stuff :up:

Mraah
05-28-07, 10:57 PM
Ok this last screen shot is exactly what I want, which d/l is that one.

Great job btw..........

V1.21 is up. Go back to first page
http://www.subsim.com/radioroom/showpost.php?p=543611&postcount=1

:ping:

Sledge_57
05-28-07, 11:11 PM
Ok this last screen shot is exactly what I want, which d/l is that one.

Great job btw..........

V1.21 is up. Go back to first page
http://www.subsim.com/radioroom/showpost.php?p=543611&postcount=1

:ping:


Thanks, I guess I wasn't clear enough, which one from 1.21 is the screenie above my last post, #1 I think?

Thanks again

Redwine
05-29-07, 08:05 AM
Ok this last screen shot is exactly what I want, which d/l is that one.

Great job btw..........
V1.21 is up. Go back to first page
http://www.subsim.com/radioroom/showpost.php?p=543611&postcount=1

:ping:

Many thanks !!! :up:

Is there inside a guide to manual edit the 80-40-8... ?

:up::up::up:

CaptainCox
05-29-07, 08:56 AM
Really nice team work on this one. Great job guys and thanks Mraah, getting the new version now!:up:

Just one question, which one would you guys consider most historically correct?...I am a bit confused with all the versions here...

Cheers!

AVGWarhawk
05-29-07, 12:17 PM
What I did was click on the control room hatch to get there. Then I clicked on the radarman. I was close to the radar screen. I then attempted to do this again and it kept putting me to the radar for aircraft. I will fool with it some more.
There is no "radar for aircraft" view. The A-scope is just another presentation of the same information displayed on the PPI. It is the default radar view because the PPI view does not come until later in the war (or that is when it should come).

Got it! Thanks for explaining!

Mraah
05-29-07, 04:31 PM
Is there inside a guide to manual edit the 80-40-8... ?
:up::up::up:

Thanks!!

No seperate guide on the tweak files. Each item that can be tweaked has a small explaination next to it. The 80-40-8 is just a reversed number set.

Default 8-40-80 :
Step 1 = 1000
Step 2 = 5000
Step 3 = 10000

New 80-40-8 :
Step 1 = 10000
Step 2 = 5000
Step 3 = 1000

:ping: Mraah

Redwine
05-29-07, 04:37 PM
Is there inside a guide to manual edit the 80-40-8... ?
:up::up::up:
Thanks!!

No seperate guide on the tweak files. Each item that can be tweaked has a small explaination next to it. The 80-40-8 is just a reversed number set.

Default 8-40-80 :
Step 1 = 1000
Step 2 = 5000
Step 3 = 10000

New 80-40-8 :
Step 1 = 10000
Step 2 = 5000
Step 3 = 1000

:ping: Mraah

Thanks Mraah !

I downloaded the tweak files... my intention was to adjust 80-20-10.... :up::up::up:

Mraah
05-29-07, 06:14 PM
Really nice team work on this one. Great job guys and thanks Mraah, getting the new version now!:up:

Just one question, which one would you guys consider most historically correct?...I am a bit confused with all the versions here...

Cheers!

Thanks! I hope they're usefull in their basic form. Coming from a veteran modder like yourself I feel good about adding something to the community that can be appreciated.

Regarding which one is historically accurate .... I'm at a loss to say Captain. From the operators handbook on the SJ that LukeFF posted ...
http://www.hnsa.org/doc/radar/part4.htm#pgSJ-2

it appears the display had three adjustments :

1. Scale light: azimuth circle.
2. Range circle: adjusts intensity of the range dot.
3. Intensity: adjusts brilliance of the scope

So IMO, the basic plain PPI would be the closest :

#1 MR_PPI_BK_4 : Basic default marks.
http://i155.photobucket.com/albums/s300/raabmraah/PPI_FF_5.jpg

However, the color, the number of range circles, and the overall historical grid pattern is yet to be determined. The other 3 grid patterns I made are just a combination of what a historical grid pattern might look like, although perhaps late war or on a totally different radar type. Thanking LukeFF for his SC variant (soon to be an addition).

Radial Mark Variant note:
Due to the lack of a cooperative radar operator, ie ... he can only tell us if new contacts appear and can give us range to closest target (are there more dormant commands that I'm missing?) the radial marks make up for that and can provide a skipper a quick look at the target's relative bearing as he cons his boat to an attack position beyond visual range.

I'm really hoping it brings the radar back into play. I remember comments a long time ago how the radar's quite useless.

:ping: Mraah

Bear
05-29-07, 07:23 PM
Mraah, this is really nice work. Thank You. It helps with the feeling of the boat for me. I am going to try all the versions to see which works best for me. I like the setup of the MR_PPI_BK_RD_SC_40-20-8_8. However, my eyesight is not what it used to be so my question is, can it be made bigger? I think I need it about as big as the other radar. Is that possible? If it is just point me in the right direction and I will see if I can do it. I am not asking you to do it. You all have done great just getting it back in there. I am just wondering if it can be done. There seems to be a lot of wasted space around the screen. Thanks again. To you and all the modders continue to make this sim better each day.

Mraah
05-29-07, 08:25 PM
Mraah, this is really nice work. Thank You. It helps with the feeling of the boat for me. I am going to try all the versions to see which works best for me. I like the setup of the MR_PPI_BK_RD_SC_40-20-8_8. However, my eyesight is not what it used to be so my question is, can it be made bigger? I think I need it about as big as the other radar. Is that possible? If it is just point me in the right direction and I will see if I can do it. I am not asking you to do it. You all have done great just getting it back in there. I am just wondering if it can be done. There seems to be a lot of wasted space around the screen. Thanks again. To you and all the modders continue to make this sim better each day.

Thanks!!!

I've tried to tweak the camera data for the PPI position, but I halted my attempts when I began this project. I've tried U-Bones' camera.dat tweak but I'm new to what values change what.

If you're a tweaker then here's a quick link to U-bones' Camera tweak post :

http://www.subsim.com/radioroom/showpost.php?p=525337&postcount=1

:ping: Mraah

Mraah
05-29-07, 08:40 PM
Regarding the camera position. I just realized that perhaps the camera location coincides with the operators location. Which means that if we find the operators location data we can move it.

However, if I'm right, we also move the sailor along with it! Not something a skipper wants to see .... a sailor with half his neck and head sticking out of the PPI. :down: .

:ping: Mraah

Mraah
05-29-07, 08:56 PM
I think I need it about as big as the other radar. Is that possible?

Oh, I read this again. I think it would be possible to make it bigger. Only problem is the 3D graphic part. I'd have to edit the console to make it fit, plus, erase the glare shield. I believe I've found one in the texture folder for the Gato called Gato_CT_Gear_Lightmap. Here's a snipet of which graphic it is :

http://i155.photobucket.com/albums/s300/raabmraah/PPI-graphic.jpg

:ping: Mraah

Canonicus
05-29-07, 10:53 PM
Hey mates! ...guess what?

I've found the solution to getting a closer view of the radar screens...
Here it is...

----------------------------------------------------------------------------------------------------------------------
Open the camera_dat.txt using Mini Tweaker and scroll down and find the "RadioRoom_Radar" listing...

Find the "CameraParams AngularAngle" value and change it to "60" - (this changes the a-scope view)

Also, right below, there's the "RadioRoom_Radar_Ascope" listing...

Find the "CameraParams AngularAngle" value and change it to "45" - (this changes the PPI view)

----------------------------------------------------------------------------------------------------------------------
(NOTE: I'm not sure why the listing names are switched...dev's work in mysterious ways, you know.)
(NOTE:The above values were tested at a resolution of 1280X960 ....so they may need to be adjusted to get a good view....depending on the in-game screen resolution you're using.)

These changes not only get you much closer ,especially in the PPI radar view, but graphics are clearer and easier to read too.

Enjoy! :up:

CaptainCox
05-30-07, 01:23 AM
So IMO, the basic plain PPI would be the closest :

#1 MR_PPI_BK_4 : Basic default marks.
http://i155.photobucket.com/albums/s300/raabmraah/PPI_FF_5.jpg



:ping: Mraah Cheers man, will go with this one for now. But looks like you guys will update it as more info surfaces. Keep it up!

LukeFF
05-30-07, 02:01 AM
Hey mates..guess what?

I've found the solution to getting a closer view of the radar screens...
Here it is..

Open the camera_dat.txt using MiniTweaker
Any place that file can be found? I don't have it in my zip file of Tweaker files.

Canonicus
05-30-07, 05:38 AM
Hey mates..guess what?

I've found the solution to getting a closer view of the radar screens...
Here it is..

Open the camera_dat.txt using MiniTweaker
Any place that file can be found? I don't have it in my zip file of Tweaker files.


Yes ....Use this link to U-bones camera tweakfile download....

http://members.bellatlantic.net/~vze33y78/Cameras_dat.zip (http://members.bellatlantic.net/~vze33y78/Cameras_dat.zip)

Redwine
05-30-07, 07:21 AM
Hey mates! ..guess what?

I've found the solution to getting a closer view of the radar screens...
Here it is...
----------------------------------------------------------------------------------------------------------------------
Open the camera_dat.txt using MiniTweaker and scroll down and find the "RadioRoom Radar" listing...

Find the "CameraParams AngularAngle" value and change it to "60" - (this changes the a-scope view)

Also, right below, there's the "RadioRoom_Radar_Ascope" listing...

Find the "CameraParams AngularAngle" value and change it to "45" - (this changes the PPI view)
----------------------------------------------------------------------------------------------------------------------
(NOTE: I'm not sure why the listing names are switched...dev's work in mysterious ways, you know.)
(NOTE:The above values were tested at a resolution of 1280X960 ....so they may need to be adjusted to get a good view....depending on the in-game screen resolution you're using.)

These changes not only get you much closer ,especially in the PPI radar view, but graphics are clearer and easier to read too.

Enjoy! :up:

May be a good add for this mod !!

Many thanks ! :up:

Redwine
05-30-07, 07:26 AM
Hey mates..guess what?

I've found the solution to getting a closer view of the radar screens...
Here it is..

Open the camera_dat.txt using MiniTweaker
Any place that file can be found? I don't have it in my zip file of Tweaker files.

Yes ....Use this link to U-bones camera tweakfile download....

http://members.bellatlantic.net/~vze33y78/Cameras_dat.zip (http://members.bellatlantic.net/%7Evze33y78/Cameras_dat.zip)
That file doesnt works, seems to be the file for SH III ? :hmm::hmm::hmm:

http://img296.imageshack.us/img296/7856/20070530093101qm3.jpg

Can you upload the correct file if you have it please ?

:up::up::up::up:

Canonicus
05-30-07, 07:33 AM
Redwine...Thats the correct file. Not sure why your having problems. It's the only Camera_dat file I know of.

It's the same file that's used in Mavs Camera mod v.2....

see this link....
http://www.subsim.com/radioroom/showthread.php?t=114077

Redwine
05-30-07, 08:10 AM
Redwine...Thats the correct file. Not sure why your having problems. It's the only Camera_dat file I know of.

It's the same file that's used in Mavs Camera mod v.2....

see this link....
http://www.subsim.com/radioroom/showthread.php?t=114077

Hi Canonicus... ! :up:

Thanks for quick response...

That mod has not a tweak file inside ... i downloaded it and cant found a MiniTweaker tweak file... only the finished tweaked files.

Can you upload you present file please... my MiniTweaker works fine with another tweaks files, may be the tweak file in that link is not the correct.

Can you check downloading it and loading it into MiniTweaker please ?

:up::up::up:

Canonicus
05-30-07, 08:23 AM
Redwine..... here is the EXACT Camera_dat.txt file that i'm using.... Notice the highlighted area.


// Use // for comments.
// Never use // within a parameter line below.
// Version and path information should always be at the top.
// Path is always relative to the main game folder,
// (usually C:\Program Files\Ubisoft\SilentHunterIII).
// Numbers within brackets always start with 1.
// Numbers within brackets always increment by 1.
// Value displacements (in absolute lines) are always specified in hexadecimal,
// zero-based (zero counts as the first byte).
// Examples of search lines, used when searching for a variable:
// search,WindCoef,4,single,>2,Wind Coefficient
// Description: Look for 4th occurrance of the term WindCoef.
// The floating point single variable starts at 2 bytes past the end of the
// search term. Name the list item Wind Coefficient.
// search,WindCoef,2,single,+9,Wind Coefficient
// Description: Look for 2nd occurrance of the term WindCoef.
// The floating point single variable starts at 9 bytes past the first byte
// of the search term (the same as using >2 above).
// Name the list item Wind Coefficient.
// search,WindCoef,1,single,-4,Wind Coefficient
// Description: Look for 1st occurrance of the term WindCoef.
// The floating point single variable starts at 4 bytes before the first byte
// of the search term. Name the list item Wind Coefficient.
// SH4 Cameras.dat tweakfile by U-Bones @ subsim.com
// Doing this made me appreciate the tweakfiles others have provided.
// For use with TimeTravelers Tweaker at
// http://www.delraydepot.com/tt/SH3MiniTweaker_build104.zip
// Game version for these changes.
Version=SH4 1.2
// Path to the file we are changing.
Path=Data\Library\Cameras.dat
[1]
DropDownName=AA20mmPortGun
// 6225 section offset
absolute,single,6374,Optical MinZoom
absolute,single,6384,Optical MaxZoom
//Unknown multi-values from SH3 - Zoomlevels Common Optical artifact needs exploration
absolute,long,641b,ResrictedRotation Azimunth
absolute,single,6423,RestrictedRotation Min
absolute,single,642f,RestrictedRotation Max
absolute,single,6449,Elevation Min
absolute,single,6455,Elevation Max
// Tight & Targetable - new in SH4 needs exploration. Part of elevaton ?
absolute,single,64e0,CameraParams AngularAngle
absolute,single,64f5,CameraParams ClipDistance
absolute,single,6509,CameraParams FarDistance
absolute,single,6545,Viewport Left
absolute,single,6553,Viewport Right
absolute,single,655f,Viewport Top
absolute,single,656e,Viewport Bottom
[2]
DropDownName=AA20mmPortGun1
// 65cf section offset
absolute,single,6673,ShocksCollision Elasticity
absolute,single,6682,ShocksCollision Dumper
absolute,single,6693,ShocksCollision MaxAngle
absolute,single,66a0,ShocksCollision Coef
[3]
DropDownName=AA20mmPortGun2
// 6706 section offset
absolute,byte,2f,SECTION INCOMPLETE
[4]
DropDownName=AA20mmStarbGun
// 5cce section offset
absolute,single,5e1a,Optical MinZoom
absolute,single,5e2a,Optical MaxZoom
//Unknown multi-values from SH3 - Zoomlevels Common Optical artifact needs exploration
absolute,long,5ec1,RestrictedRotation Azimunth
absolute,single,5ec9,RestrictedRotation Min
absolute,single,5ed5,RestrictedRotation Max
absolute,single,5eef,Elevation Min
absolute,single,5efb,Elevation Max
// Tight & Targetable - new in SH4 needs exploration. Part of elevaton ?
absolute,single,5f86,CameraParams AngularAngle
absolute,single,5f9b,CameraParams ClipDistance
absolute,single,5faf,CameraParams FarDistance
absolute,single,5feb,Viewport Left
absolute,single,5ff9,Viewport Right
absolute,single,6005,Viewport Top
absolute,single,6014,Viewport Bottom
[5]
DropDownName=AA20mmStarbGun1
// 6072 section offset
absolute,single,611a,ShocksCollision Elasticity
absolute,single,6129,ShocksCollision Dumper
absolute,single,613a,ShocksCollision MaxAngle
absolute,single,6147,ShocksCollision Coef
[6]
DropDownName=AA20mmStarbGun2
// 61ad section offset
absolute,byte,2f,SECTION INCOMPLETE
[7]
DropDownName=AA37mmGun
// 4d44 section offset
absolute,single,4e8b,Optical MinZoom
absolute,single,4e9b,Optical MaxZoom
//Unknown multi-values from SH3 - Zoomlevels Common Optical artifact needs exploration
absolute,long,4f3a,RestrictedRotation Azimunth
absolute,single,4f42,RestrictedRotation Min
absolute,single,4f4e,RestrictedRotation Max
absolute,single,4f68,Elevation Min
absolute,single,4f74,Elevation Max
// Tight & Targetable - new in SH4 needs exploration. Part of elevaton ?
absolute,single,4fff,CameraParams AngularAngle
absolute,single,5014,CameraParams ClipDistance
absolute,single,5028,CameraParams FarDistance
absolute,single,5064,Viewport Left
absolute,single,5072,Viewport Right
absolute,single,507e,Viewport Top
absolute,single,508d,Viewport Bottom
[8]
DropDownName=AA37mmGun1
// 50f0 section offset
absolute,single,518e,ShocksCollision Elasticity
absolute,single,519d,ShocksCollision Dumper
absolute,single,51ae,ShocksCollision MaxAngle
absolute,single,51bb,ShocksCollision Coef
[9]
DropDownName=AA37mmGun2
// 5220 section offset
absolute,byte,2f,SECTION INCOMPLETE
[10]
DropDownName=Binocular
// 32ac section offset
absolute,long,33bc,RestrictedRotation Azimunth
absolute,single,33c4,RestrictedRotation Min
absolute,single,33d0,RestrictedRotation Max
absolute,single,33ea,Elevation Min
absolute,single,33f6,Elevation Max
absolute,single,3472,Optical MinZoom
absolute,single,3482,Optical MaxZoom
absolute,single,35c5,CameraParams AngularAngle
absolute,single,35da,CameraParams ClipDistance
absolute,single,35ee,CameraParams FarDistance
absolute,single,362a,Viewport Left
absolute,single,3638,Viewport Right
absolute,single,3644,Viewport Top
absolute,single,3653,Viewport Bottom
[11]
DropDownName=CareerRoom
// 7c0b section offset
absolute,single,7d13,AxisRotation RotationSpeed
absolute,single,7d28,AxisRotation RotationInertia
absolute,single,7d3a,AxisRotation Radius
absolute,single,7d49,AxisRotation Angles
absolute,single,7d51,AxisRotation Min
absolute,single,7d5d,AxisRotation Max
absolute,single,7d69,AxisRotation Axe
absolute,single,7dda,AxisRotation RotationSpeed
absolute,single,7df2,AxisRotation RotationInertia
absolute,single,7e01,AxisRotation Radius
absolute,single,7e10,AxisRotation Angles
absolute,single,7e18,AxisRotation Min
absolute,single,7e24,AxisRotation Max
absolute,single,7e30,AxisRotation Axe
absolute,single,7ea0,CameraParams AngularAngle
absolute,single,7eb5,CameraParams ClipDistance
absolute,single,7ec9,CameraParams FarDistance
absolute,single,7f05,Viewport Left
absolute,single,7f13,Viewport Right
absolute,single,7f1f,Viewport Top
absolute,single,7f2e,Viewport Bottom
[12]
DropDownName=ConningDeck
// 14c4 section offset
absolute,single,15c9,RotSpring Elasticity
absolute,single,15da,RotSpring Friction
absolute,single,1668,AxisRotation RotationSpeed
absolute,single,1680,AxisRotation RotationInertia
absolute,single,168f,AxisRotation Radius
absolute,single,16a6,AxisRotation Angles Min
absolute,single,16b2,AxisRotation Angles Max
absolute,single,172f,AxisRotation2 RotationSpeed
absolute,single,1747,AxisRotation2 RotationInertia
absolute,single,1756,AxisRotation2 Radius
absolute,single,176d,AxisRotation2 Angles Min
absolute,single,1779,AxisRotation2 Angles Max
absolute,single,18b1,CameraParams AngularAngle
absolute,single,18c6,CameraParams ClipDistance
absolute,single,18da,CameraParams FarDistance
absolute,single,1916,Viewport Left
absolute,single,1924,Viewport Right
absolute,single,1930,Viewport Top
absolute,single,193f,Viewport Bottom
[13]
DropDownName=ConningPeriscope
// 746d section offset
absolute,single,75a5,MechShocksPendulum Elasticity
absolute,single,75b4,MechShocksPendulum Dumper
absolute,single,75c5,MechShocksPendulum MaxAngle
absolute,single,75d2,MechShocksPendulum Coef
absolute,single,7642,CameraParams AngularAngle
absolute,single,7657,CameraParams ClipDistance
absolute,single,766b,CameraParams FarDistance
absolute,single,76a7,Viewport Left
absolute,single,76b5,Viewport Right
absolute,single,76c1,Viewport Top
absolute,single,76d0,Viewport Bottom
[14]
DropDownName=ConningPeriscope1
// 7736 section offset
absolute,long,77c7,RestrictedRotation Azimunth
absolute,single,77cf,RestrictedRotation Min
absolute,single,77db,RestrictedRotation Max
absolute,single,77f5,Elevation Min
absolute,single,7801,Elevation Max
// Tight & Targetable - new in SH4 needs exploration. Part of elevaton ?
[15]
DropDownName=ConningTower
// 705f section offset
absolute,single,7193,MechShocksPendulum Elasticity
absolute,single,71a2,MechShocksPendulum Dumper
absolute,single,71b3,MechShocksPendulum MaxAngle
absolute,single,71c0,MechShocksPendulum Coef
absolute,single,7230,CameraParams AngularAngle
absolute,single,7245,CameraParams ClipDistance
absolute,single,7259,CameraParams FarDistance
absolute,single,7295,Viewport Left
absolute,single,72a3,Viewport Right
absolute,single,72af,Viewport Top
absolute,single,72be,Viewport Bottom
[16]
DropDownName=ConningTower11
// 7321 section offset
absolute,long,73b2,RestrictedRotation Azimunth
absolute,single,73ba,RestrictedRotation Min
absolute,single,73c6,RestrictedRotation Max
absolute,single,73e0,Elevation Min
absolute,single,73ec,Elevation Max
// Tight & Targetable - new in SH4 needs exploration. Part of elevaton ?
[17]
DropDownName=DeckGun
// 577d section offset
absolute,single,5870,Optical MinZoom
absolute,single,5880,Optical MaxZoom
//Unknown multi-values from SH3 - Zoomlevels Common Optical artifact needs exploration
absolute,long,5974,RestrictedRotation Azimunth
absolute,single,597c,RestrictedRotation Min
absolute,single,5988,RestrictedRotation Max
absolute,single,59a2,Elevation Min
absolute,single,59ae,Elevation Max
// Tight & Targetable - new in SH4 needs exploration. Part of elevaton ?
absolute,single,5a39,CameraParams AngularAngle
absolute,single,5a4e,CameraParams ClipDistance
absolute,single,5a62,CameraParams FarDistance
absolute,single,5a9e,Viewport Left
absolute,single,5aac,Viewport Right
absolute,single,5ab8,Viewport Top
absolute,single,5ac7,Viewport Bottom
[18]
DropDownName=DeckGun1
// 5b29 section offset
absolute,single,5bc6,ShocksCollision Elasticity
absolute,single,5bd5,ShocksCollision Dumper
absolute,single,5be6,ShocksCollision MaxAngle
absolute,single,5bf3,ShocksCollision Coef
[19]
DropDownName=DeckGun2
// 5c55 section offset
absolute,byte,2f,SECTION INCOMPLETE
[20]
DropDownName=DeckGunZoom
// 5299 section offset
absolute,single,53a6,MoveCannon MinRange
absolute,single,53b7,MoveCannon MaxRange
absolute,single,53c9,MoveCannon RangeStep
absolute,single,53db,MoveCannon TravInert
absolute,single,543c,Optical MinZoom
absolute,single,544c,Optical MaxZoom
//Unknown multi-values from SH3 - Zoomlevels Common Optical artifact needs exploration
absolute,single,54e3,CameraParams AngularAngle
absolute,single,54f8,CameraParams ClipDistance
absolute,single,550c,CameraParams FarDistance
absolute,single,5548,Viewport Left
absolute,single,5556,Viewport Right
absolute,single,5562,Viewport Top
absolute,single,5571,Viewport Bottom
[21]
DropDownName=DeckGunZoom1
// 55d7 section offset
absolute,single,5674,ShocksCollision Elasticity
absolute,single,5683,ShocksCollision Dumper
absolute,single,5694,ShocksCollision MaxAngle
absolute,single,56a1,ShocksCollision Coef
[22]
DropDownName=DeckGunZoom2
// 5707 section offset
absolute,byte,2f,SECTION INCOMPLETE
[23]
DropDownName=FreeCamera
// 3ff section offset
absolute,single,6E0,CameraParams AngularAngle
absolute,single,6F7,CameraParams ClipDistance
absolute,single,70B,CameraParams FarDistance
absolute,single,747,Viewport Left
absolute,single,755,Viewport Right
absolute,single,761,Viewport Top
absolute,single,76C,Viewport Bottom
absolute,single,501,TerrainCollider Radius
absolute,single,564,FreeMove MoveSpeed
absolute,single,57A,FreeMove MoveInertia
absolute,single,578,FreeMove MoveRun
absolute,single,5A0,FreeMove RotationSpeed
absolute,single,5B8,FreeMove RotationInertia
absolute,single,5CC,FreeMove RotationRun
absolute,single,5DE,FreeMove InclAngle
absolute,single,5F2,FreeMove InclInertia
absolute,single,603,FreeMove MaxAngle
absolute,single,615,FreeMove MaxHeight
[24]
DropDownName=FreeCommandRoom
// 3cd0 section offset
absolute,single,3dcf,FreeMove MoveSpeed
absolute,single,3de3,FreeMove MoveInertia
absolute,single,3df3,FreeMove MoveRun
absolute,single,3e09,FreeMove RotationSpeed
absolute,single,3e21,FreeMove RotationInertia
absolute,single,3e35,FreeMove RotationRun
absolute,single,3e47,FreeMove InclAngle
absolute,single,3e5b,FreeMove InclInertia
absolute,single,3e6c,FreeMove MaxAngle
absolute,single,3e7e,FreeMove MaxHeight
absolute,single,3eee,CameraParams AngularAngle
absolute,single,3f03,CameraParams ClipDistance
absolute,single,3f17,CameraParams FarDistance
absolute,single,3f53,Viewport Left
absolute,single,3f61,Viewport Right
absolute,single,3f6d,Viewport Top
absolute,single,3f7c,Viewport Bottom
[25]
DropDownName=FreeConningTower
// 36b9 section offset
absolute,single,37b5,FreeMove MoveSpeed
absolute,single,37c9,FreeMove MoveInertia
absolute,single,37d9,FreeMove MoveRun
absolute,single,37ef,FreeMove RotationSpeed
absolute,single,3807,FreeMove RotationInertia
absolute,single,381b,FreeMove RotationRun
absolute,single,382d,FreeMove InclAngle
absolute,single,3841,FreeMove InclInertia
absolute,single,3852,FreeMove MaxAngle
absolute,single,3864,FreeMove MaxHeight
absolute,single,38d4,CameraParams AngularAngle
absolute,single,38e9,CameraParams ClipDistance
absolute,single,38fd,CameraParams FarDistance
absolute,single,3939,Viewport Left
absolute,single,3947,Viewport Right
absolute,single,3953,Viewport Top
absolute,single,3962,Viewport Bottom
[26]
DropDownName=FreeRadioRoom
// 39c8 section offset
absolute,single,3ac1,FreeMove MoveSpeed
absolute,single,3ad5,FreeMove MoveInertia
absolute,single,3ae5,FreeMove MoveRun
absolute,single,3afb,FreeMove RotationSpeed
absolute,single,3b13,FreeMove RotationInertia
absolute,single,3b27,FreeMove RotationRun
absolute,single,3b39,FreeMove InclAngle
absolute,single,3b4d,FreeMove InclInertia
absolute,single,3b5e,FreeMove MaxAngle
absolute,single,3b70,FreeMove MaxHeight
absolute,single,3be0,CameraParams AngularAngle
absolute,single,3bf5,CameraParams ClipDistance
absolute,single,3c09,CameraParams FarDistance
absolute,single,3c45,Viewport Left
absolute,single,3c53,Viewport Right
absolute,single,3c5f,Viewport Top
absolute,single,3c6e,Viewport Bottom
[27]
DropDownName=HelmsmanView
// 42a3 section offset
absolute,single,43a7,AxisRotation RotationSpeed
absolute,single,43bf,AxisRotation RotationInertia
absolute,single,43ce,AxisRotation Radius
absolute,single,43e5,AxisRotation Angles Min
absolute,single,43f1,AxisRotation Angles Max
absolute,single,446e,AxisRotation2 RotationSpeed
absolute,single,4486,AxisRotation2 RotationInertia
absolute,single,4495,AxisRotation2 Radius
absolute,single,44ac,AxisRotation2 Angles Min
absolute,single,44b8,AxisRotation2 Angles Max
absolute,single,4534,CameraParams AngularAngle
absolute,single,4549,CameraParams ClipDistance
absolute,single,455d,CameraParams FarDistance
absolute,single,4599,Viewport Left
absolute,single,45a7,Viewport Right
absolute,single,45b3,Viewport Top
absolute,single,45c2,Viewport Bottom
[28]
DropDownName=InteriorAft
// 0ec0 section offset
absolute,single,fc5,AxisRotation RotationSpeed
absolute,single,fdd,AxisRotation RotationInertia
absolute,single,fec,AxisRotation Radius
absolute,single,1003,AxisRotation Angles Min
absolute,single,100f,AxisRotation Angles Max
absolute,single,1133,CameraParams AngularAngle
absolute,single,115c,CameraParams ClipDistance
absolute,single,1170,CameraParams FarDistance
absolute,single,11ac,Viewport Left
absolute,single,11ba,Viewport Right
absolute,single,11c6,Viewport Top
absolute,single,11d5,Viewport Bottom
[29]
DropDownName=InteriorAft1
// 123b section offset
absolute,single,12f0,MechShocksPendulum Elasticity
absolute,single,12ff,MechShocksPendulum Dumper
absolute,single,1310,MechShocksPendulum MaxAngle
absolute,single,131d,MechShocksPendulum Coef
[30]
DropDownName=InteriorAft2
// 137f section offset
absolute,single,1408,AxisRotation RotationSpeed
absolute,single,1420,AxisRotation RotationInertia
absolute,single,142f,AxisRotation Radius
absolute,single,1446,AxisRotation Angles Min
absolute,single,1452,AxisRotation Angles Max
[31]
DropDownName=InteriorFore
// 07d6 section offset
absolute,single,8da,AxisRotation RotationSpeed
absolute,single,8f2,AxisRotation RotationInertia
absolute,single,901,AxisRotation Radius
absolute,single,918,AxisRotation Angles Min
absolute,single,924,AxisRotation Angles Max
absolute,single,930,AxisRotation Angles Axe
absolute,single,aa2,CameraParams AngularAngle
absolute,single,ab7,CameraParams ClipDistance
absolute,single,acb,CameraParams FarDistance
absolute,single,b07,Viewport Left
absolute,single,b15,Viewport Right
absolute,single,b21,Viewport Top
absolute,single,b30,Viewport Bottom
[32]
DropDownName=InteriorFore1
// 0b96 section offset
absolute,single,c4c,MechShocksPendulum Elasticity
absolute,single,c5b,MechShocksPendulum Dumper
absolute,single,c6c,MechShocksPendulum MaxAngle
absolute,single,c79,MechShocksPendulum Coef
[33]
DropDownName=InteriorFore2
// 0cde section offset
absolute,single,d67,RotSpring Elasticity
absolute,single,d78,RotSpring Friction
// Target_point is new
absolute,single,d8d,RotSpring Target_point
absolute,single,e06,AxisRotation RotationSpeed
absolute,single,e1e,AxisRotation RotationInertia
absolute,single,e2d,AxisRotation Radius
absolute,single,e44,AxisRotation Angles Min
absolute,single,e50,AxisRotation Angles Max
absolute,single,e5c,AxisRotation Angles Axe
[34]
DropDownName=InteriorNavigatorView
// 4627 section offset
absolute,single,4735,AxisRotation RotationSpeed
absolute,single,474d,AxisRotation RotationInertia
absolute,single,475c,AxisRotation Radius
absolute,single,4773,AxisRotation Angles Min
absolute,single,477f,AxisRotation Angles Max
absolute,single,478b,AxisRotation Angles Axe
absolute,single,47fc,AxisRotation2 RotationSpeed
absolute,single,4814,AxisRotation2 RotationInertia
absolute,single,4823,AxisRotation2 Radius
absolute,single,483a,AxisRotation2 Angles Min
absolute,single,4846,AxisRotation2 Angles Max
absolute,single,4852,AxisRotation2 Angles Axe
absolute,single,48c2,CameraParams AngularAngle
absolute,single,48d7,CameraParams ClipDistance
absolute,single,48eb,CameraParams FarDistance
absolute,single,4927,Viewport Left
absolute,single,4935,Viewport Right
absolute,single,4941,Viewport Top
absolute,single,4950,Viewport Bottom
[35]
DropDownName=InteriorWeaponsOffView
// 49b4 section offset
absolute,single,4ac4,AxisRotation RotationSpeed
absolute,single,4adc,AxisRotation RotationInertia
absolute,single,4aeb,AxisRotation Radius
absolute,single,4b02,AxisRotation Angles Min
absolute,single,4b0e,AxisRotation Angles Max
absolute,single,4b1a,AxisRotation Angles Axe
absolute,single,4b8b,AxisRotation2 RotationSpeed
absolute,single,4ba3,AxisRotation2 RotationInertia
absolute,single,4bb2,AxisRotation2 Radius
absolute,single,4bc9,AxisRotation2 Angles Min
absolute,single,4bd5,AxisRotation2 Angles Max
absolute,single,4be1,AxisRotation2 Angles Axe
absolute,single,4c51,CameraParams AngularAngle
absolute,single,4c66,CameraParams ClipDistance
absolute,single,4c7a,CameraParams FarDistance
absolute,single,4cb6,Viewport Left
absolute,single,4cc4,Viewport Right
absolute,single,4cd0,Viewport Top
absolute,single,4cdf,Viewport Bottom
[36]
DropDownName=Museum
// 6782 section offset
// new ? Followparent tanslation, rotation, default
absolute,single,6921,CameraParams AngularAngle
absolute,single,6936,CameraParams ClipDistance
absolute,single,694a,CameraParams FarDistance
absolute,single,6986,Viewport Left
absolute,single,6994,Viewport Right
absolute,single,69a0,Viewport Top
absolute,single,69af,Viewport Bottom
[37]
DropDownName=Museum1
// 6a15 section offset
absolute,single,6aa0,FreeMove MoveSpeed
absolute,single,6ab4,FreeMove MoveInertia
absolute,single,6ac4,FreeMove MoveRun
absolute,single,6ada,FreeMove RotationSpeed
absolute,single,6af2,FreeMove RotationInertia
absolute,single,6b06,FreeMove RotationRun
absolute,single,6b18,FreeMove InclAngle
absolute,single,6b2c,FreeMove InclInertia
absolute,single,6b3d,FreeMove MaxAngle
absolute,single,6b4f,FreeMove MaxHeight
[38]
DropDownName=ObjectView
// 6bb5 section offset
// new ? Followparent tanslation, rotation, default
absolute,single,6d58,CameraParams AngularAngle
absolute,single,6d6d,CameraParams ClipDistance
absolute,single,6d81,CameraParams FarDistance
absolute,single,6dbd,Viewport Left
absolute,single,6dcb,Viewport Right
absolute,single,6dd7,Viewport Top
absolute,single,6de6,Viewport Bottom
absolute,single,6f4a,FreeMove MoveSpeed
absolute,single,6f5e,FreeMove MoveInertia
absolute,single,6f6e,FreeMove MoveRun
absolute,single,6f84,FreeMove RotationSpeed
absolute,single,6f9c,FreeMove RotationInertia
absolute,single,6fb0,FreeMove RotationRun
absolute,single,6fc2,FreeMove InclAngle
absolute,single,6fd6,FreeMove InclInertia
absolute,single,6fe7,FreeMove MaxAngle
absolute,single,6ff9,FreeMove MaxHeight
[39]
DropDownName=Obs_Periscope
// 2ae0 section offset
absolute,single,2be7,CameraEffects DropsDuration
absolute,single,2bfc,CameraEffects BlurDuration
absolute,single,2c0b,CameraEffects Radius
absolute,long,2c83,RestrictedRotation Azimunth
absolute,single,2c8b,RestrictedRotation Min
absolute,single,2c97,RestrictedRotation Max
absolute,single,2cb1,Elevation Min
absolute,single,2cbd,Elevation Max
absolute,single,2d39,Optical MinZoom
absolute,single,2d49,Optical MaxZoom
absolute,single,2dd8,CameraParams AngularAngle
absolute,single,2ded,CameraParams ClipDistance
absolute,single,2e01,CameraParams FarDistance
absolute,single,2e3d,Viewport Left
absolute,single,2e4b,Viewport Right
absolute,single,2e57,Viewport Top
absolute,single,2e66,Viewport Bottom
[40]
DropDownName=ObsScope_Out
// 8691 section offset
absolute,single,8799,AxisRotation RotationSpeed
absolute,single,87b1,AxisRotation RotationInertia
absolute,single,87c0,AxisRotation Radius
absolute,single,87d7,AxisRotation Angles Min
absolute,single,87e3,AxisRotation Angles Max
absolute,single,87ef,AxisRotation Angles Axe
absolute,single,8860,AxisRotation2 RotationSpeed
absolute,single,8878,AxisRotation2 RotationInertia
absolute,single,8887,AxisRotation2 Radius
absolute,single,889e,AxisRotation2 Angles Min
absolute,single,88aa,AxisRotation2 Angles Max
absolute,single,88b6,AxisRotation2 Angles Axe
absolute,single,8926,CameraParams AngularAngle
absolute,single,893b,CameraParams ClipDistance
absolute,single,894f,CameraParams FarDistance
absolute,single,898b,Viewport Left
absolute,single,8999,Viewport Right
absolute,single,89a5,Viewport Top
absolute,single,89b4,Viewport Bottom
[41]
DropDownName=Pelorous
// 7f91 section offset
absolute,single,8414,AxisRotation RotationSpeed
absolute,single,842c,AxisRotation RotationInertia
absolute,single,843b,AxisRotation Radius
absolute,single,8452,AxisRotation Angles Min
absolute,single,845e,AxisRotation Angles Max
absolute,single,846a,AxisRotation Angles Axe
absolute,single,84db,AxisRotation2 RotationSpeed
absolute,single,84f3,AxisRotation2 RotationInertia
absolute,single,8502,AxisRotation2 Radius
absolute,single,8519,AxisRotation2 Angles Min
absolute,single,8525,AxisRotation2 Angles Max
absolute,single,8531,AxisRotation2 Angles Axe
absolute,single,85a1,CameraParams AngularAngle
absolute,single,85b6,CameraParams ClipDistance
absolute,single,85ca,CameraParams FarDistance
absolute,single,8606,Viewport Left
absolute,single,8614,Viewport Right
absolute,single,8620,Viewport Top
absolute,single,862f,Viewport Bottom
[42]
DropDownName=Periscope
// 2ec9 section offset
absolute,single,2fcf,CameraEffects DropsDuration
absolute,single,2fe4,CameraEffects BlurDuration
absolute,single,2ff3,CameraEffects Radius
absolute,long,306b,RestrictedRotation Azimunth
absolute,single,3073,RestrictedRotation Min
absolute,single,307f,RestrictedRotation Max
absolute,single,3099,Elevation Min
absolute,single,30a5,Elevation Max
absolute,single,3121,Optical MinZoom
absolute,single,3131,Optical MaxZoom
absolute,single,31c0,CameraParams AngularAngle
absolute,single,31d5,CameraParams ClipDistance
absolute,single,31e9,CameraParams FarDistance
absolute,single,3225,Viewport Left
absolute,single,3233,Viewport Right
absolute,single,323f,Viewport Top
absolute,single,324e,Viewport Bottom
[43]
DropDownName=RadioRoom
// 243b section offset
absolute,single,2544,AxisRotation RotationSpeed
absolute,single,255c,AxisRotation RotationInertia
absolute,single,256b,AxisRotation Radius
absolute,single,2582,AxisRotation Angles Min
absolute,single,258e,AxisRotation Angles Max
absolute,single,259a,AxisRotation Angles Axe
absolute,single,26c6,CameraParams AngularAngle
absolute,single,26db,CameraParams ClipDistance
absolute,single,26ef,CameraParams FarDistance
absolute,single,272b,Viewport Left
absolute,single,2739,Viewport Right
absolute,single,2745,Viewport Top
absolute,single,2754,Viewport Bottom
[44]
DropDownName=RadioRoom1
// 27ba section offset
absolute,single,286d,MechShocksPendulum Elasticity
absolute,single,287c,MechShocksPendulum Dumper
absolute,single,288d,MechShocksPendulum MaxAngle
absolute,single,289a,MechShocksPendulum Coef
[45]
DropDownName=RadioRoom2
// 28fd section offset
absolute,single,2985,RotSpring Elasticity
absolute,single,2996,RotSpring Friction
absolute,single,2a24,AxisRotation RotationSpeed
absolute,single,2a3c,AxisRotation RotationInertia
absolute,single,2a4b,AxisRotation Radius
absolute,single,2a62,AxisRotation Angles Min
absolute,single,2a6e,AxisRotation Angles Max
absolute,single,2a7a,AxisRotation Angles Axe
[46]
DropDownName=RadioRoom_CptBed
// 19a5 section offset
absolute,single,1aad,AxisRotation RotationSpeed
absolute,single,1ac5,AxisRotation RotationInertia
absolute,single,1ad4,AxisRotation Radius
absolute,single,1aeb,AxisRotation Angles Min
absolute,single,1af7,AxisRotation Angles Max
absolute,single,1b03,AxisRotation Angles Axe
absolute,single,1b74,AxisRotation2 RotationSpeed
absolute,single,1b8c,AxisRotation2 RotationInertia
absolute,single,1b9b,AxisRotation2 Radius
absolute,single,1bb2,AxisRotation2 Angles Min
absolute,single,1bbe,AxisRotation2 Angles Max
absolute,single,1bca,AxisRotation2 Angles Axe
absolute,single,1c3a,CameraParams AngularAngle
absolute,single,1c4f,CameraParams ClipDistance
absolute,single,1c63,CameraParams FarDistance
absolute,single,1c9f,Viewport Left
absolute,single,1cad,Viewport Right
absolute,single,1cb9,Viewport Top
absolute,single,1cc8,Viewport Bottom
[47]
DropDownName=RadioRoom_Hydrophone
// 20b6 section offset
absolute,single,21c2,AxisRotation RotationSpeed
absolute,single,21da,AxisRotation RotationInertia
absolute,single,21e9,AxisRotation Radius
absolute,single,2200,AxisRotation Angles Min
absolute,single,220c,AxisRotation Angles Max
absolute,single,2218,AxisRotation Angles Axe
absolute,single,2289,AxisRotation2 RotationSpeed
absolute,single,22a1,AxisRotation2 RotationInertia
absolute,single,22b0,AxisRotation2 Radius
absolute,single,22c7,AxisRotation Angles Min
absolute,single,22d3,AxisRotation Angles Max
absolute,single,22df,AxisRotation Angles Axe
absolute,single,234f,CameraParams AngularAngle
absolute,single,2364,CameraParams ClipDistance
absolute,single,2378,CameraParams FarDistance
absolute,single,23b4,Viewport Left
absolute,single,23c2,Viewport Right
absolute,single,23ce,Viewport Top
absolute,single,23dd,Viewport Bottom
[48]
DropDownName=RadioRoom_Radar
// 1d2e section offset
absolute,single,1e35,AxisRotation RotationSpeed
absolute,single,1e4d,AxisRotation RotationInertia
absolute,single,1e5c,AxisRotation Radius
absolute,single,1e73,AxisRotation Angles Min
absolute,single,1e7f,AxisRotation Angles Max
absolute,single,1e8b,AxisRotation Angles Axe
absolute,single,1efc,AxisRotation2 RotationSpeed
absolute,single,1f14,AxisRotation2 RotationInertia
absolute,single,1f23,AxisRotation2 Radius
absolute,single,1f3a,AxisRotation Angles Min
absolute,single,1f46,AxisRotation Angles Max
absolute,single,1f52,AxisRotation Angles Axe
absolute,single,1fc2,CameraParams AngularAngle
absolute,single,1fd7,CameraParams ClipDistance
absolute,single,1feb,CameraParams FarDistance
absolute,single,2027,Viewport Left
absolute,single,2035,Viewport Right
absolute,single,2041,Viewport Top
absolute,single,2050,Viewport Bottom
[49]
DropDownName=RadioRoom_Radar_AScope
// 7881 section offset
absolute,single,7990,AxisRotation RotationSpeed
absolute,single,79a8,AxisRotation RotationInertia
absolute,single,79b7,AxisRotation Radius
absolute,single,79ce,AxisRotation Angles Min
absolute,single,79da,AxisRotation Angles Max
absolute,single,79e6,AxisRotation Angles Axe
absolute,single,7a57,AxisRotation RotationSpeed
absolute,single,7a6f,AxisRotation RotationInertia
absolute,single,7a7e,AxisRotation Radius
absolute,single,7a95,AxisRotation Angles Min
absolute,single,7aa1,AxisRotation Angles Max
absolute,single,7aad,AxisRotation Angles Axe
absolute,single,7b1d,CameraParams AngularAngle
absolute,single,7b32,CameraParams ClipDistance
absolute,single,7b46,CameraParams FarDistance
absolute,single,7b82,Viewport Left
absolute,single,7b90,Viewport Right
absolute,single,7b9c,Viewport Top
absolute,single,7bab,Viewport Bottom
[50]
DropDownName=TBT_Out
// 830e section offset
absolute,single,8414,AxisRotation RotationSpeed
absolute,single,842c,AxisRotation RotationInertia
absolute,single,843b,AxisRotation Radius
absolute,single,8452,AxisRotation Angles Min
absolute,single,845e,AxisRotation Angles Max
absolute,single,846a,AxisRotation Angles Axe
absolute,single,84db,AxisRotation RotationSpeed
absolute,single,84f3,AxisRotation RotationInertia
absolute,single,8502,AxisRotation Radius
absolute,single,8519,AxisRotation Angles Min
absolute,single,8525,AxisRotation Angles Max
absolute,single,8531,AxisRotation Angles Axe
absolute,single,85a1,CameraParams AngularAngle
absolute,single,85b6,CameraParams ClipDistance
absolute,single,85ca,CameraParams FarDistance
absolute,single,8606,Viewport Left
absolute,single,8614,Viewport Right
absolute,single,8620,Viewport Top
absolute,single,862f,Viewport Bottom
[51]
DropDownName=TDC
// 8a16 section offset
absolute,single,8b15,AxisRotation RotationSpeed
absolute,single,8b2d,AxisRotation RotationInertia
absolute,single,8b3c,AxisRotation Radius
absolute,single,8b53,AxisRotation Angles Min
absolute,single,8b5f,AxisRotation Angles Max
absolute,single,8b6b,AxisRotation Angles Axe
absolute,single,8bdc,AxisRotation RotationSpeed
absolute,single,8bf4,AxisRotation RotationInertia
absolute,single,8c03,AxisRotation Radius
absolute,single,8c1a,AxisRotation Angles Min
absolute,single,8c26,AxisRotation Angles Max
absolute,single,8c32,AxisRotation Angles Axe
absolute,single,8ca2,CameraParams AngularAngle
absolute,single,8cb7,CameraParams ClipDistance
absolute,single,8ccb,CameraParams FarDistance
absolute,single,8d07,Viewport Left
absolute,single,8d15,Viewport Right
absolute,single,8d21,Viewport Top
absolute,single,8d30,Viewport Bottom
[52]
DropDownName=UZO
// 00bd section offset
absolute,long,1BF,RestrictedRotation Azimunth
absolute,single,1C7,RestrictedRotation Min
absolute,single,1D3,RestrictedRotation Max
absolute,single,1ED,Elevation Min
absolute,single,1F9,Elevation Max
absolute,single,275,Optical MinZoom
absolute,single,285,Optical MaxZoom
absolute,single,30C,CameraParams AngularAngle
absolute,single,321,CameraParams ClipDistance
absolute,single,335,CameraParams FarDistance
absolute,single,371,Viewport Left
absolute,single,37F,Viewport Right
absolute,single,38B,Viewport Top
absolute,single,39A,Viewport Bottom
[53]
DropDownName=Watch_Aft
// 952a section offset
absolute,single,9633,AxisRotation RotationSpeed
absolute,single,964b,AxisRotation RotationInertia
absolute,single,965a,AxisRotation Radius
absolute,single,9671,AxisRotation Angles Min
absolute,single,967d,AxisRotation Angles Max
absolute,single,9689,AxisRotation Angles Axe
absolute,single,96fa,AxisRotation RotationSpeed
absolute,single,9712,AxisRotation RotationInertia
absolute,single,9721,AxisRotation Radius
absolute,single,9738,AxisRotation Angles Min
absolute,single,9744,AxisRotation Angles Max
absolute,single,9750,AxisRotation Angles Axe
absolute,single,97c0,CameraParams AngularAngle
absolute,single,97d5,CameraParams ClipDistance
absolute,single,97e9,CameraParams FarDistance
absolute,single,9825,Viewport Left
absolute,single,9833,Viewport Right
absolute,single,983f,Viewport Top
absolute,single,984e,Viewport Bottom
[54]
DropDownName=Watch_Opposite
// 8d92 section offset
absolute,single,8e9c,AxisRotation RotationSpeed
absolute,single,8eb4,AxisRotation RotationInertia
absolute,single,8ec3,AxisRotation Radius
absolute,single,8eda,AxisRotation Angles Min
absolute,single,8ee6,AxisRotation Angles Max
absolute,single,8ef2,AxisRotation Angles Axe
absolute,single,8f63,AxisRotation RotationSpeed
absolute,single,8f7b,AxisRotation RotationInertia
absolute,single,8f8a,AxisRotation Radius
absolute,single,8fa1,AxisRotation Angles Min
absolute,single,8fad,AxisRotation Angles Max
absolute,single,8fb9,AxisRotation Angles Axe
absolute,single,9029,CameraParams AngularAngle
absolute,single,903e,CameraParams ClipDistance
absolute,single,9052,CameraParams FarDistance
absolute,single,908e,Viewport Left
absolute,single,909c,Viewport Right
absolute,single,90a8,Viewport Top
absolute,single,90b7,Viewport Bottom
[55]
DropDownName=Watch_Shears
// 9116 section offset
absolute,single,9211,Optical MinZoom
absolute,single,9221,Optical MaxZoom
// Optical Zoomlevels ?multi-value?
absolute,single,92b1,AxisRotation RotationSpeed
absolute,single,92c9,AxisRotation RotationInertia
absolute,single,92d8,AxisRotation Radius
absolute,single,92ef,AxisRotation Angles Min
absolute,single,92fb,AxisRotation Angles Max
absolute,single,9307,AxisRotation Angles Axe
absolute,single,9378,AxisRotation RotationSpeed
absolute,single,9390,AxisRotation RotationInertia
absolute,single,939f,AxisRotation Radius
absolute,single,93b6,AxisRotation Angles Min
absolute,single,93c2,AxisRotation Angles Max
absolute,single,93ce,AxisRotation Angles Axe
absolute,single,943e,CameraParams AngularAngle
absolute,single,9453,CameraParams ClipDistance
absolute,single,9467,CameraParams FarDistance
absolute,single,94a3,Viewport Left
absolute,single,94b1,Viewport Right
absolute,single,94bd,Viewport Top
absolute,single,94cc,Viewport Bottom
[56]
DropDownName=WatchView
// 3fe2 section offset
absolute,long,40ea,RestrictedRotation Azimunth
absolute,single,40f2,RestrictedRotation Min
absolute,single,40fe,RestrictedRotation Max
absolute,single,4118,Elevation Min
absolute,single,4124,Elevation Max
// Tight & Targetable ?
absolute,single,41a4,CameraParams AngularAngle
absolute,single,41c4,CameraParams ClipDistance
absolute,single,41d8,CameraParams FarDistance
absolute,single,4214,Viewport Left
absolute,single,4222,Viewport Right
absolute,single,422e,Viewport Top
absolute,single,423d,Viewport Bottom

// these last two are to figure out how these were used
// in sh3 they each held two longs at 14 and 18 byte offsets
// possible wrong values or offsets ?

[57]
Dropdownname=TEST FreeCam 1stSubFolow Unknown
absolute,single,63f,SubFolow1 Std Offset Single
absolute,double,63f,SubFolow1 Std Offset Double
absolute,long,63f,SubFolow1 Std Offset Long
absolute,integer,63f,SubFolow1 Std Offset Integer
absolute,byte,63f,SubFolow1 Std Offset Byte
absolute,single,64b,SubFolow1a Offset 14 Single
absolute,double,64b,SubFolow1a Offset 14 Double
absolute,long,64b,SubFolow1a Offset 14 Long
absolute,integer,64b,SubFolow1a Offset 14 Integer
absolute,byte,64b,SubFolow1a Offset 14 Byte
absolute,single,64f,SubFolow1b Offset 18 Single
absolute,double,64f,SubFolow1b Offset 18 Double
absolute,long,64f,SubFolow1b Offset 18 Long
absolute,integer,64f,SubFolow1b Offset 18 Integer
absolute,byte,64f,SubFolow1b Offset 18 Byte
[58]
Dropdownname=TEST FreeCam 2ndSubFolow Unknown
absolute,single,66c,SubFolow2Std Offset Single
absolute,double,66c,SubFolow2 Std Offset Double
absolute,long,66c,SubFolow2 Std Offset Long
absolute,integer,66c,SubFolow2 Std Offset Integer
absolute,byte,66c,SubFolow2 Std Offset Byte
absolute,single,678,SubFolow2a Offset 14 Single
absolute,double,678,SubFolow2a Offset 14 Double
absolute,long,678,SubFolow2a Offset 14 Long
absolute,integer,678,SubFolow2a Offset 14 Integer
absolute,byte,678,SubFolow2a Offset 14 Byte
absolute,single,67c,SubFolow2b Offset 18 Single
absolute,double,67c,SubFolow2b Offset 18 Double
absolute,long,67c,SubFolow2b Offset 18 Long
absolute,integer,67c,SubFolow2b Offset 18 Integer
absolute,byte,67c,SubFolow2b Offset 18 Byte



It's rather long...sorry. :)

Bear
05-30-07, 08:39 AM
Canonicus, I just tried to tweak the camera dat file with no luck. The save values went to zero. Not only in the file I down loaded to the Mini-tweaker files, but to the back-up file I had, same thing. What's up with that? I may not know what effect that will have until I start a new patrol. The file looked like the one you show above, but after tweaked "BOOM" - nothing just zero. NOTE -for the record I am not a modder - most often I just screw up other peoples mods trying to get them to suit my needs or taste. I am an ok skinner. I reworked the sonar room in SH3 for a few folks that hated the sonar screen as much as I did. I skinned a bunch of stuff in CFS, MOH, COD & SH3. BUTT I am not good with numbers, so I could probably screw up a one line mod. Thanks anyway. I will stick with Mraah's for now, maybe use the screen he made for Rewine - it looks easier to see. All you modders Please keep up the good work and respect each other. Thank You.

Canonicus
05-30-07, 08:43 AM
Bear.....As I told Redwine....this is the only Camera_dat.txt file that i know of, put together by U-bones.

I'm really not sure why your having problems...works fine for me.

Bear
05-30-07, 08:48 AM
A big long file post appears while I went for coffee. Man I bet I could really make a mess out of that :doh: I was referring to the screen shot of the opened file above the long post in my post before this one. I am going to have to let you people with brains figure this out. All I wanted was for the ppi screen to be a little bigger. I meant no harm, confusion or mass destruction :damn:

Redwine
05-30-07, 09:32 AM
Many thanks canonicus... but still having same problem... :hmm::hmm::hmm:

May be my camera.dat file is not the original one, i will look into my "stock" installation back up and replace my file by the original stock one... may be i am using a non stock camera.dat file.

Redwine
05-30-07, 10:32 AM
Well ... even with my "zero" file, some adress seems to be broken...

Finally i done it with an hexe-editor...

http://img267.imageshack.us/img267/28/20070530122052vs0.th.jpg (http://img267.imageshack.us/my.php?image=20070530122052vs0.jpg)


http://img115.imageshack.us/img115/4815/20070530122234jj9.th.jpg (http://img115.imageshack.us/my.php?image=20070530122234jj9.jpg)


http://img238.imageshack.us/img238/5505/sh4img3052007122642953cd5.th.jpg (http://img238.imageshack.us/my.php?image=sh4img3052007122642953cd5.jpg)


:up::up::up::up:

Many thanks for the trick.... may be Mrahh can consider to include into the mod !! :up::up::up:

Canonicus
05-30-07, 11:16 AM
I was beginning to worry a little, so I'm glad you finally made it work, Redwine.

Looks very nice.

Exactly as it should. :up:

Redwine
05-30-07, 11:42 AM
I was beginning to worry a little, so I'm glad you finally made it work, Redwine.

Looks very nice.

Exactly as it should. :up:

Many thanks... :up:

The file i have in use was a yet modified file, i cant remember well, but i think so that mod with rise up the free camera height, and let you to approach to the ships a little bit more, tweaking the collission box. I can remember from who... :hmm::hmm::hmm:

Any way, the gile i have as "back-up" for this change... even when it works better, have same problem with some lines... not too much but with some ones.

I finally decide to open the file with a hexeditor, i uploaded the screens if some body as the same problem.

:up::up::up:

ReallyDedPoet
05-30-07, 11:45 AM
Well ... even with my "zero" file, some adress seems to be broken...

Finally i done it with an hexe-editor...


http://img238.imageshack.us/img238/5505/sh4img3052007122642953cd5.th.jpg (http://img238.imageshack.us/my.php?image=sh4img3052007122642953cd5.jpg)


:up::up::up::up:

Many thanks for the trick.... may be Mrahh can consider to include into the mod !! :up::up::up:
That would be nice :roll: , great work here by the way:up::up:

RDP

Bear
05-30-07, 12:50 PM
I grabbed clean files, went step by step as Canonics listed. I managed to come up with a really BIG green screen, computer locked up and had to force CTD. Tried it again came up with zero save value. So I cleared files again and got back to where I started. Then I figured maybe my monitor resolution not the same as you guys. This ATI x700 card is working hard just to run this game, so maybe I'm stuck where I am until I can upgrade. Many Thanks Anyway.

Mraah
05-31-07, 06:11 PM
I grabbed clean files, went step by step as Canonics listed. I managed to come up with a really BIG green screen, computer locked up and had to force CTD. Tried it again came up with zero save value. So I cleared files again and got back to where I started. Then I figured maybe my monitor resolution not the same as you guys. This ATI x700 card is working hard just to run this game, so maybe I'm stuck where I am until I can upgrade. Many Thanks Anyway.

A few days ago I was trying different angular values and I had no lock ups but the changes never occurred, except for one time , with a value of 10 it was zoomed in close but after replacing the file with a default v1.2 I couldn't duplicate the change again. Earlier, I had to turn my CPU totally off to make the 10 value work so changing the cameras dat file on the fly doesn't work ... perhaps a monitor reset might work, I don't know. I'm running a 1920x1200 screen so it sounds like different values will have an effect on different resolutions, as Canonicus noted in post # 128.

You'd probably have to experiment until you're blue in the face :damn:.

:ping: Mraah

MONOLITH
05-31-07, 06:19 PM
Could be worse, you could be blue in the...oh, nevermind. :rotfl:

Bear
05-31-07, 07:26 PM
I am going to give it another shot this weekend. I like your radar screens too much not to use them. I just can't see them as well as I would like, so I will work on it. I'm 60 years old so I am already blue in the face and silver of hair (whats left of it) so I will figure it out. I am also thinking an upgrade of my graphics card wouldn't hurt.

Thanks to you, Cannonics and Redwine for trying to help me out. Please keep up the good work.

Note to Redwine - Did you get that step by step we were discussing uploaded on that thread and if you did. Where is it please?

Redwine
05-31-07, 08:06 PM
Note to Redwine - Did you get that step by step we were discussing uploaded on that thread and if you did. Where is it please?
Please... remember me what it was...:hmm:

Mraah
05-31-07, 11:33 PM
New PPI Set Released :

- PPI FF SET -
with and without a range scale
http://i155.photobucket.com/albums/s300/raabmraah/PPI_FF.jpg

LukeFF Approved PPI Set. Green sweep blends in better.

Download here or 1st page of this thread ;
http://files.filefront.com/PPI_FF_SETzip/;7661053;;/fileinfo.html (http://files.filefront.com/PPI_FF_SETzip/;7661053;;/fileinfo.html)

:ping: Mraah

Mraah
05-31-07, 11:52 PM
I am going to give it another shot this weekend. I like your radar screens too much not to use them. I just can't see them as well as I would like, so I will work on it. I'm 60 years old so I am already blue in the face and silver of hair (whats left of it) so I will figure it out. I am also thinking an upgrade of my graphics card wouldn't hurt.


Ok. Let me know if you want a personal PPI, I wouldn't mind creating one for you. If you like Redwines PPI but would prefer a black background then just swap the Radar.dds file from one of the other v1.21 folders into the RW-3.

If you ever can get your zoom working then let me know if a 1024 size PPI would help make the image sharper.

Mraah

Bear
06-01-07, 08:38 AM
Mraah, thank you I will try the one you made for Redwine w/black background. I do not want to request anything special right now. It appears you have a lot going on as it is, but thanks for the offer. I may cry and beg later, but for now I'll use what you got out there.

I am considering upgrade from ATI x700 to ATI x1600 512 mb, maybe that will help. Suggestions on cards welcome, but would probably need to move this to another post. Will stick with the PPI topic and hope for the best.

Rolf Eschke
06-01-07, 08:42 AM
Wow,that Looks very Good !
Regards Rolf

RICH12ACE
06-01-07, 08:43 AM
hi will this be put into the 1.3 update??:hmm: i hope so. [ did the radar look like this in the REAL us sub??]

Bear
06-01-07, 08:45 AM
Redwine - On Cannoicus post Camera Mod # 6. You said to go to other topic to see your upload on how to change camera angle without using the Mini-tweaker. I looked at the two pages you posted that looked like a lot of numbers and maybe needed a hex editor or something. Hope this helps you remember, if not - its no big deal because I think I'm screwed anyway.

Maybe my ATI card x700 just can't handle the pressure. I am thinking I need a new graphics card any suggestions.

Redwine
06-01-07, 06:28 PM
Redwine - On Cannoicus post Camera Mod # 6. You said to go to other topic to see your upload on how to change camera angle without using the Mini-tweaker. I looked at the two pages you posted that looked like a lot of numbers and maybe needed a hex editor or something. Hope this helps you remember, if not - its no big deal because I think I'm screwed anyway.

Maybe my ATI card x700 just can't handle the pressure. I am thinking I need a new graphics card any suggestions.
Just look at first post at this present page...

You need a Hexe-Editor, if you have not, i can upload one for you.

Open the file Camera.dat and change the numbers highlighted in yellow so they finally looks like the values showed at the screen shots above at the first topic in this present page.

Thas all... do not scare, it is so simple.

Any way, back-up you original file first.

http://img267.imageshack.us/img267/28/20070530122052vs0.th.jpg (http://img267.imageshack.us/my.php?image=20070530122052vs0.jpg)


http://img115.imageshack.us/img115/4815/20070530122234jj9.th.jpg (http://img115.imageshack.us/my.php?image=20070530122234jj9.jpg)


Just request help if you neeed it... :up::up::up:


About the card... i have an ATI and i am not satisfied. Just buy the better nVidia you can buy....

ReallyDedPoet
06-01-07, 06:53 PM
New PPI Set Released :
:ping: Mraah

Nice work, d\l now.

RDP

AVGWarhawk
06-01-07, 07:04 PM
Man, you guys are getting this down to a science!!!!

Mraah
06-01-07, 10:13 PM
hi will this be put into the 1.3 update??:hmm: i hope so. [ did the radar look like this in the REAL us sub??]

When 1.3 is released I'll see if any changes were made and work from there. I don't know if what I designed is really used in the sub of that era. From my info it's probably as close as it can be, except for the way the radar contacts are displayed.

Mraah

Bear
06-02-07, 05:56 AM
I have a Hex editor, but I have never tried to use. I am sure there is a tut somewhere if I get messed up. I printed off your pages to use as a blueprint. I will let you know how it works. I am at work now and won't be able to work on it until tomorrow. I used to use NV GeForce all the time. But now I can't remember why I switched.

Thanks Again, I will let you know how it works out.

Redwine
06-02-07, 06:07 AM
hi will this be put into the 1.3 update??:hmm: i hope so. [ did the radar look like this in the REAL us sub??]
When 1.3 is released I'll see if any changes were made and work from there. I don't know if what I designed is really used in the sub of that era. From my info it's probably as close as it can be, except for the way the radar contacts are displayed.

Mraah

The work/job you made here is just amazing Mrahh !!! :up::up::up:

ReallyDedPoet
06-02-07, 06:09 AM
Yeah, awsome work:up:

RDP

Redwine
06-02-07, 06:19 AM
I have a Hex editor, but I have never tried to use. I am sure there is a tut somewhere if I get messed up. I printed off your pages to use as a blueprint. I will let you know how it works. I am at work now and won't be able to work on it until tomorrow. I used to use NV GeForce all the time. But now I can't remember why I switched.

Thanks Again, I will let you know how it works out.

I was not at home yesterday and same today, i am in my last minutes at home today.

I was cutting 250 kg of pig meat to make "home made longanizza" (some kind of salami) :rotfl::rotfl::rotfl: we need to proccess it today.

Just open the file with the Hexe-editor, use the find button to localize the lines AngularAngle or Radar.

look for the speciphied number i highlighted in yellow and change them to looks like in the screen shots.

Highlight the number you need to change and and press a key number, it will be changed.

no cience, no special skill needed.

If not, just use this, my one...

http://rapidshare.com/files/34795347/Cameras.zip.html

Sorry Filefront doesnt works right now, i put it at Rapidshare... file contains a camera mod from Beery.

But will be great if you loss the scare to tweak the file, and you do it yourself...just try, you will found it so easy :up::up::up:

Bear
06-03-07, 06:43 AM
Mraah - It works like a charm, great, very good even. :lol: I lke it. I put in better card and the resolution defaulted to 1280x1024 and your PPI screen looks great. You might still want to consider making a 1024 for slower cards/displays.:ping:

Redwine - For smaller radar contacts and all the help with me to get my screen problem sorted out.:know: :ping:

Cannonicus - For the idea on how and the first way to make the radar screen bigger.:know: :ping:

BIG THANK YOU TO ALL OF YOU

NOW, if we could turn the damn thing off.

Mraah
06-03-07, 08:38 AM
Mraah - It works like a charm, great, very good even. :lol: I lke it. I put in better card and the resolution defaulted to 1280x1024 and your PPI screen looks great. You might still want to consider making a 1024 for slower cards/displays.:ping:


Great! I'll see if I can design a 1024 size set. Did you still need to increase the range text size or have you done that via the tweak or is the subject mute with the new card?

Mraah

Canonicus
06-03-07, 10:28 AM
Thanks Bear!...:D

Glad to be able to contribute to my fellow skipper's greater enjoyment of SH4.

Thanks to Mraah, and the superb work he's done,for the inspiration :up:

Anvart
06-03-07, 12:54 PM
For those who are curious about the changes in the PPIRadarPS.fx file ...

PS stands for Pixel Shader. VS stands for Vertex Shader.
...
So here's the change (orange is my addition) :

float4 f=tex2D(fadetex,In.Tex0)+tex2D(grid,In.Tex1);
...

Hi, Mraah and RedWine.
Not bad guys. Very nice pictures.
But your mod does not support a DevTeam plans and does not work in a mode of radar noise.
I think my variant of a script (PPIRadarPS.fx) is more good (correct).
Look pictures:
Usual mode.
http://img50.imageshack.us/img50/6172/radarsweepfp8.jpg

Radar noise mode.
http://img64.imageshack.us/img64/5382/radarwnoisezb5.jpg

Bear
06-03-07, 01:26 PM
Mraah - I think increased text font is mute issue with new card and magnification. Thanks Again - Going on patrol and check this radar out in combat.:up:

Redwine
06-03-07, 01:58 PM
Very nice Anvart... ! :up:

How do you edited the range text ?

Share your files please. :up:

Anvart
06-03-07, 02:05 PM
Very nice Anvart... ! :up:

How do you edited the range text ?

Share your files please. :up:
You know where my mods are located ... :yep:

Mraah
06-04-07, 07:03 AM
Hi, Mraah and RedWine.
Not bad guys. Very nice pictures.
But your mod does not support a DevTeam plans and does not work in a mode of radar noise.
I think my variant of a script (PPIRadarPS.fx) is more good (correct).


Excellent work Anvart!!:up:

Thank you for your improvement! I'll PM you.

:ping: Mraah

Mraah
06-04-07, 07:12 AM
V1.22 Changes

1. Anvart's FX change.
2. Working radar set

I'll need time to change the grid layouts and masks.

EDIT : Pending Anvart's permission to include his changes.
EDIT : Hmm, can't seem to get it to work.


:ping: Mraah

Bando
06-04-07, 09:48 AM
Mraah, Anvart, Redwine and the other modders,

All of you are doing such a good job, you give people so many options that I am confused.:up:

All the radarscreen updates on this thread are good, and now Anvart adds to the discussion with yet another good one, even with radar noise.:up:

Decisions, decisions.:hmm:

Hope you can get a solution that's satisfying all of you great modders.

Thanks for all your work, all of you:know:

Bando

Redwine
06-04-07, 09:52 AM
V1.22 Changes

1. Anvart's FX change.
2. Working radar set

I'll need time to change the grid layouts and masks.

EDIT : Pending Anvart's permission to include his changes.
EDIT : Hmm, can't seem to get it to work.


:ping: Mraah

I like the yet done PPI masks, but i like the Anvarts elimination of the tex word "Range".... with the .act file... :up:

akdavis
06-04-07, 01:18 PM
nevermind.

Mraah
06-04-07, 05:40 PM
V1.22 WIP Report :

First, I'd like to say, this version would not be possible without Anvart's new RadarSweep release. Thank you Anvart!!

Expected changes (subject to change):

1. Anvart's PPIRadarPS.fx ; I may create a 3rd generation fx file with reduced noise effect ... has yet to be tested.

2. Original v1.21 PPI + Redwine PPI + LukeFF PPI / (4 total) ; excluding my range scale variants.

3. Two background variants - (1) black/green (2) blue/green

Note (1) : I will keep the original v1.21 release available as a seperate d/l in case skippers want to experiment on their own, ie mix/match.
Note (2) : Anvarts SHcontrollerACT mod will not be included. In later versions, as an option, I may include a seperate folder containing his ACT file with original readme, pending his permission.
Note (3) : Remember, I'm a new modder so I want to assure it's done properly.

Here's a few screen shots of WIP so far (using Anvarts SHcontrollerACT mod and Redwines Small contact mod):

(1) - Post Proccessor OFF / Noise OFF
Dark Blue Azimuth / Dimmer Range Circle / Blue-Green background
http://i155.photobucket.com/albums/s300/raabmraah/PPI_AV_MR_3_postoff.jpg

View with A-Scope
http://i155.photobucket.com/albums/s300/raabmraah/SH4Img4-6-2007_16.jpg
------------------------------------------------------------------------------
------------------------------------------------------------------------------

(2) - Post Proccessor ON / Noise OFF
Dark Blue Azimuth / Dimmer Range Circle / Blue-Green background
http://i155.photobucket.com/albums/s300/raabmraah/PPI_AV_MR_3_poston.jpg

Wide with A-Scope
http://i155.photobucket.com/albums/s300/raabmraah/SH4Img4-6-2007_16-1.jpg


Suggestions welcome.

:ping: Mraah

LukeFF
06-04-07, 07:32 PM
Mraah, those blue circles and the new background color look good. Keep it up! :ping:

Mraah
06-04-07, 09:29 PM
V1.22 WIP report #2

Have a look at this Green/Dark background effect. In technician terms, I turned the gain down for the CRT.

Two test screens ;
(1) sweep/contacts @ 100%. Background darkened but still green.
(2) sweep/contacts @ 80%. Grid overlay @ 110% (can't really notice, needs a bit more gain.

(1) sweep/contacts @ 100%
http://i155.photobucket.com/albums/s300/raabmraah/PPI_AV_MR_4_bright.jpg

(2) sweep/contacts @ 80%. Grid overlay @ 110%
http://i155.photobucket.com/albums/s300/raabmraah/PPI_AV_MR_4_dim.jpg

Wide Screen of #1 above to show A-Scope
http://i155.photobucket.com/albums/s300/raabmraah/SH4Img4-6-2007_20.jpg


Suggestions?

:ping: Mraah

Mraah
06-04-07, 11:09 PM
Something completly real?

Getting closer ....

LukeFF found a pic of an SV PPI scope. So far, it's the best we've got ....

http://www.maritime.org/img/radio-svppi.gif

Compare to this PPI I slapped together :
http://i155.photobucket.com/albums/s300/raabmraah/PPI_AV_MR_6_sw.jpg

The grid could be brighter ... could be cleaner ... but it has that faded, coffee laiden, finger print rub kinda look ... eh? By the way, the sweep/contacts/text are @ 80% using a slightly brighter green background effect.

EDIT : I have a variant with azimuth ###.

Suggestions?

EDIT : I have one .... marks like this ">" and "<" at 30 degree increments. Bigger "{" @ 0,90,180,270.

:ping: Mraah

Mraah
06-05-07, 12:10 AM
Wide shot of PPI with spider web + azimuth ###.

http://i155.photobucket.com/albums/s300/raabmraah/SH4Img5-6-2007_0.jpg

Suggestions?

:ping: Mraah

LukeFF
06-05-07, 12:51 AM
Wide shot of PPI with spider web + azimuth ###.
As I said in my PM, that's looking really good! I'd just brighten up the green display to reflect that 1940s feel and make the PPI markings more prominent.

That, and I need those smaller radar contacts! :ping:

donut
06-05-07, 01:46 AM
V1.22 WIP report #2

Have a look at this Green/Dark background effect. In technician terms, I turned the gain down for the CRT.

(1) sweep/contacts @ 100%
http://i155.photobucket.com/albums/s300/raabmraah/PPI_AV_MR_4_bright.jpg



Suggestions?

:ping: Mraah Very accurate, The idea presented in PM.,Your Tani-sh picture,is real scope,gain off. We had a tunnel hood, on the Bridge unit,that made the CRT.look exactly like this Image.:up: USCGC Spencer-WWII Cutter./327 ft. Escort,out of Statin Island.NY.http://img392.imageshack.us/img392/5364/uscgcutterspencersk0.th.jpg (http://img392.imageshack.us/my.php?image=uscgcutterspencersk0.jpg)
Now,link--------------for this,& zoom in feature:|\\ Vanilla/real life Ops. Astounding effort ! Happy camper,Thxs.,donut
Hope land return will be included in patch 1.03,(necessary in all those Islands) For orentation,& aid to navagation.

Mraah
06-05-07, 02:28 AM
Very accurate, The idea presented in PM.,Your Tani-sh picture,is real scope,gain off. We had a tunnel hood, on the Bridge unit,that made the CRT.look exactly like this Image.:up: USCGC Spencer-WWII Cutter./311 ft. Escort,out of Statin Island.NY.
Now,link--------------for this,& zoom in feature:|\\ Vanilla/real life Ops. Astounding effort ! Happy camper,Thxs.,donut
Hope land return will be included in patch 1.03,(necessary in all those Islands) For orentation,& aid to navagation.

Thanks!! That version will be in the mod with a bit of noise added next.

:ping: Mraah

Mraah
06-05-07, 02:33 AM
Finally got the noise to work for me via fx edditing ....

Here's a quick screen shot of a green/blue spider web w/ azimuth :

Gains;
(1) Noise @ 30%
(2) Sweep @ 80%

post proccessor OFF / PPI noise ON
http://i155.photobucket.com/albums/s300/raabmraah/PPI_AV_MR_7_sw_az_noise.jpg

Don't worry about the color of the grid. It's just a variant, don't you know.

EDIT : The noise does twinkle ... note the sweep burn.

Suggestions?

:ping: Mraah

Anvart
06-05-07, 03:23 AM
V1.22 WIP Report :
...
Expected changes (subject to change):

1. Anvart's PPIRadarPS.fx ; I may create a 3rd generation fx file with reduced noise effect ... has yet to be tested.
...
Mraah
You reduce noise effect in vain (it's badly)...
Look my thread and try ...
In dynamics noise effect (Dev's idea and realization, my edit) looks very well...
The citation:
"In SH4 Radar Noise mode must to be switched by hardcode (electromagnetic interference or radar damage events) ...
If you wish to test Radar Noise mode, write double slash (in a green circle on picture) ..."

http://img178.imageshack.us/img178/8577/outputvaluo9.jpg

You try to destroy Dev's idea ...?

Mraah
06-05-07, 08:51 PM
You reduce noise effect in vain (it's badly)...
Look my thread and try ...
In dynamics noise effect (Dev's idea and realization, my edit) looks very well...
The citation:
"In SH4 Radar Noise mode must to be switched by hardcode (electromagnetic interference or radar damage events) ...
If you wish to test Radar Noise mode, write double slash (in a green circle on picture) ..."

You try to destroy Dev's idea ...?


Anvart,

Thank you for your interest :D .

I don't want to totally destroy the Dev's idea, just enhancing it ;) .

My idea was to apply a small amount of overall noise and to apply large amounts in the sweep arc to represent wave reflection, ground/sea clutter, anonymous propagation. I'm trying to eliminate the overall noise, but to no avail. In reality, I believe small amounts of noise were seen, ie ocean wave spraying on antenna, etc.

To accomodate the Dev's idea I've increased the damage noise effect :

Old -- color=color+(noise.r-0.5f)*0.5f
New - color=color+(noise.r-0.5f)/0.7f

Screen shots of latest WIP :
http://i155.photobucket.com/albums/s300/raabmraah/PPI_noise_compare.jpg


DAMAGE SIMULATION = Noise 142%
http://i155.photobucket.com/albums/s300/raabmraah/PPI_damaged.jpg

EDIT : I know the damage noise is a bit harsh, but it's broken captain!!
EDIT : The above damage noise is a simluation at this point in time. The test sub is leaving the dock now for a live test.

Suggestions/Comments?

Thank you.

:ping: Mraah

castorp345
06-05-07, 09:01 PM
brilliant work, Mraah!

'can't wait for 1.22!!

:up:

LukeFF
06-05-07, 10:54 PM
Looking good there!

Sledge_57
06-05-07, 11:02 PM
/............... We had a tunnel hood, on the Bridge unit,that made the CRT.look exactly like this Image.:up: USCGC Spencer-WWII Cutter./311 ft. Escort,out of Statin Island.NY.

Donut, you were on the Spencer? I did time on the Ingham, 327' WHEC 35 "The Mighty I" " Ocean Weather Station Hotel" :arrgh!:

http://img.photobucket.com/albums/v125/Sledge_57/ingham.jpg



Oh yea Great mod Mraah :rock: :D

Anvart
06-06-07, 05:26 AM
You reduce noise effect in vain (it's badly)...
Look my thread and try ...
In dynamics noise effect (Dev's idea and realization, my edit) looks very well...
The citation:
"In SH4 Radar Noise mode must to be switched by hardcode (electromagnetic interference or radar damage events) ...
If you wish to test Radar Noise mode, write double slash (in a green circle on picture) ..."

You try to destroy Dev's idea ...?


Anvart,

Thank you for your interest :D .

I don't want to totally destroy the Dev's idea, just enhancing it ;) .

My idea was to apply a small amount of overall noise and to apply large amounts in the sweep arc to represent wave reflection, ground/sea clutter, anonymous propagation. I'm trying to eliminate the overall noise, but to no avail. In reality, I believe small amounts of noise were seen, ie ocean wave spraying on antenna, etc.

To accomodate the Dev's idea I've increased the damage noise effect :

Old -- color=color+(noise.r-0.5f)*0.5f
New - color=color+(noise.r-0.5f)/0.7f

Screen shots of latest WIP :



DAMAGE SIMULATION = Noise 142%


EDIT : I know the damage noise is a bit harsh, but it's broken captain!!
EDIT : The above damage noise is a simluation at this point in time. The test sub is leaving the dock now for a live test.

Suggestions/Comments?

Thank you.

:ping: Mraah
Good work, Mraah. :up: ... But it's not for me ...
I do not like your big noise ...
You can do all as that you represent yourself.
I have written my opinion only ...

ReallyDedPoet
06-06-07, 10:57 AM
Nice to watch this continualy evolve, great work for sure:up:

RDP

CaptainCox
06-06-07, 11:01 AM
Actually since I started to use RFB 1.28 i spend much more time at the radar. Are you planning to upload the latest (with the noise) etc ?

DarkShip
06-06-07, 06:31 PM
@ Mraah,
Check PM, plz
Thanks.



@ Donut and possibly Sledge_57,

Regarding your comments on the real CRT:

- Could you give me some details on the appearance of the range cercles.
Are they more/less visible than in the picture below (= original SH4).

- What's the real color of the bearing #?
(This PPI is a simple WIP. Bearing # orientation is not historically correct)

Thx guys. :)

http://i174.photobucket.com/albums/w96/Vinemys/ScreenHunter_008.jpg




I can't get rid of the range word, although I have installed Anvart's .act file
(Checked and edited, it's the good one all right). Strange... :o
Any help would be much appreciated!

Cheers,

DS

Sledge_57
06-06-07, 10:18 PM
Well I'm no help to ya, I was on a ship but they kept my A$$ locked up in the engine room :arrgh!: I wasn't allowed near any of that "newfangled" equipment :lol:

MONOLITH
06-06-07, 11:54 PM
Screen shots of latest WIP :
http://i155.photobucket.com/albums/s300/raabmraah/PPI_noise_compare.jpg


Suggestions/Comments?

Thank you.

:ping: Mraah



Awesome stuff Mraah. :up:

I really appreciate your efforts. :yep:

DarkShip
06-07-07, 02:50 AM
Well I'm no help to ya, I was on a ship but they kept my A$$ locked up in the engine room :arrgh!:

:)
Thanks, Sledge!
An eagle without wings can't reach the opposite bank - Chinese saying. (Well, could be...) :cool:

donut
06-07-07, 06:52 AM
:sunny: I kinda like the blue bearing index,although I do not recall prominent range rings on surface search. That accurate ranging was for gun fire control radar. Similar to the SHIV spike trace radar scope,(your other scope), not PPI. PPI was just for how many targets/bearing. The other scope is for more accurate ranging,more directional,for better return signal definition,than sweep. You are taking me back nearly 40 years,recall fades some.:hmm: You-:know: ! The SD radar was the oldest surface search,it had the line trace,w/target size indicated by spike on trace line. I think originally the Devs. were going to use that for aircraft only.:lol:

Mraah
06-07-07, 12:14 PM
Good work, Mraah. :up: ... But it's not for me ...
I do not like your big noise ...
You can do all as that you represent yourself.
I have written my opinion only ...


Thank you. The extra noise is just an idea. I'm still learning how to add more special effects code to the pixel shader. Your original edit is wonderful, to bring the grid on top as per the dev's intentions. Your edit makes creating various grid patterns easier since the background color can be changed without drawing a new grid pattern everytime.

Mraah

Mraah
06-07-07, 12:44 PM
Actually since I started to use RFB 1.28 i spend much more time at the radar. Are you planning to upload the latest (with the noise) etc ?

Yes. There will be two variant packs ...

(1) Normal
(2) Small Noise

EDIT : The noise variant is still WIP ... it may not make it into v1.22, and might be an extra download depending on how well I can keep the grid from being blended into the sweep. I'm trying to keep the grid as an overlay.

Both as seen in screen shots before.
I will have LukeFF's spider web and Redwines version too.
EDIT : Darkships PPI variant from post # 213 above (that looks cool eh?)

I plan on two colors for the grid, green and blue.

The RADAR.dss determines the overall background for the PPI/A-scope and that file can be swapped from previous versions by the skipper to get the effect they want. Currently, there is only the default blue/green (sh4), my totally black, and Redwines dark green RADAR.dss to swap out. I'll have a new RADAR version in 1.22 with the bright green in the middle and fading towards the edges.

With Anvart's new code in the pixel shader it is very easy now for skippers to create their own grid color. My original v1.21 ppi's were just layers, no alpha transparency. The Alpha is just a grey-scale using the color of the background to which the program only displays the grid. If a skipper wants a new grid color they simply change the background color while attaining the original alpha.

I'm still teaching myself how to add more effects in the pixel shader and will probably add more PPI displays variants as time goes by.

Hopefully in a few days I will have v1.22 out with the grids. I took wednesday off from modding. It's good to take a day off and reflect on which ideas would be most useful to players without creating extranious garbage.

thanks!

:ping: Mraah

Mraah
06-08-07, 12:41 AM
WIP v1.22 --- 4 PPI's

Notes on Screen Shots ;
-1920x1200-viewed with Anvarts camera
-Anvarts PPIRadarPS.fx
-Anvarts SHController.act
-Post Processor OFF for 1-3
-RedWines Background

(1) Default Ring / Azimuth added
http://i155.photobucket.com/albums/s300/raabmraah/SH4Img7-6-2007_23.jpg

(2) RedWines PPI
http://i155.photobucket.com/albums/s300/raabmraah/SH4Img7-6-2007_23-1.jpg

(3) LukeFF Spiderweb PPI
http://i155.photobucket.com/albums/s300/raabmraah/SH4Img7-6-2007_23-2.jpg

(4) Default Ring / Green Azimuth
http://i155.photobucket.com/albums/s300/raabmraah/SH4Img8-6-2007_0.jpg

(4a) Post Processor ON from #4
http://i155.photobucket.com/albums/s300/raabmraah/SH4Img8-6-2007_0-1.jpg

EDIT - Post Processor default grainy

Suggestions/ Comments

:ping: Mraah

Mraah
06-08-07, 01:25 AM
WIP v122 - Additional PPI

Screenshot notes ;
-1920x1200 crop -Anvarts camera view
-Anvarts SHController.act
-3rd Generation PPIRadarPS.fx - Anvarts original edit + Mraah edit
-Faded Green Background
-Post Processor OFF (except 6a)

(5) #4 PPI Rings/Azimuth - Noise OFF
http://i155.photobucket.com/albums/s300/raabmraah/PPI_MR.jpg

(6) | (6a) #4 PPI Rings/Azimuth - Noise ON / 6a Post Processor ON
http://i155.photobucket.com/albums/s300/raabmraah/PPI_MR_noise_off_on.jpg

EDIT - Post Processor default grainy
EDIT - PPI's 1-3 can have faded green background (radar.dss), however 3rd gen fx required for best result.

Suggestions/Comments

:ping: Mraah

LukeFF
06-08-07, 01:32 AM
Nice!

Can you do a verison of #6 (noise and bearing numbers) with the spiderweb pattern?

CaptainCox
06-08-07, 01:38 AM
Yea for me Nr6 looks best. Never seen a real radar display, well I have. Did some Design work for the Swedish Air Force (Bofors Electronics) back in the late 80's. But it involved the actual Console, the display looked more like a computer game then a radar, all digital of course :)

Anvart
06-08-07, 02:20 AM
WIP v1.22 --- 4 PPI's

Notes on Screen Shots ;
-1920x1200-viewed with Anvarts camera
-Anvarts PPIRadarPS.fx
-Anvarts SHController.act
-Post Processor OFF for 1-3
-RedWines Background

(1) Default Ring / Azimuth added


(2) RedWines PPI


(3) LukeFF Spiderweb PPI
http://i155.photobucket.com/albums/s300/raabmraah/SH4Img7-6-2007_23-2.jpg

(4) Default Ring / Green Azimuth


(4a) Post Processor ON from #4


EDIT - Post Processor default grainy

Suggestions/ Comments

:ping: Mraah
All looks very well, but i think 1-st more realy ...

Mraah
06-08-07, 02:23 AM
WIP LukeFF #6 noise w/ Spiderweb

Screenshot notes ;
-1920x1200 crop -Anvarts camera view
-Anvarts SHController.act
-3rd Generation PPIRadarPS.fx - Anvarts original edit + Mraah edit
-Faded Green Background

(7) | (7a) 40% Noise / Post Processor ON 7a
http://i155.photobucket.com/albums/s300/raabmraah/PP_sw_noise_40.jpg

(8) | (8a) 80% Noise / Post Processor ON 8a
http://i155.photobucket.com/albums/s300/raabmraah/PP_sw_noise_80.jpg

note- fries and supersize drink not included.
note - Post Processor default grainy.

:ping: Mraah

LukeFF
06-08-07, 02:24 AM
Very good! I think the 80% option looks best.

Anvart
06-08-07, 02:25 AM
WIP v122 - Additional PPI

Screenshot notes ;
-1920x1200 crop -Anvarts camera view
-Anvarts SHController.act
-3rd Generation PPIRadarPS.fx - Anvarts original edit + Mraah edit
-Faded Green Background
-Post Processor OFF (except 6a)

(5) #4 PPI Rings/Azimuth - Noise OFF
http://i155.photobucket.com/albums/s300/raabmraah/PPI_MR.jpg

(6) | (6a) #4 PPI Rings/Azimuth - Noise ON / 6a Post Processor ON
http://i155.photobucket.com/albums/s300/raabmraah/PPI_MR_noise_off_on.jpg

EDIT - Post Processor default grainy
EDIT - PPI's 1-3 can have faded green background (radar.dss), however 3rd gen fx required for best result.

Suggestions/Comments

:ping: Mraah
:up:
About noise, it's interesting, but correctly to estimate picture is possible only in dynamics...

LukeFF
06-08-07, 02:27 AM
Anvart, you don't need to repost every single image every time you quote someone. ;)

Mraah
06-08-07, 02:37 AM
All looks very well, but i think 1-st more realy ...

Yeah, the blue. I was thinking more of #3 ... compared to Gino's photo of real PPI ....

(3) LukeFF Spiderweb PPI
http://i155.photobucket.com/albums/s300/raabmraah/SH4Img7-6-2007_23-2.jpg

GINO's Photo of real PPI
http://i155.photobucket.com/albums/s300/raabmraah/PPI-SJ.jpg

EDIT - but with faded green background from #6

:ping: Mraah

Anvart
06-08-07, 02:51 AM
All looks very well, but i think 1-st more realy ...

Yeah, the blue. I was thinking more of #3 ... compared to Gino's photo of real PPI ....

(3) LukeFF Spiderweb PPI

GINO's Photo of real PPI
http://i155.photobucket.com/albums/s300/raabmraah/PPI-SJ.jpg

EDIT - but with faded green background from #6

:ping: Mraah
Ok. :up:
It has an orange luminescent layer...?

Mraah
06-08-07, 02:56 AM
:up:
About noise, it's interesting, but correctly to estimate picture is possible only in dynamics...


Yes, hard to tell from screen shot, if that's what you mean.

The effect is like a PPI only grainy post processor effect minus the color change. It's just a basic linear interpolate addition. Needs work, yeah.

It makes the PPI's CRT come alive, and dynamic, instead of a cartoonish and flat appearance.

Mraah

Mraah
06-08-07, 03:01 AM
GINO's Photo of real PPI
http://i155.photobucket.com/albums/s300/raabmraah/PPI-SJ.jpg

Ok. :up:
It has an orange luminescent layer...?


No. Orange is the color of the PPI when OFF. Green color comes from CRT being ON. Bright green is when gain too high ... dark green background (almost black) with bright green sweep is real color. Above grid in photo, unknown color, but overlay like you said.

I will upload screen shot soon of spider web with low noise (10%), looks good.

Mraah

Anvart
06-08-07, 03:02 AM
:up:
About noise, it's interesting, but correctly to estimate picture is possible only in dynamics...


Yes, hard to tell from screen shot, if that's what you mean.

The effect is like a PPI only grainy post processor effect minus the color change. It's just a basic linear interpolate addition. Needs work, yeah.

It makes the PPI's CRT come alive, and dynamic, instead of a cartoonish and flat appearance.

Mraah
I agree ... http://img172.imageshack.us/img172/237/okyn8.gif

Anvart
06-08-07, 03:04 AM
GINO's Photo of real PPI
Ok. :up:
It has an orange luminescent layer...?


No. Orange is the color of the PPI when OFF. Green color comes from CRT being ON. Bright green is when gain too high ... dark green background (almost black) with bright green sweep is real color. Above grid in photo, unknown color, but overlay like you said.

I will upload screen shot soon of spider web with low noise (10%), looks good.

Mraah
Thanks.
Very good photo ... http://img172.imageshack.us/img172/492/goodqo0.gif

Mraah
06-08-07, 04:03 AM
PPI @ 10% noise

Very, very light noise. Hard to see in screenshot, most visable in sweep bewtween 180-190.
http://i155.photobucket.com/albums/s300/raabmraah/PP_sw_noise_10.jpg


Done for now. More work tomorrow.

:ping: Mraah

Mraah
06-08-07, 04:16 AM
v122 Expected release ...

Saturday after 6pm CST ... earliest.

From screen shots posted tonight :

(1) PPI set A -- 1-5 Normal
(2) PPI set B -- 1-5 Noise @ 60% (averaging screenshots)

Noise is tweakable but at least you get the idea.

Mraah

DarkShip
06-09-07, 08:44 AM
- @ Donut,
Please, check PM
Thanks :up:



Based on Donut's comments ((post # 217) regarding the overall aspect of the historical PPI, I made another PPI with spiderweb only along with the spider w + range circles version.

Bearings # are slightly larger; berings below horizon (270 - 90) are flipped over
to improve legibility, improved bearing scale.

Layouts below:


http://i174.photobucket.com/albums/w96/Vinemys/ScreenH01.jpghttp://i174.photobucket.com/albums/w96/Vinemys/ScreenH02.jpg


Various versions:


- Black Spiderw (standard or dark background)

http://i174.photobucket.com/albums/w96/Vinemys/ScreenH03.jpghttp://i174.photobucket.com/albums/w96/Vinemys/ScreenH04.jpg



- Bluegreen Brg - Spiderw (standard or dark background)


http://i174.photobucket.com/albums/w96/Vinemys/ScreenH05.jpghttp://i174.photobucket.com/albums/w96/Vinemys/ScreenH06.jpg




- Black Spiderw + Range circles (standard or dark background)

http://i174.photobucket.com/albums/w96/Vinemys/ScreenH07.jpghttp://i174.photobucket.com/albums/w96/Vinemys/ScreenH08.jpg



- Bluegreen Brg, Spiderw + Range circles (standard or dark background)



http://i174.photobucket.com/albums/w96/Vinemys/ScreenH09.jpghttp://i174.photobucket.com/albums/w96/Vinemys/ScreenH10.jpg



PPis look sharper in game with a better depth background due to the dynamic display; there is also a loss of quality on the screen shots due to the .jpg file conversion.

Nota:
-I'll probably modifie the dark versions a bit as it seems a little too black although this may vary from one computer to another due to different display settings.
-Not displayed here, but there is also a blue version.

All files will be sent to Mraah for his last mod version.

Cheers, :cool:


DS

Jace11
06-09-07, 08:55 AM
Oh... orange.... is it that colour when switched on.. that would be nice if its historical...

LukeFF
06-09-07, 10:56 AM
Oh... orange.... is it that colour when switched on.. that would be nice if its historical...

From Mrahh:

No. Orange is the color of the PPI when OFF. Green color comes from CRT being ON. Bright green is when gain too high ... dark green background (almost black) with bright green sweep is real color.

LukeFF
06-09-07, 10:59 AM
- Bluegreen Brg - Spiderw (standard or dark background)


http://i174.photobucket.com/albums/w96/Vinemys/ScreenH05.jpghttp://i174.photobucket.com/albums/w96/Vinemys/ScreenH06.jpg

Excellent! These two I really, really like!

Mraah
06-09-07, 11:53 AM
- @ Donut,
Please, check PM
Thanks :up:

Based on Donut's comments ((post # 217) regarding the overall aspect of the historical PPI, I made another PPI with spiderweb only along with the spider w + range circles version.

Bearings # are slightly larger; berings below horizon (270 - 90) are flipped over
to improve legibility, improved bearing scale.

PPis look sharper in game with a better depth background due to the dynamic display; there is also a loss of quality on the screen shots due to the .jpg file conversion.

Nota:
-I'll probably modifie the dark versions a bit as it seems a little too black although this may vary from one computer to another due to different display settings.
-Not displayed here, but there is also a blue version.

All files will be sent to Mraah for his last mod version.

Cheers, :cool:

DS

Very nice DS!!! I think we have a winning set for v1.22. My designs are going back on the shelf for the time being.

Revised v122 ;
(1) DS PPI set from above, NORMAL

Note : I have decided to add an optional NOISE download set which shall include 6 seperate PPIRadarPS.fx files with NOISE levels that can be manually installed by the skipper on his own ... 30%,40%,50%,60%,70%,80%.

I'm at work now, but I'll be home about 4:30pm CST. Hopefully by 6pm we'll have a release.

Thanks again DarkShip for his wonderfull artwork :up: :up: :up: .

:ping: Mraah

Anvart
06-09-07, 02:14 PM
...
Layouts below:


http://i174.photobucket.com/albums/w96/Vinemys/ScreenH01.jpghttp://i174.photobucket.com/albums/w96/Vinemys/ScreenH02.jpg


Various versions:


- Black Spiderw (standard or dark background)

http://i174.photobucket.com/albums/w96/Vinemys/ScreenH03.jpg

- Black Spiderw + Range circles (standard or dark background)

http://i174.photobucket.com/albums/w96/Vinemys/ScreenH07.jpg
...
Cheers, :cool:

DS
Excellent work!
I think, these more real...

Mraah
06-09-07, 07:30 PM
V1.22 WIP Update

I've looked at the DarkShip final PPI's and they ALL look outstanding! :up: :up: :up: .

v1.22 = DarkShip + Redwine PPI variant

New Additional downloads (JSGME ready);
(1) Mraah Faded Green Background Radar.dds - can be installed after v1.22
(2) Noise Mod Idea - alternate PPIRadarPS.fx that adds 30-80% noise to PPI only.

New Link to Anvarts RADARSWEEP.7z for SHController.act (text RANGE removed).

DEMO PPI - DarkShip BlueGreen Spiderweb + Mraah Faded Green Background
http://i155.photobucket.com/albums/s300/raabmraah/bluegreen_sw_stand.jpg

Release soon (working on Redwines PPI) .....

:ping: Mraah

nomad_delta
06-09-07, 07:54 PM
It's looking awesome, Mraah! I'm happily using the current version, but looking forward to the new release. Thanks for the excellent work!

nomad_delta

Mraah
06-09-07, 09:12 PM
Getting Closer to v122 .... Yet another update.

I've asked DarkShip to design a v122 of Redwines PPI to complete the set.

In the meantime, I'm organizing etc.

Here's another screenie :

DarkShip BlueGreen Spiderweb + Range/Scale + Mraah Faded Background
http://i155.photobucket.com/albums/s300/raabmraah/PPI_MRDS_fade.jpg

Note : Post Processor ON (default grainy) / Noise mod OFF
Note : Mraah Radar.dds Fade mod also contains another variant of Anvarts PPIRadarPS.fx ... ie, sweep and grid tweak without the noise.
Note : Range selected doesn't match scale overlay. Ignore the range.

:ping: Mraah

DarkShip
06-09-07, 10:36 PM
@ LukeFF and Anvart,
Thanks for your nice comments, guys :cool:



I've sent a PM to Redwine for authorization request before redoing the file.
Will do it as soon as I get a positive reply :yep:

DS

----------------------

http://i174.photobucket.com/albums/w96/Vinemys/Radar_orangesmall.jpg

LukeFF
06-10-07, 12:53 AM
http://i174.photobucket.com/albums/w96/Vinemys/Radar_orangesmall.jpg

:o

Is that the new graphic to be displayed when the radar is shut off? If so, can something similiar be done to the A-scope?

(sorry if I'm getting ahead of myself here :doh:)

CaptainCox
06-10-07, 06:22 AM
Check this thread ITS BRILLIANT!!!!
http://www.subsim.com/radioroom/showthread.php?t=116122
@LukeFF i saw you posted in that thread allready... But for any other "rivet counter" check that thread!!!

DarkShip
06-10-07, 07:07 AM
LukeFF,

Unfortunatly, there is no special file for the shut off radar display in SH4.
Modifying the background colour file (radar.dds) would mainly affect PPI and A-scope active display.
Believe me, a bright green sweep over an orange background is rather... frightening! :o

Actually, i did this one based on Gino's pic as a signature-like joke :)

Redwine
06-10-07, 08:12 AM
@ LukeFF and Anvart,
Thanks for your nice comments, guys :cool:



I've sent a PM to Redwine for authorization request before redoing the file.
Will do it as soon as I get a positive reply :yep:

DS

----------------------

http://i174.photobucket.com/albums/w96/Vinemys/Radar_orangesmall.jpg

I send response to you...

You do not need to ask for permision... :up::up::up: