View Full Version : [REL] Easy AOB
Nicolas
06-20-09, 02:38 AM
Ok... this mod, when the position keeper auto is off and you move the aob dial, the other aob dial in the PK will be moved too.
For those who doesnt know, when you click the clock icon to get speed, it gives you the course too. You can match the aob in the PK with the course of the target.
So, to get a very accurate solution:
1 Send range / bearing.
2 Wait a moment, and Send range / bearing again. This way the crew can plot the target course, and calculate the speed.
3 Click on the stopwatch to get speed and course, Send.
4 Move the aob dial to match the target course and Send (see picture and video).
5 Send range and bearing again and turn on the Position Keeper.
6 Fire.
...
If you're going to attack another ship (convoy attack):
1 Turn off the PK
2 Lock the ship, adjust AOB to the known course and Send.
3 Get range / bearing and send.
4 .....fire.
:salute:
JSGME compatible version. The file contains the mod for stock, TMO and RFB.
For discussion on the inner workings of this mod please refer to the original idea and post by Nicolas. Once again thank you Nicolas for the work on finding these fixes.
Original thread:
http://www.subsim.com/radioroom/showthread.php?t=152945
THE README FILE LOCATED IN THE RAR:
TGT DIALS TO PK FIX Readme (TGT = TARGET, 07/05/2009)
Original idea and Easy AOB mod by Nicolas. Mod compilation, range and speed dial mods by DepthDragon. Credit also goes to Munchausen and Ottos for the Manual Range and Mast Height Dial Fix.
TGT "RANGE" DIAL FIX for RFB, TMO and 1.5 versions of this mod contain the Manual Range and Mast Height Dial Fix by Munchausen, original work byOttos.
This was required to have the dials drag accordingly with the range output on the PK. GFO already contains this fix so it was not added to those versions of this mod.
WHAT THESE MODS DO:
These mods will add functionality to the position keepers (PK) AOB, RANGE and SPEED dial. You can now drag the AOB, RANGE or SPEED dial on the TGT DIAL and, the AOB, RANGE and TORP GYRO angle associated with the your targets will move accordingly.
This will give you greater accuracy on the data you input.
Using the AOB fix you determine the targets course and enter the AOB on the TGT DIAL while being able to see the PK move to the targets exact heading.
Using the SPEED fix you can see the gyro angle of your torpedo and the speed changing as you set the targets speed on the TGT DIAL.
Using the RANGE fix will make it so you can also see the numbers for range and the gyro angle move while you change the range on the TGT DIAL.
In order to enter this data your PK needs to be off and then started once the data is inputted.
Please keep in mind if you install these mods you DO NOT LOSE any functionality of the game. You can continue to use your own attack methods with the additions of these tools even if you decide to use them or not.
Look at it this way. You can determine your targets speed and course from 9 km away, enter it in the TGT DIAL, and as you get close refine your solution and take shots from distance with a higher probability of hits. No realism lost, just a gain on tools available.
COMPATIBILITY:
There are 2 mod versions for each version of the game we supported.
1) TGT DIALS TO PK FIX - This is all 3 mods combined (RFB, TMO, GFO & 1.5 versions)
2) TGT AOB DIAL TO PK FIX - This is the AOB mod on its own.
If you require only the speed or range dial fix, you can refer to the original Subsim thread listed below and manually make the change to the dials.cfg as you see fit.
This mod is tested compatible with SH4 1.5 stock, GFO, TMO 1.7 and RFB 1.52.
The Manual Range and Mast Height Dial Fix by Munchausen is included in TMO and GFO changes the dials.cfg, so to make them compatible with the dial fixes we have modified the TMO and GFO dials.cfg.
When the JSGME mod alerts that the file will be overwriting the original TMO or GFO dials.cfg, it is fine to go ahead and overwrite, it will change the dials.cfg for the corresponding mod with no problems.
INSTALLATION:
1) Copy the mod you want from the zipped file into:
C:\Program Files (x86)\Ubisoft\Silent Hunter 4 Wolves of the Pacific\MODS
2) And enable with JSGME.
MANUAL INSTALLATION:
These modifications are made to the dials.cfg found in:
C:\Program Files\Ubisoft\Silent Hunter 4 Wolves of the Pacific\Data\Menu\cfg
For instructions to manually alter the files without using the JSGME mods provided here, please see the thread on subsim.com, where it has been discussed:
http://www.subsim.com/radioroom/showthread.php?t=152945
Download Link (Subsim Link):
http://www.subsim.com/radioroom//downloads.php?do=file&id=1228 (http://www.archrow.net/misc/TGT%20DIALS%20TO%20PK%20FIX.rar)
To make it compatible with other mods:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1962
Authorization to use the mods:
We give permission to use these mods for others as long as credit is given to the original authors.
Enjoy... and Good Hunting....
__________________
Rockin Robbins
06-20-09, 09:38 AM
Well! Ain't that interesting! And realistic, because the real sub could input either directly. That's why there are two scales on the dial. Great work, which should be incorporated into all supermods immediately, with your permission of course.
Fabulous work! It's amazing how this old game is changing with a new burst of modding activity greater than any in the past.
Nicolas
06-20-09, 04:19 PM
Thanks. Feel free to include this in any mod perhaps a little credit should be ok.
:up:
karamazovnew
06-26-09, 03:42 AM
:salute: Awesome, great find. I've been looking for a long time for this. The nice side-effect of the stupid data input is that since you usually input the AOB before turning the PK on it doesn't effect anything else. I wonder if the bearing needle can be moved like this :rock:.
Munchausen
06-26-09, 03:15 PM
:yeah: Webster, make note. This is surely another bug fix for the TDC!
So, just to be clear, I'm modifying the existing TorpedoSolution_Temporary_AngleOnBow and adding a new one at the bottom of the dials.cfg?
EDIT: Ok I made the changes but I can't move the AOB input wheel; it's locked at 0*.
EDIT: Ahh dammit, I didn't change the first line in the dials.cfg to not exclude the newest entry. My bad. :oops:
Munchausen
06-26-09, 06:30 PM
How is this supposed to work :06:
:hmmm: I made the changes, thinking that by sending computed speed to the TDC, it would also send the computed target heading. But it doesn't seem to work that way. After clicking on the little watch, checking that the computed speed and heading were accurate, and then clicking on the "send" icon, the computed speed shows up on both the TDC and the speed dial ... but the target heading (TDC) and AOB (dial) remain unchanged from their original positions.
karamazovnew
06-26-09, 11:31 PM
PK must be off or you won't see any change
karamazovnew
06-26-09, 11:32 PM
PK must be off or you won't see any change
EDIT: nvm I read it wrong.
Munchausen
06-27-09, 11:43 AM
PK must be off or you won't see any change
:hmmm: PK was off ... at least, for initial input.
I used the Lifeguard war patrol mission to test the mod.
Locking on to the British ship heading west to east, AOB before any input was zero (target pointing "down" on TDC).
With PK off, I identified the target, inserted mast height, and took the first stadimeter reading.
After three minutes, I took a second stadimeter reading.
I clicked the dial "stopwatch" to get an estimated speed and heading ... the estimate said: speed 9 kts, heading 89.
I sent the data to the TDC.
Target speed changed to 9, both on the TDC readout and on the speed dial. But AOB remained zero and the target's heading on the TDC remained unchanged.
:-? Did I do something wrong :06:
karamazovnew
06-27-09, 12:10 PM
Of course you did... What Nicolas said was that even though the Speed thing gives you the target's course, if you want to input the AOB so that the ship points to the right course, you need to click, move again a bit, click again and so forth. With this mod, when you move the AOB dial on the right, you'll see it move on the Left too, so you can stop at the correct course in just 1 try. I usually try to go parallel with the ship so that I can find it's course and speed by relative positioning. I didn't even know about the stopwatch gimmick....
wait a second! are you doing that in a UBOAT?! It's for fleet boats!
I'm goin' down
06-27-09, 11:16 PM
I need step by step instructions. I am playing FOTRS mod. what data file do I open, what can I block and copy, and what do I have to delete. If Manchausen is having a problem, it is wayyyyyy beyond me. Manchausen, didn't you do the torpedo spread angle mod?
karamazovnew
06-28-09, 12:52 AM
:hmmm: I'm gonna save Nicolas the trouble .
1. Open the Data\Menu\cfg\Dials.cfg file. (Save a copy in case you make a mistake).
2. The first part of the file looks like this:
[DIALS]
DialsNo=xx For example for me it is DialsNo=74
Just add 1, so it becomes DialsNo=75
3. Do a search for this: Dial=0x43010002 There should only be one result. Replace this line:
Cmd=Set_tgt_sel_value; shared between dials
with: Cmd=Set_TDC_angle_on_bow
4. Go to the end of the file and paste this before "; the end":
[Dialxx] ;<- read the number of the last dial and add 1
Name=TorpedoSolution_Temporary_AngleOnBow
Type=42; DIAL_TGT_ANG_ON_BOW
Cmd=Set_tgt_sel_value; shared between dials
Dial=0x43010002
CrtVal=0x43010003
NewVal=0x0
DialVal=0.1,-0.1
RealVal=180,-180; degrees
Circular=Yes
CmdOnDrag=Yes
RelativeDrag=Yes
SndStep=5
;SndList=1,Menu.TDC.AngleOnBow,360
5. Do replace the [Dialxx] part with a corresponding number. If the last dial was [Dial73] then the new last dial should be [Dial74]
You're done.
Read my other post to understand what this actually does :shucks:.
I'm goin' down
06-28-09, 04:41 AM
I set the speed per Manchausen's 3 minute calculation. How do I determine the heading so I can set the AOB correctly? The target's heading is "0" when viewed from inside the target, but don't I want to set its actaul heading (i.e. maybe this is the same as its heading relative to my boat, but I am beginning to get confused by the terminology) so the PK will record it? Maybe I am mixed up? Anyway, what is required to set the target's heading properly, and how is it done? In other words, I need to find the target's heading. After it is determined, I assume it is input via the AOB dial? If so, how is it done?
Once I do all of this correctly, is there some point where I turn the PK on?
Munchausen
06-28-09, 01:03 PM
:shucks: Okay, I haven't tested this yet but, if it works, it will be an improvement. Normally, when you want to adjust a target's heading, you use the AOB dial, eyeballing how far to crank it. Then, when (and only when) you send the new AOB to the TDC, it changes the target's direction ... but it also changes the target's compass rose, relative to your boat's (fleet submarine) heading. Ergo, the target's heading readout on the TDC still won't be correct.
Which, of course, means you gotta make numerous adjustments to get it exactly right. And the effort is complicated even more if your sub is moving.
:hmmm: This mod, I think, lets you adjust AOB and, as you make the adjustment, you can watch the TDC target dial move ... at the same time! Consequently, there's no hit and miss ... what you see is what you will get after sending the date to the TDC.
Btw, after you click on the little stopwatch, estimated heading is displayed in the chat box ... in the same sentence as the target's estimated speed.
Edit:
Okay, I checked to see if this works ... I also checked to make sure I made the changes properly. For some reason, it doesn't work for me. With PK off, I crank the AOB dial on the left ... but the TDC target dial doesn't move. Leastwise, not until I send the data.
Karama, if you've checked this and it works for you, please let me know. Maybe I'm still doing something wrong.
karamazovnew
06-28-09, 02:27 PM
It works great for me :hmmm: not sure what could be wrong. I checked this while working on my Ship Lengths mod for TMO, worked every time like a charm.
Munchausen
06-28-09, 08:28 PM
:-? Okay, thanks.
Nicolas
06-29-09, 12:16 AM
You must move the aob dial used to send the aob not the aob dial in the PK. When the PK is OFF and you move the aob dial (rigth top of the screen) the aob dial in the pk will move too. And it's needed to send the aob with the button once you matched the 0 in the aob dial (PK) with the target course.
Nicolas
06-29-09, 02:04 AM
Look, after reading the range twice with the stadimeter, the clock icon gives you speed and course ok?, now then drag the aob dial (up right) so the other aob dial in the PK matches the course of the target (outer dial).
http://i254.photobucket.com/albums/hh84/Nicolas1979/Untitled-2.jpg
Its far more easier to attack multiple ships now, after shoting the first target, lock the second one, adjust aob, get range and fire!.
I made a video for you from the torpedoes training mission:
Note how the aob dial in the PK moves.
http://www.youtube.com/watch?v=us3BXmBVGJg
I'm goin' down
06-29-09, 10:26 AM
This mod, once figured out, has great potential. Of course, calculation speed using the 3 minute rule is simple, and determing the target's aspect ratio with the mojor mads is not difficult. But getting the target's course input properly without using the protracter hss been damn near impossible. Using the mod, the target's course displayed on the TBT can be matched to its actual course by adjusting the AoB dial on the upper right, and it is a whole new ball game. If the target is at great distance, it will be interesting to see if it can be successfully attacked once its course is input. Destroyers are still a pain because they change course, but if they they linger on a set course too long they can be had.
The explanation should be refined to make it clear to everyone, and made into a sticky.
Nicolas
06-29-09, 11:08 AM
Look, my english it's not good enough, the video it's self explanatory if someone (you?) want to help me write refined instructions it will be good!
The mod ins't hard to install, and it's working. :hmmm::hmmm:
I'm goin' down
06-29-09, 12:56 PM
Utilizing the TBT mod fix, I ran a mission using the submarine school mission re torpedo attack to test Mr. Nicolas' mod.
The target is a Mogami cruiser with a draft of 19.5 feet on a course of 95 degrees, traveling at 9.5 kts. My boat is brought to a heading of 30 degrees to test the mod.
Two shots at Mogami's starboard side at over 4,600 yards, topedo speed of 31 kts. miss the target's bow by a ship length. I had adjusted the Mogami's course to 93 degrees, which may have resulted in the missed shots.
Two shots at 2,500 yds; torpedo speed 46 kts. Mogami's course is reset to 95 degrees. One hit and one miss. The missed shot was set to run at depth of 21 feet, and it must have passed underneath the Mogami whose draft is around 19 feet.
My boat is stocked with 4 four forward torpedoes and 2 aft torpedeos, and contains a reserve as well. I have expended the the four forward torpedoes with one hit and three misses. Now the crew is reloading the forward torpedoes.
The Mogami lies is dead in the water as a result of the single torpedo impact, and its speed is 0.0 kts. My boat crosses its bow and proceeds approximately 4,000 yds., comes around, and begins a torpedo run on the Mogami's port side. Target's course is still 95 degrees. At 3,000 yds I fire the two aft torpedoes; torpedo speed speed set at 46 kts. The sonarman announces a torpedo impact, but there is no explosion. It must have been a dud. Inspection reveals no damage on the port side of the Mogami. The other aft torpedo detonated prematurely. My boat has expended its two aft 2 after torpedoes and the crew is reloading them.
I continue to close on the Mogami from its port side.
The crew has reloaded one torpodo in the forward compartment. Target's course is still 95 degrees. A shot at 2,500 yds hits the Mogami.
Conclusion: Seven shots. Three hits, four misses. [Two close misses via forward tubes at long range (by less than 100 yds.) One hit via forward tubes at mid range (approximatley 2,500 yds). One miss via forward tubes at mid range (approximately 2,500 yds.) because torpedo depth was likely set too deep. One hit via aft tubes at at mid range (approximatley 3,000 yds.) but no explosion (dud?). One miss via aft tubes due to premature detonation. One hit via forward tubes at 2,500 yds. 3 for 7 or 42 percent contact ratio. 3 close misses and one dud.
Eliminate the premature detonation and ratio of hits is 50 percent (3 for 6).
The AoB mod seems to work well. Even though the target was dead in the water for some of the shots, my boat was moving at an angle. Note, once the AoB is set to the target's course, I turn on the PK to follow the target as this ensures that changes to the AoB are maintained. Before turning the PK on, I check the attack map to ensure the topedo's angle intersects the tarpet, as this verifies course, speed and AoB. If your seting are right, if you miss the shot it won't be by much.
p.s. I quit FOTRS. Too many airplanes. Way too many. And too many messages. Great graphics though.
Munchausen
06-29-09, 01:01 PM
Okay, nice video. The viewer especially needs to watch that last part where PK is running and you attempt to change target heading ... it clearly shows that PK must be "off" for the mod to work.
I like it. I just can't get it to work. I'll try again by loading an "in port" save and see if that makes any difference.
I'm goin' down
06-29-09, 04:29 PM
Okay, nice video. The viewer especially needs to watch that last part where PK is running and you attempt to change target heading ... it clearly shows that PK must be "off" for the mod to work.
I like it. I just can't get it to work. I'll try again by loading an "in port" save and see if that makes any difference.
Refer to post 13 in this thread. That may help. I have the mod working in TMO/RSRDC and FOTRS.
Nisgeis would like this mod I'll bet.
Munchausen
06-30-09, 02:17 PM
Refer to post 13 in this thread. That may help.
:hmmm: I think I've tried everything ... no soap. I suspect it's simply a glitch in my install (please don't send me the "how to uninstall SH4" link ... I already used it once ... and then discovered it wasn't specifically for Windows XP ... but that's another story).
:-? It isn't the first glitch ... when I cursor over a torpedo on the loadout page, the data window only gives me the type of torpedo ... none of the other data your supposed to get. So this could be something similar. Evidently, another promising career (2nd patrol) down the tubes ... time to clean 'er up, from stem to stern (uninstall SH4 again) then start from scratch.
:cool: 'Cause this mod is too good to pass up.
I'm goin' down
06-30-09, 04:48 PM
I changed the data file in FOTRS per Mr. Nicolas. In TMO/RSRD there was not a data file to change so I changed the stock game. I quit FOTRS for tjhe time being because of the number of planes, which was too much to deal with. But the visuals in FOTRS are terrific.
I am still missing some shots, but I have hit a few in the middle of the night in a dark sea at 1000 yds, firing at around +/-30 degrees off heading, and I nailed a tanker as it crossed my stern with aft tubes firing.
I am sold. I like the fact that once you find course and speed, you can play with the TDC dial for AOB and verify the corresponding TBT result on the attack map. Oce you do that, turn on the PK and sit back and relax until the target changes course. Destroyers often alter course, so they are tough to track.
This mod is right up there with Nisgeis' torpedo angle calculator, and aaronblood's MoBo. Just to be able to tackle thes types of mods requires math and computer skills beyond most skipper's capabilities.
Not much of poster here mainly a reader and mod leech ;), but the problem others are having not getting this to work is easily solved and my mouth refuses to stay silent (no pun intended).
Dial 14 is loading the command "Cmd=Set_TDC_angle_on_bow" first on some configs, i play GFO atm not sure if this fix applies to TMO or RFB, ill let others take a look. Just comment out that command on dial 14 (as below) before you apply post #13s step by step.
[Dial14]
Name=Sol_Angonbow
Type=27; DIAL_SOL_ANGONBOW
;Cmd=Set_TDC_angle_on_bow
Dial=0x3B0F00FF
CrtVal=0x3B0F0001
NewVal=0x0
DialVal=-180,180
RealVal=-180,180; degrees
Circular=Yes
CmdOnDrag=Yes
SndStep=5
SndList=1,Menu.TDC.AngleOnBow,360
Thanks for finding this gents, truly awesome find
-depthdragon
I'm goin' down
07-01-09, 12:43 AM
I have had mixed luck until yesterday, having made careless errors in my attack including forgetting to set the target's speed, setting the torpedo run depth way to deep and not adjusting it, etc. But tonight was another story. I fired two 46 kt. torpedoes at a medium old split freighter at an AoB of less than 10° and a range of 4,403 yds. Both hit the freighter! My speed was 1 kt., as I had slowed to maintain a distance of 1,000 yds from the target's course to preserve the opportunity for a Dick O'Kane 90° degree shot in case the two shots missed. 4,403 yds. blows away my longest torpedo contact by 1,500 yds. Nicolas, your mod has changed the balance of power in the Pacific vis a vis the SS Barbarinna. Frankly, I couldn't believe that I whacked the freighter at an incredibly steep angle and from a mega distance! I did not think such a thing was possible unless luck played a big part. I was wrong on that account. I saved the mission, so I can watch a replay.
How can we corner the market on this mod?
Nicolas, the girl on the rigth wants to go out with you.
I was bored and intrigued by this quick fix which has gone unnoticed for 2 years, and as I was looking at the dials page noticed you can change the speed the same way as Nicolas's AOB fix. So here is steps to change the targets speed which will move the gyro angle on the PK as well.
1) Add another dial to your dial number as the same with the AOB fix above, in my case its was 75
[DIALS]
DialsNo=xx
--------------
2) Replace or comment out "Cmd=Set_tgt_sel_value;" shared between dials and add Cmd=Set_TDC_target_speed, on dial 57.
[Dial57]
Name=TorpedoSolution_Temporary_Speed
Type=69; DIAL_TGT_SPEED
Cmd=Set_TDC_target_speed
;Cmd=Set_tgt_sel_value; shared between dials
Dial=0x43020002
CrtVal=0x43020003
NewVal=0x0
DialVal=0.01,-8.78; 360/41
RealVal=0,40; knots
Circular=Yes
CmdOnDrag=Yes
RelativeDrag=Yes
SndStep=5
SndList=1,Menu.TDC.AngleOnBow,360
--------------
3) Comment out "Cmd=Set_TDC_target_speed" in dial #15
[Dial15]
Name=Sol_Speed
Type=28; DIAL_SOL_SPEED
;Cmd=Set_TDC_target_speed
Dial=0x3B1000FF
CrtVal=0x3B100001
NewVal=0x0
DialVal=15,345
RealVal=0,55; knots
Circular=Yes
CmdOnDrag=Yes
SndStep=1
SndList=1,Menu.TDC.Speed,55
--------------
4) Add (paste) this new dial to the end with xx being your new number in my case it was 75.
[Dialxx]
Name=TorpedoSolution_Temporary_Speed
Type=69; DIAL_TGT_SPEED
;Cmd=Set_TDC_target_speed
Cmd=Set_tgt_sel_value; shared between dials
Dial=0x43020002
CrtVal=0x43020003
NewVal=0x0
DialVal=0.01,-8.78; 360/41
RealVal=0,40; knots
Circular=Yes
CmdOnDrag=Yes
RelativeDrag=Yes
SndStep=5
SndList=1,Menu.TDC.AngleOnBow,360
*You can comment or replace the commands as you see fit. I prefer to comment out as if i need to revert back i have the command there already.
Enjoy! And thanks again Nicolas for getting my mind going on this one, may open some doors to opening some new functionality sorely missing from SH4.
-depthdragon
Nicolas
07-01-09, 07:56 AM
Im going down: what you mean 'corner the market'?:88)
Next time try firing at a convoy 2 or 3 ships in 1 attack :03:
:DL
-----
About the install, i checked with stock game and tmo, works as described in post 1.
I'm goin' down
07-01-09, 11:44 AM
[quote=Nicolas;1126891]Im going down: what you mean 'corner the market'?:88)
Next time try firing at a convoy 2 or 3 ships in 1 attack :03:
:DL]
It is a joke. In stock market parlance it refers to controling all sources of supply. When the holders of stock options haves to exercise them or let the options lapse, they must be purchased from the individual who controls the sources (ie. has cornered the market), meaning the seller can set the price. Thus, the persons holding the options are "in a corner" because they must purchase from the seller at whatever price he asks or they lose their options to buy. If you corner the market for the mod, you could sell it for a handsome profit.
Munchausen
07-01-09, 01:20 PM
Not much of poster here mainly a reader and mod leech ;), but the problem others are having not getting this to work is easily solved and my mouth refuses to stay silent (no pun intended).
Dial 14 is loading the command "Cmd=Set_TDC_angle_on_bow" first on some configs, i play GFO atm not sure if this fix applies to TMO or RFB, ill let others take a look. Just comment out that command on dial 14 (as below) before you apply post #13s step by step.
[Dial14]
Name=Sol_Angonbow
Type=27; DIAL_SOL_ANGONBOW
;Cmd=Set_TDC_angle_on_bow
Dial=0x3B0F00FF
CrtVal=0x3B0F0001
NewVal=0x0
DialVal=-180,180
RealVal=-180,180; degrees
Circular=Yes
CmdOnDrag=Yes
SndStep=5
SndList=1,Menu.TDC.AngleOnBow,360
Thanks for finding this gents, truly awesome find
-depthdragon
:-? Not sure if I should cry or celebrate. This, indeed, is probably what I had wrong (I say "probably" because I uninstalled the game and have yet to reinstall it to test this change). I assume the correction is to disable the "Cmd=Set_TDC_angle_on_bow" command for dial 14 by adding the semi-colon ... something I needed to do.
ddrgn, I also noticed your post below ... not sure if it means you can now make the target heading change even with PK on. Or does it mean you can now insert target heading and speed directly to the TDC after getting an estimate (clicking on the little stopwatch)?
Nicolas
07-01-09, 01:50 PM
I see, well i corner this way: Anyone can use this mod or part of it, if it given proper credit to the author. Should be enough cornering?, just thinking about many mods that came out after someone had an idea, i think stole ideas is worst than copy code. If you have an idea you can make it code, if you do not have the idea, well, code/mod can't be done.
So, i corner more adding: if someone make a mod based on this work must give proper credit..
Just talking... because for the good of the comunity i dont care much, along many other people that work hard making the games better :cool:
SteveUK
07-01-09, 02:39 PM
Hi this is most likely a totally stupid question but how do I open the dials.cfg file? I dont get an option to open it and i really need the help of this mod :cry:. Thanks
:-? Not sure if I should cry or celebrate. This, indeed, is probably what I had wrong (I say "probably" because I uninstalled the game and have yet to reinstall it to test this change). I assume the correction is to disable the "Cmd=Set_TDC_angle_on_bow" command for dial 14 by adding the semi-colon ... something I needed to do.
ddrgn, I also noticed your post below ... not sure if it means you can now make the target heading change even with PK on. Or does it mean you can now insert target heading and speed directly to the TDC after getting an estimate (clicking on the little stopwatch)?
With the speed dial fix I added to the AOB fix by Nicolas, you can drag the speed dial and the gyro angle will change at the same time on the PK. Basically you can now see the gyro angle move as you set the solution.
You will need to enter range or aob data in the TDC before you will see the PK gyro angle move.
Just a truly awesome find by Nicolas!
Oh and the dials.cfg can be found in at:
C:\Program Files (x86)\Ubisoft\Silent Hunter 4 Wolves of the Pacific\Data\Menu\cfg
edit it with notepad
-depthdragon
I'm goin' down
07-02-09, 02:05 AM
How is this for a convoy attack? I attacked a task force convoy during a single mission. It was at night, and very low visibility. I could not get close enough to correctly measure the aspect ratio using the stadimeter, so I spun the stadimeter dial to what I approximated (e.g. guessed) was the closest position to line up the respective shadow target's keel with the target's mast (I am playing TMO/RSRDC.) I believe the targets were roughly 1,000 yards away, at various torpedo angles. As soon as I fired at the first target I pivioted the periscope to my next target, and so on. I fired in the following order: two shots at a light cruiser, two shots at a heavy cruiser and two at a Kongo. I could not see the torpedoes running, and as soon as I shot at the light cruiser, I moved om to the to the heavy cruiser and then to the Kongo. I hit the heavy cruiser and the Kongo. I did not see the torpedoes hit or see any explosions on impact, but the heavy cruiser blew up after it sunk, and then I heard a loud explosion. The Kongo did not sink. It was darn near shooting blind, as I never had a good look at the targets.
I was being bombarded with depth charges when I spied a Yamato and shortly thereafter, I saw a Ise. I swung around to take shots with my aft torpedeos, but it was all for naught because depth charges had knocked out the aft torpedoes.
Summary: Task force attack, very dark and no moon, after midnight, weather clear, calm seas; visibility was poor at 1,000 yds. 6 shots on three boats; two shots sunk a heavy cruiser weighing over 9,000 tons, and two hit a BB. Two missed shots directed at a light cruiser. Task force course determined by Nicoloas's easy AoB, and its speed was approximatley 16.5 kts.
SteveUK
07-02-09, 02:51 AM
Thanks depthdragon for the heads up on how to open the file can't wait till I get home to try this :DL. And thanks to Nicolas of course for modding this :salute:
Steve
Munchausen
07-02-09, 07:33 PM
With the speed dial fix I added to the AOB fix by Nicolas, you can drag the speed dial and the gyro angle will change at the same time on the PK. Basically you can now see the gyro angle move as you set the solution.
:hmmm: I'm still not sure how this works ... but I've copied your instructions and will mod the "Dials" file accordingly. In game, I should be able to figure out what's what. And thanks, again, for pointing out the problem with Dial 14 ... I, too, needed to disable it. (I'm not sure why it was already disabled for other players.)
I'm goin' down
07-03-09, 03:00 AM
I was bored and intrigued by this quick fix which has gone unnoticed for 2 years, and as I was looking at the dials page noticed you can change the speed the same way as Nicolas's AOB fix. So here is steps to change the targets speed which will move the gyro angle on the PK as well.
1) Add another dial to your dial number as the same with the AOB fix above, in my case its was 75
[DIALS]
DialsNo=xx
--------------
2) Replace or comment out "Cmd=Set_tgt_sel_value;" shared between dials and add Cmd=Set_TDC_target_speed, on dial 57.
[Dial57]
Name=TorpedoSolution_Temporary_Speed
Type=69; DIAL_TGT_SPEED
Cmd=Set_TDC_target_speed
;Cmd=Set_tgt_sel_value; shared between dials
Dial=0x43020002
CrtVal=0x43020003
NewVal=0x0
DialVal=0.01,-8.78; 360/41
RealVal=0,40; knots
Circular=Yes
CmdOnDrag=Yes
RelativeDrag=Yes
SndStep=5
SndList=1,Menu.TDC.AngleOnBow,360
--------------
3) Comment out "Cmd=Set_TDC_target_speed" in dial #15
[Dial15]
Name=Sol_Speed
Type=28; DIAL_SOL_SPEED
;Cmd=Set_TDC_target_speed
Dial=0x3B1000FF
CrtVal=0x3B100001
NewVal=0x0
DialVal=15,345
RealVal=0,55; knots
Circular=Yes
CmdOnDrag=Yes
SndStep=1
SndList=1,Menu.TDC.Speed,55
--------------
4) Add (paste) this new dial to the end with xx being your new number in my case it was 75.
[Dialxx]
Name=TorpedoSolution_Temporary_Speed
Type=69; DIAL_TGT_SPEED
;Cmd=Set_TDC_target_speed
Cmd=Set_tgt_sel_value; shared between dials
Dial=0x43020002
CrtVal=0x43020003
NewVal=0x0
DialVal=0.01,-8.78; 360/41
RealVal=0,40; knots
Circular=Yes
CmdOnDrag=Yes
RelativeDrag=Yes
SndStep=5
SndList=1,Menu.TDC.AngleOnBow,360
*You can comment or replace the commands as you see fit. I prefer to comment out as if i need to revert back i have the command there already.
Enjoy! And thanks again Nicolas for getting my mind going on this one, may open some doors to opening some new functionality sorely missing from SH4.
-depthdragon
I was able to install Mr. Nicolas' mod, but not your speed dial fix. I can only do basic reprogramming, i.e. cut and paste stuff. Here are my questions. Replace means "remove and replace." What does "comment out" mean? I am not familiar with that term.
Are you instructing us to replace Dial 57 with the data included in your post re that dial?
What does comment out Dial 15 mean? After it is commented out, do we replace Dial 15 by copying from the data re that dial that is included in your post? What is the difference between replacing and commenting out?
Adding Dial74 does not appear to be a problem.
Do we make these adjustment before or after installing Nicholas' mod?
The first time I tried you mod, the speed dial worked but Nicholas' mod stopped working? Both mods should work, right? I play TMO/RSRDC.
Nicolas' mod works on FOTRS.
Hopefully, someone should combine both of your mods into one - A Super Easy AoB/Speed dials mod, and provide us with step by step instructions on installing it.
Nicolas
07-03-09, 03:08 AM
I made a version that can be downloaded, with a tool that make the changes in the file for you, it's only needed to copy the new Dials.cfg created. See the 'Readme' file:
http://www.megaupload.com/?d=SBN3NQ0D
I hope it helps Munchausen.
If Nicolas gives permission I can combine both mods to be JSGME ready and release here.
I looked at TMO and RFB dials tonight and see that both supermods should comment out the "Cmd=Set_TDC_angle_on_bow" command on Dial14 for AOB fix and "Cmd=Set_TDC_target_speed" on Dial15 for speed/torpgyro fix to get them working. A JSGME mod should work with GF, TMO and RFB with one version and no mod compatible issues. I'll check and confirm it works with all mods before releasing.
If you (all) want me to go further (with Nicolas's permission to combine the mods) I will, and upload a version here for download.
As to avoid confusion and show what these fixes actually do, below is a Fraps video you can see which highlights both mods working at the same time.
http://www.archrow.net/misc/aob_speed_fix_example.wmv
(http://www.archrow.net/misc/aob_speed_fix_example.wmv)
(12mb wmv file, personal site of mine)
I like calling this a fix, as I believe the functionality should be there. The captain would always know his heading, so knowing the targets heading would give you AOB. As for leading the torpedoes gyro angle with my speed fix, all control is for the better.
To explain my toprpedo gyro addition to this mod and how to enter it manually, I add the following:
Ok, my apologies, my instructions could have been better. Here is a toned down version minus a step which was not needed.
1) First, find the file dials.cfg in your C:\Program Files\Ubisoft\Silent Hunter 4 Wolves of the Pacific\Data\Menu\cfg folder. Secondly, and as with Nicolas's AOB mod, you need to add another dial to your dials.cfg by increasing the # of dials you have. Keep in mind the dial "0" counts as one so if you had 0-73 dials you actually have 74. If your "DialsNo" is currently 74 you need to change it to 75 for this mod.
[DIALS]
DialsNo=xx (xx=which ever number of dials you have)
2) Find [Dial15] in your dials.cfg. Comment out "Cmd=Set_TDC_target_speed" by adding a ";" in front like so and as per below: ";Cmd=Set_TDC_target_speed"
[Dial15]
Name=Sol_Speed
Type=28; DIAL_SOL_SPEED
;Cmd=Set_TDC_target_speed
Dial=0x3B1000FF
CrtVal=0x3B100001
NewVal=0x0
DialVal=15,345
RealVal=0,55; knots
Circular=Yes
CmdOnDrag=Yes
SndStep=1
SndList=1,Menu.TDC.Speed,55
3) Add (copy & paste from the below text) this new dial to the end with xx being your new number in my case it was 75.
[Dialxx] (xx=new dial number e.g [Dial75])
Name=TorpedoSolution_Temporary_Speed
Type=69; DIAL_TGT_SPEED
Cmd=Set_TDC_target_speed
Dial=0x43020002
CrtVal=0x43020003
NewVal=0x0
DialVal=0.01,-8.78; 360/41
RealVal=0,40; knots
Circular=Yes
CmdOnDrag=Yes
RelativeDrag=Yes
SndStep=5
SndList=1,Menu.TDC.AngleOnBow,360
Let me know how I should move forward with a compatible JSGME mod, I would be happy to do it. This is fun, the most postings I have done in 4 years being on the board!
Onkel Neal
07-03-09, 10:55 AM
Ok... this mod, when the position keeper auto is off and you move the aob dial, the other aob dial in the PK will be moved too.
For those who doesnt know, when you click the clock icon to get speed, it gives you the course too. You can match the aob in the PK with the course of the target.
Very cool, have you added this to the Downloads section here? Let me know if you need help. :shucks:
Neal
I'm goin' down
07-03-09, 12:08 PM
Out of respect and awe for the Easy AoB mod, I now refer to Nicolas as "Mr. Nicolas."
Here are a couple of suggestions.
Follow Neal Stevens advise re downloading the mod in the Downloads section, as he is a (if not, the) Subsim leader.
Also, you may want to arrange for the download link to be to FileFont, as that is what seems to be the most common download site used by forum members.
I cannot speak for Mr. Nicolas, who is Guatemala [a long way from port], but ddrgn's offer to combine the Easy AoB Mod with the speed dial mod seems like a very good idea. Perhaps they should exchange messages and if an agreement is reached, then do what is necessary to combine the mod? They will have to agree on a name for the mod, but I think sticking with the Easy AoB Mod is appropriate because captains are familiar with that name already, and because the speed adjustment was initially posted within the Easy AoB Mod thread. Combining efforts to improve the game seems to be a characteristic of modders (i.e. RFB Team).
Both Mr. Nicolas and ddrgn should be creidited for their work on a combined mod, should pass "Go", collect $200, and go straight to the Hall of Fame (rather than jail.) A combined mod would improve upon what is already a magnificent piece of work, and would demonstrate a conceptual knowledge of the interrelationship of speed, torpedo angles, aspect ratios, computer programing and past attack techiques ushered in by Rockin Robbins, Werner Sobe and Hitman, with the perception that many captains are frustrated wihen all of their efforts to sink a ship go for naught as a result of the contstant adjustments required to to be made to the stadimeter.
I see that the thread has been getting around 100 hits a day, so the word is getting out. I compare using this mod to graduating from a Buick to a Ferarri. For a newbie, using the mod is akin to switching from a donkey to an Indy 500 race car. (If many captains begin to use it soon the Japanese will not have a Navy!)
Nicolas
07-03-09, 12:47 PM
About the download section, i sent a private message asking access to upload the mod yesterday, i don't know how to do it, help will be apreciated .
All my filefront files are gone... i don't want to upload to that site right now.
The combimod, i don't have any trouble, you can use the mod. But i prefer sending speed like it is now, so should be a separated download. ddrgn you have my permission; all have permission to use this mod like i said.
I'm goin' down
07-03-09, 01:00 PM
Note to ddrgn: the Easy AoB mod works with TMO/RSRDC and FOTRS. However, I have not verified if the stand alone speed adjusment mod works with those, as I screwed up when I tried to install it. :wah: If the mods are combined, which could be soon, I will try a reinstall.
Okie dokie, I will work on making a JSGME compatible mod and check all the super mods for compatibility. Should have it done by later tonight.
Armistead
07-03-09, 02:45 PM
I'll wait for the JSGME. Hope it's up soon. Maybe you could get Ducimas to add it to 1.8
I love Nisgeis' Radar Range Mod v2.05. Nice having a working digital radar readout. I can easily get the speed with this using radar only, but the more the better.
I'm goin' down
07-03-09, 03:22 PM
Dicumus does not accept private messages. I tried to send him an message about this mod, but it was rejected. Armistead, if you can let him know, it would be appreciated.
I just started a new campaign in TMO/RSRDC. I missed my first target for two reasons. It changed course at the last minute and I set the aspect ratio by comapring the keel of the shadow ship to the top of the target's mast rather than the top of its funnel. The shots went wide of the bow.
I nailed the second target, a freighter at 11 kts, with two shots at 1200 yds. I set the aspect ratio to its funnel.
I never read the instructions for TMO, so I suppose you set the aspect ratio off the funnel and not the mast.
This mod makes hunting and attacking a pleasure. It sounds like Mr. Nicolas has given ddrgn permission to make a combined mod for Easy AoB and Speed that can be installed via JGSME. Until it is incorporated it into a major mod, we can load it is a mod and use it. The hard work was done by Nicolas and ddrgn, and now I expect things could move quite quickly to make it an integral part of the game.
My goal is to sink a moving target at over 5,000 yds, but I need to perfect my technique a little more before I plan that attack in wartime conditions. Imagine attaxcking a task force at 5,000 yds. I think the trick will be to get the correct aspect ratio, which at that distance is almost impossible to do if the weather is not perfect and night has not fallen.
I'm goin' down
07-03-09, 06:59 PM
I missed several shots at a task force. The problem was that I attacked at night. It is impossible to get a good aspect ratio when it is dark unless you do so by luck. I tried several times. When I check the Attack Map to verify my firing solution, my torpedo angle was fine, but the direction of the ship was pointing to 0 degrees north rather 30 degrees, which was the direction of the target. Of course the shot missed.
You need a good aspect ratio to hit a ship regardless if you have locked its position via the speed and AoB mod adjustments. That is a law of the submarine warfare and I think we are stuck with it. My night periscope on the TMO/RSRDC mod did not save me here.
Ok, I finished and tested the mods and sent it to the relevant people. I believe once Nicolas makes some final amendments he will release it proper and ready for JSGME.
Very nice little mod indeed....
Munchausen
07-03-09, 07:27 PM
I looked at TMO and RFB dials tonight and see that both supermods should comment out the "Cmd=Set_TDC_angle_on_bow" command on Dial14 for AOB fix and "Cmd=Set_TDC_target_speed" on Dial15 for speed/torpgyro fix to get them working.
:timeout: I need to disable Dial 15 too?
OK...
Have you got anything to work yet?
And which mod are you installing into?
I'm goin' down
07-04-09, 12:44 AM
I went out on 3 missions with my new Easy AOB and Speed mod.
First Mission - Battle of Midway. I hid for hours and then missed all shots because I was shooting long distance (5,000 yds) with slow torpedoes, and I had an incorrect gyro angle right because my speed dial was set for 32 kts rather than 17 kts. What a waste of time. I had identified all the targets that were on the course I was tracking, too! Grrr!
Second mission - Off Subaya - Did not encounter Jap ships. Yawn. Made to port on battery power.
Third mission - Three Fabuki dd's were on course heading towards my bow at 19 kts. My game crashed before I took a shot.
Wasted three hours. But from what I could tell the mod worked like charm, and all the dials spun. I will run the submarine tutorial and tray again. Then I am calling it a day.
Good thing this mod isn't released yet.
I found something else.
There is a third addition to the dials mod making it so you can also see the numbers for range move while you change the range on the TBT or TGT whatever you prefer to call the dial that enters data to the TDC.
Very sweet, Ill update the files.
TGT DIAL to PK DIALS FIX will include:
AOB dial fix
SPEED dial fix
RANGE dial fix
Here is the code to do it manually (use the same directions above):
1) Add another dial to your dial#, mines 77 now:
[DIALS]
DialsNo=77
2) Comment out the command "Cmd=Set_TDC_target_range" or paste the code below in Dial13
[Dial13]
; will be changed by code
Name=Sol_Range
Type=26; DIAL_SOL_RANGE
;Cmd=Set_TDC_target_range
Dial=0x3B0E00FF
CrtVal=0x3B0E0001
NewVal=0x0
DialVal=0,330
RealVal=300,10000; meters
CmdOnDrag=Yes
RelativeDrag=Yes
Circular=Yes
Logarithmic=30
SndStep=100
SndList=1,Menu.TDC.Range,10000
3) Add this text to the bottom of the dial.cfg before.
Keep in mind my dial is Dial76 3 more additions than stock 73.
[Dial76]
; will be changed by code
Name=TorpedoSolution_Temporary_Range
Type=68; DIAL_TGT_RANGE
Cmd=Set_TDC_target_range
Dial=0x431A0001
CrtVal=0x431A0003
NewVal=0x0
DialVal=10,0
RealVal=11000,220; range
Circular=Yes
CmdOnDrag=Yes
Logarithmic=-0.98;51.0
RelativeDrag=Yes
;SndStep=5
;SndList=1,Menu.TDC.AngleOnBow,360
Why is this useful? Well for starters you can see precisely the range as you enter it in manually on the TDC. You can also get more precise with your targets range when using the RCM (digital radar readout) mod by hitman.
I just tested on a foggy map with a BB and used only radar and was able to enter the range precisely as it readout on radar.
Also when entering the range manually, unless your using some grotesquely huge resoultion its almost impossible to see those little numbers. I play at 1920x1200 so seeing the range change and entering it via this mod is very nice addition to my attack procedures.
Ill pack this all up into one nice mod. There will be versions for TMO 1.7, RFB 1.52, GFO and stock 1.5.
What's the max range you can enter? Is it 11,000 yards/meters as shown on the stadimeter range dial?
EDIT: Yup, it's 11,000 units. Great find, ddrgn!
What's the max range you can enter? Is it 11,000 yards/meters as shown on the stadimeter range dial?
Yes it is the same as the stadimeter max 11,000 metres or yards.
Working on getting this set up and uploaded to filefront. See how much I can get done before I pass out. Would like to hear peoples comments on the working mods.
What's the max range you can enter? Is it 11,000 yards/meters as shown on the stadimeter range dial?
EDIT: Yup, it's 11,000 units. Great find, ddrgn!
Sweet! ;]
I'm goin' down
07-05-09, 04:13 AM
I am confused. To manually enter range on the stadimeter you line up the shadow ship with the target. This is what Hitman used to describe when he explained targeting with 100 percent realism. What are you talking about? How will the mod be different.
Range set by the sooundman can also be sent to the TDC.
Somewhere I am getting confused.
If we know the speed, range, AoB, and course of the target, do we need the aspect ratio? Won't is become superflous? Or do we need the aspect ratio to ensure our boat's position to the target will support the firing solution?
Goodnight all.
There is already another thread discussing this mod, but as this is the fully combined JSGME compatible version, it should be presented as seperate due to the title of the original thread.
For discussion on the inner workings of this mod please refer to the original idea and post by Nicolas. Once again thank you Nicolas for the work on finding these fixes.
Original thread:
http://www.subsim.com/radioroom/showthread.php?t=152945
THE README FILE LOCATED IN THE RAR:
TGT DIALS TO PK FIX Readme (TGT = TARGET, 07/05/2009)
Original idea and Easy AOB mod by Nicolas. Mod compilation, range and speed dial mods by DepthDragon. Credit also goes to Munchausen and Ottos for the Manual Range and Mast Height Dial Fix.
TGT "RANGE" DIAL FIX for RFB, TMO and 1.5 versions of this mod contain the Manual Range and Mast Height Dial Fix by Munchausen, original work byOttos.
This was required to have the dials drag accordingly with the range output on the PK. GFO already contains this fix so it was not added to those versions of this mod.
WHAT THESE MODS DO:
These mods will add functionality to the position keepers (PK) AOB, RANGE and SPEED dial. You can now drag the AOB, RANGE or SPEED dial on the TGT DIAL and, the AOB, RANGE and TORP GYRO angle associated with the your targets will move accordingly.
This will give you greater accuracy on the data you input.
Using the AOB fix you determine the targets course and enter the AOB on the TGT DIAL while being able to see the PK move to the targets exact heading.
Using the SPEED fix you can see the gyro angle of your torpedo and the speed changing as you set the targets speed on the TGT DIAL.
Using the RANGE fix will make it so you can also see the numbers for range and the gyro angle move while you change the range on the TGT DIAL.
In order to enter this data your PK needs to be off and then started once the data is inputted.
Please keep in mind if you install these mods you DO NOT LOSE any functionality of the game. You can continue to use your own attack methods with the additions of these tools even if you decide to use them or not.
Look at it this way. You can determine your targets speed and course from 9 km away, enter it in the TGT DIAL, and as you get close refine your solution and take shots from distance with a higher probability of hits. No realism lost, just a gain on tools available.
COMPATIBILITY:
There are 2 mod versions for each version of the game we supported.
1) TGT DIALS TO PK FIX - This is all 3 mods combined (RFB, TMO, GFO & 1.5 versions)
2) TGT AOB DIAL TO PK FIX - This is the AOB mod on its own.
If you require only the speed or range dial fix, you can refer to the original Subsim thread listed below and manually make the change to the dials.cfg as you see fit.
This mod is tested compatible with SH4 1.5 stock, GFO, TMO 1.7 and RFB 1.52.
The Manual Range and Mast Height Dial Fix by Munchausen is included in TMO and GFO changes the dials.cfg, so to make them compatible with the dial fixes we have modified the TMO and GFO dials.cfg.
When the JSGME mod alerts that the file will be overwriting the original TMO or GFO dials.cfg, it is fine to go ahead and overwrite, it will change the dials.cfg for the corresponding mod with no problems.
INSTALLATION:
1) Copy the mod you want from the zipped file into:
C:\Program Files (x86)\Ubisoft\Silent Hunter 4 Wolves of the Pacific\MODS
2) And enable with JSGME.
MANUAL INSTALLATION:
These modifications are made to the dials.cfg found in:
C:\Program Files\Ubisoft\Silent Hunter 4 Wolves of the Pacific\Data\Menu\cfg
For instructions to manually alter the files without using the JSGME mods provided here, please see the thread on subsim.com, where it has been discussed:
http://www.subsim.com/radioroom/showthread.php?t=152945
Download Link (Subsim Link):
http://www.subsim.com/radioroom//downloads.php?do=file&id=1228 (http://www.archrow.net/misc/TGT%20DIALS%20TO%20PK%20FIX.rar)
Authorization to use the mods:
We give permission to use these mods for others as long as credit is given to the original authors.
Enjoy... and Good Hunting....
The range fix also drags the gyro angle on the torpedo. Kind of neat to have a fully functional target dial ;)
Anyhow, I released the JSGME version of the mod on this page:
http://www.subsim.com/radioroom/showthread.php?p=1129099#post1129099
Enjoy all!
AVGWarhawk
07-05-09, 07:46 AM
:D Really cool. I'm off to give it a go. Ask Neal to post this on the download page as well. :up:
AVGWarhawk
07-05-09, 09:11 AM
Range ring moved manually has been usuable for a while and works great with Rockin Robins O'Kane Method, but your other two movable rings for AOB and speed are new. This brings the PK full circle. I worked the PK as you described.
1. Identify the vessel.
2. Obtain range/bearing (wait a minute or more before next reading...in the mean time, set up your torpedoes for speed, depth, etc.)
3. Obtain second reading of range/bearing
4. Click stop watch for speed.
5. Obtain AOB
6. One last range/bearing reading
7. Turn on PK
Now, this is were it gets a bit dicey for me, when you turn on the PK the AOB and speed returns to 0 (zero). The player needs to update immediately so the PK is accurate. Is this correct? It is the only way I see to get all the information into the PK so tracking can be accurate. Other than that, it works very well.
EDIT: It looks like you do not have to identify the ship at all. Just pick a spot for the stadimeter reading. Wait a good 2-3 minutes(the longer the better for more accurate read on speed) and take another reading from the stadimeter from that exact same spot then click the stop watch for speed. I'm thinking this is OK as not all ships in the identfication manual were present. Some ships had a mast increased with antennas and such. Some ships had a mast removed for whatever reason.
So, does this mod play well with the clickable range mod incorporated in TMO 1.7?
Urge
Range ring moved manually has been usuable for a while and works great with Rockin Robins O'Kane Method, but your other two movable rings for AOB and speed are new. This brings the PK full circle. I worked the PK as you described.
1. Identify the vessel.
2. Obtain range/bearing (wait a minute or more before next reading...in the mean time, set up your torpedoes for speed, depth, etc.)
3. Obtain second reading of range/bearing
4. Click stop watch for speed.
5. Obtain AOB
6. One last range/bearing reading
7. Turn on PK
Now, this is were it gets a bit dicey for me, when you turn on the PK the AOB and speed returns to 0 (zero). The player needs to update immediately so the PK is accurate. Is this correct? It is the only way I see to get all the information into the PK so tracking can be accurate. Other than that, it works very well.
EDIT: It looks like you do not have to identify the ship at all. Just pick a spot for the stadimeter reading. Wait a good 2-3 minutes(the longer the better for more accurate read on speed) and take another reading from the stadimeter from that exact same spot then click the stop watch for speed. I'm thinking this is OK as not all ships in the identfication manual were present. Some ships had a mast increased with antennas and such. Some ships had a mast removed for whatever reason.
Hi Warhawk,
Not sure what you mean here. My idea is that the player can enter the data while PK is off and once inputted start the PK.
I don't see the same problem with the speed. When PK is off I can enter the speed in the TGT DIAL and send to the PK. Then start the PK after all the data entered.
EDIT: Also, the draggable range ring is not the mod here, its the fact that dragging the range ring will also change on the PK.
So, does this mod play well with the clickable range mod incorporated in TMO 1.7?
Urge
I was unaware of this until I edited the TMO dials.cfg.
With the mod, the clickable range is no more. You have sliding dials on the TGT DIAL with the mod when using the TMO version.
I'm goin' down
07-05-09, 09:11 PM
If you do not id the ship you cannot be sure the run depth for the torpedoes is correct. Na Na Na Na, Na Na Na Na, Hey, Hey, GOODBYE. :D
AVGWarhawk
07-05-09, 09:37 PM
Hi Warhawk,
Not sure what you mean here. My idea is that the player can enter the data while PK is off and once inputted start the PK.
I don't see the same problem with the speed. When PK is off I can enter the speed in the TGT DIAL and send to the PK. Then start the PK after all the data entered.
EDIT: Also, the draggable range ring is not the mod here, its the fact that dragging the range ring will also change on the PK.
No, I understand what you have done but what I was stating is you do not need to identify the ship to get the speed. In the torpedo school with the heavy cruiser, I picked a spot on the vessel and got the range(was not accurate as I did not input the ship ID). I waited about a minute and took the range reading from the same spot on the ship. I did get an accurate speed. In between waiting on the time to pass to get the speed I did go to the ship ID book and find the ship. I also set up my torpedoes. For a very accurate reading wait about 3 minutes before you next range reading. In the mean time, ID the vessel and set up yout torps. After I established the speed, ID and set up my torpedoes I then did enter the identified vessel for accurate range. PK was turned on at this point. Note, I had to reset AOB and speed after turning on the PK. It did not hold what I dialed in once I turned it on.
I'm going down...I like to run my torps shallow no matter what the vessel:D
I'm goin' down
07-05-09, 09:56 PM
ddrgn, what does TGT mean? I call the dial on the right the TBT. The dial on the left I call the stadimeter.
And all three mods are on your most recent post?
ddrgn, what does TGT mean? I call the dial on the right the TBT. The dial on the left I call the stadimeter.
And all three mods are on your most recent post?
All three mods are there yes, on the subsim download.
TGT is an acronym for TARGET used by the Navy and the the devs when naming the area you call the stadimeter.
Rockin Robbins
07-06-09, 06:01 AM
This is a pretty big deal. It restores a lot of reality to our TDC. In the real thing there was no send button between the input cranks and output dials. Everything was a real time operation. This mod produces that functionality. I never could understand the crazy send buttons!
Then it introduces direct input of range, again with no necessity to hit a send button. This is another feature that was part of the real TDC but mucked up in the game. AND we can still directly input from the stadimeter. (none of the dials is called the stadimeter. The stadimeter is an angle measurement device in the periscope, matched to a calculator that changes that angle into a distance measurement.)
So we lose nothing but gain a lot of convenience. Good show!
Our next very large deficit in the way the US TDC worked is that we don't have the direct link between periscope and TDC that the real boats did. Just like the U-Boats, the US Boats could do the Fast-90 attack, where the periscope bearing automatically altered the AoB in the TDC. Dick O'Kane did it and described the process in one of his books. He would let the periscope update the TDC while he aimed ahead of the target, shooting as the target crossed the wire. He could only do that with a direct periscope/TDC link.
AVGWarhawk
07-06-09, 07:23 AM
So we lose nothing but gain a lot of convenience.
What convenience do we gain? The information gathering seems to be all the same to me. The only difference is I do not turn on the PK until I have dialed in my findings. At that point of turning on the PK my AOB and speed go right back to zero. I have to adjust those again then click update. Unless I'm missing something here on that aspect:hmmm: What I have found is using the same reference point for range will net the speed. It is not necessary to initially ID the vessel for proper speed finding. I can dilly dally with the ship ID during the 3 minute interval between range readings on the same referenced mark. At that point I can ID the vessel and get an accurate range reading. Turn PK on and re-adjust the AOB and speed because they return to zero when I turn on the PK. Still, it is a nifty mod and adds to the game. :rock:
So to be clear, is the JSGME version compatable with RFB, and could it be installed mid-patrol?
AVGWarhawk
07-06-09, 08:46 AM
So to be clear, is the JSGME version compatable with RFB, and could it be installed mid-patrol?
It is compatible. I loaded mid patrol in TMO without issue. I believe you will be fine with RFB and loading mid patrol.
Thanks AVG! Installing now!;)
I must be doing something wrong:wah:. I d/l the mod. I then extracted the proper folder (RFB version) to JSGME, I activated the mod, but it dosen't work. PK is off, but the dials are not turning on both sides. AOB only turns on the original settings dial. Even if a target is locked, same thing. What went wrong? Help please!
Never mind I got it. I'm happy again!:yep:
I'm compleatly confused!!!!..What downloads do we need to have this mod and fix?
I'm goin' down
07-06-09, 12:11 PM
ddrgn, Rockin Robbins and anyone else who can explain this, please do so.
I undertatnd the speed and AoB dials. What ddrgn descrbes as the TGT and range adjustment confuses me. Here is what I understand about range. I can get range from the my incompetant sonar man. Or I can use the stadimeter (TGT dial) and match the shawdow ship's keel to the target mast. Without the mod, I have to click the stadimeter button to set the the aspect ratio. This adjusts the range I believe. Is this correct? Now, for the questions. I assume the mod allows you to adjust range without having to click the stadimeter. Is that what we are talking about here? And is that the adjustment that the last version of the mod makes to the stadimeter (TGT) dial?
Also, Captain Warhawk has me confused? What returns to zero? The TBT readings? Does the AoB return to zero? Does the range return to zero? Does the speed return to zero? So, is Captain Warhawk saying that we have to set the stadimeter readings twice to get the accurate reading on the TBT dial? Or is he saying that we have to set AoB and range reading (TGT) twice to get the proper reading?
Rockin Robbins and Neal Stevens, please put the mod download site in a thread or sticky where they can be easily located.
I agree with Rockin Robbins that it is a great mod. I have been onboard on that issue from the get-go.
AVGWarhawk
07-06-09, 12:54 PM
I'm Going Down:
Also, Captain Warhawk has me confused? What returns to zero? The TBT readings? Does the AoB return to zero? Does the range return to zero? Does the speed return to zero? So, is Captain Warhawk saying that we have to set the stadimeter readings twice to get the accurate reading on the TBT dial? Or is he saying that we have to set AoB and range reading (TGT) twice to get the proper reading?
I do my best to write for clarity so you will see and experience what I'm experiencing with this new mod. This is how it plays out for me when I use the mod:
1. Vessel sighted. I pick any part of the vessel as my reference point for the stadimeter reading. I do not consult the ID manual at this point. I take my first stadimeter reading on my selected point on the vessel.
2. I hit the X key to bring up the stop watch. I let it go for 3 minutes. In that three minutes I start to page through the book to ID the vessel. It is just the way I like to use my time.
3. After 3 minutes from the stop watch I take a second stadimeter range reading from the exact same reference point I used in step one. This will give me the speed.
4. For AOB I eyeball it and to good effect.
5. OK, I have the speed, the AOB but I do not have the accurate range because I did not ID the ship yet and update the PK. So, I ID the vessel after locking it with the scope and get the accurate range.
6. So, I have the AOB and speed dialed in. The accurate range was taken and updated via the update button.
7. I turn on the PK to start keeping the postion. This is were it gets screwy. Once I turn on the PK the AOB and speed I just dialed in returns to zero. Not a big issue I just but them back to my findings and update. All set.
I have seen that using this method gives me an accurate speed reading. I have found the longer the interval between stadimeter readings for speed is much more accurate. I'm not sure if it really saves me some time compared to the original method developed for the game. However, I do like using it and seems more accurate.
Use the torpedo tutorial to practice with it. This is what I used to get the ins and outs of this mod.
EDIT: reading the original post again it looks like I missed a step. Setting up the speed and AOB THEN clicking the update. I will try whey I play again.
AVGWarhawk
07-06-09, 01:07 PM
ClayP:
Threads merged as the two thread were creating some confusion. Go to page one, first post.
AVGWarhawk
07-06-09, 01:19 PM
So, does this mod play well with the clickable range mod incorporated in TMO 1.7?
Urge
Yes.
CapnScurvy
07-06-09, 01:58 PM
Hi AVG, long time since we've talked!!
I turn on the PK to start keeping the position. This is were it gets screwy. Once I turn on the PK the AOB and speed I just dialed in returns to zero. Not a big issue I just but them back to my findings and update. All set.
I've not tried this particular mod (sorry Nicolas, RL has a hold on me this summer) BUT I do know this will happen when using any other dial(s) to set range besides the stock pair (the stock dial #58 TorpedoSolution_Mast_Height; and it's counterpart dial #59 TorpedoSolution_Temporary_Range). These two work with each other to set the Position Keeper range. In doing so, the PK can be turned on and will keep a good track on the target, PROVIDING the Speed and AoB are set correctly as well.
I've played about with having different dials input a range and the problem I've encountered is that a correct range can be inputted (say it's gleaned from a radar reading) but when the Position Keeper is turned on it won't keep track of the inputted range figure unless it comes through the two dials named above. What I've found is the range can be set for that particular moment manually but, the PK won't update itself correctly when turned on.
So, am I to assume there is a way to have the PK use a manually inputted range that will accurately keep track of a target with the PK running?
Munchausen
07-06-09, 02:36 PM
If you take your first stadimeter reading before getting a target ID, and your second reading after getting a target ID, you'll be lucky if you get an accurate target (tgt) heading and/or speed. Namely because your second plot will be fairly accurate but your first plot will probably be way off ... unless the default mast height just happens to correspond with your target's actual mast height.
This mod changes the way the TDC dials work ... it disables some of the original functions and adds new ones. Some of the newer options aren't actually necessary ... and might be the reason Warhawk sees his TDC resetting to zero when PK is enabled. Additional tests might be necessary to determine if the original mod (AOB fix) causes the PK problem ... or if it's one of the later add-ons.
AVGWarhawk
07-06-09, 02:42 PM
So, am I to assume there is a way to have the PK use a manually inputted range that will accurately keep track of a target with the PK running?
Yes, it works. Manual input of range has worked for quite some time. This new addition here allows AOB and speed to done manually as well. Then turn on the PK.
AVGWarhawk
07-06-09, 02:45 PM
If you take your first stadimeter reading before getting a target ID, and your second reading after getting a target ID, you'll be lucky if you get an accurate target (tgt) heading and/or speed. Namely because your second plot will be fairly accurate but your first plot will probably be way off ... unless the default mast height just happens to correspond with your target's actual mast height.
This mod changes the way the TDC dials work ... it disables some of the original functions and adds new ones. Some of the newer options aren't actually necessary ... and might be the reason Warhawk sees his TDC resetting to zero when PK is enabled. Additional tests might be necessary to determine if the original mod (AOB fix) causes the PK problem ... or if it's one of the later add-ons.
Definitely take the two range on the stadi using the same point of reference chosen by the player. If the player does ID the ship then use what the ship ID manual states as the point of reference for the two stadimeter readings.
As far as my issue with the AOB and speed returning to zero when I do turn on the PK is probably attributed to me not updated all the information obtained THEN turning on the PK after the accuruatly ID vessel range is taken. I can confirm this line of thinking of mine tonight. :yeah:
Hi Warhawk,
I wish you didn't combine the threads as my mod is not the Easy AOB fix by Nicolas. It is his mod with my additions with his permission.
I included Nicolas Easy AOB as a separate download in the mods as he requested.
Now to me there is no listing for my REL. As far as I'm concerned this thread belongs to Nicolas so I will leave him to answer further questions regarding his mod here.
For questions about my mod TGT DIALS TO PK FIX, I guess people can PM me.
My intention was to add the functionality to the whole dial not just the AOB. This thread was the discusion on how to manually edit the dials. My thread was the clear JSGME compatible mod with my additions.
Hopefully you understand my points as I do appreciate you trying to make it easier for all of us.
AVGWarhawk
07-06-09, 08:33 PM
Well, I have two threads by two different people working on their own dials then collaborating together on one mod to encompass all. The numerous PM's from members with mass confusion concerning this mod, what it works with and were to get it was growing exponentially. So you can understand my points of having to direct folks here and there for what looks to be a combined mod in the end.
I'm goin' down
07-06-09, 08:41 PM
Thanks for merging the threads!
Note, I did not see ddgrn's deletion. I see his point, but it was getting too confusing, and I since both mods deal with the stadimeter and TBT, I thought one thread would be less confusing. Let's not let this detract from the great work you and Mr. Nicolas collaborated on.
Well, I have two threads by two different people working on their own dials then collaborating together on one mod to encompass all. The numerous PM's from members with mass confusion concerning this mod, what it works with and were to get it was growing exponentially. So you can understand my points of having to direct folks here and there for what looks to be a combined mod in the end.
Ok, I understand avoiding confusion, but my mods are seperate from Nicolas's, its not called Easy AOB, because its more than that.
This thread was how to manually change the dials.cfg, it did not have a JSGME compatible mod, different versions for each super mod, range and speed dial fix. This thread was a simple copy and paste into the dials, genious as it was its not the mod I made.
There are 2 different ways to use these mods, the way Nicolas presented it and the mod improved by me to be compatible with JSGME and all super mods.
I think a simple link on Nicolas original post to my link would have changed the confusion as there is two different verions. \
I sugged this thread be renamed to [REL] TGT DIALS TO PK FIX (the name of the mod), although I think Nicolas would start to feel the same way I do now. That is why I made a seperate thread and didnt just add my copy to the bottom.
Maybe this thread conversision should have been brought to my attention, maybe I could have avoided having my thread and mod release deleted.
Whats even stranger is that the original text on how to this presented by Ncolas is gone, without a few posts below, I'm not sure someone will understand how to do this manually.
Right now to me, I feel kind of shafted.
Regards,
Peter
I'm goin' down
07-07-09, 01:58 AM
Meanwhile, back on the farm, I tried the TGT mod fix for TMO, which I play with RSRDC. If it is all three mods comobined, it doesn't work as my speed dial and AoB don't change on the TBT when I spin the dials on the stadimeter (ddrgn refers to as the TGT). So I am playing with the combined AoB and speed mod, which is fine. Am I doing something wrong with the TGT fix, as I was lead to believe that it combined all three mods.
I paused my game. I am waiting for a task force to approach. Four dds are on my case, and I am patiently waiting for them to stopp depth charging my boat. Then I will take on the task force with my combined speed and AoB mod.
Munchausen
07-07-09, 04:57 PM
...it doesn't work as my speed dial and AoB don't change on the TBT when I spin the dials on the stadimeter (ddrgn refers to as the TGT).
I think you're still a bit confused by the term "TGT." It isn't a name ddrgn gave to the stadimeter. "TGT" is shorthand for "target" ... he was using it in reference to the top dial on the TDC (the target dial). The TDC has two dials: the target's (TGT) dial and the sub's dial. Most of the changes made to the "Input" dials (in the upper right corner of the screen) affect the target dial on the TDC.
Meanwhile, back on the farm, I tried the TGT mod fix for TMO, which I play with RSRDC. If it is all three mods comobined, it doesn't work as my speed dial and AoB don't change on the TBT when I spin the dials on the stadimeter (ddrgn refers to as the TGT). So I am playing with the combined AoB and speed mod, which is fine. Am I doing something wrong with the TGT fix, as I was lead to believe that it combined all three mods.
I paused my game. I am waiting for a task force to approach. Four dds are on my case, and I am patiently waiting for them to stopp depth charging my boat. Then I will take on the task force with my combined speed and AoB mod.
Hello, I did test the mod with TMO running RSRDC, RSRDC does not do anything to the dials.cfg so there should be no problem there.
Just make sure (if you want all 3 mods working) you use this folder:
TGT DIALS TO PK FIX - TMO
mainexpress
07-09-09, 04:44 PM
Hi enabled the TGT DIALS TO PK FIX-RFB via JSGME and in game i cannot see the AOB dial in the P.K. move,did i miss something here:hmmm:or do i enable the folder that says TGT DIALS TO PK FIX?so again i cannot see the AOB dial move in the pk,when i move the AOB dial on the right.I am currently running RFB 1.52
Hi enabled the TGT DIALS TO PK FIX-RFB via JSGME and in game i cannot see the AOB dial in the P.K. move,did i miss something here:hmmm:or do i enable the folder that says TGT DIALS TO PK FIX?so again i cannot see the AOB dial move in the pk,when i move the AOB dial on the right.I am currently running RFB 1.52
Check to see if you have the mods folder in the right place.
In the rar the file structure goes like so:
\TGT DIALS TO PK FIX\TGT DIALS TO PK FIX - RFB\TGT DIALS TO PK FIX - RFB
Make sure the folder in your MOD directory is TGT DIALS TO PK FIX - RFB/ and has the data folder as the next folder, f you want all three mods to work at the same time
mainexpress
07-10-09, 02:12 AM
Check to see if you have the mods folder in the right place.
In the rar the file structure goes like so:
\TGT DIALS TO PK FIX\TGT DIALS TO PK FIX - RFB\TGT DIALS TO PK FIX - RFB
Make sure the folder in your MOD directory is TGT DIALS TO PK FIX - RFB/ and has the data folder as the next folder, f you want all three mods to work at the same timeThanks ddrgn,I just tried installing the mod exactly as you said,and went into the game to try it in the submarine school,torpedo training,and still no luck getting the AOB dial to move in the P.K.,when i rotate the AOB on the right,JSGME isnt even asking me if i want to overwright any files when i activate the mod.
mainexpress
07-10-09, 02:21 AM
Thanks ddrgn,I just tried installing the mod exactly as you said,and went into the game to try it in the submarine school,torpedo training,and still no luck getting the AOB dial to move in the P.K.,when i rotate the AOB on the right,JSGME isnt even asking me if i want to overwright any files when i activate the mod.Nevermind i got it working now thanks ddrgn:yeah:
I'm goin' down
07-10-09, 02:33 AM
I am not the most patient skipper so I miss a lot, or my boat is spotted ruing my attack, but today, on my eigth shot, I hit a midium slit tanker at over 5,000 yds with the easy AoB mod. I set the torpedoes on slow run speed and had to wait a long time to see if one hit.
Armistead
07-16-09, 04:10 PM
Took out a DD leading a carrier and then the carrier....such a great tool,
Using M18's at 2500 yards. Both targets hit seconds apart.
Took out a DD leading a carrier and then the carrier....such a great tool,
Using M18's at 2500 yards. Both targets hit seconds apart.
its a beautiful thing ;)
Armistead
07-18-09, 02:15 PM
Made these hard shots with this mod. Coming from the rear, ships were zigging. I track the zig measurements then split the difference in half for
course and works well.
http://i651.photobucket.com/albums/uu235/Armistead1424/SH4Img2009-07-19_103813_765.jpg
http://i651.photobucket.com/albums/uu235/Armistead1424/SH4Img2009-07-19_104150_953.jpg
I'm goin' down
07-18-09, 03:43 PM
As you can see from my avatar, the Barbarinna is patrolling in the Grass Sea. Up periscope after a tasty Navy lunch of beans, and lo and behold, I immediatley sighted two medium size California pocket gophers at 346 degree and 7 degrees' headings respectively, plus one Yamato size, long tailed vole at a a heading of seven degrees. Usig the mod, I plotted the headings of each, and calculated speed at 1/4 knot per day with my on board calculator. We set up to fire torpedoes at 7, 12 and 9 yards respectively. Approaching from the port with the sun at her back, the Barbarinna unleashed six slow speed torpedoes with 7 second run times, because we forgot to open forward tubes. Hits on all targets, as immediately I observed my three, six pound hunter killer toy poodles fighting over the damage. I approahed to inspect the carnage, and my crew simultaneously reported signs of trails in the grass sea heading for the fence line to neutral territory (my neighbors' yards). "The rest are buggin' out." (i.e. like in Top Gun).
What a mod!
Magikhairbrush
07-19-09, 08:12 AM
I'm really not following what this mod actually does. I understand it makes both dials rotate simultaneously but that doesn't seem to pose much advantage. In a convoy doesn't each ship typically follow the same course bearing? And thus why can I not keep the targeting computer on and simply switch target range and periscope bearing for the same results? Afterall that has worked for me everytime so far.
From the first page of the thread:
WHAT THESE MODS DO:
These mods will add functionality to the position keepers (PK) AOB, RANGE and SPEED dial. You can now drag the AOB, RANGE or SPEED dial on the TGT DIAL and, the AOB, RANGE and TORP GYRO angle associated with the your targets will move accordingly.
This will give you greater accuracy on the data you input.
Using the AOB fix you determine the targets course and enter the AOB on the TGT DIAL while being able to see the PK move to the targets exact heading.
Using the SPEED fix you can see the gyro angle of your torpedo and the speed changing as you set the targets speed on the TGT DIAL.
Using the RANGE fix will make it so you can also see the numbers for range and the gyro angle move while you change the range on the TGT DIAL.
In order to enter this data your PK needs to be off and then started once the data is inputted.
Please keep in mind if you install these mods you DO NOT LOSE any functionality of the game. You can continue to use your own attack methods with the additions of these tools even if you decide to use them or not.
Look at it this way. You can determine your targets speed and course from 9 km away, enter it in the TGT DIAL, and as you get close refine your solution and take shots from distance with a higher probability of hits. No realism lost, just a gain on tools available.
I'm goin' down
07-19-09, 12:00 PM
If you are targeting a convoy where all ships are on the same course and have input that data, the usefulness of the easy AoB is minimized. However, the easy AoB makes it easier/faster to input the course information, including subsequent course changes, and verify that it is recorded correctly (by looking at the TGT dial, and by verifying the firing solution on the Attack Map).
Also, if target ships are on different courses, it is faster to set up for the different targets using the easy AoB to track their courses.
The AoB is effective at long range if you can get a good lock on the aspect ratio.
My watch is over and I have been relieved. :zzz::zzz::zzz::zzz:
FYI - The TMO version of these mods is compatible with the new 1.8 Beta. I will certify the official 1.8 version of TMO works as well when released.
mainexpress
07-27-09, 02:56 AM
Ive been practicing with this Mod in the torpedo training against the mogami cruiser,and doing exactly the steps that nicolas shows on his video,when i calculate the speed i get usually 5 to 6 knots,and with that speed reading,ive been missing all my shots every time,but i notice that nicolas gets 10 knots on the cruiser when he clicks on the stopwatch and inputs it thereafter into the TDC,i therefore tried the training mission again and put in 10 knots manually,and fired all my torps this time they all hit.So why is it im getting bogus speed estimations on my target when i click on the stopwatch with this mod:06:
I'm goin' down
07-27-09, 04:15 AM
mainexpress, that is an INTERESTING question.:up: It should not be happening as I just whacked a freigther which damn near ran my boat down (carelessly, I had my periscope pointedt the wrong direction), and it was doing 7 knots. (I sank itt it with a torpedo at 600-700 ydst, so now I can sleep peacefully). However, its speed was not 6 kts. Easy AoB is a great tool and in theory it should work at speed of less than 7 kts. or less. Is your range/aspect ratio correct (dial on the upper right)?
mainexpress
07-27-09, 12:06 PM
mainexpress, that is an INTERESTING question.:up: It should not be happening as I just whacked a freigther which damn near ran my boat down (carelessly, I had my periscope pointedt the wrong direction), and it was doing 7 knots. (I sank itt it with a torpedo at 600-700 ydst, so now I can sleep peacefully). However, its speed was not 6 kts. Easy AoB is a great tool and in theory it should work at speed of less than 7 kts. or less. Is your range/aspect ratio correct (dial on the upper right)?Im doing everything correctly according to nicolas training video,but im getting incorrect speed readings,the range finder seems to be working good,this mod will not work for me unless i can get proper speed readings.just to let you know i have the folder TGT DIALS TO PK FIX-RFB in my mods folder then enabled via JSGME.I just tried the torpedo training school again and once more its saying 5 knots.:damn: when i know that mogami is doing 10 knts.
Im doing everything correctly according to nicolas training video,but im getting incorrect speed readings,the range finder seems to be working good,this mod will not work for me unless i can get proper speed readings.just to let you know i have the folder TGT DIALS TO PK FIX-RFB in my mods folder then enabled via JSGME.I just tried the torpedo training school again and once more its saying 5 knots.:damn: when i know that mogami is doing 10 knts.
I'm getting the exact same thing, using DAILS TO PK FIX-RFB as well, so you're not alone.
I'm goin' down
07-27-09, 11:36 PM
Nicolas is in Guatemala. How his boat ended up there is beyond me. I suggest you send him a private message.
mainexpress
07-27-09, 11:42 PM
I'm getting the exact same thing, using DAILS TO PK FIX-RFB as well, so you're not alone.Hi piggy yeah its weird,allthough im doing my career right now,and i just fired 4 shots on the port side of a raked bow split freighter,from about 1800 out and they all struck on target,unfortunately they were all duds:damn: go figure with those Mark 14s,So maybe its working now,try it in your career M8.
Hi piggy yeah its weird,allthough im doing my career right now,and i just fired 4 shots on the port side of a raked bow split freighter,from about 1800 out and they all struck on target,unfortunately they were all duds:damn: go figure with those Mark 14s,So maybe its working now,try it in your career M8.
Yeah I tried my career out last night, however in two hours of playing I only came across 1 ship, crappy patrol area. However the good news is it worked, I had calculated the speed manually using the 3 minute rule and also using the method described here, both came up with 12 knots!
I can only assume its the short amount of time you get to track the target in the training mission. Longer periods to get bearing/range seem to provide a more accurate plot. Makes sense of course. This little tool/mod had really made the game a lot more fun.
Prophet
08-07-09, 11:29 PM
I tried getting this mod, I have 1.4. The Target AOB indicator in the position keeper window (right panel) doesn't change when I rotate the AOB dial (left dial). It stays pointed straight down. Everything else works fine, though. I don't know what to do.
I'm goin' down
08-07-09, 11:56 PM
Hmm. A profhet asking a question? Seems strange. We should be asking you to profhesize!
Make sure you have the correct mod for your game. Do you have SH4 1.5? you should be able to load several versions of the mod and one should function properly. Keep the PK off.
Prophet
08-08-09, 10:47 AM
Hmm. A profhet asking a question? Seems strange. We should be asking you to profhesize!
Make sure you have the correct mod for your game. Do you have SH4 1.5? you should be able to load several versions of the mod and one should function properly. Keep the PK off.
I have 1.4. Is there a version for it?
I'm goin' down
08-08-09, 01:22 PM
Nicolas came up with the Easy AoB mod for AoB only. Here is the original JGSME version. http://www.megaupload.com/?d=SBN3NQ0D. Then ddgrn modified the original by including speed and range adaptations. His download is for SH4 1.5 (U-Boat missions), TMO, RFB, and GFO. It also works in FOTRS. The links to ddgrn's downloads are in the Easy AoB sticky in the mods forum.
If you are playing version 1.4, I recommend you download the U-Boat missions, so you can use ddgrn's adaptations. It costs about $10.
I do not know if the original Easy AoB mod and ddgrn's adaptations will work in SH4 1.4, as that version is out of date somewhat.
If you have problems send a private message to ddgrn and Nicolas. They collaborated to create a teriffic mod.
I see you are a fairly new skipper. Welcome aboard if that is the case.
Prophet
08-08-09, 03:55 PM
All I really want is the AoB mod, I don't really need the speed/range thing. How do I make that work?
EDIT: I can use the speed/range part of the mod, somehow. Now how do I get the AoB part working?
I'm goin' down
08-08-09, 05:10 PM
I assume you have activated the original mod by Nicolas, although your question is unclear. Here is the short version. Assuming the mod is activated and you have set the Target's speed accurately, I think your question is "How do I use it?"
There are two ships' AoB dials used on the TDC on the Targeting screen. They work in tandem.
Let's assume the target on a true course of 320 degrees.
1. Dial on the upper right: click on the AoB, and manually rotate the Target until it matches its true course (i.e. 320 degrees). (You can determine the Target's course by plotting it. First, open the compass tool. Second, open the rule tool and mark its course with the ruler tool. Both of these tools are located on the Map screen. Read the bottom of the compass to determine course, which in our example is 320 degrees.)
2. Ships' Dial on the upper left: When you rotate the ship on the AoB dial on the upper rigjht, you will notice that Target ship on the on the top of the dial on the upper left rotates correspondingly, as it operates in tandem with the Target in AoB dial on the upper right. Rotate the ship in the AoB dial on the upper right until dial on the Target ship on the upper left matches the Target's course (i.e. 320 degrees). You have now set the AoB to the Target's true course.
3. Before firing torpedoes, check the dial on the upper left to ensure its settings match the Target's true course. If it does, turn on the PK, set the range/aspect ratio. If it does not, adjust it.
You are almost ready to fire torpedoes.
4. To verify your settings, click the Attack map and click a torpedo tube. The torpedo angle and course line of the Target will appear and should intersect or be very close to intercepting if the target speed has been set correctly.
5. Fire.
If this does not help you out, then I will leave it to another captain to resolve your issue.
Prophet
08-08-09, 06:24 PM
2. Ships' Dial on the upper left: When you rotate the ship on the AoB dial on the upper rigjht, you will notice that Target ship on the on the top of the dial on the upper left rotates correspondingly, as it operates in tandem with the Target in AoB dial on the upper right. Rotate the ship in the AoB dial on the upper right until dial on the Target ship on the upper left matches the Target's course (i.e. 320 degrees). You have now set the AoB to the Target's true course.
This does not happen when I rotate the AoB. My problem is not with using the mod, but with installing it apparently. I can operate the mod if it were installed properly. I tried using JPGEM, that didn't work, so then I tried manually editing the dials.cfg file, that didn't work, then I tried the mod from that Rapidshare link, that didn't work.
I'm goin' down
08-08-09, 08:46 PM
no more suggestions here other than to reinstall the game. Ask ddgrn. Be careful editing the files and then using a mod installed via JGSME.
I doubt these mods work with 1.4. I would input the info using Nicolas original technique and input the commands into the dials.cfg directly.
I'm goin' down
08-08-09, 10:27 PM
Hey ddgrn! Long time, no see. Either you have been on patrol, or thinking of new ways to win the War! The Easy AoB mod link has had almost 6,000 hits. It is now and established part of the game. I use it All The Time, except when it is dark I have a problem getting a good range/aspect ration fix. I have not seen on the site Nicolas lately. He told me he a computer programmer by day.
Good to hear its working out, it is very useful for me too, I play LAN with my brother 100% realism so any tools that can help are much appreciated ;]
Prophet
08-09-09, 05:13 PM
Well I finally got the mod installed correctly, chalk up another "user stupid" error. If anyone has the same problem I did of the TDC Target dial not rotating with the AoB dial, here's what I did. I downloaded Nicolas's mod from the megaupload link, unzipped the whole rar file to a seperate folder, then ran the mod installer from there, copied the dials.cfg file that gets created in the folder to my SH4/Data/Menu/Cfg file. And now it's working.
Thanks for the mod Nicolas and ddrgn, it's really fantastic.
SteveUK
08-11-09, 03:58 PM
If anyone has the same problem I did of the TDC Target dial not rotating with the AoB dial, here's what I did.
Thanks for the tip could get this working no prob with RFB but not TMO all sorted now - was only me being dense!
bboyer66
08-20-09, 08:31 AM
Im kind of a noob to SHIV so bear with me here.
2 questions.
1. How the hell do I do a bearing only launch using just the periscope?
2. The initial directions for a convoy attack using the easy AOB mod have me scratching my head. Dont I have to identify the new target? Dont I have to get the range and bearing before AOB?
Any help would be appreciated.
Frederf
08-20-09, 09:05 AM
Those pre-calculated bearing lead solutions like Fast-90, O'Kane, Cromwell, and Vector Analysis all require that you:
1. Find target course (usually by plotting)
2. Find target speed (usually by plotting)
3. Calculate your bearing lead angle based on the above as well as your relative course to the target.
4. Actually shoot along the course with the sight bearing lead angle that you calculated.
I guess you could do it the most direct and at the periscope by taking a couple of accurate bearing-range shots and using the automatic course/speed calculator built into the game's interface (aka stopwatch button). You'd then set the speed and course (AOB) into the TDC and then try various periscope bearings until the solution gave 0 gyro angle. That would give you your shoot bearing.
The convoy talk is nothing too important. And no you don't have to do anything in any particular order. You can set AOB without any identification if you know it from whatever method. Range/bearing, AOB, and speed can all be input separately in any order you like. I think all it's trying to say is that you can drag the AOB dial to set a target course on the first try since the AOB information updates as you're dragging the dial instead of the stock behavior where you have to "Guess and check" since you can only see your handywork after each press of the update button.
I'm curious if it's possible to extend the EasyAOB concept beyond speed, distance, and AOB to bearing such that the bearing changes as you swing the periscope around. I know this would be annoying for some people to futz with their TDC dials just for having a look around but used the right way it could be nice.
I'm goin' down
08-20-09, 12:21 PM
If you have plotted the course and speed of a convoy and used the on screen tool on the HUD to identify the various targets in the convoy that are on the same (or close to the same) course, select Target No. 1.
Target No. 1 - With the periscope locked on this target, acitvate the PK, set range with the TGT tool and check it against the Attack Map. When the Attack map verifies you are on target and have a good firing solution, fire. Move your periscope to Target No. 2.
Target No. 2 - Move your periscope to Target No. 2. With the periscope locked on this targt, set range with the TGT tool and check it aganst the Attack Map. You have already activated the PK so leave it activated. When the Attack map verifies you have a good firing solution, fire. Move your periscope to Target No. 3.
Target No. 3 - Move your periscope to Target No. 3. With the periscope locked on this targt, set range with the TGT tool and check it aganst the Attack Map. You have already activated the PK so leave it activated. When the Attack screen verifies you have a good firing solution, fire. Move your periscope to Target No. 4.
Target No. 4 - If you are out of forward torpedoes, keep your periscope locked on Target No. 4, and swing your boat around until you have a topedo angle using the aft torpedoes. You will see the torpedo angle on the Attack Map. Follow the instruction for Target Nos. 2 and 3. The PK has been activated previously so leave it activated.
This works, and is a lot of fun. After several successful attacks where I sunk 2 or 3 ships, I tried a head on attack on a convoy so I could use aft torpedoes as the targets passed my position without bringing the boat around to secure a good firing solution. Unfortunately, the destroyer that had missed my position as it passed reversed course and started depth charging me after I sunk one ship, so I had to abort the attack.
I'm currently playing Op Monsoon, but I think I could use a 2nd instal for the US side, is this mod compatible with TMO?
I'm goin' down
01-19-10, 01:54 AM
I'm currently playing Op Monsoon, but I think I could use a 2nd instal for the US side, is this mod compatible with TMO?
YES IT IS
I'm goin' down
01-19-10, 06:17 PM
Easy Aob won the Subsim Award for runner up for mod of the year. Hats off to nicolas and ddrgn for this brilliant mod which coordinates adjustments to dials on the the Attack Data Tool (as defined by CapnScurvy's High Realism Tutorial, page 2) with the target ship's dial on Position Keeper. It was a major technological break through in manual targeting, and enables accuarate torpedo shots at various angles at long range.:woot::D:salute::know::|\\:yeah:
mainexpress
01-21-10, 05:52 AM
Undoubtedly one of the better mods for SH4,i love this mod:up:
I'm trying to learn the basics of the US TDC (might be the correct name, if so then I don't know the german name ;) ).
My question is: The course dial (left top), what should the tag of it be? Cause I think I got it wrong again...
Come to think of it how can I check if I got it installed correctly?
Question:
The outer ring of the top left dial is the course of the target ship?
Munchausen
01-25-10, 01:26 PM
http://img.photobucket.com/albums/v97/pjcham/SH4/TDC_3.jpg
Outer ring is target's true heading, yes. Inner ring is target's AOB.
Tnx makes much more sense :)... now I got to figure out how to plot the enemy fast :)
Got a question what dials are changed with this mod, since everything looks the same after installing with JSMGE.
Mods installed are RSRDC and NEW Real enviroment.
Cheers!
/T-Fork
Got a question what dials are changed with this mod, since everything looks the same after installing with JSMGE.
Mods installed are RSRDC and NEW Real enviroment.
Cheers!
/T-Fork
The look doesn't change. The behavior of the dials is changed.
When you change the AOB dial in the periscope or TBT screens, the enemy course dial is automatically updated. It works if you have the position keeper turned off, but not if it is turned on.
I'm goin' down
03-12-10, 09:57 PM
Got a question what dials are changed with this mod, since everything looks the same after installing with JSMGE.
Mods installed are RSRDC and NEW Real enviroment.
Cheers!
/T-Fork
You are at the Periscope screen, and the periscope is locked on the target - the biggest carrier in the Japanese Navy. Its range is 5,000 yards and closing, speed 28 knots, and Aob around 60 degrees starboard. Time to use the easy Aob.:woot: Target's heading is constant. Your sonarman is tracking the target, which will enable you to confirm the accuracy of your range to target settings discussed below. Let's begin.
The Attack Dials are on your upper right. There are three of them; the speed dial, Aob dial, and range dial. On the upper left side of the screen you can toggle between two screens. One is the TBT (torpedo bearing tool). Since my computer has been down for months, I cannot remember name of the other screen. It it is the screen where you set torpedo depth and speed, etc. I assume you know how to operate the second screen, and it is irrelevant to this discussion.
Turning to the TBT screen, it has diagrams of two ships. One is above the other. The ship in the upper diagram is the target ship, the nose of which is pointing in the same direction as the target ship's heading per the Aob dial on the Attack dial. Also it shows the torpedo angle and other information. The lower ship ship represents your boat (which, if I remember correctly, is heading 0 degrees relatively.) Other numbers on the lower dial represent your boat's true heading. (I believe the upper diagram has information representing the torpedo tracking angle based upon the Attack Dial settings, and the lower dial also contains arrows displaying the torpedo tracking angle.)
The Easy AoB permits a captain to change the data regarding speed, Aob, and range of the target ship on the three Attack Dials, and have this information simultaneously transmitted to the TBT, which will display the information by adjusting the data displayed on the TBT. For example, when you adjust the target ship's Aob on the Attack Dial, the target's direction and Aob adjusts accordingly on the TBT dial. After all of the information is input correctly (i.e. speed, Aob and range) on the Attack Dials, you then activate the Position Keeper. Once again, by way of example you will observe the target ship on the TBT adjusts its direction so its course matches the Aob data input per the Attack Dial. With the position keeper activated, I believe you can make readjustments to the range and speed on the Attack Dials. Unfortunately, any readjustments to the target's Aob on the Attack Dial will not be transferred to the TBT until you first deactivate (turn off) the Position Keeper. Because of the Aob factor, I would turn the position keeper off if you make any adjustments to range, speed or Aob on the Attack Dials. Once adjustments/corrections are made, reactivate the position keeper.
The TDC (torpedo data computer) becomes operative when you activate the Position Keeper. Being a computer, it utilizes the data settings that you have input on the Attack Dials to track the target and calculate the torpedo firing angle. The firing angle will depends on the target's speed, Aob and range. It will change as the target's range, Aob and speed from your boat changes. It also depends on the speed and heading of your boat. If data that is input to the Attack Dials is accurate, you can accurately fire at long range and at various angles and hit the target. Your boat can change course and speed once you have locked on the target, and the TDC will continue to track the target while adjusting the torpedo firing angle. However, if the target changes speed or course, or if the Attack Dial settings are incorrect, the shot might miss even if your initial input to the Attack Dials items was accurate. This occurs because when you launch your torpedo, the range, Aob, and/or speed of the target may have changed.
To remedy inaccurate input of speed or range, adjust the settings on the Attack Dials to the the correct speed and range. I do not believe you have to deactivate the Position Keeper when performing this task, although I am not certain. However, when adjusting the Aob setting on the Attack Dials you must deactivate the Position Keeper, make make the adjustment to the AoB on the Attack Dials, and reactivate the Position Keeper before the target on the TBT accepts the adjustment. Note: assuming the target is maintaining a constant bearing, as in the case of our carrier, its Aob will rapidly change because the carrier is traveling at 28 ks and is closing distance rapidly. You will have to adjust the range dial as well. In this situation, as noted above, I recommend deactivating the Position Keeper, making necessary adjustments on the Attack Dials, and reactivating the Position Keeper. The reason to deactivate the Position Keeper, make changes to the Attack Dial settings, and reactivate the Position Keeper is purely procedural. During an attack run you have lots of things to do. The fewer variables, the fewer mistakes you will likely make. You may start off with an attack using the O'Kane method, and switch to Easy Aob. Thus, you must be nimble and capable of preparing for the attack quickly and efficiently. Turn off the Position Keeper each time you change the input to any Attack Dial is set procedure and gives you one less thing to worry about.
Back to the attack. The carrier is bearing down on your position at 28 kts. You are hunting meat.
You have entered data on the Attack Dials. How do you confirm whether the Attack Dials are set correctly and will ensure a high probability of torpedo impact? Easy! Open the Attack Map Screen while the Position Keeper is activated. You will see a line from your boat that represents the torpedo's tracking angle per the settings on the Attack Dials. You will also see the target's silouette and an "X" marking the spot where the torpedo angle and target (i.e. the Jap carrier) should intersect as calculated by the TDC. If the "X" and the silouette of the target coincide, the Attack Dial settings are on target. By toggling between the Attack Map Screen and the periscope view of the target you will observe snapshots of the torpedo angle while the target cruises along its course. When you toggle to the Attack Map you might notice the target has moved closer to or further away from the "X", or moved ahead or behind it. This indicates the target changed course, speed, or range, and that one or more of those features may have may have been entered into the Attack Dials incorrectly. Assume the target has moved away from the "X" and is getting further from your boat. You will have to adjust (increase) the range to the target on the Attack Dials, probably increase the Aob, and perhaps adjust its speed. Try to make your adjustments to the Attack Dials quickly but accurately because the carrier is moving away fast at 28 kts., and a delay between the time you collect the correct data and input it into the Attack Dial may result in the TDC calculating an inaccurate firing solution, and hence, a missed shot. If the ship is moving away at 28 kts, and you spend too much time resetting the Attack dials, it will sail out of firing range. (Note, it may be that you can observe the continuous movement of the target vis a vis the "X" and the tracking angle without toggling back and forth between the periscope and the Attack Map Screen, but I cannot remember. My computer has been down so long I forgot the dynamics. (Observing the target on the Attack Screen after you have set its position with the Attack Dial tools and activation of the Position Keeper will provide the answer.)
A good way to practice with the Easy Aob is to download one of Rockin Robbins training videos, attack a practice target in what he describes are the sunny waters of southern California, play with the Attack Dials and PK, and observe how changes to the dials affect the TBT and the information that appears on the Attack Map Screen. When you have verified your Attack Dial entries are on target (i.e. speed, Aob and range are entered correctly) by observing the TBT settings and the Attack Map Screens, fire a salvo.
How is Easy Aob different than before?:hmmm: Before the advent of Easy AoB, you could not observe the position, range, and speed of the target on the TBT by fiddling with the Attack Dials. Easy Aob changed that. It permits you to visually test your Attack Dial settings on the TBT. The TDC will create a firing solution. You can confirm the accuracy of the firing solution on the Attack Map Screen multiple times during your attack run, fire at angles and at long range :D, and adjust/correct improper settings. That is why it was runner up for mod of the year.
If I have given incorrect advice, I am sure someone will point it out.:salute::salute:
A heap of text
Let me just say WOW! =D I'll read thru your tutorial a couple of times more.
The reason I thought that the mod wasnt working was that I was under the impression, from the info in the first post, that the dials were changed and also that the chronometer had been changed 3 Click on the stopwatch to get speed and course, Send. .
Which was a false assumption on my behalf. :oops:
/T-Fork
I'm goin' down
03-13-10, 12:19 PM
Let me just say WOW! =D I'll read thru your tutorial a couple of times more.
The reason I thought that the mod wasnt working was that I was under the impression, from the info in the first post, that the dials were changed and also that the chronometer had been changed .
Which was a false assumption on my behalf. :oops:
/T-Fork
After you practice with the Easy Aob, you will see that its creators, Nicolas and ddrgn, were brilliant. They understood all of the possibilities when they created it. That means they understood how all of the dials related and the purpose of the TDC. Not bad, eh? I nominated it for mod of the year.
Here is what you can do to perfect you attack technique using the Easy Aob.
1. Sneak into an enemy harbor. Locate an anchored target. Set the Attack Dials. Target speed will be 0 kts. since it is at anchor. Play with the Aob dial until it is set correctly. Manually input range by using the range lever on the Attack Dial. Turn on the position keeper and check the accuracy of your firing solution on the Attack Map screen. If the torpedo track does not intersect the target, make corrections. Since the target is not moving, you should have plenty of time unless your boat is spotted by the enemy. Make sure to set your torpedoes to run shallow.
2. Hit open waters and target a cargo ship that is moving slowly.
3. Hit open waters and target faster moving ships.
4. Hit open waters and find a convoy. All the convoy ships except escorts should be moving on the same or parallel courses, or on courses that are roughly parallel. Choose targets on the same or similar course. Lock on the first target, set up using Easy Aob and fire your first salvo at it. Promptly lock the periscope on the second target. Deactivate the Position Keeper. Adjust to the second target on the Attack Dials and reset Aob. Activate the Position Keeper. Fire at the second target. Repeat the technique as to the third and fourth targets. (I have sunk 3 merchants using this method, but never four---I ran out of torpedoes!)
5. Advanced technique--Use Easy Aob when firing aft torpedoes! Practice on a single target using aft torpedoes first until you understand what you are doing. It is also conceivable that you will pop up in the middle of a convoy with targets fore and aft of your boat. If you are really accomplished you may be able to use the technique, or use it in combination with the O'Kane or Cromwell methods, to go after multiple fore and aft targets. (I have tried, but not had success.)
6. Check out gutted's Solution Solver program which is amazing. It takes a while to master, but it can be used in combo with any other attack technique. His program is not a mod, but I nominated it for mod of the year anyway.
7. Not on point - If you really want to blow your mind, check out aaronblood's electronic MoBo. MoBo stands for maneuvering board. It is a way of plotting locations and interceptions of ships. I consider him a genius and his program a masterpiece! In fact, there are several captains I would put in that category. Then, there is my friend Gunfighter from the UK. He designs emblems, like those below. Send him a message, and he may help you select one. Send him my best regards. He is my Michaelangelo of this forum.
I spent a lot of time with this thread. I started SH4 from scratch, knowing nada. I read a lot of posts, and had help from Hitman's classic tutorial on manual targeting, and at the very, very beginning, when I couldn't hit the broad side of a barn, from the illustrious and "ever gracious", unopinionated (ROFL) skipper Rockin Robbins, who gave me a commendation when I proudly announced to the forum that I fired six torpedoes using automatic targeting and each hit the merchant I had aimed at. How pathetic was I at the begging? Pretty damn bad (I actually thought I had become a skilled skipper.)
Have fun. Sink ships. Welcome to a great website, and a challenging sim. The members here are great, and an employee in the Ubisoft troubleshooting department once told me this group have the reputation for being "definitely hardcore." That is a fair statement.
Thanks a bunch, mate. =D I'll continue and try to get my bearings so to speak when it comes to determining fire-resoloutions.
After fiddeling with the AoB dials today i actually managed to sink 4 merchants in a convoy. Mind you that it took several reloads of my initial save, until I realized i had my AoB "up-side-down" and therefor the fire resolution moved in the opposite direction. :hmmm: :har:
First one I took down by letting the convoy move towards me at an angle, second one after avoiding the warships for a while.
Stayed hidden for almost and hour trying to slip away and when I pop back up I find that the two last merchants were behind me. Lucky me i still had my aft torps left, so I took my sweet time and down they both went. =D
Thanks for all the support and for one sweet mod!
/T-Fork
BillBam
03-18-10, 06:42 PM
I have been working to understand the entire MTS including this mod and I have pretty much figured it out. My goal is to be able to be successful with some long range shots at night or in limited visibility. Doing this makes it necessary to enter range manually and this seems to be where I am having some problems. Not with finding the range but in the actual entry into the system. When I turn the ring to my desired range it updates in the digital readout, however when I click the enter button to send it the digital readout changes from say 4000 yds to 3750 yds. What is causing this change?
Galeocerdo
03-28-10, 09:16 PM
Anyone know of a valid download location for this file? Been looking for the past couple of days and no joy.
Thanks,
etheberge
03-28-10, 09:31 PM
Anyone know of a valid download location for this file? Been looking for the past couple of days and no joy.
Thanks,
The link in the first post is dead.
But the file is mirrored on Subsim --->>http://www.subsim.com/radioroom/downloads.php?do=file&id=1228
Galeocerdo
03-28-10, 10:01 PM
Now if only we could find a viable target.
In the East China Sea and nothing but a "5-o'clock charlie" Mavis every day or so. We've been becalmed for the past two days as well. The crew is restless and the flash traffic messages of IJN convoys making nightly runs down the Slot north of Guadalcanal only make it worse.
karamazovnew
07-18-10, 07:40 PM
Download link doesn't work anymore... heeeelp!!! :timeout:
Nevermind, thanks etheberge...
And BTW... BUMP to an amazing tool :D
orangewhale
10-08-10, 08:03 AM
Hi broken download link on this thread and i checked download section/s, btw mod sounds good I like to use that method of getting two stadimeter readings to determine course and ultimately find the aob this will come in handy
Cheers :up:
Soundman
12-17-10, 01:22 PM
After reading though this thread, it would appear this mod was last created for TMO 1.8 ? I'm sure this will still function as intended with TMO 2.0, but does anybody know if this mod will break anything in TMO that was added since 1.8 ?
I'm goin' down
12-17-10, 03:28 PM
I play TMO2.0. Easy Aob works on my version. It should work on yours. If you are really worried send a PM to nicolas or ddrgn, who both were involved in it perfecting it, but I do not think it is necessary.
noren859
07-22-11, 08:59 PM
Sorry to bump this rather old thread, but I'm wondering about a few things. Firstly, I'm after a small confirmation about what this mod does. I think the OP explains it fairly well, but in the rest of the thread there's a lot of talking up about what seems like such a simple change, and there are people who appear highly knowledgable about this yet can't agree on terminology, and overall it's not very encouraging.
So am I correct in concluding that the only thing this mod does is make it so that, while using the periscope or TBT, any adjustments made in the attack data tool (the changeable dial on the upper right) are reflected in the top dial of the Position Keeper column on the left side without the player needing to press the "Send data to TDC" button?
If this is accurate, then there's a slight problem. If the Position Keeper is activated after changing the speed or AoB dials, the readings on it will go back to what they were before adjustment. This can only be fixed by pressing the "Send data to TDC" button before activating the PK. AVGWarhawk pointed out this issue on page 5, and the solution he was recommended was to use the attack data tool as if he were playing the unmodded game. That seems to nullify any benefit this mod would have. Am I missing something?
Secondly, when manually adjusting (i.e. without the stadimeter) the range dial, is it meant to be so janky? I'm not talking about the included "Manual Range and Mast Height Dial Fix", as I can tell the difference between the unmodded range dial and this fixed one. What I mean is that even with the fix it's still rather dodgy.
For example, turning the dial clockwise until it stops will leave it in the following position: the metal arrow (the height marker?) will be aligned with the markings on the outer ring at 130, and aligned with the inner "range in yards" dial at 220. However, the range displayed on the (disengaged) Position Keeper will be 241 until the "Send range and bearing to TDC" button is pressed, at which point it will change to 220.
I can replicate this with any measurement. Another example: identify a ship as an American Bogue Escort Carrier (5 right in the Rec Manual). The height indicator will be set to around 110ft, and the range circle will align with it at just over 2000yds. Adjusting the height indicator to around 30ft will bring the range circle in alignment at around 8000yds. The range on the PK will read around 7700yds. Pressing the TDC button will set the PK reading to around 7100yds. I can continuously click back and forth between the TDC button and the dial (without adjusting it) to switch between the two readings. Can anyone else replicate this?
The game manual doesn't go into much detail about setting the range manually, but I don't think this is how it's meant to act (even if I'm not using the dial correctly). Any clarification would be welcome.
Leading on from that slightly, the readme says the Manual Range Dial Fix is included in all versions of this mod apart from the GFO version. However, the only things which have been changed in the GFO version in comparison to the others are a couple of spaces at the end of lines. Nothing that would (or should) have any effect on the game.
And beyond that, it's a bit odd that the fix would be excluded from the GFO version at all. The readme claims this is because the fix is already included in the GFO mod, but that wouldn't work out. The file which contains the fix (Dials.cfg) would be overwritten by the file in this mod, removing the fix from a game with the GFO mod previously installed.
For what it's worth, the fix has been included in all versions of this. Ignoring that for a second though, why was the GFO version meant to exclude the Range Dial Fix? Did the maker of this mod just not know how it was implemented?
Right, I think that's it. Oh also, hi.
I'm goin' down
07-23-11, 03:45 PM
Sorry to bump this rather old thread, but I'm wondering about a few things. Firstly, I'm after a small confirmation about what this mod does. I think the OP explains it fairly well, but in the rest of the thread there's a lot of talking up about what seems like such a simple change, and there are people who appear highly knowledegable about this yet can't agree on terminology, and overall it's not very encouraging.
So am I correct in concluding that the only thing this mod does is make it so that, while using the periscope or TBT, any adjustments made in the attack data tool (the changeable dial on the upper right) are reflected in the top dial of the Position Keeper column on the left side without the player needing to press the "Send data to TDC" button?
If this is accurate, then there's a slight problem. If the Position Keeper is activated after changing the speed or AoB dials, the readings on it will go back to what they were before adjustment. This can only be fixed by pressing the "Send data to TDC" button before activating the PK. AVGWarhawk pointed out this issue on page 5, and the solution he was recommended was to use the attack data tool as if he were playing the unmodded game. That seems to nullify any benefit this mod would have. Am I missing something?
I will address the first three paragraphs of your post. I need a large cup of coffee before I concentrate on the remaining issues.
The Easy Aob was a major advancement is attack technique. It allows one to input the target course via the attack dial Aob interface. Once input, the course will appear on ship's dial on the TDC screen. However, when the PK is activated (i.e. the red button is lit) for some reason the ship's dials readjust themselves slightly. The solution (i.e. the fix) is to deactivate the PK and input the course a second time on the attack dial Aob screen. Then reactivate the PK. You refer to the change as being the "only change" made by the mod, implying that that the change is not significant. It is the only change made by the mod; but it was not insignificant. It was a revolutionary advancement to the attacking aspect of the simulation, as confirmed by the thousands of hits in the original thread and the decision by the community to award it runner up mod of the year (mod of the year was awarded to Ducimus for TMO 1.9.)
Lurker used the Easy Aob mod in his excellent OM mod. However, you do not need to reset the Aob after activating the PK. I do not know how he did it.
The most recent version of TMO (2.2) incorporates the Easy Aob I believe.
And finally, for your edification, nicolas is computer programmer from south america (Uruguay, if my memory serves me correct) and ddrgn is from Canada. nicolas invented the mod. ddrgn modified it so that it could be used with various supermods and fixed it so it could be implemented via JGSME.
Alternative to Easy Aob: The OTC (optical targeting correction) mod by CapnScurvy, which is a masterpiece.
Alternative to both: gutted's Solution Solver program, a stand alone program. It is also a masterpiece.
noren859
07-23-11, 08:52 PM
The Easy Aob was a major advancement is attack technique. It allows one to input the target course via the attack dial Aob interface. Once input, the course will appear on ship's dial on the TDC screen. However, when the PK is activated (i.e. the red button is lit) for some reason the ship's dials readjust themselves slightly.
Isn't all of this is already available in the ummodded game? You just enable manual targeting. That'll also stop the TDC dials adjusting automatically.
Thanks for the information about the authors. I'm not sure how it's relevant to any of my issues though.
virtualpender
07-23-11, 09:12 PM
Isn't all of this is already available in the ummodded game?
No.
noren859
07-23-11, 09:37 PM
No.
He's saying that this mod makes it so that you can turn the AOB dial in the attack data tool, right? Well, you can do that in the unmodded game. So, not no. The opposite of no.
Munchausen
07-23-11, 10:38 PM
The AOB wheel adjusts the target's angle off the bow ... which changes constantly. The TDC target wheel uses target heading. Witout the mod, there is no method for setting target heading without making one adjustment after the other with the AOB wheel. In the default game, you end up "chasing the AOB" to get a proper heading. And, if you take another stadimeter fix, it all goes wanky again.
The mod gives you the option to adjust AOB and, while doing so, adjust the target heading in the TDC ... both at the same time. Without continually readjusting and then sending AOB.
I'm goin' down
07-23-11, 11:13 PM
I will address the first three paragraphs of your post. I need a large cup of coffee before I concentrate on the remaining issues.
The Easy Aob was a major advancement is attack technique. It allows one to input the target course via the attack dial Aob interface. Once input, the course will appear on ship's dial on the TDC screen. However, when the PK is activated (i.e. the red button is lit) for some reason the ship's dials readjust themselves slightly. The solution (i.e. the fix) is to deactivate the PK and input the course a second time on the attack dial Aob screen. Then reactivate the PK. You refer to the change as being the "only change" made by the mod, implying that that the change is not significant. It is the only change made by the mod; but it was not insignificant. It was a revolutionary advancement to the attacking aspect of the simulation, as confirmed by the thousands of hits in the original thread and the decision by the community to award it runner up mod of the year (mod of the year was awarded to Ducimus for TMO 1.9.)
Lurker used the Easy Aob mod in his excellent OM mod. However, you do not need to reset the Aob after activating the PK. I do not know how he did it.
The most recent version of TMO (2.2) incorporates the Easy Aob I believe.
And finally, for your edification, nicolas is computer programmer from south america (Uruguay, if my memory serves me correct) and ddrgn is from Canada. nicolas invented the mod. ddrgn modified it so that it could be used with various supermods and fixed it so it could be implemented via JGSME.
Alternative to Easy Aob: The OTC (optical targeting correction) mod by CapnScurvy, which is a masterpiece.
Alternative to both: gutted's Solution Solver program, a stand alone program. It is also a masterpiece.
Isn't all of this is already available in the unmodded game? You just enable manual targeting. That'll also stop the TDC dials adjusting automatically.
Thanks for the information about the authors. I'm not sure how it's relevant to any of my issues though.
The AOB wheel adjusts the target's angle off the bow ... which changes constantly. The TDC target wheel uses target heading. Without the mod, there is no method for setting target heading without making one adjustment after the other with the AOB wheel. In the default game, you end up "chasing the AOB" to get a proper heading. And, if you take another stadimeter fix, it all goes wanky again.
The mod gives you the option to adjust AOB and, while doing so, adjust the target heading in the TDC ... both at the same time. Without continually readjusting and then sending AOB.
noren859- Captain Manchausen (where have you been for the last couple of years?) has it precisely right. It is a certainty that the target's Aob changes as it approaches unless the target is steaming directly at your boat. (Pause while I watch Run Silent Run Deep on television - oh - I just saw the 3D TDC Radar Range Unit that Nisgeis modded!) By setting the target's course using the ships' dials on the TDC and activating the PK, you have matched the target's course and Aob at that moment. Since the PK is activated the TDC will track the target's course and update the Aob automatically. You can verify the Aob by hovering the cursor at the bottom of the target dial on the ships' dials screen. You cannot do this without the Easy Aob. (Now, back to Run Silent Run Deep. Tokyo Rose is broadcasting now.)
The OTC mod will allow you to set the Aob and match the target's course, so it is relevant also.
I'm goin' down
07-23-11, 11:24 PM
Isn't all of this is already available in the ummodded game? You just enable manual targeting.
No.
virtualpender has it right for the reasons explained in manchausen and my posts, which are quoted above. (Back to Run Silent Run Deep. The US boat just sunk the akakasi! Now they are getting radio signals which they cannot make out. Clark Gable just sat up in bed. Hmmm?:hmmm:)
denny927
02-17-12, 06:36 PM
sounds juicy and good....ill give a try soon.i hope this mods will be my answer to my convoy problem.thanks in advance
jason8888
07-01-12, 01:07 AM
is this download dead cant get it to work ?
treblesum81
11-05-12, 08:32 PM
is this download dead cant get it to work ?
No update on a new download link? I'm coming back from a break from SH4 and I've considered this to be a must have mod in the past, but no longer have a downloaded copy.
I'm goin' down
11-05-12, 08:52 PM
I have a version for TMO and RSRDC of the Easy Aob mod. Isn't it included in the Subsim download link (I forgot the name of the link to all the mods, etc.)? Also, I do not know how to upload a mod for copying, and prefer not to have to do so.
mainexpress
03-10-13, 11:37 PM
Is this Mod compatible with the 'we dive at dawn mod'? because i am using TGT DIALS TO PK FIX-1.5...but i'm not sure if this is the right one too use...:hmmm:
I'm goin' down
03-11-13, 09:41 AM
I have not played for awhile. If the mod to which you refer is uses a British submarine, and the missions are centered in the southeast Pacific, then the answer is "no," I believe.
KlassenT
10-07-14, 10:43 AM
Pardon my raising an otherwise dead thread, but what's the status of Easy AoB and TMO 2.5? Has the funcionality been integrated in at the megamod level, or do you still need the Easy AoB standalone mod on top of TMO?
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