View Full Version : [REL] Aspect Ratio Wiz Wheel Templates available
Hi everyone,
I have finally completed the templates for a wiz wheel that allows you to calculate the AOB very fast (Less than 10 seconds once you get the hang of it) and in two simple steps through periscope observation. The wheel simply does on the fly all the maths I described in my simplified targeting tutorial, so it is recommended that you also read that tutorial to understand the full process of manual targeting with it. Anyway, this Wiz wheel for Aspect Ratio method can be used combined with any other procedure, and of course it serves for the same things as any other circular wheel with a a Sine scale, if you just want it for general purposes or other methods, and it also comes in a Silent Service style that makes it more pleasent to look at.
Get it at my filefront account: http://files.filefront.com/SS_AR_Wiz_Wheel_Pack_11rar/;7755230;;/fileinfo.html
Happy Hunting :up:
Preview:
http://img403.imageshack.us/img403/4337/ssarpreviewuh8.jpg
Mav87th
06-11-07, 10:21 AM
:rock: AWESOME tool Hitman :ahoy:
MaxT.dk
06-11-07, 10:46 AM
Is it for the ingame use? :o
Thanks Hitman! Your job is awsome! :) To be honest thanks to You and Your simplified targetting tutorial, I just started to use manual targetting and I have fun like never before!
Best regards!
Ad
Julius Caesar
06-11-07, 02:12 PM
Great stuff! :rock:
Only...the wheel in you example is pointing at 4.92 (not 3.92) so you get the result of 28 (it should be 37) :cool:
Only...the wheel in you example is pointing at 4.92 (not 3.92) so you get the result of 28 (it should be 37) :cool:
:damn:
The problem of using screenshots you took yesterday for a job you finish today :shifty: I'm starting to think I will be known for having to make more fixes after releases than UBI :88) with the KM wheel the same happened:down: and I had to correct it.
The problem is that I have little time daily to work on this all, so I must always left it for finish the next day...and the next day I easily skip the details of the idea I had started with :hmm:
I'll correct it later:stare:
Is it for the ingame use? :o
No it's for printing them and building the tool. Some time ago I thought it would be nice to have it in-game, but I realized that the view of my table full of tools similar to what were used in real submarines was way better for inmersion. Give it a try and you will probably agree!
To be honest thanks to You and Your simplified targetting tutorial, I just started to use manual targetting and I have fun like never before!
That's the idea! Long ago I was attracted into manual TDC thanks to a friend who did some great job with tutorials (Spanish), so I thought I could pay back trying to lure people into this fascinating aspect of these games. Once you start doing it so, there is no return to autotargeting!
All right, wheel with corrected manual uploaded to the link above...:stare:
U571_A.Tyler
06-11-07, 03:16 PM
You're right Julius Caesar:up:
Another method that confirm this figure is: via calculator
ARCSIN [ ((Length_periscope) / (Height_periscope)) / ((Length_book) / (Height_book))
ARCSIN [(143.2/36.5) / (10/4.25) ] = 36.67 in Degree of course ;)
Again thanks a lot with your weel Hitman !
with some more nichtmare with these Destroyer :D
Julius Caesar
06-11-07, 04:37 PM
It took me 2 hours to print it, cut it, glue it all together, get the pin, apply the layer to make it stiffer etc. Now it looks great! :up:
One question for you fellow captains:
do you pause the game to count vertical and horizontal marks? Vertical is really hard when sub is moving...
nomad_delta
06-11-07, 08:20 PM
Looks great, Hitman -- going to print/assemble and try it out right away!
Curious though, in your instructions PDF you say: "Identify the target as usual with your recognition manual (N Key), and take note of her standard aspect ratio", but in the screenshot of the recognition manual below it only the Mast Height is listed but not the length or aspect ratio.
Does anyone have a list of aspect ratios for all the Japanese ships? There are a couple mods out that claim to replace the 'speed' entry in the recog. manual with the length value, but it doesn't seem to be compatible with Trigger Maru 1.2.
Also I have the Imperial Range Fix mod applied ('cause I play w/ Imperial measurements) and I worry that the modified numbers in my ship CFG files might throw off the numbers in my recog. manual and thus the aspect ratios I end up with.
nomad_delta
Good stuff, Hitman. I'm looking forward to making and using this.
Thanks very much. :up:
Does anyone have a list of aspect ratios for all the Japanese ships? There are a couple mods out that claim to replace the 'speed' entry in the recog. manual with the length value, but it doesn't seem to be compatible with Trigger Maru 1.2.
That may very well be true, nomad. As described, the mod that adds ship length and aspect ratio to the recognition manual is specifically meant to be used with the JP Ship Dimension fix. However, a quick glance at the Trigger Maru description shows that the JP Ship Dimension fix is a 'recommended' mod to be added to Trigger Maru separately.
Hopefully, at some point the dust will settle around all the mastheight/ranges/measurements/etc, and everyone can use one set of data for everything. Right now it gets a bit confusing trying to keep up with all the changes. :)
Julius Caesar
06-12-07, 10:51 AM
Looks great, Hitman -- going to print/assemble and try it out right away!
Curious though, in your instructions PDF you say: "Identify the target as usual with your recognition manual (N Key), and take note of her standard aspect ratio", but in the screenshot of the recognition manual below it only the Mast Height is listed but not the length or aspect ratio.
Does anyone have a list of aspect ratios for all the Japanese ships? There are a couple mods out that claim to replace the 'speed' entry in the recog. manual with the length value, but it doesn't seem to be compatible with Trigger Maru 1.2.
nomad_delta
I added length (in meters) and aspect ratios to rec. manual by using simple trick: adding it to ship names.
I edited names.cfg:
...
[Sea]
Iceberg=Large Iceberg
IcebergM1=Medium Iceberg
IcebergM2=Medium Iceberg
IcebergM3=Medium Iceberg
IcebergS1=Small Iceberg
IcebergS2=Small Iceberg
IcebergS3=Small Iceberg
BBKingGeorgeV=King George V Battleship
BBNewMexico=New Mexico Battleship
BBTennessee=Tennessee Battleship
BBNorthCarolina=North Carolina Battleship
BBIowa=Iowa Battleship
BBKongo=Kongo Battleship (225 5.23)
BBFuso=Fuso Battleship (212.7 4.2)
BBIse=Ise Battleship (205.5 4.09)
BBIseConv=Ise Battleship (Late War) (220 4.39)
BBYamato=Yamato Battleship (263.2 6.05)
CATakao=Takao Heavy Cruiser (204.5 6.2)
CAFurutaka=Furutaka Heavy Cruiser (188 5.89)
CAMaya=Maya Heavy Cruiser (204.5 6.2)
CAMogami=Mogami Heavy Cruiser (200 5.78)
CANorthampton=Northampton Heavy Cruiser
CABaltimore=Baltimore Heavy Cruiser
CAKent=Kent Heavy Cruiser
CLDido=Dido Light Cruiser
CLBrooklyn=Brooklyn Light Cruiser
CLCleveland=Cleveland Light Cruiser
CLOmaha=Omaha Light Cruiser
CLKuma=Kuma Light Cruiser (163 4.58)
CLAgano=Agano Light Cruiser (174.5 6.92)
CLNaka=Naka Light Cruiser (163 5.13)
CVEAkitsu=Akitsu Escort Carrier (143.75 4.08)
CVUSEarlyWar=Fleet Carrier
CVShokaku=Shokaku Fleet Carrier (250 7.96)
CVHiryu=Hiryu Fleet Carrier (223.3 6.34)
CVTaiho=Taiho Fleet Carrier (253.7 5.6)
CVETaiyo=Taiyo Escort Carrier (180.1 4.1)
CVECasablanca=Casablanca Escort Carrier
CVEBogue=Bogue Escort Carrier
CVSChitose=Chitose Seaplane Tender (192.5 6.05)
DDAkizuki=Akizuki Destroyer (134 5.88)
DDShiratsuyu=Shiratsuyu Destroyer (108 4.93)
DDFubuki=Fubuki Destroyer (118.5 5.62)
DDMutsuki=Mutsuki Destroyer (102.4 4.34)
DDMinekaze=Minekaze Destroyer (102.5 4.81)
DDAsashio=Asashio Destroyer (118.3 4.38)
DENO13=No.13 Class (Converted) (72.1 2.83)
MLOkinoshima=Large Minelayer (123.4 4.39)
MSNO13=Minesweeper (72.1 2.83)
SCSubchaser=Subchaser (66 3.14)
DEAkikaze=Akikaze Destroyer (Bungo) (102.5 4.81)
;DEAkikaze=Akikaze Destroyer (Bungo) 102.5/4.81
ASSubTender=Submarine Tender (161.4 5.53)
DDFletcher=Fletcher Destroyer
DDTribal=Tribal Destroyer
DDClemson=Clemson Destroyer
DDSomers=Somers Destroyer
DEEvarts=Evarts Destroyer Escort
DEBuckley=Buckley Destroyer Escort
DEJCButler=JC Butler Destroyer Escort
PTElco=Elco Torpedo Boat
PCTrawler=Armed Trawler
LST=Landing Ship Tank (98.7 4.49)
FishingBoat=Fishing Boat (15 1.5)
FishingBoat2=Fishing Trawler (48.6 2.63)
TugBoat=Tug Boat (63 2.9)
JPGunBoat01=Small Gun Boat (45.3 2.29)
JPGunBoat02=Medium Gun Boat (56 2)
KSQ=Coastal Composite Freighter 80.77 3.37
KSS=Small Split Freighter (86.9 3.85)
KMSSBiyo=Medium Old Split Freighter (121.9 4.06)
KMSSKinposan=Medium Modern Split Frei. 101.2 3.68
KMCSHeito=Medium Modern Composite F. 103.6 3.95
KMCSAkita=Medium Old Composite Frei. 108.8 3.73
KLSSHakusika=Large Old Split Freighter 135.6 4.6
KLCSNagara=Large Modern Composite F. 143.2 3.92
KMCSZinbu=Medium European Composite F 121.9 4.29
KSCSTaihosan=Small Modern Composite Frei. 80.7 3.57
KSSSKasagisan=Small Old Split Freighter (86.8 3.23)
PLConteVerde=Huge European Liner (173.7 4.09)
PLKiturin=Modern Passenger Liner (130.1 3.83)
PLHorai=Large Old Passenger Carr. 137.4 3.46
PSTyohei=Small Passenger Carrier (79.2 3.52)
GeAuxCruiser=Armed Merchant Cruiser
NSampan01=Sampan (19.6 0.93)
NSampan02=Junk (24.7 1.07)
NSampan03=Large Sampan (24.7 1.07)
JPFish01=Fishing boat (43.8 2.31)
JPFish02=Fishing boat (38 2)
LL=Liberty Cargo (147 6.53)
VV=Victory Cargo (139.6 4.78)
OTMS=T3 Tanker (190 6.86)
OSHaruna=Small Old Tanker (76.2 3.87)
OMBuzyun=Medium Old Tanker (113.1 4.05)
OLNippon=Large Modern Tanker (159.7 5.53)
TR=Troop Transport (150 5.17)
LifeboatLarge=Lifeboat
LifeboatSmall=Liferaft
Frigate=Frigate
...
This is how it looks now:
http://i28.photobucket.com/albums/c239/goldfinger35/SH4Img24-5-2007_0.jpg
DirtyHarry3033
06-13-07, 06:50 PM
Hitman thanks, that looks like a cool wheel :up: Printed it out, but haven't built it yet... but maybe this weekend if I get time.
I'm wondering, would you beat me senseless if I were to make a CAD version using your .bmp's as a template? For my own personal use, with DeltaCad? Only reason I ask is I got DeltaCad to print Kim Ronhof's SH1 wheels, and the CAD files print razor-sharp whereas .bmp's print kind of blurry I've found :(
If you allow me to do that, under no circumstance would I distribute it. But I would gladly send you the files in both DeltaCad and AutoCad format to do with as you please. If you like 'em, you could add them to the package. If you don't, send 'em to Recycle Bin :rotfl:
DH
Go do them, and of course please distribute them or do whatever you prefer:up: I make these things to show my gratitude for all the stuff others have done that I'm enjoying. The more stuff is available the better for everyone! So do them and please please share:up: :up:
ReallyDedPoet
06-14-07, 07:45 AM
Nice work Hitman:up:
RDP
bruschi sauro
06-14-07, 07:50 AM
Good job , well done HitMan:rock:
Redwine
06-14-07, 10:49 AM
Many thanks Hitman !! :up::up:
Rated as excellent ! :up:
DirtyHarry3033
06-14-07, 07:31 PM
Go do them, and of course please distribute them or do whatever you prefer:up: I make these things to show my gratitude for all the stuff others have done that I'm enjoying. The more stuff is available the better for everyone! So do them and please please share:up: :up:
Thanks Hitman, hard at work at the conversion and it's looking pretty good so far! I should have it done and built by Sat, then I'll test it out. Heavy card-stock with heavy laminate, it should turn out as good as Kim Ronhof's wheels (which look like they were made by a slide-rule company!)
May I ask, what prog did you use to make the wheel? You've got patience my friend, to design something like that. All I'm doing is to trace your work, and my head is throbbing and my eyes about to drop out of their sockets from drawing all those tic-marks and circles and construction lines :rotfl:
I'd like to send you a copy for your review and approval (assuming it actuallly works) before I release it. Well, actually I'd rather you put it in with your download, that way guys can get it all in one download and pick the format they like best. Whole thing should be <200k uncompressed I think. What you think, can I send it to you?
There is one minor "improvement" I'd like to make if that's OK. Since you're lining up a mark on the inner wheel with another on the outer wheel, I think a clear cursor would be in order to make it easier - every slide rule needs a cursor, right? I'd make a sheet with about 6 cursors on it, I've found that transparencies tend to get bubbles when laminated. That way the user could print 1 sheet of cursors and use the cursor with the least bubbles.
DH
May I ask, what prog did you use to make the wheel? You've got patience my friend, to design something like that. All I'm doing is to trace your work, and my head is throbbing and my eyes about to drop out of their sockets from drawing all those tic-marks and circles and construction lines :rotfl:
I'm using Paint Shop Pro 7. I had the demo some time ago and liked it, very easy to use, then later a friend sold me a second hand one for a ridiculous price when he moved to a much updated version. So I'm for now stuck with PS 7 but ultimately it does everything I have tried yet to do (Except make circular texts...it rotates them but does not aply a curve)
I used a publically downloadable circular slide rule as template, then placed a new layer and did slowly all the marks :smug: finally saved the new layer as new image. I did several layers where I progressively made smaller the marks for the decimal, then merged all of them.
I'd like to send you a copy for your review and approval (assuming it actuallly works) before I release it. Well, actually I'd rather you put it in with your download, that way guys can get it all in one download and pick the format they like best. Whole thing should be <200k uncompressed I think. What you think, can I send it to you?
Sure, use the e-mail in my public profile, I'll be glad to host it:up:
There is one minor "improvement" I'd like to make if that's OK. Since you're lining up a mark on the inner wheel with another on the outer wheel, I think a clear cursor would be in order to make it easier - every slide rule needs a cursor, right? I'd make a sheet with about 6 cursors on it, I've found that transparencies tend to get bubbles when laminated. That way the user could print 1 sheet of cursors and use the cursor with the least bubbles.
Good idea for the use of the general purpose wiz wheel use. For teh AOB it is not that necessary, but it increases greatly the usability :up:
Only thing I´m afraid of is that it will lose the yellow color, right? Well never mind.:)
DirtyHarry3033
06-15-07, 04:24 PM
Hitman, I've got the CAD version "done", printed it out on plain computer paper and pinned it together with a bent piece of paper clip just to test before I go for the expensive card stock and laminating.
I'm testing it with the Sub School torpedo mission against the Mogami cruiser, and manual targetting off so I can hover mouse over the TDC and get the "true" AOB.
But my AOB from the wheel are coming out anywhere from 3 - 10 degrees off compared to the TDC's AOB :hmm: This is probably due just to my inexperience with the wheel. Though I'm pausing game and carefully counting the marks in the scope.
I'm wondering a couple things:
1) Is the wheel designed to use with a particular zoom level? The cruiser is around 1500 yds, I can see the whole ship at low mag and get the length, but at high mag I can't get the length since bow and stern aren't visible. Just wondering if it works at both zooms, or only one?
2) Calculating aspect ratio - only thing I have to go on is the SH4_Japan_Recog_Manual_v3.1_IMP.pdf I downloaded from here not long ago. But I've not installed the associated "Ship Dimension Fix" mod - would that affect anything? In other words, I'm using the stock ship dimensions, but calculating aspect from length/height given in the above recog manual.
Thanks!
DH
Hi Harry
To 1) Works on any zoom level, on any field view, on anything that keeps the proportion between targe and marks:|\\ . Though of course if you no longer can see the full vessel it is difficult to know how many scope marks there are till bow and stern.
To 2) That's essential! Without accurate length and heigth values, it is impossible that accurate AOBs come out. Anyway, something between 3 and 10 degrees is pretty good for close shots (Less than 1500 metres). It's speed what counts most in them.:up:
DirtyHarry3033
06-16-07, 04:37 PM
Hi Harry
To 1) Works on any zoom level, on any field view, on anything that keeps the proportion between targe and marks:|\\ . Though of course if you no longer can see the full vessel it is difficult to know how many scope marks there are till bow and stern.
To 2) That's essential! Without accurate length and heigth values, it is impossible that accurate AOBs come out. Anyway, something between 3 and 10 degrees is pretty good for close shots (Less than 1500 metres). It's speed what counts most in them.:up:
Hitman, check your email. I finished my CAD conversion and emailed it to the address in your readme. Hope you like it!
DH
Cool! NIce work, I would have loved to do it myself if I had been able to understand AutoCad LOL
So here it is for everyone:
http://files.filefront.com/DirtyHarry3033s+CAD+Convenrar/;7802565;;/fileinfo.html
Razorsharp and enjoyable:up:
DirtyHarry3033
06-16-07, 06:22 PM
There is one minor "improvement" I'd like to make if that's OK. Since you're lining up a mark on the inner wheel with another on the outer wheel, I think a clear cursor would be in order to make it easier - every slide rule needs a cursor, right? I'd make a sheet with about 6 cursors on it, I've found that transparencies tend to get bubbles when laminated. That way the user could print 1 sheet of cursors and use the cursor with the least bubbles.
Good idea for the use of the general purpose wiz wheel use. For teh AOB it is not that necessary, but it increases greatly the usability :up:
Only thing I´m afraid of is that it will lose the yellow color, right? Well never mind.:)
:rotfl:
I managed to keep the yellow color in there, didn't I :lol: Maybe a slightly different shade but it's still there and still yellow!
Tried as hard as I could to keep it faithful to your original in every way, even worrying about font sizes and typeface. Finally realized that I'd never find the exact font you used so I settled for Ariel Bold, and messed with the size until it was as close as possible to yours. Biggest difference is, I went progressively much smaller than you did on the font size in the 32 - 45 degree range on the middle wheel to keep a little spacing between the numbers. I found that if I didn't reduce the font size a lot, the numbers were running together so you couldn't tell 'em apart!
You should give that DeltaCad a try if you plan to do more wheels! This conversion is the 1st thing I've ever done with it aside from printing out Kim Ronhof's SH1 wheels, and it took less than 1 hour to learn everything I needed to know to get the job done.
DH
spardha
10-30-08, 12:33 PM
Are these wheels still available any where??
ReallyDedPoet
10-30-08, 12:39 PM
Are these wheels still available any where??
The link in the first post still works, just tried it :yep:
Here (http://dodownload.filefront.com/7755230//fd538aa68586150a9495d8a7f0b3cd5dddc11d1cebcac36551 33e93e3452ae945f9be5c5c56648e3)
Welcome to SUBSIM by the way :yep::up:
RDP
I reorganized the contents of my FF account some time ago as I added more contents, but I obviously couldn't update all the links to them :doh: sorry for the inconvenience.
Sledgehammer427
11-09-08, 07:57 PM
sorry about bringing up an old post, but Hitman, you have to hear this...
i printed out the wiz wheel on regular paper. i glued the bottom wheel to a peice of cardboard, then used a thumbtack to get it all down.
then, i used my recog. manual to get all of the aspect ratios down on a notebook.
and last night, i managed to time one of my Intel Observations, 15 SECONDS!
thank you for this awesome product!:rock: :up:
I told you! If you practice a bit you can be lightning fast. Thanks for your comments :up:
Isn't there a mod that puts the standard aspect ratio into the recognition manual?
Urge
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