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View Full Version : INSRM V3 (Sticky Would Be Appreciated)


Centred75
06-26-07, 09:25 PM
Hello All,

Just wanted to let everyone know V3 of the Imperial Navy Ship Recognition Manual is now available! Please post comments, suggestions and stories on how it helped!

http://www.datafilehost.com/download.php?file=01905726

Cheers!

Centred75

nomad_delta
06-26-07, 10:35 PM
Hi Centred!

Just downloaded, and the manual looks great -- lots of data all in tables for quick reference during attacks. I'm going to print a copy and will let you know how it goes.

I was wondering though, was there any particular reason you decided to go with the 3D models shown from an angle like that for the "recognition" part of the manual? It seems like a flat profile (90 degree) and head-on (zero degree) shot of the ships would be a lot more useful when trying to recognize ships through the periscope.

I'm looking forward to trying the charts, though, 'cause otherwise I've just been doing that all by hand with pen/paper and a calculator.

Cheers, and thanks!

nomad_delta

Jmack
06-26-07, 11:04 PM
i share the opinion of nomad_delta on this one

but its a very good work you have done m8

switch.dota
06-27-07, 02:29 AM
The ingame recognition manual is rather unreliable IMO. The 3D profiles on this particular rec manual make it much easier to use - for me at least. I've finally been able to identifty ships reliably.

Centred75
06-27-07, 10:11 AM
I would like to have both a front and side profile but I used the 3d images instead because of simplicity. I just obtained them from the PDF version of the paper manual. If anyone would like to take the time to get me some front/side profiles, I can certainly add them into the next version of the manual!

Cheers

mookiemookie
06-27-07, 10:36 AM
Wonderful work...looking forward to the front/side view of the ships version! :up:

Centred75
06-29-07, 10:26 AM
If someone would like to pitch in with taking some screenshots of the front side profiles in the game I could work on the next version!

Cheers

nomad_delta
06-30-07, 03:38 PM
For starters, there are .TGA files in each of the ship model folders with the front, profile, and angle shots used in the in-game recog. manual -- they're pretty low resolution but they'd be better than nothing:

\Data\Sea\NBB_Fuso\NBB_FUSO_sil.tga

...and so forth.

I tried extracting the ship models from the DDS files and seeing if I could render them to produce high-quality images to use instead, but I can't seem to get them rendered with the textures applied, only the base model. Then again I'm only working with free tools and don't have access to Maya or 3DStudio, etc.

nomad_delta

nomad_delta
07-02-07, 10:22 PM
Curious: I'm assuming the "C-depth" and "I-depth" values stand for "Contact depth" and "Influence depth", and are indications of recommended torpedo depths for maximum damage using those settings?

If so, how did you obtain/decide on the values for those entries?

Thanks,

nomad_delta

Centred75
07-03-07, 10:30 AM
Nomad,

Thanks for both posts. I appreciate you spotting those image files. They do seem to be a bit low res but the way they are arranged with front, side and 3/4 view is perfect. Maybe if there was a way to turn them to vector format then we could upsize them without a problem. Ill work on it a bit but until there are some other updates that need to be done to the manual, itll stay on the burner.

As for the C-Depth and I-Depth you are correct.

Influence Depth was obtained by adding 4 feet to the keel depth (1.3 meters) of each ship

Contact Depth was obtained by using the chart in the manual for the type of ship (destroyers 6 feet, carriers 12 feet, battleships 20 feet and so on)

With the great post about torpedos, I might have to update it but its a decent guide. Remember the numbers DONT account for torpedo error (such as the Mk 14's depth problem) so make sure to factor that in when setting the optimum depth.

The best method if you dont know the error rate of your torpedo would probably be to use the keel depth as your optimum torpedo depth that way itll either impact and explode if it runs high or explode via influence if it runs low.

Cheers

SteamWake
07-03-07, 10:49 AM
Nice work.

Also dont forget that influence fuses dont work 90 percent of the time, if not 100%.

But its good that you added these numbers in case it gets fixed.

nomad_delta
07-15-07, 05:59 PM
I've been using this in patch 1.3 with great success, now that the Imperial measurements seem to be accurate in the game even w/o mods.

nomad_delta