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View Full Version : [REQ] no one wants a working stadimeter?...


Maltro
03-13-10, 02:46 PM
Hi, I have find several interesting mods over here but none for a working stadimeter... In my opinion it is THE most important bug of the game wich force us to only use ruler to find all the distances...
I don't know how to mod unfortunatly, :wah: but It seems to be quite easy for this problem to make a fix isn't it? :D:hmmm:
"we" just have to correct the wrong value of every ships height doesn't it? :06:

Somebody intersting by?

TheDarkWraith
03-13-10, 02:54 PM
Hi, I have find several interesting mods over here but none for a working stadimeter... In my opinion it is THE most important bug of the game wich force us to only use ruler to find all the distances...
I don't know how to mod unfortunatly, :wah: but It seems to be quite easy for this problem to make a fix isn't it? :D:hmmm:
"we" just have to correct the wrong value of every ships height doesn't it? :06:

Somebody intersting by?


I'm working on bringing back the old-style SH3 notepad. This should solve the problem.

Maltro
03-13-10, 03:05 PM
Note pad? I don't understand how does it works but I thank you! I am impatient to try your mod...:yeah:

FuddCS
03-13-10, 06:07 PM
I too found the stadimeter bugged...always came up short on distance to target. A mate of mine did it 'wrong', he used top of funnel in stadimeter instead of mastheight and got correct distance every time.
Just tried it out and it works!

indycar
03-13-10, 07:04 PM
mast or funnel at range of 9km it failed for 1.5km :(

Maltro
03-13-10, 08:02 PM
there is actually no way to know where stop the stadimeter to have good result.

I made some experiences : Paused the game and picked up with the ruler the distance beetween me and my target (for example: 1050 meters).
Then I set stadimeter to find 1050 m and look at the ennemy ship to find a point of retrait... But there is no rule.
It depend of the ship: for Petrolier, valid point would be near the middle of the funnel, for Bulk Carrier it seems to be the top of funnel and other differents means for warships...

Ships heights looks rights in the file of the game, so what is the matter?...

:damn:

karamazovnew
03-13-10, 09:41 PM
Well, it might be that ships now have draught based on the load. Empty ships sit higher in the water but not by much, as they're ballasted for added stability.
The devs should fix this.

Decoman
03-14-10, 03:31 AM
I do not understand the stadimeter. Wouldn't it be more accurate to compare the bow/stern instead of waterline/masts?

Quick edit: Aaah, that wouldn't work that well unless the target is viewed at a straight angle of 90 degrees. :88)

gutted
03-14-10, 03:37 AM
I'm working on bringing back the old-style SH3 notepad. This should solve the problem.

ewwww....

DEATH TO THE NOTEPAD LOL!!!!!!! :rotfl2:

TheDarkWraith
03-14-10, 05:15 AM
ewwww....

DEATH TO THE NOTEPAD LOL!!!!!!! :rotfl2:

why? It has it's purpose. I'm trying to bring it back to see if the SH3 version of the stadimeter will work or not. I also see that the SH4 style TDC is available so it could be possible to implement the SH4 style TDC into my UIs.

Maltro
03-14-10, 06:07 AM
why? It has it's purpose. I'm trying to bring it back to see if the SH3 version of the stadimeter will work or not. I also see that the SH4 style TDC is available so it could be possible to implement the SH4 style TDC into my UIs.

Good idea, even if devs would surely make a patch to correct this.

If you succed, you would have brought back all the SH4 interface... :hmmm: I love your mods but I have a question: Why are we playing at a buggy version of SH5 if we can play at a good version of SH4?... :D

:arrgh!:

gutted
03-14-10, 06:08 AM
why? It has it's purpose. I'm trying to bring it back to see if the SH3 version of the stadimeter will work or not. I also see that the SH4 style TDC is available so it could be possible to implement the SH4 style TDC into my UIs.

IMO, accessing the stadimeter more like this (at time 0:45-1:00):
http://www.youtube.com/watch?v=LY6PWox-WGg&feature=related

Would be a million times better IMO. What would be even better, is if there was alittle faint stopwatch next to it as well. So you could access the course/speed estimation after two readings.

I dunno maybe it's just me.. but whats the point of the notepad? Other than being in the way (even if it WERE a sliedout)

What i hated about the notepad (especially the SHIV notepad, SH3's was slightly better) was that it forced you to enter everything. You couldn't just enter one thing and pass it onto the TDC. Maybe i dont want to compute a new AOB, or get a speed.. maybe i just want to get the range? I already have the convoy's AOB and speed set.. i just need to get the range to each ship. Notepad sucks for that.

Clacker
03-14-10, 07:11 AM
OK, so just editing the "mast height" in the CFG files is not a temporary work around?

I was hoping a quick mod could be made based on the length/funnel height ratios for enemy ships.

Updated map contacts just doesn't seem right even when factoring in the Dev's fark ups.

ironkross
03-14-10, 09:50 AM
Good idea, even if devs would surely make a patch to correct this.

If you succed, you would have brought back all the SH4 interface... :hmmm: I love your mods but I have a question: Why are we playing at a buggy version of SH5 if we can play at a good version of SH4?... :D

:arrgh!:
For me it's simply Atlantic v Pacific. I like the new features in SH5, now. I didn't like them buggy before and I wouldn't be playing it but the mods here are making everything better. :rock::salute:

TheDarkWraith
03-14-10, 12:07 PM
Good idea, even if devs would surely make a patch to correct this.

If you succed, you would have brought back all the SH4 interface... :hmmm: I love your mods but I have a question: Why are we playing at a buggy version of SH5 if we can play at a good version of SH4?... :D

:arrgh!:

well I see it this way: by bringing back the SH3 interface we stay with the german sub theme. By bringing back some of the SH4 interface (the buttons on the new UI) we still stay with the german sub theme. If I were to bring back the TDC used in SH4 then we have strayed into an american sub theme and that's not realistic. The TDC used currently most accurately portrays the german sub.

mr chris
03-14-10, 12:25 PM
Ah and i thought it was just me who kept getting a range of 2000m or 500m from the stadimeter.:88)

Shigawire
03-14-10, 12:44 PM
Yeah I agree with the premise of this thread. There's something nutty with the stadimeter. Also I'm uncertain sometimes if I'm supposed to measure to the top of the ship flag, or slightly below that at the mast, or below that at the chimney.

Maltro
03-14-10, 01:25 PM
I have done something, waiting for the patch (I hope there will be a fix for that! :06:)

I often see the same ships (petrolier Cimarron, Liberty ship...) so I have done on a paper a little drawing of each ship silhouette I have seen I have noticed the correct point to make my statement by comparing my stadimeter statements with the data I have found with the ruler on the map. Now I know where to move the stadimeter to have good results.

Waiting for better... :-?

TheDarkWraith
03-14-10, 06:58 PM
okay found a dial that might help with this: DIAL_TGT_RANGE

Something I'm going to try: I'll see if I add this dial if it will tell me the exact range to the target. If it does then people can figure out how to use the stadimeter for each ship to see if it's really messed up or what's the problem.

TheDarkWraith
03-14-10, 07:36 PM
first off apologies for such large screen shot but I needed you all to see details:

http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/stad.jpg

I added another dial, DIAL_TGT_RANGE, which uses the SH4 style TDC dial. I measured the distance from my ship to the other ship using the ruler - distance was 700m. I clicked on the XOs use stadimeter - immediately it was saying distance was 500m.....I checked the new dial and it wasn't registering, yet. So I used the stadimeter - the top distance dial did not move while I was moving the stadimeter. The new distance dial moved in real time to show me the distance - and it was showing the incorrect distance. Once I aligned the images and clicked the mouse button the top distance showed around 500 (incorrect) and the bottom showed around 700m (correct - it snapped from around 500 to 700). I used the tallest mast for height on the ship (which was the very front one). I did not have manual control enabled when I did this (autoupdate was on)

SH3 style TDC distance dial:
[Dial13]
; will be changed by code
Name=Sol_Range
Type=26; DIAL_SOL_RANGE
Cmd=Set_TDC_target_range
Dial=0x3B0E00FF
CrtVal=0x3B0E0001
NewVal=0x0
DialVal=0,330
RealVal=300,10000; meters
CmdOnDrag=Yes
RelativeDrag=Yes
Circular=Yes
Logarithmic=30
SndStep=100
SndList=1,Menu.TDC.Range,10000


New dial added:
[Dial75]
; will be changed by code
Name=TorpedoSolution_Temporary_Range
Type=68; DIAL_TGT_RANGE
;Cmd=Set_tgt_sel_value;
Dial=0x3B1A0001
CrtVal=0x3B1A0003
NewVal=0x0
DialVal=10,0
RealVal=11000,220; range
Circular=Yes
;CmdOnDrag=Yes
Logarithmic=-0.98;51.0
;RelativeDrag=Yes
;SndStep=5
;SndList=1,Menu.TDC.AngleOnBow,360

now I wonder if because this is a 'Temporary range' if this is why? Maybe it has to be sent to TDC (like SH3/4 notepad)

Clacker
03-14-10, 08:10 PM
So is it just a matter not knowing which mast/funnel the "mast height" relates to or are some of these mast values just wrong?

I'm not in a position to check for the next 12 hours or so but couldn't we just work out the length/mast height ratio using Reaper7's enhanced recognition manual and from there work out which object the "mast height" refers to?

Using the Pengiun Auxiliary in his first post seems to work out pretty well..on paper at least.

Link to his thread

http://www.subsim.com/radioroom/showthread.php?t=164855

Frederf
03-14-10, 09:37 PM
Um, you're using the UZO which does not have a stadimeter. Yes, I know it does in the game but it's just a pair of binoculars in real life. The zoom level is different than the attack periscope so maybe the zoom difference is giving you an error in angular size? Also, real life the observation periscope didn't have a stadimeter either.

Shigawire
03-15-10, 01:18 AM
Um, you're using the UZO which does not have a stadimeter. Yes, I know it does in the game but it's just a pair of binoculars in real life. The zoom level is different than the attack periscope so maybe the zoom difference is giving you an error in angular size? Also, real life the observation periscope didn't have a stadimeter either.

Interesting theory.. I will have to test this when I get home from work today.
Could be that the stadimeter works erroneously in UZO and Obs. Periscope.

If it's not the case, then we need to bring fresh ideas to this. Stadimeter should work on the tallest object of the ship. And AFAIK that would be the top of the flag on the tallest mast.

btw. TheDarkWraith:
Would you know if it's possible to get a fine-tuning hotkey for dials? In one of the previous games, we could hold a button (shift or ctrl?) and rotating the dial would be done much more slowly. This fine tuning is important, because you need the most precise measurements when calculating long range torpedo solutions. It seems too fickle at the moment.

Westbroek
03-15-10, 02:31 AM
Holding control down still works as a fine tuning key, at least that's what I've found... I'm using the new UI from darkwraith for the record.

reaper7
03-15-10, 04:25 AM
I have done something, waiting for the patch (I hope there will be a fix for that! :06:)

I often see the same ships (petrolier Cimarron, Liberty ship...) so I have done on a paper a little drawing of each ship silhouette I have seen I have noticed the correct point to make my statement by comparing my stadimeter statements with the data I have found with the ruler on the map. Now I know where to move the stadimeter to have good results.

Waiting for better... :-?

Any chance you could PM me a scan of your findings for stadimeter points. I could include the markings into the Ship Recognition Manual Mod.
:up:.

Is there a easy way to find what points the stadimeter is taking its reading from for each ship. Or would manualy creating a user mission and placing an indivdual stationery ship at say 1000m and using the stadimeter to find at what point it reads 1000m's be the easiest method.

krupp_88mm
03-15-10, 04:57 AM
Is there a easy way to find what points the stadimeter is taking its reading from for each ship. Or would manually creating a user mission and placing an individual stationery ship at say 1000m and using the stadimeter to find at what point it reads 1000m's be the easiest method.i have done alot of tests using only the attack periscope with stationary ships in harbors, what i have found that works as a good rule of thumb..

destroyers and escort ships ALWAYS the tippy top of the mast

Large warships and large troopships BB carrier ect, top of the superstructure..not the funnel,

most merchants and medium sized tranportships, top of the funnel

tankers.. don't know yet

I THINK i know the reasons behind the discrepancies... some ships have destructible objects on them.. actually most ships do... it appears these destructible objects are ignored by the stadimeter and not counted as part of the ship, interstingly some masts are destructible some arnt, same with smokestacks, so if you think the object your mesasuring you have seen flying off a boat when it explodes, dont use it.. hint WATCH BOATS when they blow up watch the objects flying off

Bilge_Rat
03-15-10, 10:01 AM
I just had an idea. Now that we have an accurate recognition manual

http://www.subsim.com/radioroom/showthread.php?t=164855

could we not just bypass the buggy stadimeter and estimate range directly from the scope. The SH5 scope does not have them, but real scopes had vertical and horizontal marks presumably for that purpose, i.e.:

http://www.wreckhunter.net/images/uboat-periscope2.jpg

yes, its from Das Boot, but I could not find a shot of a real one. All we would need would be a periscope mod with proper marks and someone to work out the math.

This way, for example, once you know warship X has a mast height of 100 feet and is 2 marks "tall" in the scope, it is at about 1,500 meters.

I presume this is how the real sub skippers estimated the range to target.

Shigawire
03-15-10, 12:05 PM
Well that would certainly be more precise than the game's current stadimeter. And it would make it even more realistic for those of us who play 100% realism.

At the moment, I actually wish I had enabled Map Contact updates in realism settings. But it's too late once you start a campaign.. :down:

kylania
03-15-10, 01:09 PM
Well that would certainly be more precise than the game's current stadimeter. And it would make it even more realistic for those of us who play 100% realism.

At the moment, I actually wish I had enabled Map Contact updates in realism settings. But it's too late once you start a campaign.. :down:

You can change the realism settings after each patrol. Just hit ESC while in the sub pen and choose Gameplay.

Maltro
03-15-10, 03:12 PM
Any chance you could PM me a scan of your findings for stadimeter points. I could include the markings into the Ship Recognition Manual Mod.
:up:.

Is there a easy way to find what points the stadimeter is taking its reading from for each ship. Or would manualy creating a user mission and placing an indivdual stationery ship at say 1000m and using the stadimeter to find at what point it reads 1000m's be the easiest method.


According with your post, it would be the better and surely the most simply mean to use actual stadimeter.

I have done this little drawing (as I said) but there is not enough ship to be useful for a good mod... and my drawing would be improve (it was a personal use!... :oops::O:)

http://i169.photobucket.com/albums/u204/maltro/02b54cbd.jpg

If I make a complete statement of all of ship, are you really interesting by making a recognition manual mod ? It would be nice...:yeah:

PS : (in French: "AV" means "Front", for front of the boat)

TheDarkWraith
03-15-10, 03:38 PM
here's what appears to be going on: the stadimeter is using the whole ship in the top split image (even the part underwater). If you move the top split image's bottom part to the top of the highest mast and then add on for what you don't see of the ship underwater the range readings come out fairly accurate (the hard part is guessing how much of the ship is underwater).

Ducimus
03-15-10, 03:42 PM
OK, so just editing the "mast height" in the CFG files is not a temporary work around?
.

Has anyone tried this? Ranging was off in SH4 too. Adjusting mast height in the CFG files was a working solution. I wouldn't think SH5 would be any different.

Maltro
03-15-10, 04:25 PM
TheDarkWraith, you are on the good way. :yeah: But no mean to know wich part of the boat is underwater...

If you are right, it is not the boat height which is wrong in the CFG files but the way the program is following to do his calculation. It is too complicate for me :oops: to search how the program do so I try another way but if you could try (I know you or DUCIMUS can! I have download some mods you have made :yeah:)... it would be great.

Otherwise, I can do what REAPER7 told me and he will modify the recognition manual by adding a marking... I have tried but for some ships, it is hard to find a valid point to pick up... For example, target at 1000 meters... :

http://i169.photobucket.com/albums/u204/maltro/SH52010-03-1522-02-28-32.jpg

emtguf
03-15-10, 04:27 PM
The torpedo depth indicator shows how much is underwater. Is this info taken from a file somewhere? If so cant we just take that data and reduce the Ships height by that value?
This would basically remove the underwater portion from the equation.

Anyone know where that data is saved?

Ducimus
03-15-10, 04:30 PM
/data/sea/WhateverShip/WhateverShip.cfg

Maltro
03-15-10, 04:58 PM
mmm... so I have opened the cfg file of the Bismark:

[Unit]
ClassName=BBBismark
3DModelFileName=data/Sea/NBB_Bismark/NBB_Bismark
UnitType=11
MaxSpeed=30
Length=270
Width=37
Mast=48.6
Draft=8.83
Displacement=50950
RenownAwarded=1700
RecManualCategory=LargeWarship
BowShape=Raked
Funnels=1

There is probably an error in the stadimeter caculation file but where is it and can we mod it?...
But if we change the value called "Mast=48.6" by "Mast=39.77", maybe it would works?... I am going to try with the buggy Cimarron tanker and will tell you soon.

emtguf
03-15-10, 05:11 PM
Good find, if that works We should get a couple of people together to alter that data and release a mod for it.
I will volunteer my time to help out if indeed it does work.

reaper7
03-15-10, 05:22 PM
According with your post, it would be the better and surely the most simply mean to use actual stadimeter.

I have done this little drawing (as I said) but there is not enough ship to be useful for a good mod... and my drawing would be improve (it was a personal use!... :oops::O:)

http://i169.photobucket.com/albums/u204/maltro/02b54cbd.jpg

If I make a complete statement of all of ship, are you really interesting by making a recognition manual mod ? It would be nice...:yeah:

PS : (in French: "AV" means "Front", for front of the boat)

Thanks Maltro yes those drawings are fine, just need the points that the stadimeter is dragged to.

Unless of course we can work out what file to configure to change the correct mast heights, as TheDark mentioned above.

This is what I was hoping to do for the next revision of the Recognition Manual Mod. That is once we figured out the current stadimeter points.

http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/Recon-Manual-Merchant-Stadimeter.jpg

http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/Recon-Manual-Destroyer-Stadimeter.jpg

Bilge_Rat
03-15-10, 05:26 PM
mmm... so I have opened the cfg file of the Bismark:

[Unit]
ClassName=BBBismark
3DModelFileName=data/Sea/NBB_Bismark/NBB_Bismark
UnitType=11
MaxSpeed=30
Length=270
Width=37
Mast=48.6
Draft=8.83
Displacement=50950
RenownAwarded=1700
RecManualCategory=LargeWarship
BowShape=Raked
Funnels=1

There is probably an error in the stadimeter caculation file but where is it and can we mod it?...
But if we change the value called "Mast=48.6" by "Mast=39.77", maybe it would works?... I am going to try with the buggy Cimarron tanker and will tell you soon.

I think you should also try the inverse, namely 48.6+8.83= 57.43 as well as the other way around.

The problem with the stadimeter so far is that it gives us a range which is too close if we use stock mast height, forcing us to lower the measuring point, namely create a smaller angle.

If you use the same angle, but plug in a lower mast height, it should result in an even closer and still incorrect range.

If the stadimeter is reading the wrong height, we would have to plug in a higher number, so that the stadimeter will give us a longer, presumably correct range.

Maltro
03-15-10, 05:37 PM
Damn it... I have tried to change the value of the mast height two times but during the test, my statement have the same wrong results : statement at the higher mast of the CIMARRON gives me 700 m instead of 1000 m... Strange... that means the program do not use this data to give us the distance??? :damn:

REAPER7, I understand what you wants to do but the line you have drawn is too "subjective" to be used with precision at a long distance cause it doesn't match a part of the ship silhouette. (I hope you will understand what I try to explain... :oops: my english is so poor...:damn:)

reaper7
03-15-10, 05:47 PM
REAPER7, I understand what you wants to do but the line you have drawn is too "subjective" to be used with precision at a long distance cause it doesn't match a part of the ship silhouette. (I hope you will understand what I try to explain... :oops: my english is so poor...:damn:)

I didn't expect the stadimeter to be tied into the cfg files, that would have been to easy. Oh well where to look next.
The drawing above are only quick mock ups, I have another idea to show the point on silhouette once I know one of the points I can do up a version for that ship to try.
I have tried to create a mission to get the readings my self, but cant get my mission to appear in the game for selection :damn:.

emtguf
03-15-10, 05:55 PM
Yes not tied to the cfg files at all.
Also noticed that the draft reported by the CFG files is not the draft shown in the torpedo depth screen. Took the training mission from my TDC tutorial and adjusted the cfg file, it showed a draft of i believe 3.3 but ingame the draft shows as 6+

this data is definitely coming from somewhere else.

TheDarkWraith
03-15-10, 06:03 PM
Yes not tied to the cfg files at all.
Also noticed that the draft reported by the CFG files is not the draft shown in the torpedo depth screen. Took the training mission from my TDC tutorial and adjusted the cfg file, it showed a draft of i believe 3.3 but ingame the draft shows as 6+

this data is definitely coming from somewhere else.

the .sim file for the ship probably under draught

reaper7
03-15-10, 06:05 PM
Yes not tied to the cfg files at all.
Also noticed that the draft reported by the CFG files is not the draft shown in the torpedo depth screen. Took the training mission from my TDC tutorial and adjusted the cfg file, it showed a draft of i believe 3.3 but ingame the draft shows as 6+

this data is definitely coming from somewhere else.

Which appears to be more accurate in game the cfg file or the onscreen draft gauge.
If its the torpedo draft Gauge selector we could go through all the ship types and note the draft on the Gauge. I could then update the mod to represent the actual draft.
But really whats needed is to find out where the game is getting its values.

reaper7
03-15-10, 06:09 PM
the .sim file for the ship probably under draught

Whats needed to open and edit .sim files?

Tried it with note pad and found this:
ratio����?���put_on_water�M���Surfaced����displace ment��ZF
���draught�š™@���drag� ���LR����? ���UD�š™™>N���Submerged����displacement��F
���draught���ˆA���drag� ���LR����? ���UD�š™™>���Propulsion�,���Propellers� ���NAGC_C2Appalachi an_propeller����max_speed�33ƒA���max_force�������� eng_power��`E

Maybe its here.


Another quick idea for the stadimeter point on recon manual:

http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/Recon-Manual-Destroyer-Stadimeter2.jpg

This shows the water line as on scope and the line to drag ghost image too on stadimeter.
Each ship would have its image line set to its relevant point. (Once found of course).

TheDarkWraith
03-15-10, 06:15 PM
Whats needed to open and edit .sim files?

Tried it with note pad and found this:
ratio����?���put_on_water�M���Surfaced����displ acement��ZF
���draught�@���drag� ���LR����? ���UD�>N���Submerged����displacement��F
���draught���A���drag� ���LR����? ���UD�>���Propulsion�,���Propellers� ���NAGC_C2Appalachi an_propeller����max_speed�33A���max_force����� ���eng_power��`E

Maybe its here.

hex editor or if you don't like that probably the S3D tool

Maltro
03-15-10, 06:23 PM
I have tried to create a mission to get the readings my self, but cant get my mission to appear in the game for selection.

mmm... I have discovered the missioneditor tonigh so it still a lot of things I ignore but I could sent you my mission if you wants to see how I have done? It is a little file (27ko). My mission appear in the "Historical mission" menu of the game without name, at the end of the list.

But if you want I can do statements and sent you the screenshots if you are sure to want to follow this way (cause it is a big work).

What are you thinking about : I have another idea to show the point on silhouette once I know one of the points I can do up a version for that ship to try.

Go to sleep... see you tomorrow! Maybe someone will find a mean during this time! :)

reaper7
03-15-10, 06:39 PM
mmm... I have discovered the missioneditor tonigh so it still a lot of things I ignore but I could sent you my mission if you wants to see how I have done? It is a little file (27ko). My mission appear in the "Historical mission" menu of the game without name, at the end of the list.

Thanks Maltro that would be great, I know its something I'm doing wrong.
So it would be grat to have a simple working one. :up:
Please PM the file. Thanks

This is what I was thinking off! Ship Image would match whats on Scope Stadimeter (Just without the Ghost Image).
http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/Recon-Manual-Destroyer-Stadimeter2.jpg

makman94
03-16-10, 08:16 AM
hi guys,

i finally managed to figure out how to create a single mission (thank you Kylania) in order to test the stadimeter.

the stadimeter itself is working fine. the 'problem' with it is that is taking data (for mast) from NOWHERE ! you can understand this by putting a ship at a given distance (say 1km) and aim it with stadi....
NO MATTER what ship you mark (at recmanual)... it is always showing the same (wrong)distance.
it is a fault by devs during programming and 'forgot' to give at stadi a route to ships's .cfgs
once this is fixed by devs, and the stadi starts getting data from cfgs then there is the need to create a mod similar to 'TMT mod' that will choose a specific 'hot' point for each ship(funnel or whatever is more vissible) and show it on .sils.also ALL lengths must be checked....
bottom line is that at its current stage....the stadi is useless untill devs do something for it !
( i am wondering....if they tested-played it at all during development.....:down:)

bye

Bilge_Rat
03-16-10, 08:32 AM
Makman94,

good find. I am wondering if this would be a easy workaround:

http://www.subsim.com/radioroom/showthread.php?t=164985

there were many such mods made for SH3. If we could get one into SH5 and as long as the figures in the recognition manual are accurate, it should be simple to work out the range.

orangewhale
03-16-10, 09:15 AM
If anyone here remembers olc's wonderful gui mod that gave us the circular slide rule on the scopes, well then what about that,I guess if he were so inclined he'd make a mod similar to the one in sh3 that he made. From when i played sh3 with that mod i remember that it gave the range excellently made calculating aob speed etc very realistic whilst still making it easy to use even for newbies like me. So what if that mod were somehow revived? could it solve a lot of the problems of the stadimeter in other words would it work in sh5 i don't see why not though im not a modder.

TheDarkWraith
03-16-10, 09:19 AM
If anyone here remembers olc's wonderful gui mod that gave us the circular slide rule on the scopes, well then what about that,I guess if he were so inclined he'd make a mod similar to the one in sh3 that he made. From when i played sh3 with that mod i remember that it gave the range excellently made calculating aob speed etc very realistic whilst still making it easy to use even for newbies like me. So what if that mod were somehow revived? could it solve a lot of the problems of the stadimeter in other words would it work in sh5 i don't see why not though im not a modder.

don't see why not. Just need to see his files so I can see what he did. Once I understand how he did it I should be able to implement in SH5.

reaper7
03-16-10, 09:26 AM
hi guys,

i finally managed to figure out how to create a single mission (thank you Kylania) in order to test the stadimeter.

the stadimeter itself is working fine. the 'problem' with it is that is taking data (for mast) from NOWHERE ! you can understand this by putting a ship at a given distance (say 1km) and aim it with stadi....
NO MATTER what ship you mark (at recmanual)... it is always showing the same (wrong)distance.
it is a fault by devs during programming and 'forgot' to give at stadi a route to ships's .cfgs
once this is fixed by devs, and the stadi starts getting data from cfgs then there is the need to create a mod similar to 'TMT mod' that will choose a specific 'hot' point for each ship(funnel or whatever is more vissible) and show it on .sils.also ALL lengths must be checked....
bottom line is that at its current stage....the stadi is useless untill devs do something for it !
( i am wondering....if they tested-played it at all during development.....:down:)

bye


I finally got the same to work last night. Likewise a placed a ship at 1KM at 90 degrees dead in the water.
On checking the draft on eash ship with the torpedo dept guage they matched the depths in the cfg file as shown in my Recognition Manual Mod, so they have that part reading from the cfg file ok.
Hopefully they fix the stadimeter soon. As manual TDC is a mess without it. :)

emtguf
03-16-10, 12:39 PM
I finally got the same to work last night. Likewise a placed a ship at 1KM at 90 degrees dead in the water.
On checking the draft on eash ship with the torpedo dept guage they matched the depths in the cfg file as shown in my Recognition Manual Mod, so they have that part reading from the cfg file ok.
Hopefully they fix the stadimeter soon. As manual TDC is a mess without it. :)


I tried that yesterday (at work dont remember what ship I used) and the depth value in the cfg was 3 and on the torp depth screen it showed 6+
Ill take a look later and see what ship it was.
So not all values may be correct.

Bilge_Rat
03-16-10, 02:33 PM
don't see why not. Just need to see his files so I can see what he did. Once I understand how he did it I should be able to implement in SH5.

I found the OLC mod mentioned above:

http://www.subsim.com/radioroom/showthread.php?t=147667

http://farm4.static.flickr.com/3635/3559433597_46327d24d1_o.jpg

I would personally rather have a historically accurate periscope such as this:

http://i687.photobucket.com/albums/vv237/lightningsailor321/AttPeriscope.jpg

http://www.subsim.com/radioroom/showthread.php?t=157849&highlight=periscope

since once you have the correct range/bearing, figuring out the speed and AOB is relatively easy. However, any improvement in thsi area would be much appreciated.

reaper7
03-16-10, 04:08 PM
I tried that yesterday (at work dont remember what ship I used) and the depth value in the cfg was 3 and on the torp depth screen it showed 6+
Ill take a look later and see what ship it was.
So not all values may be correct.

Ok, thats possible only just tried around 20 here's a pic of the Hog-Island.
If you find out which one it was let us know, would like to check it out abit.

http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/Draft.jpg

Clacker
03-18-10, 03:38 AM
Nice investigating guys...I assume Ubi must have put the Devs under *tremendous* pressure for so many of these bugs to make it through not only the release but also the first patch.

I was a massive fan of that OLC mod and loved how versatile those 3 dials were so that would be great if someone could port that over.

Having said that, I don't think a working range solution is too much to ask for in a vanilla sub simulation!!

Maltro
03-18-10, 11:08 AM
ubi doesn't think useful to test the game before it was out To make fast money... but in a "normal commercial relation", they could inform us when the next patch will be realise and what they are working on...
That would permit to moders to don't loose time.

Maybe they think we take fun to repair their game?... Or maybe they don't take care about us at all!...

:salute:

glabit
04-16-10, 05:35 AM
Hi,

I've found something interesting using the mission editor and plotting different ship at different distances: The stadimeter doesn't use the real mast length in the cfg file, it use every time the same value regardless the ship you choose.

Buy measuring several ships distances, I have found that the value used is exactly 20m. Thus you can use the stadimeter buy correcting the distance:

Real distance = Mast length in cfg file/20 * Measured distance in the stadimeter

This gives me an average good precision (around +-5%) by measuring the highest mast (the one with the flag)

java`s revenge
04-17-10, 02:04 PM
I am begging for the olc / ma / kamakarov gui. That will be the solution.

In SH3 i only use the Magui and i never use the map or stadimeter for
calculations. With SH5 i must use the map for the right calculations...:88)


This mod stays my favorite.

TheDarkWraith
04-27-10, 11:43 PM
got it working :rock: See here: http://www.subsim.com/radioroom/showpost.php?p=1375809&postcount=1243

Gato76
04-28-10, 12:31 AM
Darkwraith as always incredible work,if you were working with the developers this game would be a complete, bug free game since day one :salute:

dannygjk
04-28-10, 01:02 AM
mouse pointer is an immersion-spoiler...