View Full Version : [REL] Solution Solver 1.3
Solution Solver 1.3.3
http://www.subsim.com/radioroom/downloads/toolsoverview_Vr5.png
Download version 1.3.3 here (http://www.subsim.com/radioroom/downloads.php?do=file&id=1358)
1.3.3 Changelog
Calculator:
Fixed a possible "divide by zero" crash.
Distance Chart:
No longer shows conversion tool-tip with lift click (right click only)
Speed Solver:
Added the Silent Hunter 5 ship lengths into the length browser.
Ohhh that adition makes it now a very interesting tool for us S-Boat lovers :yeah:
I'd love to see a replica of this tool here (http://www.hnsa.org/doc/banjo/index.htm) using your beautiful program! Would be a blast with those S-Boats :shucks:
I'm goin' down
09-29-09, 02:35 AM
Just downloaded it. Do I need two computers?
Oh one more thing, would it be possible to edit the graphics and replace them by custom ones? :D I have a lot of nice templates for both US and german attack disks and would like trying some of them :yeah:
i geuss i could have it look for graphics in the same folder as the .exe. If it finds none.. it could fall back on the ones embedded in it instead.
russ555
09-29-09, 09:49 AM
Would this work with SH3? i have been trying to learn how to manually aim my torpedoes but its very hit and miss atm :(
Also since I joined the site all the threads are upside down (last post 1st which is the opposite to every other forum i use) is there anyway to change it back without logging out?
i geuss i could have it look for graphics in the same folder as the .exe. If it finds none.. it could fall back on the ones embedded in it instead.
Excellent :yeah: that would allow the users to create "skins" with their preferred templates :ping:
Would this work with SH3? i have been trying to learn how to manually aim my torpedoes but its very hit and miss atm :(
Wellcome Russ
yes this will work with ANY submarine simulation, as it will simply run as separated application on your desktop. If you are missing much that's probably more because you don't estimate correctly the AOB/speed of the target. Shoot with as less Gyro Angle as possible (This tool by gutted is fabulous for that, as it gives you the 0 GA bearing), and get close. I mean REALLY close, under 1000 metres/yards :arrgh!:
I forgot: What's the poin in being able to move the external (Bearing) wheel? The tool would work the same if it was fixed, wouldn't it? :hmmm:
russ555
09-29-09, 11:07 AM
Wellcome Russ
yes this will work with ANY submarine simulation, as it will simply run as separated application on your desktop. If you are missing much that's probably more because you don't estimate correctly the AOB/speed of the target. Shoot with as less Gyro Angle as possible (This tool by gutted is fabulous for that, as it gives you the 0 GA bearing), and get close. I mean REALLY close, under 1000 metres/yards :arrgh!:
Thanks.
Yeh i think the problem is with my AoB and sometimes speed as well. I was using a method i got from a documentry i found onthese forums that said something like "the angle between the periscope and the targets heading is the AoB" so using the ingame map tools i was able to work it out.
The speed however is very hit and miss. i use the ingame feature to work this out (the one on the datapad in Sh3) however the speeds I get tend to be very random anywhere between 0 even when the target is clearly moving to 87 even though its a rusty old cargo ship:oops:
SteamWake
09-29-09, 12:48 PM
Just downloaded it. Do I need two computers?
Couple of ways to use this.
1. A laptop it should run on just about any laptop
2. A second monitor/dual display (this is my choice)
3. Shell out of SH and run this in the background the footprint is tiney.
Haven tried this version yet but the previous version had no impact on my systems performance.
Good job !
I use ALT-TAB. I used to have a second computer, but sold it to a friend for dirt cheep.
@Hitman, Because when you make a course change, all you have to do is rotate the outer dial to the new location.
If it were fixed, you'd have to rotate both the middle and inner dials to keep the target on its correct course.
I'm sure you dont need an explenation on how to use it.. but for others this is what i do:
I set my course by rotating the outer dial to match the correct heading on the middle dial.. then rotate all the dials (right click drag) so the bearing im looking at the target from is underneath vertical red line. I then set the inner "target" dial to match what im seeing out of the scope.
If im well ahead of the target and can simply turn into my final attack course... i rotate the entire display (right click drag) so that the targets 90AOB location is under the red line. I follow the red line across to the bearing on the outer dial. This is the direction i need to go to be at a right angle to the target. I then set my scope to that location and tell the crew to turn there. I go back to the Tool and move the outer dial to that location (my new heading). Now im set up perpindicular.
Note: you could also read the true heading to turn to on the middle dial instead. But since there's no easy way to tell the crew exactly which heading you want, it's easer to point the scope at the desired direction and tell them to turn to that heading.
anyway...
Continuing rotating the entire tool so the bearing you're looking at the target from is under the red line. Then continue making changes to the inner dial depending on what you see from that bearing. Basically fine tuning the targets course. If you need to make another course change to get perpindicular.. just rotate the outer dial to the new location afterwards.
When the target is close enough to do stadimeter readings.. get two readings and use the in-game stopwatch tool to get speed. If the Heading it gives you is relatively close to the heading you have the target on in the tool.. you know the speed it gave you is about right. If the heading is way off.. either you have the dials set wrongly.. or the speed it gave you is off. Continue getting readings until you've got a match, then use the speed to get a shoot bearing solution for your current heading.
Of course, if you already know the targets true heading & speed (from map plotting).. you can simply enter that from that get go. And then use the tool only as a firing & manuevering device. .IE being able to manuever around taking shots and not having to look at the in-game map anymore to see if you're lined up for whatever angle you want to be at. Just be sure to rotate the outer dial to the new heading after each turn. When you turn to the final course.. and are lined up for a shot.. hit solve to get the shoot bearing.
@Hitman, Because when you make a course change, all you have to do is rotate the outer dial to the new location.
If it were fixed, you'd have to rotate both the middle and inner dials to keep the target on its correct course.
Rgr that, good idea :up:
Couple of ways to use this.
1. A laptop it should run on just about any laptop
2. A second monitor/dual display (this is my choice)
3. Shell out of SH and run this in the background the footprint is tiney.
Another good option I like a lot in my 4:3 monitor is to run teh game in windowed mode and 16:9 aspect ratio, thus having all upper part of the screen covered by the game as normal, but then 1/4 of it under the game window free with direct access to desktop. I can then place there many other tools like this one or the SH1 programs like intercept calculator, etc. and operate them easily :ping:
I'd also like to point out that this tool is actually more beneficial to the U-Boat skipper.. as the American TDC already has alot of the info you can gather from this tool built into it arleady. Such as determining which relative bearing/true heading to turn onto to be perpindicular.. and estimating a targets true course from a given AOB.
But....
In-game its small and hard to read at times, and has annoying torpedo track arrows covering up what you're trying to read. So it's still useful to use regardless.
The speed however is very hit and miss. i use the ingame feature to work this out (the one on the datapad in Sh3) however the speeds I get tend to be very random anywhere between 0 even when the target is clearly moving to 87 even though its a rusty old cargo ship:oops:
You may be a victim of documentation in this regard.
In SH3, to use the stopwatch you had to provide an initial bearing/range reading along with the AoB at that bearing... then click the stopwatch. After some time, you'd stop it and it would give you a Speed. It calculated it by how many degrees the target moved since it was started.. which is why the AOB needs to be set.
This is how it was "Supposed" to work in SHIV as well when it first came out.. and is what is described in the manual.
But in a certain patch they changed it, because it wasn't working right.
The way it works now is the stopwatch will give you an estimated course/speed of the target between two stadimeter readings. The same info you'd get if you had plotted it on the map yourself.
So you simply take a range/bearing reading.. Wait some time.. then take another range/bearing reading and hit the stopwatch to get a heading/speed returned from these two points. You can take a thrid reading and have it estimated from the current and the previous one.. and so on. Always works with the last two readings.
How accurate it is depends on how accurate you are with the stadimeter, and how long you wait between readings.
ARGH, just read your post again.. and it seems you are indeed using SH3, not SH4.
In this case the stopwatch could be wrong due to a bad AOB given at the start of the stopwatch process. The margin for error in the AOB setting is extremely small to get a correct speed reading. And because of this.. im glad its not that way in SHIV.
Excellent :yeah: that would allow the users to create "skins" with their preferred templates :ping:
Only requirment is that the dials need to be circular in nature. .ie no odd shapes hanging out the sides, or overlapping of the dials themselves. The program does not know anything about the dial istelf other than its radius (dervied from the width of the graphic itself)
What this means is that if it has odd shapes hanging out the sides, the area you'll be able to grab it from will be the entire width of the graphic .ie clicking in blank space will be valid.
Initially, the program DID use pixel perfect tests.. but using .NET/GDI+ it was considerably slower. I actally made a version with the Is-Was wheels.. with the ship nose and tail hanging out the sides of the bottom wheell... and it had the transparent Persicope dial ontop.. but it was considerably slower in response. So i scrapped it and went with a radius based appraoch.
Scaling and rotating high-res images in realtime is not what GDI+ is good at. Using C++/DirectX would cancel this performance problem out however.
Rockin Robbins
09-30-09, 11:16 AM
Hey gutted, great job! Now somewhere around here (I find I ended up never using it) I have a software whiz wheel of some type that I intalled as an active desktop so that I could just mash windows-d and there was my whiz wheel operating as my desktop. I figured the solution, clicked the SH4 icon and was back in the game.
Is that a possibility with your models?
i dunno bout that.
but version 1.2 will be coming shortly with some nice additions/improvements.
1. Solve button removed. Solution now updates in real-time.
2. Ability to use custom dial artwork.
3. Integrated Speed Solver/Chrono (awesome feature).
you'll really like #3.
Last night i intertecepted a ship and never once used any TDC or map tools to get course or speed. Purely visual attack.
screenshot of the Chrono/Speed solver coming in version 1.2:
http://i857.photobucket.com/albums/ab138/gorey666/ChronoTool.png
Just attacked a 6kt convoy from 90 degrees. I watched them on radar, and figured out their course by matching their orientation on the AoB wheel.
I ranged them on radar a few times, and estimated them at 9kts, but they turned to head for a chokepoint prior to my run in for the attack. and must have changed speed.. because i used the speed solver on the nearest ship when i got close and confirmed the speed at 6kts just prior to firing.
Before doing so though, I played with the AoB wheel alittle.. and saw that i could turn up to 10 degrees and my solution would shrink by only about 1 degree.
slipped into fast torpedo range.. then fired 2 at the front ship. Turned left 5 degrees and moved my scope a half degree in.. fired at another ship. Then turned left 5 degrees and moved my scope in half a degree, and fired at another. All in rapid succession.
5 explosions, 1 dud. 2 dead ships, 1 cripple. which i finished off later.
I'm loving it so far. Been wanting to do this for a long time now.
If anyone has any suggestions for features im all ears.. and have some time on my hands right now. stupid recession.
was thinking about adding a tab to the main interface to house another page of utilities. maybe a speed/distance/time calculator (for both metric & imperial) or whatever.
There is one special feature im thinking of adding, but i'll have to do some thinking on it before i dive into it.
I'm goin' down
10-01-09, 10:58 PM
I am try to find a good tutorial with screen shots to help me through the wheel. I am going slow trying to figure it out, but so far only partial progress. I assume I will be worshiping you soon.
Everything you need to know is in the readme.. but i agree, pictures are helpful.
Maybe i'll do a proper manual with pictures etc for this. Or perhaps a video tutorial.
Just tested the new version, nice one :up:
Could you add the templates you used for the graphics? That way we can easily edit it with our own ones, and have a reference for dimensions/proportions. Any size is possible as long as it is circular? :hmmm:
Finally, a wording suggestion :D: In the Navy it is customary to use the terms "Own ship" or "Own ship course", and not "Self"
I'm goin' down
10-02-09, 12:08 PM
I am unable to visualize the readme when I work the dials. :damn: At some point, I am not sure where, I get lost. I am not going to spend more time trying to guess and figure it out, but I will try this. I will supply heading and true course for the target and "own ship", paste it the readme, which I have copied below, and you can supply the readings in the readme, by inserting the data in the bracketed areas. Thank you.
Here we go.
Own boat (self): Heading 300 degrees, course 120 degrees.
Target: Heading 70 degrees, course 250 degrees.
Assume own boat's Periscope is pointed at 270 degrees
Target speed: default
Under these assumptions, I believe the target is closing from own boat's port side, and own boat's periscope is pointed ahead of the target's course by 20 degrees.
EXAMPLE 1 (TARGET COURSE KNOWN)
*******************************************
1. Set your True Course
-----------------------------
Rotate the Outer dial to line up the blue arrow with your course on the middle dial. (? degrees) If you don't know your exact course, put your scope at 000 and issue the turn heading command ("+" key). Your crew should then respond with your current course.
Note:
You could also leave the outer dial in its starting location, and drag the middle dial instead, but i find it quicker the other way.
2. Set the targets course
-----------------------------
Rotate the inner dial so it's blue end is pointing at the targets course (? degrees).
Step 3. Orient the display
-----------------------------
Right click and drag any dial to re-orient the entire display so the bearing you are looking at the target (found on the outer blue dial) (what bearing am I looking at? is this where the periscope is pointed, i.e. 270 degrees?) is underneath the vertical red line.
Step 4. Read the Target's AOB
-----------------------------
Follow the red line across to the inside dial to read the AOB at this periscope angle. (What is your reading of the correct AoB?)
As the target tracks across your view... keep rotating the entire tool (right click drag) so the red line is aligned with the "relative" bearing (on the outer dial) you are observing the target from in your periscope to see its AOB in realtime.
Step 5. Turn perpindicular into the target.
--------------------------------------------
If the Blue arrow on the outer dial is not perpindicular to the target on the inside dial, re-orient the dials (right click drag) so that the 9 on the inner dial is aligned with the vertical red line. Follow the red line across to the "relative" bearing on the outer dial. (This confuses me. What is the relative bearing on the outer dial? Is the relative bearing found below the perpendicular red line or at the very top of the dial?) Turn your periscope to that beaering and order your crew to turn to that relative heading using the "+" key. Alternatively, you can turn to the true heading found on the middle dial instead if you want but its much easier to do it relatively.
Congratulations!!! you are now aligned perpindicular to the target. Now rotate the outer dial so it's arrow is pointed at your new heading.
From there.. proceed with rotating the entire tool (right click drag) so the vertical red line is aligned with the "relative" bearing (on the outer dial) you are observing the target from in your scope to see its AOB in realtime.(I need to see this to understand it.)
Step 6: Comput Lead Angle
---------------------------
Enter target & torpedo speeds. Hit Solve. Put attack scope on the indicated bearing. Lower the scope and don't move it afterwards. (I think I can push the solve button without further instrcution.)
Rockin Robbins
10-02-09, 12:14 PM
Whoa! Smooth, easy to read at any size, more convenient than the desktop tool I have, it's a winner, gutted! Now with a free speed solver tool. Where's Billy Mays when we need him?
Own boat (self): Heading 300 degrees, course 120 degrees.
Target: Heading 70 degrees, course 250 degrees.
Assume own boat's Periscope is pointed at 270 degrees
Target speed: default
Under these assumptions, I believe the target is closing from own boat's port side, and own boat's periscope is pointed ahead of the target's course by 20 degrees.
Wooahh that's very confusing for me :doh:
Heading and course are actually the same thing AFAIK!
Let us do something easier....
Simply write down two or three examples of a situation and I will upload here a screenshot of the wheel, configured for that. You can then visualize how to set it up, OK? :up:
OK, I have started to create an example and I think I understand where you get lost! It's actually not a big deal, but it NEEDS to be explained to be understood. The wheel is lacking a specific pointer for bearing, and hence you must use directly the values in the other wheels. Stand tuned, I'll upload an explanation soon.:shucks:
Here we go!
In this example, our submarine is heading north (0º). The target is heading due east (90º). Our bearing to the target is 305º (Or 55º left from our bow). The target's angle on the bow is therefore 35º.
http://img2.imageshack.us/img2/2898/solutionh.jpg
The wheel should therefore look like this:
http://img198.imageshack.us/img198/5467/wheelsb.jpg
Just tested the new version, nice one :up:
Could you add the templates you used for the graphics? That way we can easily edit it with our own ones, and have a reference for dimensions/proportions. Any size is possible as long as it is circular? :hmmm:
Finally, a wording suggestion :D: In the Navy it is customary to use the terms "Own ship" or "Own ship course", and not "Self"
the dial graphics can be any dimension (the program scales them to fit the window).. they just all need to be to the same scale and cropped down to the outer edges of the actual dials.
note: bigger images are slower to scale and rotate. so make them big enough to see the details, but not too big to impact drawing performance.
As for "Own Ship", i'll change that when i do the next release. I'm currently planning out the next major tool for this, but will take more effort than the others so i'll keep you updated. It's going to blow you away.
Hitman. you're example is wrong.
The targets course is not read from his bow.. it's read from his tail (the blue arrow at it's stern). Look at the digital readout.. the target is goin the wrong way. If you want to use the wheel this way, you can.. but dont expect the solution to be correct. In your screenshots, the solution is showing 11.1, when it should be 348.9.
And there IS an indicator for the periscope bearing. It's the vertical red line from the center of the wheel to the bottom of the screen.
If you know the Target's Course
========================
1. Rotate the bottom dial so it's blue arrow is aligned with your course on the middle dial.
2. Rotate the top dial so it's blue arrow is algiend with the tagets course on the middle dial.
3. Right-Click and drag any wheel to rotate all of them so that the bearing your periscope is currently viewing the target from is "Under" the vertical red line. These periscope bearings are located on the bottom "blue" dial.
If you don't know the targets course.
==============================
1. Rotate the bottom dial so it's blue arrow is aligned with your course on the middle dial.
2. Right-Click and drag any wheel to rotate all of them so that the bearing your periscope is currently viewing the target from is "Under" the vertical red line. These periscope bearings are located on the bottom "blue" dial.
3. Rotate the top dial so the target image on it looks similar to what you are seeing at that bearing. Then read the target's true course from it's blue arrow (at it's stern).
If you want to parallel the target Rotate all the dials so that the rear of the target is under the red line. Read the periscope bearing there. Turn your real scope to that bearing and issue turn-to-course command. Then move the bottom dial so its blue arrow is at aligned with your new course.
To turn in 90 degrees to the target & approach at a right angle. Rotate all the dials so that the 90AOB location on the inner dial is under the periscope line. Read the periscope bearing on the outer dial at that position.. and then turn your real scope to that bearing and issue the turn-to-course command. Then move the outer dial so its blue arrow is at the new location.
Again, the vertical red line from the center of the dial to the bottom of the window is the "Periscope Line".
Just uploaded a pretty basic video tutorial on YouTube.
It doesn't have any in-game footage, nor talks about the solution and speed solvers. It just specifically shows how to use the dials with a few examples.. as that is where the confusion seems to be.
the link will be in the original post as soon as youtube finishes processing it.
It's finally ready.. see the original post.
I'm goin' down
10-02-09, 11:30 PM
gutted has the course right. The course is from the blue arrow at the stern of the boat (bearing of 180 degrees on the periscope) when you are in the boat). The front of the boat is its headiing (bearing of 0 degrees on the periscope). True course and true heading are determined using the compass or protractor tool. If those terms are correct, then let's use them. If not, I plead ignorance, you may accept the plea, and define the terms however you believe is appropriate.
Video: I understood about the first fifty seconds. I started dancing around the room with joy, yelling promote the man to the Chief of Staff, and then you rotated the all the dials 180 degrees, so the target and the view of it, changed from port to starboard. The target is on the same heading, but everything has rotated 180 degrees. If you gave an explanation of the reason for the rotation I did not understand it. Am I supposed to do that? Why did you do it? What is the purpose? Can you explain it in more detail ?
I will continue the video when I understand that point.
(p.s. If you confused Hitman, then I am not as dumb as I thought, as his tutorialon Manual Targeting at 100 percent realism is the masterpiece that hooked me on the game:salute:. Then Rockin Robbins took over training me and totally messed me up:D (He is the infamous captain whose boat sunk one of our own carreirs when it was en route to deliver top a secret weapon nicknamed Little Boy to Saipan:03:) , and now your mod has me on my way to Happy Dale sanitarium.
.... The front of the boat is its headiing .
uhh no.
where the front of the boat is pointing on the middle dial means nothing at all. that black AoB arrow on the front of the ship pointing at the middle dial really shouldn't even be there as it confuses people. It's only there because it was on the graphics i borrowed.. i may remove that arrow in a future update.
I sorta understand why its there.. but it should have been drawn differently. It shouldn't have been pointing at the middle dial and instead have been two circluar arrows bent back to point towards the AoB numbers on the inner dial.
.... then you rotated the all the dials 180 degrees, so the target and the view of it, changed from port to starboard. The target is on the same heading, but everything has rotated 180 degrees. If you gave an explanation of the reason for the rotation I did not understand it. Am I supposed to do that? Why did you do it? What is the purpose? Can you explain it in more detail ? .
because as i stated in the video.. that red vertical line overlayed over the dials (from the middle of the target dial to the bottom of the display) is the "Periscope Line". It is the direction you are looking.
Once you set your course, you rotate the whole thing (right click + drag) so that you are under that line. Putting 000 on the outer dial under the red line is like looking out the front of your boat.
If it's that confusing i guess i'll change it so that the blue arrow on the outer dial starts at the bottom instead of the top.
So if you prefer... put the blue arrow at the bottom.. then rotate the middle dial instead to set your course. I prefer my way, as it's more natural to have everything start in true polar coordinates.. and it's easier to see the blue arrow moving around than it is to read course numbers as you spin the middle dial. but that's just me. Also, before you re-orient the display.. its a snap to set the target's course.. because you dont have to hunt for the new locations on the middle dial (because it hasn't moved yet).
magic452
10-03-09, 12:47 AM
Gutted tried out your little tool last night, really very cool. :salute:
Took some time to figure it out but once I did it was simple to use.
Lined up on a convoy and set up on a large freighter with a 31K solution
and a large tanker with a 41K solution. Got 4 good hits and both went down.
If it could only be incorporated into the game it would be traffic.
Nice work and thanks. :yeah:
Magic
Hummmm you are right gutted, I just noticed that the wheel works in fact the opposite to my example. Not that it won't work as I did set it up, but the calculation for the solution will be wrong. The target/submarine relative positions won't be wrong however.
The problem is that the author of this wheel made it the opposite of the ral ones, with which I'm used to work. :damn:
I'll correct the example in a moment!
I'm goin' down
10-03-09, 02:51 AM
gutted, your explanation for rotating the dials was great. It makes sense that 000 degrees is rotated to the he bottom of the dial as 000 is Own Ship's true course if Own Ship is heading due north.
As for the tutorial, so far the thing I would emhasize is that 000 degrees on the red line means you have rotated the display for the purpose of putting Own Boat's true (and relative?) course of 000 degrees in it s correct location assuming you were looking at the front of the boat through the periscope. At the begging of the video, I would announce the various techniques you will discuss and announce each technique again when you get to that subject. You explain things better than you think. Assume the listner is a novice, and you will get your message accross.
When you adjust periscope view of the target tog 330 of degrees on the outer blue ring, the AoB is 60 degrees. To turn perpendicular to the target use the "+" key. At default setting on the Solution Solver, this means the shoot bearing is 348.9 degrees.
If that is correct, I am figuring it out. If so, Hitman may be able to correct his screen shot (pretty please with chocolate!). I now have to conceptualize the view of the target and I am on my way.
I am off to the tutorial, and then target practice.
OK, I uploaded the correct wheel set up. The main problem is that this wiz-wheel is absolutely counter-intuitive in its use :damn:
The red line for periscope bearing is fixed, while in fact it is the bearing wheel (outer blue one) which should be fixed!! The periscope moves, the bow doesn't. Or, alternatively, you could make the compass wheel (yellow) fixed because the true North will never move, and leave all other wheels free rotable (including the periscope bearing red marker). Actually, this last option would probably be the best for the game, as in the chart (Be it the map or attack chart) the true north is always at the top.
As it is now, the most easy way to set the wheel up is as follows (Setting up the dials from outside to inside):
1) Rotate the blue dial until the red line marks the current bearing to target (305º in my example)
2) Rotate the yellow dial until the true course of your submarine (due north in my example, zero degrees) matches the blue arrow in the outer blue dial
3) Rotate the innermost dial -target dial- until the target course (blue arrow in the target dial) matches the target's true course in the yellow dial (90º)
Alternative to 3): If you don't know yet the target's true course but instead have estimated his angle on the bow, rotate the innermost dial until the target AOB matches the red line of the scope bearing.
EDIT:
I just wanted to add, that the main problem is that one of the wheels needs to be inverted to what one would naturally think for the whole system to work. The author of this wheel chose to invert the compasswheel, instead of the submarine bearing wheel as is customary in all wheels I have seen, and hence the confusion. I'd strongly recommend to re-arrange the wheel for inverted submarine bearings, as otherwise everyone who learns to use this wheel will have later difficulties using other (real) wheels.
Here is a preview of a replica I have done from a WW2 U-Boat wiz-wheel:
http://img246.imageshack.us/i/sampleno4.jpg/http://img198.imageshack.us/img198/7163/sampleno4.jpg
I'd very much like to adapt this graphics to your fabulous tool, gutted :ping: The outer black one is the yellow compass card, the inner white one is the target wheel. The red pointer is here the large squared one with arrows. This one has a one wheel less than the one in your tool, as it works with true bearings, not with relative ones.
I'm goin' down
10-03-09, 03:23 AM
:damn:Jesus. Hitman, if I tried to figure out you last post, I would go back to the Dick O'Kane method. I agree the wheel is counter intuitive. But apparently some Captain's have figured out, or to appear brilliant, claim that they have. It would be helpful, if you can modify your example above if you have a handle on this, as I am fond of your screen shot explanations. I am plowing through the video and have the first part down. Meanwhile, I leave it to you, gutted, and other to determine if the wheel should be modified. I do not fully understand it, so I cannot recommend anything substantive at this point.
if I tried to figure out you last post, I would go back to the Dick O'Kane method.
LOL which one are you referring to? The one I explain how to use the wheel as it is now, or the one with a picture of a german wiz-wheel replica?
Another nice -and historic!- skin for the tool :up:
http://img143.imageshack.us/img143/6420/wwiiiswasyu21.jpg
I'm goin' down
10-03-09, 04:04 AM
Post 39 was too much for me.
I just tried the Sub School tutorial re firing torpedoes. The target was so close to the firing point a the beginning of the tutorial that I did do not have much time to set up. Own Ship was at course of 180 I think. Target course was 102.5 at 9 knots. I plugged the data into the wheel, rotated it 180 degrees and got the AoB. The SS saver said the firing angle was 349.5 degrees. When I rotated the dials on the wheel to 349.5, it indicated that it was a perpendicular firing angle. Next,I aimed the periscope at 349.5 degrees and hit the "=" key. I do not know how fast the ship turns, but I quickly fired four 46 kt. torpedoes at the target which was already starting to cross the firing wire. Two torpedoes exploded on the way to the target. The other two hit it amidships. This was not a perfect test, as the target was too close to the firing point that there is little time to set up far enough in advance to be sure the wheel works, but at least I hit the target.
I have a Dick O'Kane practice video and I will use it to set up shot and various angles to test the wheel. It looks promising and I am beginning to figure out gutted's Readme, which he might want to modify so it can be more easily followed. I am pretty sure the wheel, and will be a heck of a mod, up their with Nicolas' Easy AoB, which, along with your tutorial, really helped advance the game. I have knocked off three ships in an attack with Nicolas' mod, but with this, I might start getting four.:salute:
OK, I understand :salute:
Here is a very quick and dirty job of adding new skins, so people can have an idea of the wheel's potential:
http://img10.imageshack.us/img10/3888/nuevoimagendemapadebitsww.jpg
I'm goin' down
10-03-09, 06:25 AM
I see you have fixed post 28. However, your black and white diagram is slightly misleading. Per a PM from gutted, heading and course are the same thing. Bearing, however, is what you see when you look out of the periscope, which I assume is 90 degrees in your wheel. Using his definitions, the target bearing is is 90 degrees. Agreed? You state in the opening sentence of the post it is the heading and on the diagram you say it is the course. According to gutted, 90 degrees is the target's bearing. Its course (or heading) is 270 degrees. Those corrections should be fixed or clarified. You should also make at a note at the very beginning to the effect that this post was corrected per post 330 by gutted, so you won't confuse readers of the thread. Other than that, I like it.
Here is gutted PM to me re course/heading and bearing:
"cousrse & heading are the same thing.
course is simply the direction you're heading.
see?
bearing on the other hand.. is the direction you're looking, not the direction you're going." (Bold and Italics supplied).
The terminology in the readme is what got me off on the wrong track. If gutted is correct, we should adopt his terminology.
with those protursions on the bottom dial, you'll be able to rotate it from "blank space". not a big deal, but if you're trying to get to the context menu.. you'll have to right click further away from the wheels.
thats why i said the wheels have to be circular, or the area you can operate the wheels will be off.
Now that i've started working on the next major feature, i've switched to a directX renderer, so doing the pixel perfect hit detection wont be as costly, i'll put it on my to-do list.
as for the next major feature....
drum roll....
A live periscope view. I've already got it up and running, but have some things to work out.
basically it's a mock persicope view sorta like you see in the game (has the scope graphics and everything), with a 3D ship that rotates as you move the dials. so now you can train yourself to estimate AoB's. As you rotate the dials, you'll see what the ship looks like from the current "persicope" bearing. should help you estimate the correct AoB.
the next step is to be able to move the 3D ship further or closer to align it's apparent width to the tick marks on the scope to get an estimate of range not only to the target... but also to the current intercept angle. getting a range estimate to the intercept point without having to plot on the map is the main reason i wanted this feature.
but it's coming along.
i'll post some screens of it soon.
However, the diagram says its course is 90 degrees. It course is 270 degrees, heading 90 degrees
No! You are getting the terminology wrong! That's the problem with the wiz wheel used so far, it differentiates course and heading, but actually they are both the same thing. The wheel needs to diffentiate them because the course is at the stern of the ship image, nothing else. That is a side effect of the inverted way of displaying the bearing dial (the blue one)
In any naval aplication you only have heading=course, never different concepts.
Another nice -and historic!- skin for the tool :up:
http://img143.imageshack.us/img143/6420/wwiiiswasyu21.jpg
this one has 000 at the bottom, and looks like it would operate exactly how the program does. you'd rotate the whole tool in your hand to put the bearing your looking down in front of you.
i see it has some "wedges" between the wheels to keep the targets wheel steady, as you're moving those two dials around while you maneuver the ship (.ie like rotating just the outer dial in the program when you make course changes).
i dunno, from what i see, the program is not really wrong... it just depends on your point of view.
I'm goin' down
10-03-09, 06:51 AM
Hitman, I was fixing post 46 when you posted 48. Take a second look, and see what you think now. What am I doing up at 4:49 a.m.? working on the wheel!! sheesh.:zzz::zzz:
Yes it has the zero at the bottom BUT the true course of the submarine is actually at the 180º. I am positive about that, as I have readed the user's manual of it, and besides the silhouette of the submarine shows clearly the bow at the 180º, and the stern at the 0º bearings. When choosing which dial to invert, they went for the bearings one. :shucks:
EDIT: Rgr that IGD, so it was you who misunderstood it. No problem then!
I'm goin' down
10-03-09, 12:57 PM
I know you are running around Spain dodging tomatoes and bulls. If you understand baseball, please go to YouTube and play the classic, famous video, "Who's on First" by Abbot and Costello. That is what we should label this thread!
Heading/Course and Bearing--Elementary School Course?
I will keep this simple. We are viewing the target from Own Ship's periscope line at 000 degrees.
1. Viewed from the red periscope line at the bottom of the wheel, Target's heading/course appears to be 270 degrees. It's bearing appears to be 90 degrees. That is what the wheel indicates, and what gutted apparently advises.
2. If you pretend the view is from a real live periscope on Own Ship, Own Ship's bearing is 0 degrees and Own Ship's heading/course is 180 degrees.
3. If the compass is pointing true north and Target is perpendicular to Own Ship, as in your diagram and as seen from the periscope on Own Ship, the Target's bearing appears to be 90 degrees and it's heading/course is 270 degrees. If so, the bow of the target in your diagram, as seen from Own Ship, would have a bearing of 90 degrees. I hope so for my sake.
Do you agree with that? If you do, that might explain why I seem to be talking in circles. If you agree, we should be able to get all of this straight.
Gutted the term "Own Ship" is what aaronblood used in MoBo, an amazing program.
I will keep this simple. We are viewing the target from Own Ship's periscope line at 000 degrees.
1. Viewed from the red periscope line at the bottom of the wheel, Target's heading/course appears to be 270 degrees. It's bearing appears to be 90 degrees. That is what the wheel indicates, and what gutted apparently advises.
the target ship has no "bearing".. bearing is completely relative to the viewing person. How do you know which way the target is looking? Like i said previously, the arrow at the firont of the target ship is meaninless.. and points to nothing. It shouldn't be drawn that way.
Since you say the periscope is at 000 degrees... he's at a bearing of 000 degrees from YOU. Now if you were to place yoursef on his ship and then look at your sub.. YOU would be at a bearing of 90 degrees from him. Ths bearing from his ship to your ship is mainly what the Angle On Bow is derived from.
I'm goin' down
10-03-09, 02:34 PM
okay. why have a middle dial (compass)?
weeee. we're spinning in circles here now arent we? LOL.
what the number mean on each dial:
bottom dial:
Bearings from your periscope.
middle dial:
Headings (.ie True Course) that both ownship & target will be travelling on.
top dial:
Bearings from the targets point of view (expressed in terms of AoB port/starboard).
Yes it has the zero at the bottom BUT the true course of the submarine is actually at the 180º. I am positive about that, as I have readed the user's manual of it, and besides the silhouette of the submarine shows clearly the bow at the 180º, and the stern at the 0º bearings. When choosing which dial to invert, they went for the bearings one. :shucks:
i dont buy that. nothing about that wheel is inverted. It's the same as when using the "Tool helper" on the "Ruler" in game.
when you are drawing out the course.. (say north for this example), you would read it from the bottom of the tool helper in game.. your nose would be at the 180 location.
this is how it works.. there is nothing inverted about it. It's just simply the way the dials interact that it seems backwards to you, but as i said it's a matter of perspective. It doesn't seem backwards at all from my POV.
IMO, the custom artwork you put into the soltion solver screnshot looks backwards :D
I'm goin' down
10-03-09, 04:56 PM
Tried two attempts at a tutorial set up by Rockin Roberts for practicing the Cromwell method. I had two hits on my first attempt, but the solution was not perfect. On the second attmept, I noticed Own Ship was not proceeding down the 45 degree track. I realized the course plotting tool put some extra flags which caused my boat to go off course and screwed up the firing angle. :wah: But I think I had the set up correct with the target's true course of 28 degrees to starboard at 12 kts, and Own Ship at 0 degrees. The AoB on the wheel looked good. It was 45 degrees which is correct under the Cromwell theory. The firing solution said 351 degrees, which was a lead angle of 9 degrees. I will try it again later.
If I get this thing down and you make major changes.....ARGGGG!
If I get this thing down and you make major changes.....ARGGGG!
i seriously doubt i'll be making any changes.
if anything... for people who want to use custom dials that are oriented differently, i'll have the program look for a specific config file that tells it the orientation of each dial.
I'm goin' down
10-03-09, 07:46 PM
If contact with six torpedoes means I have learned how to figure out the wheel, then I must have learned something. Third attempt - I forgot to submerge. Target started shooting at me, changed course and ran away. Fourth attempt - I knew target's course, so I set up for a Cromwell attack and set the dials on the wheel and solved the solution. I fired four 46 kt. and two 45 kt. torpedoes at 3,600 yds. All were right on the MONEY.:haha::D
I am sold. I will use it in lieu of Easy AoB until I have it down cold. A nice piece of work, although mastering the wheel for some of us can be a challenge. Thanks for working this through with Hitman, me and the rest of the Captains. This should be stickied and made a part of Neal's post re important mods that is in his sticky in the Mods forum.:yeah:
MO, the custom artwork you put into the soltion solver screnshot looks backwards :DYes, because that artwork replicates the real wheels ... and those work the opposite!!
It is obvious that, as you say, it's all a matter of perspective, and that the dials can be brought to work also with the current layout. The only thing I wanted to point out is that they work the opposite to the real ones I know, and hence they are less intuitive for me. Plus I believe the US and german Navy must have had some reason to put them like they did.:hmmm:
Never mind, it's not a big deal :yep:
EDIT: I checked again the example of arwtork and the bearinsg dial is indeed inverted. The reason is it was a quick job intended to showcase skins, and I used the same template for all dials.
i recorded a new tutorial showing a complete attack from first sighting to to target destruction. shows how to use the wheel to position yourself, and how to use the speed solver etc.
The attack was done purely visually. ie. no map plotting or ranging were done.
might be a day or so before its on youtube. i need to do some things to it first.
I am sold. I will use it in lieu of Easy AoB until I have it down cold. A nice piece of work, although mastering the wheel for some of us can be a challenge.
congrats, but dont box yourself into one way of doing things.
my personal method is to use the AoB wheel to position myself, and then switch to the position keeper when im close range and in a good position for the actual firing.. because it allows me to keep turning/manuevering and i can target more than one ship pretty easily.
but to each their own.
I'm goin' down
10-04-09, 11:48 PM
I lined up for a shot at an angle. The target changed course and moved inside the tracking course, closer to Own Ship, but on a roughly parallel course to the tracking course. So I had adequate distance to fire torpedoes, I put Own Ship in reverse. I assume Own Ship not change course when in reverse. I missed the shots. Was Own Ship off course as a result of moving in reverse or as a resiult of moving away from the original course line?
I'm goin' down
10-05-09, 06:35 PM
When you hit the + key to turn your Own Ship perpendicular to the target's course, does the perpendicular angle change if you continue ahead at the same bearing? Assume you are perpendicular to the target's course after hitting the + key. If you stay on the same heading and travel 750 yds. do you need to input a new solution? Or hit the + button and reset the perpendicular angle.
Also, when the target crosses the wire, it sometimes crosses it at a different angle than the firing angle. Eg. the target's bow crosses at 351 degrees (the radarman announces 351 degrees) but the solution says 353 degrees. When do I fire?
I have got the technique down, but I am still missing shots be a few yards aft or stern. I am finding it not as reliable as the Easy AoB mod, but I may be screwing up.
magic452
10-06-09, 03:24 AM
In your post #63 range doesn't figure into the solution at all so moving backwards, forward or not at all should not affect your shot. Just shoot when the target crosses your shooting bearing (lead angle).
If your moving and hit the +/= key and the scope is anywere but 0° your boat will turn.
As long as your on the original "own ship" course line, range is no factor if more than 500 yd and less than the range of the torpedo. If you missed your boat may have been turning?????
If the target is off it's course line a little but parallel you should still hit, because range is not a factor.
The sound man's call of bearing is to MOT not the bow so it will be off and at close range could be 2 or 3°, also there is a lag time for the call to be made, this makes sound only shots more difficult. If the solution says 353° than that is where you point the scope and shoot at the part of the target you want to hit.
If you are missing it could well be that the target has seen the wakes and changed speed. With this or any shooting solution conditions play a big part, Clear sky and calm seas and even range effect every shot and must be taken into account.
Don't be too concerned about the angle you approach the target course line, it can be any angle you want 90, 75, or less(Cromwell is 45°). I use an angle of 60 to 70°. 90° gives you a little bit bigger target to shoot at nothing more.
Once I have a target course line, I pick a point on that line and use the nav. map way point plotting tool to set my approach angle. Put a way point right on the target course line and that is where you torpedos will impact the target, your boat can be anywere on that line within range of the torpedo.
If I'm not sure about the exact angle I measure it with the protractor tool and adjust the way point till I get the desired AoB, that's AoB of the torpedo at impact. Once you have stabilized on that heading or course line you than can hit the +/= key to get your heading number (point the scope to 0° first) to enter into the solution tool. That is more accurate than trying to read it off the compass.
One good thing about using a way point is even if you are moving you will stay on the same course unless YOU change it.
This tool is nothing more than a simple and more accurate way to set up a vector analysis attack. No drawing of triangles etc.
It is very good for shooting at two targets using high and low speed torpedos.
IGD Try this: (best done under low visibility conditions or short range)
1) find a target and get it's speed and course line.
2) Put a way point on the target course line as I described above at a 65° AoB. And get within any range you wish to shoot at.
3) The target speed will equal your lead angle (shooting bearing.)
if you are shooting Mk.14 on high speed.
Ex: a 9k speed will = 9° lead angle for Mk.14 on high speed.
4) while you are waiting for the target set up your torpedos to
high speed, contact and 10 or so feet deep. Open the doors.
and be sure the PK is set to 0 speed, 0 AoB and 0 bearing.
a zero gyro angle shot. Do not turn the PK on.
5) Point the scope to 9° if the target is approaching from your right
351° if from the left.
6) Do nothing else!!!!! Except save the game.
7) Shoot as the fat parts cross the wire.
IF the target stays on the same course and speed you will hit it.
If the target changes speed or turns you may miss, this is true of any type firing solution.
Load up the save
input the target course heading (measure with the compase rose)
Input your course heading using the +/= key.
Input the target and torpedo speed . 9K and 46K
The solutiton will be almost exactly 9° or 351° If it's more than a half a degree off you did something wrong.
Target speed is the most critical data point, if the target course line or
your approach angle is a little off you will still hit. Target speed must be very close. That's one problem with the tool it only uses whole knots. Many ships in TMO travle at less than whole knots and at very long range it will make a differance.
Kind of a long winded answer, sorry if I got carried away. :hmmm:
Magic
1.3 is pretty much finished.
Has the new "Live" 3D Periscope View feature i talked about + improved dial responsiveness. I think you'll really enjoy these features.
Just need to create an installer for it, and i'll upload it.
ETA... soon.
irish1958
10-07-09, 07:12 AM
And a new Video? Showing the actual use via video sold me on the concept.
"Keep up the good work" (BDU)
version 1.3 is up.
See the first post.
Decided not to make an installer for it yet.. i'll wait till i have proper documentation.
And a new Video? Showing the actual use via video sold me on the concept.
"Keep up the good work" (BDU)
i've got the video of a full 25 minute visual attack recorded.. just having issues with importing the clips into movie maker to splice them together.
it shows me using the program to complete an entire attack without ever plotting anything on the map or using any in-game stadimter or TDC controls.
i may just end up uploading them to youtube as a 6 part series.
meh.. found one bug already (a logic glitch i missed).
When you turn on the Periscope View's Digital AoB readout. It wont actually start showing it until the AoB changes.
Added to my to-do list.
please post any bugs or logic boo boo's you come across.
I like very much the new periscope viewer, it is an invaluable tool for learning to estimate the AOB!!!
Would you consider adding to it a function of zoom in/out to represent distance estimation by naked eye (When comparing to the lense field of view) and some more ships to choose from? (Small, medium, large and very large for both merchant and warships, i.e. 75/100/150/200 metres long merchants or tankers and a corvette, a destroyer, a cruiser, and a warship)
Or even better, release it separatedly as an AOB and distance estimation training device. That would be AWESOME, and also replicate a tool that certainly existed in the U-Boat academy!
FIREWALL
10-07-09, 12:32 PM
@ Hitman I love that black U-boot one.
Can you make a download of all shown versions please so I can make my own ?
Thx in advance Firewall :salute:
@ Gutted Thx as well. :salute:
bump
Rockin Robbins
10-07-09, 12:40 PM
i've got the video of a full 25 minute visual attack recorded.. just having issues with importing the clips into movie maker to splice them together.
it shows me using the program to complete an entire attack without ever plotting anything on the map or using any in-game stadimter or TDC controls.
i may just end up uploading them to youtube as a 6 part series.
Please link the things to the Sub Skippers' Bag of Tricks thread. If you have trouble splicing them, I may ask your permission to do so myself with Any Video Converter, which does a seamless job of transcoding and splicing at the same time. Heck, I may just as well just suggest that you try that free program. Why don't you Google "Any Video Converter" and...:har:
I like very much the new periscope viewer, it is an invaluable tool for learning to estimate the AOB!!!
Would you consider adding to it a function of zoom in/out to represent distance estimation by naked eye (When comparing to the lense field of view) and some more ships to choose from? (Small, medium, large and very large for both merchant and warships, i.e. 75/100/150/200 metres long merchants or tankers and a corvette, a destroyer, a cruiser, and a warship)
Or even better, release it separatedly as an AOB and distance estimation training device. That would be AWESOME, and also replicate a tool that certainly existed in the U-Boat academy!
Everything you just said.. to a T.. is what my final vision for the periscope view was.
This was the first step.
The end goal is to be able to place the ship in the periscope view at the right distance using some tick marks, to get a range to the intercept point (and ofcourse a range to the target itself).
I wanted this because right now i have to have atleast one initial plot on the map if i want to know when i will be in fast torpedo range. From the inintial plot and the course i get from the wheel, i can easily draw out the targets course and see when im in fast torpedo range..
but if i could just place the virtual ship at the right distance in the periscope view and have it tell me the distance from the intercept (where our two ships meet)... that would rawk hard!!
right now you can move it further or closer using the mouse wheel.. but it does nothing special yet.
don't forget there's a right click menu in that view as well. The "Lock Rotation" option is there so that you dont accidently rotate the ship in the periscope view once you get his course nailed down in the AoB Finder. It will only rotate when you move the actual dial with that setting on.
Please link the things to the Sub Skippers' Bag of Tricks thread. If you have trouble splicing them, I may ask your permission to do so myself with Any Video Converter, which does a seamless job of transcoding and splicing at the same time. Heck, I may just as well just suggest that you try that free program. Why don't you Google "Any Video Converter" and...:har:
will do, right now though.. im working on the "Formal" documentation of the tool. With pictures and things hehe.
Also adding a general purpose speed/distance/time calculator.
my plate is abit full. haven't been playing lately :(
Oh.. and i changed that nagging top dial. I think it was too confusing for people.
The black arrow pointing at the middle dial was the first to go. And the graphic of a sub was replaced by a merchant. I think an inexperienced person might mistake that sub for himself.
the next version will be a more incremental update. (say 1.3.1).
anyway, as for features... im all ears.
I'm goin' down
10-07-09, 01:11 PM
I just got used to the top dial.:wah::damn:
right now you can move it further or closer using the mouse wheel.. but it does nothing special yet.
don't forget there's a right click menu in that view as well.
Wow amazing again....it was already there :D
Fantastic job! :|\\
Wow amazing again....it was already there :D
Fantastic job! :|\\
im quick like that :D
I'm goin' down
10-07-09, 01:59 PM
I count in feet. Last I looked I had two of them.
I do not understand how the numbers and circular lines on the inside of the dial work. How do you use them? Or, what do they represent and how do you apply them?
I count in feet. Last I looked I had two of them.
I do not understand how the numbers and circular lines on the inside of the dial work. How do you use them? Or, what do they represent and how do you apply them?
How to use an AoB wheel.
http://www.subsim.com/radioroom/showthread.php?t=150069.
This tutorial inspired the graphics reaper7 made for the dials... which i used as a base for the program (which im now in the process of customing to fit my needs).
Until you learn how to use an AoB wheel.. i can't really help you that much. I pretty much spelled it out in the readme. But i admit pictures are better than words, and im working on that as we speak. Until then.. look in that thread, you'll see pictures and explenations on how to use an AoB wheel that is almost exactly like this one.
though i did i take some liberties when making the software version... like the periscope line, and freely rotating outer wheel. that was done to make using it more efficient. but the concepts are pretty much the same.
Rockin Robbins
10-07-09, 02:25 PM
Hehehehehehe! The hazards of modding: you don't get to play much. Time to get this thing in a temporary parking position and take a break to keep your interest in the game sharp! Love what you've done and can't wait to check it out in detail.
FIREWALL
10-07-09, 02:30 PM
@ Hitman I love that black U-boot one.
Can you make a download of all shown versions please so I can make my own ?
Thx in advance Firewall :salute:
@ Gutted Thx as well. :salute:
bumpagain
I'm goin' down
10-07-09, 02:55 PM
I was referring to the speed wheel. Not the AoB dial, which I got straight once I got over spinnng the dial so the arrow was on the bottom. That had me stumped for awhile, until I stood on my head and looked at it upside down. I think you assumed I was referring to the AoB dial, which is my friend and lives under my pillow.:DL
FIREWALL
10-07-09, 02:58 PM
again
and again :DL
the integrated speed/distance/time & distance conversion calculator tool is finished. its snazzy. when you get a distance from teh SDT calculator portion.. you can "Send" the distance down to the conversion portion... convert it and "Send" it back up (along with the new format) to the SDT calculator..
one less thing.
next up is finishing the pretty manual, and making the program remember all it's settings.
Onkel Neal
10-07-09, 07:57 PM
Thread renamed, per request. :salute:
Just a heads up... theres a pretty serious glitch i missed.
It has to do with the persicope view rotation. If you turn on the AoB readout in that view.. you'll see the AoB readout start showing wrong values, and pretty soon your Target Dial in the AoB Finder will start getting out of sync with its actual heading.
The dial will look oriented right, but it's heading will be wrong (sometimes being negative).
it was a small number "wrapping" issue that i completely missed for that view.
Everything works fine until you start rotating in the periscope view itself... so avoid that for the time being, Until i get a new update out.
which looks like i'll just have to finish what im currently doing, fix that snafu, and release an emergency 1.31.
keep your eyes open for things like this.. the project is starting to get alittle big now, and im only human.
:cry:
I'm goin' down
10-07-09, 10:20 PM
We're screwed. Let's sue for peace and give up Hawaii (they own it now anyway!) in exchange for the right to surf there in perpetuity (i.e. forever).
@ Hitman I love that black U-boot one.
Can you make a download of all shown versions please so I can make my own ?
Thx in advance Firewall :salute:
Hmmm I think that it would need modifications to work with the wiz wheel as it is now. But anyway, here you go: http://rapidshare.com/files/290277154/Templates.rar.html
The only thing I request from you in exchange is that you make your adaptation available, so that everyone else can also enjoy it :up:
I'm goin' down
10-08-09, 04:51 PM
The speed dial has four partial circles on the inside the dial. I think these represent different size ships. However the number on the partial circles run counter clockwise. What do those numbers represent? How are those inner circular lines related the outer ring where you time the ship as it crosses the periscope view?
Basic instructions for the speed solver:
For this to work with any accuracy, you need to be able to CLEARLY see the tips of the Bow & Stern of the target. You are going to time it takes for the ship to travel a distance equaled to it's length. It's best done when the target is at a 90AOB (+/- 30 to 40 degrees).
So as a rule of thumb.. say between 50-140 AoB (60-130 would be better). Best accuracy will be at 90AoB, but if this ship is at 90AoB he's usually directly infront of you and you should have fired already. :DL
Note: You can do the steps below while moving, but the scope needs to be at bearing 000 for the entirety of this process to cancel out any relative movement of your ship.
so here we go...
1. Stop the sub.
2. Put the vertical line of the periscope on the tip of the targets nose.
3. Start the in-game stopwatch and dont move the periscope.
4. Stop the watch when the rear of the schip crosses the vertical line.
5. Put the second's hand on the speed solver at the time taken with the right mouse button.
6. Read the speed in knots off the scale that best represents the length of the ship.
or...
If target ship's exact length is known, enter it into the length entry box, and read the speed of the ship to the right of that box. Yuo can also enter the length guesstimate into the entry box to get a digital readout if you so choose to.
If you have a second PC, you can ignore the in-game stop watch to get the number of seconds, and instead use the Speed Solver itself by left+clickomg to start and stop the timing.
or...
If you prefer.. you can use the speed solver's timer and just ALT-TAB back and forth to start/stop it at the right intervals. you will however have to shave a second or two off the time using the right mouse button to account for the time lost in the ALT-TAB's. If the target is slow enough, you won't see much speed difference from second to second.
1.3.2 is pretty much ready.
Has the periscope bug fix, plus two more tools and a few improvements.
But I'm right in the middle of trying to finish the 1st draft of the picture friendly manual. And will probably wait to release it when im done with that.
Either some time later tonight or tomorrow (Hopefully)
In a few minutes i'll try to upload the full attack demonstration video i recorded onto youtube. And will post here when/if it's ready.
Ok i've uploaded the first 5 parts of the tutorial on you tube. There's no in-game sound as i had problems with getting the capture software to record both me talking and the game.
Also, im not the best at explaining things in detail while im talking.. because for some reason it's hard wired in my brain to assume people are smarter than they actually while trying to teach them something. And it may reflect in the video. .ie What's obvious to me may not be obvious to others. I went into it with the intent to explain everything, and just found myself being casual as it was happening. So im sorry if i wasn't detailed enough in some aspects. Maybe someone with abit more finesse in teaching will make a video.
Anyway... consider it more of a hands on demonstration, with abit of explaining here and there.
Part 6 (the bonus alternate ending) will be up whenever i finish compressing it and upload it.
Note: if the video has a green bar just above it and says still processing the quality will be bad.
Part1:
http://www.youtube.com/watch?v=FTt2GsHDCjw
Part2:
http://www.youtube.com/watch?v=01W5m--k15Y
Part3:
http://www.youtube.com/watch?v=yvNknv8r2eQ
Parr4:
http://www.youtube.com/watch?v=XFcyWH_fZlg
Part5:
http://www.youtube.com/watch?v=xKlThc8wCpI
Part6 (Bonus Alternate Ending)
--- NOT UPLOADED YET----
i'll update the first post of this thread when part 6 is up.
I'm goin' down
10-09-09, 09:05 AM
no answer posted. I may not need it or use it. I would like to understand the answer to the questions in the post.
no answer posted. I may not need it or use it. I would like to understand the answer to the questions in the post.
i did answer you.
"6. Read the speed in knots off the scale that best represents the length of the ship."
those numbers are the speed in knots.
if you take just alittle time of playing with it.. it will become VERY clear.
input the length of 150m in the ship length entry window... and then move the seconds hand around wih the right mouse button. as you are doing this... watch the digital readout and compare it to the red 150m scale ring.
you will see that when the speed is at 10kts in the digital readout.. the watch hand crosses the red scale ring at the number 10. When it's at 8kts in the digital readout.. the seconds hand crossess the red scale ring at the number 8.
the numbers go backwards on the scale rings (atleast they appear to be backwards to you) because the longer it takes the ship to move from point A to point B... it's moving SLOWER.. not FASTER.
its not rocket science.. curiousity and intuition goes a long way to understanding the things around you. It's how science itself evolved.
I'm goin' down
10-09-09, 11:37 AM
thanks. I needed the concept spelled out unfortunately.
Oh. sank and conte verde liner with your dial so I must be doing something right.
I'm goin' down
10-09-09, 12:03 PM
I alt tab the game. Open the dials and do my thing. Return to the game. alt tab the game to revisit and adjust the dials, which I have left open so I can adjust the bearings.
I keep getting the following exception. I tried to reinstall the dials but got the same result. Is it my computer or your program? Should I delete my mods and reinstall TMO 1.8. Yesterday it was working fine until in downlaoded and installed the latest version of the wheel. The problem now exists if use the original wheel, too. How do I fix this?
Error in the application.
-2005530520 (D3DERR_DEVICELOST)
at Microsoft.DirectX.Direct3D.Device.PresentInternal( tagRECT* sourceRectangle, tagRECT* destRectangle, IntPtr overrideWindow)
at Microsoft.DirectX.Direct3D.Device.PresentInternal( tagRECT* sourceRectangle, tagRECT* destRectangle, Control overrideWindow)
at Microsoft.DirectX.Direct3D.Device.Present()
at SolutionSolver.Controls.AngleOnBowWheel.Render()
at SolutionSolver.Controls.AngleOnBowWheel.AngleOnBow Wheel_Paint(Object sender, PaintEventArgs e)
at System.Windows.Forms.Control.OnPaint(PaintEventArg s e)
at System.Windows.Forms.Control.PaintWithErrorHandlin g(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
at System.Windows.Forms.Control.WmPaint(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.ContainerControl.WndProc(Mess age& m)
at System.Windows.Forms.UserControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3082 (QFE.050727-3000)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Solution Solver
Assembly Version: 1.3.0.0
Win32 Version: 1.3.0.0
CodeBase: file:///C:/Documents%20and%20Settings/William%20Miller/Desktop/Solution%20Solver.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
No it's not the game.. it's the program. Thanks for that crash info.
I'll look into it when i get home. It didn't do that before because it wasn't using DirectX to render the wheel... and that is clearly a DirectX draw error. more specifically when its trying to flip the next frame to the display (the call sequence is read from top to bottom in your log).
looks likethe device got lost durning the ALT-TAB, and wasn't re-acquired properly. I haven't seen this on my pc thus-far.. and is why it probably slipped through.
i'll keep you updated.
i may private message you a test version to try out before posting the actual fix to the public.
The problem now exists if use the original wheel, too. How do I fix this?
that shouldn't be the case.. ensure that you didn't accidently overwrite the previous version (look in it's about box to verify that it's not version 1.3).
in version 1.2 it wasn't using directX and hence there was no direct3d device to be lost.
ok.. i pondered on the crash your experiencing for a short time and think i know the reason why (though im not at home and can't check for certain).
but...
Is your desktop resolution different than the resolution you use in the game by chance?
If so this could be the reason why you are experiencing it and i didn't.
my desktop is 1680x1050 and is the same resolution i use in-game. So when i ALT-TAB, there is no display mode change when jumping back and forth.
that could be whats causing the problem. if so.. i know how to fix without even looking at the code.
I just never coded it to be aware of display mode changes (because when the program was still "pre-DirectX".. they didn't matter). A simple oversight that i will correct at the first oppurtunity.
also, could you change desktop resolutions while the program is open for me and see if it crashe then as well?
I'm goin' down
10-09-09, 03:48 PM
take the afternoon off. You solved the problem. Different screen resolutions existed.
as suspected.
im putting the finishing touches on the formal manual (with pretty pictures :D), and will have a new version ready very soon.
im starting to get sick though, so work may slow abit on the program in the coming days.
Kirby_TFS
10-10-09, 01:03 AM
Gutted this is really a cool program. I can't wait to get the updated version. There are so many options in this game on how to target and hit ships, this just adds to the bag of tricks. Keep up the good work. Sink 'em all.
I'm goin' down
10-10-09, 01:10 AM
I decided to return to Nicolas' Easy AoB and waste a few ships. Lined one up, and hit it with 5 out of 6 shots. Each turned out to be a dud. Time to return to the wheel!:salute:
1.3.2 is finished, and will be uploaded very soon. It was 1.3.1 but a very last minute new "feature" after i fixed the Alt-Tab crash pushed it to 1.3.2.
Let's just say... You will be surprised.
just waiting on Part 6 of that video tutorial to finish uploading to youtube so i can get the link for it and put it in the manual.
Then i will upload the program here and update the initial post.
It's up!! See the first post.
Now i can finally play the damn game again :D
enjoy!
ohh and uhh.. if anyone actually reads the new manual, let me know if i made any glaring mistakes.
I was practically rushing to finish it so i could hurry up and release 1.3.2.
I spent alot more time on it than i wanted to (i hated it to be honest), and my head is spinning from this cold and dont want to look at it again for quite some time. :cry:
makman94
10-10-09, 11:50 AM
@Gutted : just....CONGRATULATIONS !!:up:
Couple of ways to use this.
1. A laptop it should run on just about any laptop
2. A second monitor/dual display (this is my choice)
3. Shell out of SH and run this in the background the footprint is tiney.
Haven tried this version yet but the previous version had no impact on my systems performance.
Good job !
How do you run this on a second monitor? I have a dual monitor setup but whenever I click on the monitor opposite of the one the game is playing on SH3 always minimizes. Is there a setting I need to change?
How do you run this on a second monitor? I have a dual monitor setup but whenever I click on the monitor opposite of the one the game is playing on SH3 always minimizes. Is there a setting I need to change?
i don't have a dual monitor setup, so i was never able to test the program in that kind of environement.
that said, im abit confused by your post. does the game always minimize when you click the other monitor? or only when running this program?
irish1958
10-11-09, 09:01 AM
Gutted, do you have a link for part 6 of your video tutorial?
I have a dual monitor system; I may not have it figured out, but when I switch to the second monitor, the first one stops working. That is to say, I can run only one program at a time, but I can choose which monitor to view it on. So I think you need a second computer to run both programs.
With dual/quad cores, it is possible to run two separate programs and have two separate monitors, in theory, but someone with advanced computing skills would need to write the program. I am not sure but you may need two video cards to do this.
There are almost no programs that utilize the potentials of these systems.
The only solution available now, I think but may be wrong, is to have two computers.
Link to part6: http://www.youtube.com/watch?v=4KuzH7f54No&feature=channel
HEMISENT
10-11-09, 09:22 AM
"Slow Down! You are trying to download files too quickly. You must wait 2 seconds before you may download another file."
After multiple attempts to DL this excellent mod over the course of 15-20 minutes I seem to have hit a brick wall. This is the message I get when trying to DL pretty much any file from this site....regardless of how long I wait between attempts.:damn:
Does anyone know a way around this. I can only assume that it's based on traffic and not actual time between DL's. I have had a few successes DL'ing from the Subsim site but they are few and far between. Or maybe someone could put it up on another site like Rapidshare.
Any help or guidance would be soooo appreciated guys.
karamazovnew
10-11-09, 09:38 AM
Very impressive. :up: Love the AOB trainer :haha:
i don't have a dual monitor setup, so i was never able to test the program in that kind of environement.
that said, im abit confused by your post. does the game always minimize when you click the other monitor? or only when running this program?
It always minimizes when I click on the other monitor. It might be just that the game doesn't support dual monitors but I was hoping there is a setting I can change to fix this. There are other games that do support dual monitors, and there are some that don't.
After multiple attempts to DL this excellent mod over the course of 15-20 minutes I seem to have hit a brick wall. This is the message I get when trying to DL pretty much any file from this site....regardless of how long I wait between attempts.:damn:.
i just tried to download it and had no problems... so i dont know what to tell you. maybe the forum gods just dont like you.
as for the dual monitor thing... again, i dont have dual monitors and can be of no help to anyone with those issues. it sounds like the game itself just doesn't like it.
i personally just ALt-TAB back and forth. since my game resolution and desktop resolution are the same, the switch is near instant.
Gutted, do you have a link for part 6 of your video tutorial?
the link is in the first post of this thread.
I have a dual monitor system; I may not have it figured out, but when I switch to the second monitor, the first one stops working.
The problem could lie with the game's main loop. I've done some amatuer game programming, and its common place for games to "pause" when it's window loses focus.
Just added a new feature that will be in 1.3.3 (whenever that will be)
In the speed solver, there will now be a button next to the ship length entry window that looks like a magnifying glass. It opens a ship length browser. It has a tree like list of filters on the left, and a list of the ships on the right.
It's fully customizable (the filters and the ships), and you will be able to add as many games as you want. The game name will be a filter in and of itself.
i'll provide a default config file for SHIV. SH3 (or SH5!!!) users can add their game's filters and ships by simply extending the simple XML config file.
also if for some reason you dont like the way i have the ships filtered.. you can change it in the XML file.
Besides the "game" tag.. Each ship can have up to four optional attributes (you can pick their names) that will be made into a filter, and it will group all of the ships that have the same attributes together.
meh,
the distance chart's conversion tooltip is abit wonky it seems. sometimes it shows convrsion info for the wrong distance (.ie as if you had right clicked a different distance).
i probably was up late that night and did something stupid. though techincally i was/am sick the last few days, so i'll chalk it up to that. :D
griphin
10-15-09, 04:27 PM
This is an excellent program to assist new comers to manual targetting such as myself.
I noticed in your video and you make mention of the fact that the ships length is not in the standard installation for SHIV, could you please point me in the direction so that I may obtain that 'upgrade'
Many thanks
Richard
well, i have a 1.3.3 version.. that fixes the bug in the distance chart's conversion tool-tip, and also has that ship length browser added to the speed solver.
the reason i haven't uploaded it yet is because i dont have the actual ship length config file finished.
i initially just created a config file using the values in the manual that came with the game. but as i poked into the actual files of the game, the ship lengths there were different than in the manual. bleh. not sure if this was because i was uing TMO or not, but i assumed that the lengths changed at some point after the manual was printed.
so i wrote a small little program that will fetch every single ship name & it's length and spit them out to a text file. only prob is that in the game files the ships are using it's real name. Someone who is NOT using TMO etc.. will not know which merchant is a Zinbu or Akita etc. because the stock version doesn't use those names in the recognition manual and instead uses things like "Large Old Split" etc.
so i need to go back and update my little 'fetch' program to look for those names as well, and i just haven't gotten around to it yet.
even after i update the "fetcher" to spit out the "descriptive" merchants names along with it's real name... i'm still going to have to go in and do the ship length config file by hand to create the correct filters for the ships so they get sorted into the length browser correctly by type & class etc.
im not looking forward to it and have been avoiding it, because im not even sure how many people actually even use the speed solver.
i myself dont normally use the speed solver. for single ships, i do what i did in part 6 of the videos.. though i leave myself more time than i did in that video.
I'm goin' down
10-16-09, 12:07 AM
Talk about be out of date before the warranty has expired, the Solver is the model for all others.:D I am glad you didn't invent the televison.
Talk about be out of date before the warranty has expired, the Solver is the model for all others.:D I am glad you didn't invent the televison.
not quite sure what you mean by that.
I'm goin' down
10-16-09, 03:34 AM
You invent a new tool. I try to learn how to use it. Before I do, you create an new version. I try to learn that. When I do, you create a newer version. I feel like I am chasing a pot of gold at the end of a rainbow.
well its pretty much finished now. not really much more i could add to it.
1.3.3 will merely just a be a minor update to fix the distance chart tool-tip bug. I will probably leave out the ship length browser though, unless someone else wants to do the gruntwork of putting all the ship lengths in the XML config file (i dont really have the desire to do it anymore). The config file for the browser is pretty simple to figure out.
irish1958
10-16-09, 08:38 AM
well its pretty much finished now. not really much more i could add to it.
1.3.3 will merely just a be a minor update to fix the distance chart tool-tip bug. I will probably leave out the ship length browser though, unless someone else wants to do the gruntwork of putting all the ship lengths in the XML config file (i dont really have the desire to do it anymore). The config file for the browser is pretty simple to figure out.
If you make the tool available, with instructions on how to fix the ship length problem in the XML file, someone will do it. I suggest you release it for the TMO mod as you have developed it, and place instructions in the Readme on how to correct it for other installs.
A classic example of how this would work in SailorSteve's addition to SH3CMDR for the ship names, a work in progress.
Starforce2
10-20-09, 09:44 PM
Could I host this tool on the new filefront site?
I'm goin' down
10-20-09, 10:18 PM
what was the story about filefont purging its files? Many SH4 downloads disappeared. Now, apparently, you want them back?
I'm goin' down
10-21-09, 03:14 AM
I have completed three of the videos. You have done a superb job. Congratulations. I am surprised that YouTube only indicates that around 100 people have watched them. Yours is a very sophisticated piece of work. It will take some time to practice the techniques in a game setting.
By the way, I went back to your initial attack scenario when you first opened the thread. A troop ship was accompanied by two destroyers. I was in shallow water and lined up for an attack using the Intercept Wheel. The lead destroyer passed and then returned and laid down depth charges, but they missed. My target, the troop ship, reached the intercept point, and I fired 6 shots. The first missed its bow. The other five either were duds that either failed to detonate on impact, or shots that beneath its keel. Its keel was 28 feet and my torpedoes were set at 20 feet. Aaargghh!
After the torpedoes were fired, I dove to avoid the destroyers. The sea bed was only in 80 feet, so I submerged to 75 feet. That is not deep enough in TMO 1.8 beta. I was depth charged and sunk in 10 minutes. Double Aaagghh.
Notwithstanding that I am now deceased, your whiz wheel is reliable. It is a challenge for some like myself to grasp, but is well worth the time spent to understand the concepts underlying your program. It is a great teaching tool. Thanks for sharing your program with us. :salute:
Rockin Robbins
10-21-09, 05:40 AM
This is the finest targeting tool ever made. As a bonus, it requires no assembly and batteries are included! Your solution solver is to a whiz wheel as our computers are to cuneiform and clay tablets!
Starforce2
10-21-09, 06:03 AM
what was the story about filefont purging its files? Many SH4 downloads disappeared. Now, apparently, you want them back?
This was the result of the owners going bankrupt. Filefront is now back in the hands of it's founders, and one of the top coders is back (the guy who designed it in the first place). Also, you are refering to userfiles. Files on the game sites were not affected aside from a few files as the result of isolated bugs. I've run BCfiles.com, which is a site for startrek bridge commander, and one of my first mods from 2002 still works.
It should be noted I also lost my usefiles (though I copied them down and deleted them before they got it) and I've yet to be able to upload back to them..dunno why. in short, dedicated gaming site and individual user files are 2 different things. When I notice how files in this community were often spread out in little clumps, making things dificult to find, when the new (old) owners decided to open new gaming sites, I requested SH4 be one of the first. I am the longest seated site admin on the network, running BCfiles since somewhere's in 2002. I know what I'm talking about.
Rockin Robbins
10-21-09, 06:11 AM
Uhhhh:oops:.......I really hesitate to say anything.......could I request......just one more little feature?
Would it not be cool to have a torpedo type selector with complete list of torpedoes for U-Boats and fleet boats that then entered the correct speed in the torpedo speed input? Be sure to keep the manual input as well! (selfish request to accomodate my Slightly Subnuclear 30 knot Cutie)
Already I've gone from admiring fan to slave driver!:haha: With your permission this will be the first link added to the Sub Skippers' Bag of Trick thread post #1 in months. Thanks, gutted, for showing me that my hard and fast rule of "no outside tools used for targeting" can be trashed at will by someone with the ingenuity to produce a tool so useful it makes my rule look silly.:D
I'm goin' down
10-21-09, 12:11 PM
I appreciate the explanation. I believe it is more than satisfactory. FileFront has lost some goodwill on this site I believe. You might want to advise Neal Stevens, who is the head of the site. He may offer some advice.
glad you're enjoying it. i did go abit all on it hehe.
but to be honest.. i dont really use it all that much. or shall i say, i dont use all the features that much.
for single targets... i mainly just use it to for approaching without having to stare at the map.. and then switch to the TDC when i get close enough to get accurate stadimeter readings. I use the target course i figured on the wheel to know when the stopwatch isn't lieing to me.
now, for a convoy, it's a different story. The ease of figuring out their course with the wheel and the radar is just OMG easy!! Just put yourself under the periscope line and match the target dial to the oirentation of the confoy on the radar. Then after figuring out the speed of the closest target when i get close enough.. i'll get my shoot bearing and see how much it will change if i turned in ~5-10 degrees.
drive in and fire at first target, turn "in" 5 degrees and fire at another. then run like hell.
Uhhhh:oops:.......I really hesitate to say anything.......could I request......just one more little feature?
Would it not be cool to have a torpedo type selector with complete list of torpedoes for U-Boats and fleet boats that then entered the correct speed in the torpedo speed input? Be sure to keep the manual input as well! (selfish request to accomodate my Slightly Subnuclear 30 knot Cutie)
I thought about it initially, but decided that i didn't want the program to be tied to any one sub program so i opted not to.
but...
if you reallly want a drop down box with common values, i can deliver. I'll make it configurable through a file, so that it can be extended for any game. Most likely i'll make it so that the program internally just has values for SHIV... but if a certain file is found it will pull the torpedo speeds from that instead. That way when we get our paws on SHV.. we can extend it if they add any extra torpedo types or what have you.
but anyway, i actually came here to post the 1.3.3 "final version" i've been hoarding the last week or so, but i guess i'll hold off.
1.3.3 will include the ship length browser for the speed solver. will come with a default config file that has ship lengths for common merchants and jap warships in TMO. Not sure if the lengths are different from stock or not, nor do i care.. because im not uninstalling TMO to check. :DL
You'll have to add any ships that's missing on your own. I may include my ship length "sniffer" program to help with that. but then again, it's specific to SHIV... and my goal was to not have it specific to any game.
so.. uhh, i'll add that one feature then i'll post 1.3.3 "Final". I say final because i'm pretty sure there's nothing else to add. Anything else will be the odd bug fix if someone finds one.
It may be a few days though, I just upgraded to Windows 7 from XP a few days ago, and dont have programming environment back up yet. I did notice that in Win7 the distance chart is not wide enough. For some reason the columns are wider in win7. So im going to have to make the window size wider, and make it sizable this time.
oh and not sure if anyone noticed, but the distance chart's tooltip is bugged. On XP it was working right, but i tried on a vista machine and someitmes it was giving conversion info for the wrong distance (as if you clicked a different one). That fix is also in 1.3.3.
This is the finest targeting tool ever made. As a bonus, it requires no assembly and batteries are included! Your solution solver is to a whiz wheel as our computers are to cuneiform and clay tablets!
haha, thats partly why i made it.
i kept looking at the whiz wheel in the sticky thread.. and was telling myself "One day i'll get off my lazy bum and make me a really good one.. with plastic and sticky back printing paper. The whole nine yards!" just like the OP of that thread did.
but i realized i was just a lazy bastard, so i downloaded his printable template and fired up Visual Studio 2008. In about an hour of C# coding I had a working software whiz wheel. :D
Initially i was just going to leave it at that, but that same night while having a smoke.. it dawned on me that if i made the dials aware of their orientation to each other... i could do all sorts of neat things. And it ballooned from there.
Munchausen
10-21-09, 02:11 PM
I am the longest seated site admin on the network, running BCfiles since somewhere's in 2002. I know what I'm talking about.
:cool: Well, if BCfiles is any indication, I gotta agree. Great place to find Bridge Commander mods ... mostly because it has a well-structured index, nice screenshots, and an informative description of each mod.
With your permission this will be the first link added to the Sub Skippers' Bag of Trick thread...
sure, why not.
after i release the final update (soon), this thread may get lost in the clutter when no updates are posted to it.
so having a link to this thread from there might not be a bad idea.
Rockin Robbins
10-22-09, 07:01 AM
Done! This thread should never get lost. The Solution Solver is just too good!
@starforce: by the authority stolen by me from nobody in particular and a with good deal of bullschnitzel according to many, I hereby charge you with the responsibility of finding something to bring to the table more than merely duplicating Subsim's great download section, already stocked with a couple hundred mods and already sorted by category, game and author.
"Me too" ain't good enough. Imitation ain't innovation! Dig, man! Dig!:D Surely you can come up with something that isn't already being done well here at Subsim. If you don't bring something new to the mix, you're condemned to always futilely playing catch-up to Subsim. Carotio did it and you can too.
gutted,
Just DL the app for a peak, watched your tutorials. This is just the bomb! Well done! I know that RR has already groveled at your feet but let me do so as well.
Case of your favorite beverage on its way via FedEx!
Btw, still flying for JG52?
gutted,
Just DL the app for a peak, watched your tutorials. This is just the bomb! Well done! I know that RR has already groveled at your feet but let me do so as well.
Case of your favorite beverage on its way via FedEx!
Btw, still flying for JG52?
no, i hung up my online dogfighting wings bout a year ago. At the time i had taken an extended break from world war 2 online, and the squad fell apart in my absence. Website went bye-bye as well.
Figured there was no point flying anymore because the only reason i stuck around so long was that i enjoyed flying with my squad mates. If it weren't for them, i probably would have quit way earlier, as it just got tiresome. Take off, shoot down a bunch of snot nosed spitfire pilots, then get jumped by a horde and run away... rinse and repeat. Was almost chore-like.
I also grew bored of IL2 long before i did ww2ol. I hate repetition. Probably why i can't play Silent Hunter for more than a few months at a time before needing to walk away for awhile. hehe.
Case of your favorite beverage on its way via FedEx!?
ahem... Budweiser. (yah yah, joke all you want, but i practically grew up on the stuff).
It's all i've drunk for the last 15 years.
I'm goin' down
10-22-09, 04:02 PM
Other than the lead angle calculator, how do you use the Wheel when it is too dark to see the target?
Here is an example.
It was so dark on my last mission, that I had to plot a convoy's course on the Nav. Map. I set its speed per the 3 minute rule. I set the firing point from your calculator after setting the wheel for a broadside to the target's port (O'Kane method.) I barely could see the target crossing the "wire" at a range of 800 yds. I watched the torpedoes run on the Attack Map, and saw the target sail right into their path. I never saw the impacts, but my sonar man announced 4 out of 5. I gave up on the rest of the convoy due to poor of visibility.
ahem... Budweiser. (yah yah, joke all you want, but i practically grew up on the stuff).
It's all i've drunk for the last 15 years.
Budweiser! Nah, it will ship fine! I have been taking a break from IL-2, my schedule just does not give me enough free time to keep that "edge" sharp, don't know if I will ever go back to it, flew with II/JG1.
Other than the lead angle calculator, how do you use the Wheel when it is too dark to see the target?
Here is an example.
It was so dark on my last mission, that I had to plot a convoy's course on the Nav. Map. I set its speed per the 3 minute rule. I set the firing point from your calculator after setting the wheel for a broadside to the target's port (O'Kane method.) I barely could see the target crossing the "wire" at a range of 800 yds. I watched the torpedoes run on the Attack Map, and saw the target sail right into their path. I never saw the impacts, but my sonar man announced 4 out of 5. I gave up on the rest of the convoy due to poor of visibility.
covoys are the easiest to plot:
basically you do this:
1. set your true course on the wheel.
2. rotate the entire wheel so your blue arrow is underneath the periscope line as if you were looking straight ahead.
3. look at the radar display, and observe the way the convoy looks on the radar screen.
4. you should see them lined up and pointing in a certain direction.
5. put your index finger near the monitor mimicking their heading.
6. jump the solution solver and turn the target dial so that it matches your finger.
7. and voila!!! EXTREMELY accurate true course of the convy.
all you gotta do now, is determine their speed, and get in firing range.
to get their speed, what i do is look at the radar screen and see what bearing the middle of the convoy is from me. You could either jump to the sonar and give it a ping or two on that bearing, or if you have a radar mod that makes reading range accurate then do that instead (i do).
plot that on the map.. then draw the convoy's course line from it using the true course you got from the AoB wheel (from the steps above).
Let a decent amount of time pass and then see what beaing they are currently on in the radar. Draw a line (from you) down that bearing to where it intersects the convoy course line you drew earlier. then measure between there and the first plot to get their speed (using the calculator).
hopefully that estimate will be correct. but it can be off alittle "if" you can get close in. remember the closer you are the more error you have to work with.
if you can see the convoy good enough visually once you are on final approach... try to get a stadimeter/stopwatch or solution solver speed estimate on the nearest merchant in the convoy a short time before firing to confirm the speed. i prefer stadiemeter/stopwatch.. as i can do it earlier. just remember to "undo" the inputs in the TDC before firing. If however, the speed i got from plotting, and the speed i got from stopwatch are way off.. i may do a solution solver on em when i get closer and make a best guesstimate. The more peices of info you can get, the better. if that is still wacked up... i'll stop the sub, and take a "sighting". note which bearing a particular ship was at and start the stopwatch. 3 minutes later i'll see what his new bearing is.. then i'll jump to the map and plot those two "sighting" lines and measure the distance between where they cross the convoys course line i drew earlier.
so yeah, there's a million ways to get speed
when i get some free time, i may do a video of this.. as i dont think many people realize you can get a convoys exact course using the wheel just by looking at them on the radar.
I'm goin' down
10-22-09, 08:58 PM
I understand. This method is time consuming. Plus, getting close in TMO awakens the destroyers. But, I will give a shot or two.
I'm goin' down
10-23-09, 02:26 PM
Okay! I am convinced.
Last night and this morning I sank tankers without a visual sighting.
Last night, in total darkness, it was a Nippon Maru. I was a little unsure of the procedure, and was surprised that five of the six torpedoes found their mark. As it turns out, it should have convinced me that the program does its assigned task. This morning, my attack on the Biyu Maru convinced me.
I leveled the Biyu Maru about an hour ago, during a rainstorm with visibility under 500 yds., striking 4/4 torpedoes.
I picked the freighter up on sonar at around 15+ nm. At 3-4 miles I picked it up on radar.
I started using the EZ Plot mod this morning and used it to plot the freighter's course. I calculated its speed at 5.76 kts. per the 3 minute rule. It was approaching from starboard.
I could not see the target because of the foggy and rainy conditions even though my periscope is equipped with Werner Sobe's Optics2 over TM.
I used the Intercept program to input the target and my ship's course, and set up for an attack at a 90 degree AoB using the "+" key to turn to the appropriate angle of attack. I activated the sonarman to track the target when it was more than a mile distant, closing from starboard. I approached the torpedo intercept point to within 500 yds., all the while scanning the horizon with the periscope to trying to get a visual on the target. I gave up trying to spot it when it closed to a range of 1,000 yards and was still not visible. At that point it was only 500 yds. from the Intercept point.
I set four torpedoes to run at 10 feet, with two of them set on a one-half degree torpedo angle. I set the periscope to firing angle of 6.5 degrees per the Intercept tool, as the target's speed of 5.76 kts. yielded a firing angle somewhere between 5.9 and 7.1 degrees per the data that it generated. I started firing torpedoes when the sonarman announced the target was at 7 degrees and the fourth shot was launched just as he called out that it was at 5 degrees. All four torpedoes married the target. I never saw the explosions, but I heard them and saw the the smoke and flames aftermath. I activated the free camera and took a look, catching it vertical in the waves, going down. When I check the captain's log, I discovered the target was a Biyu Maru.
The Intercept tool requires patience, but is accurate to the point of being deadly.
When firing at long distances and at steep angles, which I have not tried yet using the program's tools, my hunch is the Nicolas' Easy AoB mod may be more effective as it gives you the ability to verify a torpedo's angle and the target's range on the Attack Map. But for broadsides at relatively short range, the Intercept tool requires less work and is highly effective, plus it does not require adjustments to the AoB and range dials on the TGT tool for the TDC or a cross-check of those inputs on the Attack Map to verify he firing solution. Those tasks are time consuming, and often times a pain in the butt.
i never advocated that this tool is a complete replacement for the TDC and map plotting.
It can certainly do that... but it was really meant as a supplement. There are times where you may use this alone.. and other times where you'd use this along side the TDC and plotting, and other times where you wont touch it.
Whatever the situation calls for. The more options you have the better.
Rockin Robbins
10-23-09, 02:44 PM
Whatever the situation calls for. The more options you have the better.
Arrrrrrrrr!! The skipper with the biggest bag of tricks wins!:arrgh!:
I'm goin' down
10-23-09, 04:36 PM
Some skippers will not hit like Tiger Woods even if they are playing with a bag of tricks,Titleists and a a good caddy. Kind of like that captain that sank one of our fleets best carriers... :D
Rockin Robbins
10-25-09, 07:10 AM
It was my sonar guy. He identified it as a Japanese warship. His fault. How was I to know that a 60 ship convoy of American warships was coming through my "everything you see there will be hostile" region? And what's one lousy carrier between friends? They can make another one. I just don't see what's the big deal here...:hmmm: They TOLD me to be aggressive!
Dissaray
10-29-09, 01:30 PM
I grabed this tool to try it out, I have truble ploting intercepts and geting a good firing solution, and this looked like a good aid. I extracted the .exe file into my SH3 folder and tryed to run it and got a mesage that reads "Error Starting DirectX." I thought it might have been an error with the down load so I deleted the zip file and and started over. Sadly this didn't solve the problem. I then though maybe extracting it to my desk top would solve the problem, no dice there eather. I am runing Windows XP and I think my DirectX is up to date. Any ideas on how to get this to work?
I grabed this tool to try it out, I have truble ploting intercepts and geting a good firing solution, and this looked like a good aid. I extracted the .exe file into my SH3 folder and tryed to run it and got a mesage that reads "Error Starting DirectX." I thought it might have been an error with the down load so I deleted the zip file and and started over. Sadly this didn't solve the problem. I then though maybe extracting it to my desk top would solve the problem, no dice there eather. I am runing Windows XP and I think my DirectX is up to date. Any ideas on how to get this to work?
The app stands alone, meaning you can place it into any folder and to access it while SH is running you would have to Alt-TAB out to the desktop to access the funtions.
I do recommend watching the excellent video tutorial that the author spent a lot of time putting together for all of us.
Happy Hunting!
Dissaray
10-29-09, 01:57 PM
I did watch the tutorial vids posted by the auther, very impresive. The ease and effectiveness of the attack is what got me intrested in this tool. My problem isn't so much using the tool, it is geting the tool to run on my computer. Every time I try to run it I get an error mesage regaurding DirectX and the program shuts down.
magic452
10-30-09, 02:04 AM
I had the same problem and I had to download the latest Direct X versions from Microsoft.
Magic
I did watch the tutorial vids posted by the auther, very impresive. The ease and effectiveness of the attack is what got me intrested in this tool. My problem isn't so much using the tool, it is geting the tool to run on my computer. Every time I try to run it I get an error mesage regaurding DirectX and the program shuts down.
Could this be Net Framework issue? Try and reload the DirectX 9.0c. Sorry the previous suggestions were rubbish. It ain't easy to troubleshoot on a forum. Best of luck!
Munchausen
10-30-09, 02:25 PM
You also need the Net Framework, right? 'Cause many times you need to install it yourself.
If it were a .NET problem, you wouldn't even get to the part of the code where it initializes DirectX. The progam would fail to run all together. So it's not a .NET issue.
Your likely problem is that while you may have DirectX9c installed, you may be missing one of the updates (specifically the March 2009 update). Normally games will install the updates they need when you install them, but you may have not come across a game that installs that specific update yet. This program uses the managed (.NET) library extensions for DirectX that are found in the march 2009 update. so without it, it wont run.
Use microsoft's directX web installer. It will only download and install what you are missing:
http://www.microsoft.com/downloads/details.aspx?FamilyID=2DA43D38-DB71-4C1B-BC6A-9B6652CD92A3&displaylang=en
Download the setup file and run it. It will check your installation and figure out what you dont have and auto download/install them for you.
I could have included those components with the program, but most people won't need them... and would just make the downlaod larger for everyone else. So i opted not to.
I'm goin' down
11-15-09, 12:55 AM
My computer crashed. I am reinstalling everything. I finally got to UBI, and I am downloading SH4, mods, etc. I am came across your program, and know how hard you worked on it. It is a great tool, and is an indispensible part of my arsenal. Thank you. You have taught me well. I am grateful.:salute:
I'm goin' down
12-02-09, 04:33 PM
I use your Solution Solver for 90 degree attacks. I was wondering if you can use it for attacks at odd angles. For example the Cromwell attack is at a 45 degrees angle to the target's course. Can and how do you use the Solution Solver to set up an attack at 45 degrees? Also, if can be set up to work at that angle, I assume it can be used for a night attack at distance so long as the radar man is following the target and giving you its bearings.
Once I solve this solution (pun intended), I hope to employ the Solution Solver for attacks at a variety of angles.
just uploaded the final version of the program (though it still says 1.3.2).
It fixes a minor bug in the dynamic distance chart and adds the ship length browser to the speed solver. next to the ship length entry box is alittle button to open it. The ship lengths can be configured through the ship.xml file, though I didn't have time to update the manual on the details of the config file. But it shouldn't be that hard to figure out if you just look at whats already there. when SH5 comes out, you can add that game to the browser as well.
If anyone really needs me to though, i can elaborate on any specifics of the ship.xml file that may be unclear.
In any event, the program is now final, and the code is packed away with the intent on not touching it again. I know rockin' robbins wanted me to add one feature, but i honestly dont have the time for it anymore. I may however release the source code for anyone to modify if there is any interst in it. The code is heavily commented already.
I use your Solution Solver for 90 degree attacks. I was wondering if you can use it for attacks at odd angles. For example the Cromwell attack is at a 45 degrees angle to the target's course. Can and how do you use the Solution Solver to set up an attack at 45 degrees? Also, if can be set up to work at that angle, I assume it can be used for a night attack at distance so long as the radar man is following the target and giving you its bearings.
Once I solve this solution (pun intended), I hope to employ the Solution Solver for attacks at a variety of angles.
As long as both ship's courses are set correctly on the dials, and the target and torpedo speeds are entered correctly as well, the angle doesn't matter.
The shoot bearing will be correct as long as nothing changes between the time of firing and the time of impact.
Range plays a big factor here though. The further away you are, the more accurate the data needs to be. So dont curse me if you miss, as it's never a "sure thing".
Use this in addition to your methods, not as a replacement.
forgot to mention this:
in the ship length browser you double click the ship you want to send its length to the speed solver.
reaper7
02-15-10, 02:41 PM
Hi gutted, only got around to trying out solution software.
Its very impressive, love the way you have the dials linked to other function like the scope. Think I may have to stop using the built Wiz-wheel for this on a second screen.
By the way any chance of a reupload of your vids (Gone before I could download them - have been a way from SH4 for almost 6mths due to a new House build).
:yeah:
Can't get it to run on my notebook. All I get is the message "Error initializing dials". It works fine on my desktop system (Win7). The notebook has XP SP3 with DirectX9 and NET 2.0 installed via online update, the files are, as far as I can see, the same as on my DT system. Does anyone have an idea what I can do?
Can't get it to run on my notebook. All I get is the message "Error initializing dials". It works fine on my desktop system (Win7). The notebook has XP SP3 with DirectX9 and NET 2.0 installed via online update, the files are, as far as I can see, the same as on my DT system. Does anyone have an idea what I can do?
It's likely the loading of the dial graphics onto directx device textures. What are the graphics capabilities of your notebook? what chipset? how much video memory? do you have any problems running directx games on it?
Anyway.. not sure how much help i'll be in the matter, because im no longer working on the program. I dont even have the programming environment installed right now. I reformatted some time back and as of yet, had no need to reinstall that stuff yet. Probably wont do that until i have a need for it.
but...
I've released the source code for the program for others to add, fix, update if they choose:
http://www.subsim.com/radioroom/showthread.php?t=162478
^ accidently posted it to the SH5 forums instead of SHIV. whoops.
Hello and thank you for your response! The notebook is a modified FIC A550 with PIII 1 GHz with 256 megs RAM and is quite old. GPU is an ATI Rage Mobility AGP (I think). DXDiag test works fine, including those spinning cubes. MoBo and the Attack Disc (Flash) run fine on the system as well. Can't say anything about its 3D performance because I didn't even think about trying it (apart from DXDiag). It can barely handle 2D! LOL! Really, when I've tried to load a sectional chart for FSX the system broke down! LOL! It's my GFs PC anyway, I plan to buy a better one in a couple of months.
It's too bad if it doesn't work, but chances are that you have a good idea! :up:
Mobo and attack disk working has nothing to do with the problem, as i doubt they use directX and hardware rendering.
The dial graphics are loaded as textures and rendered as hardware sprites for speed. Rotating large images in real-time is not something you want to do with stock windows functions. The early versions of this program were using C#'s built in GDI+ and it was abit sluggish rotating the dials when the window was maximized. Which is why i switched.
The problem may very well be your graphics card not supporting "Non" Power of 2 texture sizes (.ie dimensions other than 8, 16, 32, 64, 128, 256, 512 etc. etc.). It's not a problem on most cards, but old cards didn't like that.
Initially the program didn't use DirectX, so the power of 2 issue was not a problem. When I switched to DirectX, it was on my mind but I never payed it much attention.. and never saw the problem on any machine i tested it with. I just figured cards these days just dont have that issue anymore.
If i get some free time, i'll fix it for you. But it wont be as easy as just resizing the graphics. There's some lines of code that figure out the radius of the dial by looking at the texture's width. For the smaller dials, they likely wont fill the whole texture anymore.. due to the fact that they all need to be of the same scale in their initial state.
Yes, the gfx card has only very limited capabilities. I mean, the notebook was sold at a discount supermarket chain some 10 years ago! LOL! It can barely handle any kind of texture, no matter what size or ratio. The system was meant for office apps.
If you really want to do it, it'd be great, but not just for me, please! :) That'd be too much hassle. However, if you need a tester, don't hesitate to ask me!
Ridgeback
03-04-10, 01:02 AM
Gutted,
Are your Solution Solver vids available anywhere at the moment? They're no longer on YouTube and I can't find them anywhere else.
Just come back to SH4 after a long absence. Finished read 'Wahoo' and now reading 'Clear the Bridge' and am well and truly back in the Fleet Boat mood.
The Solution Solver looks like a tremendous bit of kit and the vids would be very helpful
Thanks
GTHammer
03-06-10, 05:56 PM
I'm with Ridgeback. I looked for your tutorial vids following the links and they are no longer on youtube. Not that easily dissuaded I turned to the help/readme only to find it, empty?
No matter what I click on in the help section I get the message 'Navigation to webpage was canceled.'
So with no help data on its use or vids...I'm stuck trying to figure this from some of the many overly complicated posts here. I just need a simple introduction, for a layman. Any help would be much appreciated.
magic452
03-07-10, 12:22 AM
You might try and send Gutted a PM as he is pretty busy on the SH5 forum.
I hope he won't mind me suggesting this.:)
Magic
1.3.3 is up for download. see first post.
Was a minor update.
Haven't had a chance to look into your issue yet Nico71. But, now that i have the dev tools installed again, i'll see what i can do when i have more time.
I'm with Ridgeback. I looked for your tutorial vids following the links and they are no longer on youtube. Not that easily dissuaded I turned to the help/readme only to find it, empty?
No matter what I click on in the help section I get the message 'Navigation to webpage was canceled.'
So with no help data on its use or vids...I'm stuck trying to figure this from some of the many overly complicated posts here. I just need a simple introduction, for a layman. Any help would be much appreciated.
Sorry bout that. I had taken the videos off that channel months after release, because it was supposed to be just an Air Combat video channel. Those videos didn't go with the overall theme of it. I forgot i had linked to them from the help file.. and didn't think about what that might do to people looking for them.
I'll see if i still have them on the HD, and setup a different youtube channel for them. Crosses Fingers.
As for the help file being empty. Thats very strange indeed. What windows version are you using? You should have no problems viewing compiled help files. Try to open it with a 3rd party .chm file viewer. Google one.
Let me know if that works for you.
If not, maybe try re-downloading the solution solver. I just re-uploaded it, so maybe the last upload had a corrupted help file.
*shrug*
Ridgeback
03-13-10, 08:06 PM
Thanks Gutted,
If you've still got them, the vids would be very helpful in trying to wrap my head around how to use the Solution Solver properly.
It really is an excellent piece of work.
Cheers
Thanks Gutted,
If you've still got them, the vids would be very helpful in trying to wrap my head around how to use the Solution Solver properly.
It really is an excellent piece of work.
Cheers
Beta of version 2.0 is up in the SH5 forums:
http://www.subsim.com/radioroom/showthread.php?t=165922
As for the vids, sadly i dont have them anymore. I must have deleted them to free up space. But i'll be making some new ones for version 2.0 VERY soon.
I'm goin' down
05-24-10, 11:45 AM
just rejoined the community. I was looking for your tutorials. They have bee deleted. They are an inidispensible tool for the Solution Solver insofar as I am concerned.
cptroyce
05-24-10, 01:13 PM
I d/l this tool and it looks great and easy to understand..however, when you need it in sim, do you stop the campaign, go to desktop, activate and then go back into SH with the "numbers"? Or am I completely missing something obvious and there is a way to use this while on patrol??
Thanks,
Royce
I'm goin' down
05-24-10, 03:06 PM
I d/l this tool and it looks great and easy to understand..however, when you need it in sim, do you stop the campaign, go to desktop, activate and then go back into SH with the "numbers"? Or am I completely missing something obvious and there is a way to use this while on patrol??
Thanks,
Royce
Answer to the first question: Yes.
Answer to second question, which is in the conjunctive, so it is actually two questons: First part: No, you are not missing something obvious. Second part: You may use the Solution Solver when playing only by pausing the game, campaign, or mission and activating it on the destop via Alt + Tab keys, using it, and resuming the game, campaign or mission and applying the "numbers" (I prefer the term "data, but who is counting?)
cptroyce
05-24-10, 10:32 PM
IGD- Thanks for the reply..Uh, replies to my query..Uh queries.
Next time I'll need to be cognizant of my P's and Q's..literally..well, not literally, but "figuratively literally".:know:
Regards,
Royce
I'm goin' down
05-25-10, 01:31 AM
IGD- Thanks for the reply..Uh, replies to my query..Uh queries.
Next time I'll need to be cognizant of my P's and Q's..literally..well, not literally, but "figuratively literally".:know:
Regards,
Royce
You are most welcome, sir. It is one of the few questions I, ignorant as I am re SH4, can answer with a degree (high degree?) of accuracy.
I nominated the Solution Solver and Easy Aob for mods of the year in 2009. Gutted's achievement is remarkable indeed, and niclolas/ddrgn started the technogolical breakthough a few months earlier by introducing and perfecting the EasyAob mod, which had over 4,000 hits in the first few months after it was introduced. We owe them for enhancing the quality of the game where is counts the most--sinking the enemy. Plus the more targets struck, the more satisfying it is, the more beers we guzzle, the drunker we are, the more we play, and so on indefinitely until our computers are repossessed because we have stopped working and devoted full time to bringing the Jap empire to its knees. It has been a Win, Win, hiccup...Win!
If you want to blow your mind, take a hard look at MOBO. Even its well crafted instructions, which are 40 plus pages, establish that aaronblood, its author, lives in a universe many of us humans will never experience or go where we are boldly incapable of ever going (as I paraphrase the original introduction to Star Trek, and rather poorly I might add.)
Easy AoB, Solution Solver and MoBo are must haves for sub simming. Great achievements and I thanks the folks for developing and supporting them!
Well done!
So all of you that don't use them run and download them NOW!
commandosolo2009
12-28-10, 08:41 AM
could this be tailored for Ipad? would make all the difference in the world, instead of alt tabbing...
Platapus
11-14-14, 05:36 PM
This is worth a necro...
Holy Crap! what a great stand alone program. :yeah:
I agree, this really really is a must have
mbolton1
05-29-15, 09:06 PM
[QUOTE=gutted;1180171]Solution Solver 1.3.3
http://www.subsim.com/radioroom/downloads/toolsoverview_Vr5.png
Download version 1.3.3 here (http://www.subsim.com/radioroom/downloads.php?do=file&id=1358)
I don't have any real problem computing the AOB with the natural tools. The stop clock method is too much additional work. I usually use the map, or just eyeball it - and accuracy is generally pretty good. MY problem is in using the assisted targeting. Can't hit the side of a barn with this method - even with a green arrow. I'd rather do it myself.
I don't have any real problem computing the AOB with the natural tools. The stop clock method is too much additional work. I usually use the map, or just eyeball it - and accuracy is generally pretty good. MY problem is in using the assisted targeting. Can't hit the side of a barn with this method - even with a green arrow. I'd rather do it myself.
I'm not clear on what you mean here.
I don't know what the 'natural tools' or 'stop clock method' for AOB determination are. I believe eyeballing was the most often used method, and usually what I use.
I also don't know what you mean by 'assisted targeting'. Do you mean manual targeting, or auto-targeting?
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