View Full Version : [REL] Multiple UIs for SH5 with TDC
TheDarkWraith
12-19-10, 04:49 PM
I've been flaowing your mod here for some time and have been enjoying it very much when I find the time to play. One thing I noticed in the mod is the in-scope targeting wheels; like those form the OLC and MaGUI mods from SH3. I realy liked these tools from those mods and was wondering if they worked in the same way in your mod? As it stands now I have trubble hiting things useing the tools provided in the game, it is mostly a speed and AOB thing and that in-scope wheel is marvolus for figureing that stuf out.
if you're taking about the RAOBF then yes, it's in the mod. There's a button in the torpedo box on the left bottom that says RAOBF. Click it to display the RAOBF on the scope.
Dissaray
12-19-10, 04:56 PM
Yep that sounds like the thing. Now all I have to do is remember exactly how to use the damn thing :haha: But I am sure I can figure that out.
Trevally.
12-19-10, 04:58 PM
Hi TDW
I am using the following in a tutorial file to check user TDC setting on multipule target AOB using the TDC dial:-
Operation|mov|<<aob_delta>>|15.0f|0|0|0
;blah blah (whole tutorial here)
; Functions:
Label|SetTargetAOB|0|0|0|0|0
GetAngle|3|None|0|0|0|0
Operation|mov|<<aob_min>>|<g_TR1>|0|0|0
Operation|-|<<aob_min>>|<aob_delta>|1|0|0
Operation|int|<<aob_min>>|<aob_min>|0|0|0
Operation|mov|<<aob_max>>|<g_TR1>|0|0|0
Operation|+|<<aob_max>>|<aob_delta>|1|0|0
Operation|int|<<aob_max>>|<aob_max>|0|0|0
CheckGUIDialValueInRange|SOL_ANGONBOW|<aob_min>|<aob_max>|None|0|0
Operation|rtrue|None|0|0|0|0
DisplayText|Your AOB is more than 15 Deg out!|0|0|0|0|5
Jump|WrongAOB|0|0|0|0|0
I have set the + - operations to 1 for dials 180 to -180.
Some target check work fine and others dont.
The ones that dont are out by 180 deg.:hmmm:
Any ideas:06:
I have also tried setting the yellow numbers to 0 and 2 - as in your speed tutorial.
It also only works with some targets.
Sammi79
12-19-10, 04:58 PM
What I'll do is let you be able to select the digital clock to display GMT time or local time. How's that? :D I was just about to release v5.8.0 but that's ok, I'll incorportate this change :up:
Fantastic! but have selection between Base time / Local time + don't worry about seconds display, timing would be done on the stopwatch anyhow (GMT)
Wouldn't this be suited more to the environment mod (or an environment mod)? Sorry but I'm not well versed in celestial navigation. How are you getting the sun and moon angular sizes?
0.5 is the real angular value of the sun, the moon would be 0.499 (but this is only noticeable during total solar eclipse) The angular size of the sun in game can be measured with the RAOBF in the OBS scope providing the sun is low enough to be viewed. It was fairly easy to change in SH4 sky object radius increase or something. I shall have a look in the files myself :03:
I think you'll find the addition of supermarks in v5.8.0 a welcome addition.
wow :o speechless :o Is there really only one of you? :yeah:
just finishing up v5.8.0. This version adds the ability to add supermarks to the navigation map. Supermarks are identical to navigation fixes except that no navigation information is stored in them (you have the whole thing to add text to). They are also different in that they can be used without real navigation enabled. As with navigation fixes, supermarks can only be placed and viewed on the navigation map. Supermarks are like the regular map tools marker except that you get to add text to it. I've also included a small 'X' to the navigation fixes and supermarks so you can definitively see where the actual position of it is:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3429
If toolhelper is enabled then supermarks are available (if navigation map is open).
v5.8.0 will be releasing here soon :|\\
TDW, you made my day:rock:
TheDarkWraith
12-19-10, 06:04 PM
wow :o speechless :o Is there really only one of you? :yeah:
Yep, only one of me. I'm very good at what I do ;). Once I saw that the devs gave us the ability to extend the game via Python I was like a kid in a candy store. SH3 and SH4 were shelved as they offer no way to extend the game (yeah you can add graphics to it but that's not really extending it). Now if I had access to the source code I could do even more wonderful and exciting things.
Here's our new digital clock. It will read out GMT time or Local time. You click anywhere in the black box (where the time is) to toggle between local/GMT time:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3431
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3430
:rock: :|\\
Now v5.8.0 is ready :D
TheDarkWraith
12-19-10, 07:03 PM
v5.8.0 released. See post #1 for details :|\\
Hi all!
:hmmm: While I was doing chores, there are already many things have changed!:DL Are now IO strategic map should redo it.:D
In the meantime, here (http://sukhoi.ru/forum/attachment.php?attachmentid=123712&d=1292809474) is Russian translation for version 5.8.0 :)
Captain Can
12-19-10, 08:53 PM
TDW , can we still use Obelix's ' IO_StrategicMap for 5.4.0 ' for 5.8.0 or should we use stock map until a new version comes out from Obelix ?
TheDarkWraith
12-19-10, 08:57 PM
TDW , can we still use Obelix's ' IO_StrategicMap for 5.4.0 ' for 5.8.0 or should we use stock map until a new version comes out from Obelix ?
wait for now....I'll look it over. Obelix will probably be releasing new version soon as I modified the Page navigation map.py file (had to to get all the cool new supermarks and navigation fixes) :yep:
TDW , can we still use Obelix's ' IO_StrategicMap for 5.4.0 ' for 5.8.0 or should we use stock map until a new version comes out from Obelix ?
Now I am focusing on adaptation of IO strategic map for version 5.8.0. Today I will release a new version for 5.8.0
Captain Can
12-19-10, 09:05 PM
ok guys , i am gonna stick with stock map for now. best wishes with the further developments :yeah:
Krauter
12-19-10, 10:58 PM
Bloody hell I can't keep up with all the new stuff you've come out with.. this Mod, IRAI, FX updates.. my God theres so many sub mods to them all its confusing
'
THE_MASK
12-20-10, 12:02 AM
5_8_0 , i only just downloaded 5_7_2 before bed :O:
TheDarkWraith
12-20-10, 12:14 AM
5_8_0 , i only just downloaded 5_7_2 before bed :O:
the progress freight train is a roarin' :yep: I've had many breakthroughs recently that have allowed me to do things I thought I could never do :D Just a couple more breakthroughs and I'll really be having some fun :ahoy:
THE_MASK
12-20-10, 01:04 AM
How do i option out the teleporting ? If i dont want any teleporting how do i option it out and what about the crash dive .I have always used teleporting but dont want to now . Thanks . I have seen the teleporting options in your options file but am confused .
THE_MASK
12-20-10, 03:06 AM
Any chance in having no aircraft spotting just for the attack scope . What i would like is an option to have no aircraft spotting for the attack scope but still use the obs scope for auto spotting aircraft .
Vanilla
12-20-10, 05:45 AM
Here's our new digital clock. It will read out GMT time or Local time. You click anywhere in the black box (where the time is) to toggle between local/GMT time...
Wow! TDW, mate, you're quicker then lightning!
There is one thing to it though: knowing the difference between local and GMT time down to this precision enables you to precisely figure out your longitudinal position circumventing navigator's fix errors, with that given the time display should be either locked to GMT or the 'real-world hardcore' option is to make the 'local' time clock reflect nautical time zones (you shift the clock by one hour every time you move 15 degrees longitudinally east or west).
Here is the formula for 'local' time reflecting current nautical time-zone based on the last navigator's fix:
{
int sign = 1;
if (' longitude from the last fix is Western ') then
sign = -1;
int long = ' integer of longitude from the last fix ';
//Now get the number of hours you have to add (or subtract)
hours_difference = sign * int(long/15);
nautical_time_zone_time = GMT_time + hours_difference;
}As far as I remember the navigator (or logbook, or something else) also gives you the sunrise and sunset times. These as well should be adjusted to the last fix and 'local' time or disabled with real navigation on. The formulae for those are much more complicated. I've got to get my head around it to post them, give me some time.
Sepp von Ch.
12-20-10, 05:52 AM
2 TDW: could you please make for those who do not use your UI mod a separate little mod with game fix contained in your v5.7.1 - "fixed game crash that happens when in campaign and you do a mission then return to base and request a new mission".
When I will fulfill all the mission objectives, the game crashes and moves e to the bunker:nope:
brandtryan
12-20-10, 07:55 AM
Apparently, this is one of the better "explanations/tutorials" for celestial navigation on the web:
http://www.ludd.luth.se/~kavli/peck_celestial/space.html
The site is a bit hard on the eyes--but the content was very approachable, even for a newb like me.
The thesis included in DW's real nav mod was also excellent.
TheDarkWraith
12-20-10, 08:03 AM
Wow! TDW, mate, you're quicker then lightning!
There is one thing to it though: knowing the difference between local and GMT time down to this precision enables you to precisely figure out your longitudinal position circumventing navigator's fix errors, with that given the time display should be either locked to GMT or the 'real-world hardcore' option is to make the 'local' time clock reflect nautical time zones (you shift the clock by one hour every time you move 15 degrees longitudinally east or west). As far as I remember the navigator (or logbook, or something else) also gives you the sunrise and sunset times. These as well should be adjusted to the last fix and 'local' time or disabled with real navigation on. The formulae for those are much more complicated. I've got to get my head around it to post them, give me some time.
Have to say I'm learning much just from making this real navigation add-on mod :DL It appears then that I need to lock the digital clock to either local or GMT time? I have the user option already coded in for specifying what the digital clock is set to at game start so removing the ability to change it in game is easy to do. What are the advantages/disadvantages of locking it in either mode? :06:
What if I added another user option that when enabled didn't let you change the digital clock (in game)? This way I could satisfy everyone's taste for realism. Or is this point moot?
Sunrise and sunset times come from Otto's integrated chalkboard mod. I already adjusted his mod to use local time and your current last position fix for many of his calculations that depend on position.
Currently I have the digital clock updating in real time. By real time I mean every 500m of longitude change the clock is adjusted +- 1 second. You're saying I need to change this? If so, why? :06:
TheDarkWraith
12-20-10, 08:13 AM
How do i option out the teleporting ? If i dont want any teleporting how do i option it out and what about the crash dive .I have always used teleporting but dont want to now . Thanks . I have seen the teleporting options in your options file but am confused .
To remove the ability to teleport in the mod make the following changes:
###################################### Teleporting ##############################################
# the hotkeys assigned to the teleport commands
#
# Format:
#
# TeleportToObsScope = [ False, None, False ]
# False = enabled
# None = key used
# False = shift key required
#
# so if you wanted the teleport to obs scope hot key to be shift + T:
# TeleportToObsScope = [ True, MenuKeyManagerWrapper.Keys.T, True ]
#
# if you didn't want to assign a hotkey for teleport to obs scope:
# TeleportToObsScope = [ False, MenuKeyManagerWrapper.Keys.T, False ]
#
TeleportToObsScope = [ False, None, False ]
TeleportToAttackScope = [ False, None, False ]
TeleportToUZO = [ False, None, False ]
TeleportToRadar = [ False, None, False ]
TeleportToHydrophone = [ False, None, False ]
TeleportToDeckGun = [ False, None, False ]
TeleportToFlakGun = [ False, None, False ]
# the hotkey used to bring up the Teleporting order bar
# Format:
#
# DisplayTeleportingOrderBarKey = [ False, None, False ]
# False = enabled
# None = key used
# False = shift key required
#
# so if you wanted the teleport to obs scope hot key to be shift + T:
# DisplayTeleportingOrderBarKey = [ True, MenuKeyManagerWrapper.Keys.T, True ]
#
# if you didn't want to assign a hotkey for teleport to obs scope:
# DisplayTeleportingOrderBarKey = [ False, MenuKeyManagerWrapper.Keys.T, False ]
#
DisplayTeleportingOrderBarKey = [ False, MenuKeyManagerWrapper.Keys.T, False ]
to remove the teleport on crash dive:
# teleport on crash dive? If enabled and you are currently submerged then no teleporting will take place
# change below to either True or False
TeleportOnCrashDive = False
Any chance in having no aircraft spotting just for the attack scope . What i would like is an option to have no aircraft spotting for the attack scope but still use the obs scope for auto spotting aircraft .
Is possible to do but I don't understand why :06:
2 TDW: could you please make for those who do not use your UI mod a separate little mod with game fix contained in your v5.7.1 - "fixed game crash that happens when in campaign and you do a mission then return to base and request a new mission".
The fix won't work for stock game. It was something in my mod that was actually causing the crash.
See above in yellow
5_8_0 , i only just downloaded 5_7_2 before bed :O:
Ah! If such productivity would have ubisoft ...
PL_Andrev
12-20-10, 09:49 AM
Ah! If such productivity would have ubisoft ...
That's right.
;)
But you know, the better result is when you're working for your own (for your satisfaction) than for money with non-exceeded "mailstones"...
:shucks:
Vanilla
12-20-10, 10:21 AM
Have to say I'm learning much just from making this real navigation add-on mod :DL It appears then that I need to lock the digital clock to either local or GMT time? I have the user option already coded in for specifying what the digital clock is set to at game start so removing the ability to change it in game is easy to do. What are the advantages/disadvantages of locking it in either mode? :06:
What if I added another user option that when enabled didn't let you change the digital clock (in game)? This way I could satisfy everyone's taste for realism. Or is this point moot?
Sunrise and sunset times come from Otto's integrated chalkboard mod. I already adjusted his mod to use local time and your current last position fix for many of his calculations that depend on position.
Currently I have the digital clock updating in real time. By real time I mean every 500m of longitude change the clock is adjusted +- 1 second. You're saying I need to change this? If so, why? :06:
The thing is that the difference between GMT and exact local time is the method used to determine longitude in navigation. For example if I know that local time is offset by +1 hour 16 minutes and 32 second from GMT time - I immediately know that my longitude is exactly 19 degrees and 8 minutes East. This gives me my longitudinal position down to 1.2km precision without doing anything. :) So my idea is either to lock out 'local' time leaving only GMT for users who has real nav enabled or instead of continuously updating local time to give them time that is set to current nautical time zone as on a real life ship - it is updated only every 15 degrees of longitude and is precise only down to one hour (1650km error) based on last navigator's fix (1650km + navigator's error). I gave a formula for local time zone time calculation in the previous post.
TheDarkWraith
12-20-10, 10:39 AM
The thing is that the difference between GMT and exact local time is the method used to determine longitude in navigation. For example if I know that local time is offset by +1 hour 16 minutes and 32 second from GMT time - I immediately know that my longitude is exactly 19 degrees and 8 minutes East. This gives me my longitudinal position down to 1.2km precision without doing anything. :) So my idea is either to lock out 'local' time leaving only GMT for users who has real nav enabled or instead of continuously updating local time to give them time that is set to current nautical time zone as on a real life ship - it is updated only every 15 degrees of longitude and is precise only down to one hour (1650km error) based on last navigator's fix (1650km + navigator's error). I gave a formula for local time zone time calculation in the previous post.
Which is the best way to implement? Locking out local time or implementing nautical time zones for real nav? :hmmm:
On a ship, how are entries in the ship's log kept? Are they recorded in GMT time or local time or the nautical time zone time?
brandtryan
12-20-10, 11:13 AM
Which is the best way to implement? Locking out local time or implementing nautical time zones for real nav? :hmmm:
On a ship, how are entries in the ship's log kept? Are they recorded in GMT time or local time or the nautical time zone time?
Something just clicked in my head, though I've probably got it wrong. I just realized (I think), that where I am right now in Indianapolis, that when the sun is at its highest point in the sky, that it won't be precisely noon. I'm GMT-5 time zone--but that's just it--it's a "zone". Somewhere (probably on the meridian that designates the start of GMT-5, precisely at noon, the sun is at it's highest point in the sky to the observer, if they are located exactly on that meridian. But since I"m essentially between meridians--it might be a few minutes before or after noon (local time zone) when the sun is at its highest point as I observe it. It finally occured to me when I was thinking about the local vs GMT clock in game. The local clock isn't going to help much--since it is the time for the local time ZONE. To really find out exactly what time it is at a given location, you have to wait for the sun to reach it's highest point, which would then be "local noon", or better yet, "precise local noon", to set it apart from local time zone time. You then compare that to current GMT, and you've got your answer.
Ok--I"m probably completely wrong--plz someone correct me, so I can know I"m heading in the right or wrong direction! (no pun intended)
Hi I've just installed the mod and i saw that when i'm at periscope depth i can't rise the observation periscope over the surface, anyone knows how to fix it?
TheDarkWraith
12-20-10, 11:46 AM
Hi I've just installed the mod and i saw that when i'm at periscope depth i can't rise the observation periscope over the surface, anyone knows how to fix it?
you have to go to snorkel depth to use observation scope. Click on the snorkel depth icon on the left side depth bar. I've set the length of the obs scope to be historically accurate.
you have to go to snorkel depth to use observation scope. Click on the snorkel depth icon on the left side depth bar. I've set the length of the obs scope to be historically accurate.
Thanks!
SashaKA001
12-20-10, 03:03 PM
DW--not trying to take thread over--not sure, but would be nice to have a whole thread on your real nav mod? Anywhoo--I thought I'd be able to at least be able to identify Polaris, which should tell me, roughly, my latitude--but I must be missing something. The navigator gave me approx position (he does this at the beginning of the mission everytime I reload the saved campaign.) His fix should be pretty close, and appears to be accurate--only the stars don't agree! Can anyone tell me what I'm doing wrong? I'm simply trying to find Polaris to check my rough latitude.
need to find the North Star
http://i4.imageban.ru/out/2010/12/20/acc4cfcae60b1f0a7012012372ca0c76.jpg (http://imageban.ru)
Krauter
12-20-10, 03:04 PM
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Accurate German Flags
Church's SHV 1.01 Keyboard Commands v1.1
Enhanced FunelSmoke_by HanSolo78
Icebergs v1.3 - Vikingers Lite Campaign Compatible
Loading Screens Mod
M1 Thompson's Realism sound mod v.1.0
Capthelms SH5 Audio Mod
Touch up for Capthelm's Audio
MightyFine Less Annoying Footsteps 1.0
RemoveLogoIntroTheDarkWraith
SD_MapCourseLine_no_arrows
SD_NewMapColors
SeaWolf torpedo tweak
Wordeees' Actual Footage Menu
Uboat visual damage 1.0 - wamphyri
The Elite Campaign 1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
New_ Start_VIIB
SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered
Shadow Improvement Mod
German U-Boat Internal Routine SFX
Elite German Black & Copper Torpedo
Environment 4.9 MOD
AilClouds 3.0
AilSmoke 1.7
German U-Boat Hydrophone SFX
SteelViking's Interior Mod V1.1
SteelViking's Interior Mod V1.1 patch V1.1.1
SV&Com Underwater Mod
U-boat Historical Specifications 1.4
sobers talking conning crew mod
sobers base wave mechanics for SH5 v3
Floor Black
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_BARF_1_3_Full_Fix
FX_Update_0_0_9_UHS_Fix
IRAI_0_0_29_ByTheDarkWraith
McHub532s Pictures for Krauters Submarine SH5 Fix
NewUIs_TDC_5_8_0_ByTheDarkWraith
MRP 1.3+OPCF light
MRP 8x5 patch
Free Cam Tweak 1.1 - Narrow
What have I got in the wrong order here.. Game is running very choppy (compared to smooth as silk before) and also, got a CTD when I torpedoed a ship and went to external cam to check out the new FX.
Vanilla
12-20-10, 03:23 PM
Which is the best way to implement? Locking out local time or implementing nautical time zones for real nav? :hmmm:
On a ship, how are entries in the ship's log kept? Are they recorded in GMT time or local time or the nautical time zone time?
The best is to give current time zone time for real nav. It will be a reflection of real life. Simply lockin out local time when real nav enabled is just that - rough and simple way of locking out a possibility to 'cheat' circumventing the navigator. On the other hand removing the local time altogether is great inconvenience - you will not be able to tell straight away just by looking at the clock what part of the day is now since GMT can be way off. Is that dawn or dusk you're seeing at the moment? :doh: How many hours before sunset is left so you can surface? etc. You will always need to do a calculation in your head. :know: That's why time zones are there.
In real life the time kept on ship should reflect local time (should be advanced or reduced every 15 degrees of long):
A ship is required to adopt the standart time of a country when it is in its territorial waters, but must revert to nautical time as soon as it leaves territorial waters. ... ships must obtain GMT from zone time, not zone time from GMT
Summary: with real navigation enabled local ship time should reflect time of the local nautical time zone (formula given before), on mouse hover GMT should be shown.
Regarding the logbooks - you log at local shipborne time (nautical time zone time) but you make note on what is the local time difference at the beginning of each day and when adjusting to the new zone:
When starting a new day in the log at midnight local, record the date and time of GMT and the zone description (difference between local time and GMT) so there is no ambiguity as to what time it was when something occurred. This is how its done on US flag ships.quote from here: http://www.cruisersforum.com/forums/f127/what-do-you-record-in-your-ships-log-40035.html
Summary: logs are kept using local time with notes at the beginning of each day and after sailing into another time zone stating time difference with GMT
P.S. This all is of course irrelevant if real nav is disabled - we should not force some obscure time thingy on not-so-hardcore players.
P.P.S. I recon we're definitely hi-jacking the thread with all this, should we start a new [TEC] regarding real nav things?
PL_Andrev
12-20-10, 03:28 PM
Can anyone tell me what I'm doing wrong? I'm simply trying to find Polaris to check my rough latitude.
Sure:
Main problem that we're (ok, I'm) not sure how it works. No: how to measure - but how it works at game. In my country we have good sentence to describe it - in english transcription it will be: "The blind leaded the lame."
Second:
a) As SashaKA001 said, you should find the polar star as first step (but you have right with N - is is good idea to keep N direction).
b) You should measure at midnight local time.
c) Probably you used non-correct screen resolution.
I tested some resolutions and it looks that for different res we need special scale of sextant.
How to test resolutions.
The scale should be 0-90degree.
When start should be connected to horizon line, the end should be over the player. It can be easy to do - the night nebula is DDS file and should be easy edited to point the "zenith" point.
TheDarkWraith
12-20-10, 03:51 PM
The best is to give current time zone time for real nav. It will be a reflection of real life. Simply lockin out local time when real nav enabled is just that - rough and simple way of locking out a possibility to 'cheat' circumventing the navigator. On the other hand removing the local time altogether is great inconvenience - you will not be able to tell straight away just by looking at the clock what part of the day is now since GMT can be way off. Is that dawn or dusk you're seeing at the moment? :doh: How many hours before sunset is left so you can surface? etc. You will always need to do a calculation in your head. :know: That's why time zones are there.
In real life the time kept on ship should reflect local time (should be advanced or reduced every 15 degrees of long):
Summary: with real navigation enabled local ship time should reflect time of the local nautical time zone (formula given before), on mouse hover GMT should be shown.
Regarding the logbooks - you log at local shipborne time (nautical time zone time) but you make note on what is the local time difference at the beginning of each day and when adjusting to the new zone:
quote from here: http://www.cruisersforum.com/forums/f127/what-do-you-record-in-your-ships-log-40035.html
Summary: logs are kept using local time with notes at the beginning of each day and after sailing into another time zone stating time difference with GMT
P.S. This all is of course irrelevant if real nav is disabled - we should not force some obscure time thingy on not-so-hardcore players.
P.P.S. I recon we're definitely hi-jacking the thread with all this, should we start a new [TEC] regarding real nav things?
I see no reason to start a new thread. This is all part of the UIs mod :yep:
So let's see if my math is correct.....every 15 degrees of longitude is:
15 x 120,000 = 1,800,000 meters or 1,800km. Correct?
I will adjust the digital clock to current nautical time zone in real nav. Thankfully I already have the timers and messagebox reporting in 'current time' so the change will be easy to implement.
I've also added dead-reckoning to the mod. If the navigator can't report position he'll chart out a dead-reckoning fix. Depending on your user options he'll either tell you the new position or he'll plot it as a navigational fix.
But this I see as a problem. I see it as a way to enable GPS navigation again. When the navigator does his dead-reckoning calc I'm thinking about including a small random amount of error so that it will mitigate GPS style navigation. Thoughts? :06:
I also noticed a big problem with the mod (real nav part). Say you have 4 navigational fixes plotted. You adjusted #2's position. All the rest of the navigational fixes don't adjust :o
Sammi79
12-20-10, 04:03 PM
Using the sextant tool is more complicated than it seems at first. for a start, the original image is scaled wrong for the current camera angular value (field of view) so it needs to be updated with a new one. I have sent TDW a PM about this. the actual angular distance from top to bottom of the screen is 65.84 degrees or as close as dammit. the angular distance from side to size depends on your screen ratio. (But no matter what, for whatever ratio, the screen display from left right or top bottom the angular size of your display will never = 75 degrees as is set in cameras.cam)
The tricky bit is this - angular degrees on a flat screen are not the same size. They are smaller toward the centre of the display and larger towards the edges. The sextant image is designed with this in mind if you look carefully the marks at the top and bottom are spaced further apart than they are in the centre. This is great but it means 1 thing - You must NOT move the sextant image. If you move it up or down from its pop up position the curving scale will give an error which increases the further it moves from its origin. This also applies to left or right, If you pan your view around slowly you will notice the sky objects do not float by at a perfect altitude.
So, leave the sextant where it is. the advatage of this is that you don't have to touch the horizon with the bottom of the sextant (already touching the bottom of your screen), you can move the view till the horizon is at 10 degrees say, then just take 10 degrees off the final measurement. Objects must also be measured as close to the centre line of the sextant also, to minimise any errors due to what was mentioned previously.
ATM though you'll have to add a few degrees to that measurement as the scale is wrong, 0-60 degrees spread over 65.84 degrees. Just remember, move the view not the sextant.
hi tdw,
i am not using the sextant atm. i asked the naigator to check my position. he does it, but doesnt report last result. he only reports the first position fix made when game starts. he should report last calculated fix on map, not the first one. f. ex. i start a mission and plan my course (painting a line with my direction on map and painting an "x" on the point where i want to be in x hours with current speed). after x hours, i take another position fix and want to see it on the map, but the navigator gives me the first fix taken when mission starts... i need the last fix to see where i am. atm, i have to search this position on map, which is very hard to find...
TheDarkWraith
12-20-10, 05:41 PM
hi tdw,
i am not using the sextant atm. i asked the naigator to check my position. he does it, but doesnt report last result. he only reports the first position fix made when game starts. he should report last calculated fix on map, not the first one. f. ex. i start a mission and plan my course (painting a line with my direction on map and painting an "x" on the point where i want to be in x hours with current speed). after x hours, i take another position fix and want to see it on the map, but the navigator gives me the first fix taken when mission starts... i need the last fix to see where i am. atm, i have to search this position on map, which is very hard to find...
and that's using the newest version of the mod released? :hmmm: Can you send me the ship's journal of this?
Vanilla
12-20-10, 06:34 PM
So let's see if my math is correct.....every 15 degrees of longitude is:
15 x 120,000 = 1,800,000 meters or 1,800km. Correct?
Not exactly - distance is 111.320km at equator and less at other places. But that is the difficult way. You do not need the distance just the coords from the last fix. For example:
0. Bernard-the-navigator does his woodoo dance with sextant and dead-reckoning stuff at 12:00PM (and some other times during the day and night)
1. Although reluctantly we accept this coords from him: 53°31′0″N 28°8′0″E
2. From those we need only 28° and E.
3. 28 / 15 = 1.87, round it (round half away from zero: -1.5 = -2; 1.5 = 2), you get 2.
4. Since we are to E - then we add (subtract if W) - so it is +2
5. Your local time is GMT+2.
6. If different from previous zone - note new nautical time zone in the journal (GMT+2) Noting zone letter (http://en.wikipedia.org/wiki/List_of_military_time_zones) ("B") as well would be a nice touch of realism.
7. Every midnight note current zone in the journal again.
Two more examples
28°27′20″N 80°31′40″W -> round(80/15) = 5 -> 5 * (E) ? 1 : -1 -> is GMT-5
35°42′2″N 139°42′54″E is GMT+9
But this I see as a problem. I see it as a way to enable GPS navigation again. When the navigator does his dead-reckoning calc I'm thinking about including a small random amount of error so that it will mitigate GPS style navigation. Thoughts?
That's brilliant as is, make it no more precise than 2-3km, if your speed measuring device is giving you 10% error, then with 10 knots speed it can give your 21km mistake in just one day. But then the weather is not always that bad and error is not working in one direction - sometimes it adds another time it takes (otherwise navigator would easily take the error into account), so 2-3km is alright IMO.
The only thing I would like to add is error accumulation. If you continue dead reckoning from a fix with an error it should give greater error next time. So it should work this way:
If it is a proper fix - then just standart error calculation (dependent on the navigator's skill, condition, morale, weather, waves etc.). If it is a dead-reckoning fix - you take the error of the previous fix (say - 500m error from usual fix) and add dead reckoning error to it (2km + 0.5km = 2.5km error). So the longer you continue with dead reckoning - the greater the error will be (2.5km + 2km = 4.5km error next time).
I also noticed a big problem with the mod (real nav part). Say you have 4 navigational fixes plotted. You adjusted #2's position. All the rest of the navigational fixes don't adjust In my opinion it should not matter to the script what the user is doing with the fixes, if he wants to update something - it is his job to make all the updates needed. Moreover - why on the Earth would you want to adjust not the last but some other fix? Just to make things look nicer? DIY. Not our problem.
TheDarkWraith
12-20-10, 08:04 PM
ok, wow, some heavy changes and coding :doh:
I've implemented the nautical time zones for real navigation. As I'm one for realism I've taken Vanilla's advice/comments and applied them. Here is our new updated digital clock:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3441
Notice that is says 'Naut'. This means we are displaying time in nautical time zones. If you click the time anywhere in the black part of it it will toggle to display GMT time. Notice that I updated the tooltip for this also.
And now for the real big changes:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3442
At game start the current nautical time zone will be displayed in the messagebox. Anytime the day changes (midnight) or you cross another nautical time zone (15 degrees longitude) another entry in the messagebox (and thus ship's journal) will be recorded denoting the current nautical timezone.
Navigator will now calculate current position using dead-reckoning if weather is a factor or you are submerged. There is error thrown into his dead-reckoning calculation every time he calculates it. This error can be anywhere from +- 500m in longitude and lattitude (a random function picks a value between -500 and 500 for each). He also takes time to calculate the dead-reckoning position. The time can take anywhere from 30 seconds to 2 minutes.
Regardless of user option settings the Navigator will always tell you the current calculated position in the messagebox. If the user option NavShowPositionOnMapsAfterCalc is enabled (True) then he will also plot a new navigation fix on the navigation map. If that user option is not enabled then it's up to you to plot the position. There is one caveat to this: the Navigator knows where your last calculated position is whether it's dead-reckoning or plotted so if you ask him to show last position he will show you at any time.
As you can see from the screenshot above I was submerged and moving due North. I asked the Navigator for our current position and he plotted it via a new navigation fix (N2). Notice too that error was incurred and the new navigation fix was not exactly due North of N1.
I'll be releasing a test version of v5.9.0 here soon so those of you using real navigation can test this out and give me some feedback on it :D
TheDarkWraith
12-20-10, 08:27 PM
Test version of v5.9.0 available at post #1. Feedback greatly appreciated :yep:
Sea_Phantom
12-20-10, 10:35 PM
Newbie question! I've heard that the stadimeter in the unmodded SH5 doesn't give the correct range/you have to measure from different points. Is the stadimeter completely fixed in this mod?
And on that note, how exactly do I use the stadimeter? I know I'm supposed to put the bottom of the reflected image on the top of the real image, but what's considered the "bottom" and what's considered the "top"?
:06:
pfeillant
12-21-10, 02:58 AM
hello tdw
i send you the menu.txt french v5.8.0, may be too last to prepare your v5.9.0
Vanilla
12-21-10, 04:46 AM
ok, wow, some heavy changes and coding :doh:
I've implemented the nautical time zones for real navigation. As I'm one for realism I've taken Vanilla's advice/comments and applied them. Here is our new updated digital clock
...
Man you're quick! I think you code faster than I type! I wonder if you ever sleep at all. :timeout: Incredible and thank you!
I've noticed an error in naut time calculation though. On the screenshot coords are 72deg W - that is -5 GMT, not -4 GMT: 72/15 = 4.8; round(4.8) = 5. Probably the script just cuts the fractional part so it rounds down the number (int() function?). It should however round the number 'half away from zero' (0.5-0.9 rounded to 1, 0.1-0.4 rounded to 0 - that is round() function in python as I remember).
It is my fault, shame on me. I am so sorry for not making it clear enough! :damn:
Here is the formula again just to check:
tz_raw = 'number of degrees of long' / 15;
tz = round(tz_raw);
if (long is Western) then
tz = (-1) * tz;
PL_Andrev
12-21-10, 05:22 AM
http://img339.imageshack.us/img339/108/longlat.png
Is it impossible to change 18'42" to 18°42' ?
mark ° = ALT + 248 (NumLock on)
Hi TDW,
my first observation with 5.9.0 (nothing else activated in jsgme):
the error when using dead reckoning seems to be far too high. it should depend on the time passed since last fix. if the navigator knows f.ex. that you didnt change course and speed the last two hours and you are running 90 degree, he must be able to determine the actual position very accurate. if the last fix was 24 hours before, a big error should occur because of wind etc.
the previous problem reported by me is gone (nav officer didnt report last fix correctly)
new problem: some ctd when adding supermarks and second: when opening the gibraltar historical mission, my boat is turning strangly (unplayable situation, boat turns headover)
in historical missions where waypoints are set in, your (gps) position is known. you cant delete the waypoints because of the missing waypoint tool... so real nav is not really there...
TDW, it gets better and better, very nice work. real navigation brings a whole new feature to the game and brings much realism. my next step will be: making the nav fix myself. btw, the nav fix by sextant is too slow (which navigator needs 30 minutes??? i think 8 to 10 should be enough...)
edit: found the time button in the option file, my nav officer can do in 8 minutes now!
edit2: another important point: would it be possible to save the drawings on map when game is saved? with real navigation on, it would be a nice feature if i had my course drawings after loading a game...
pfeillant
12-21-10, 08:36 AM
hello,
today i made an historical shooting .
I sank 27 boats with 6 torpedos.
here the journal in the editor, i can't made a screen shooting.
http://www.cijoint.fr/cjlink.php?file=cj201012/cijqLV9V9U.png
In fact, i made a salve (1-4) shoot on a aircraft carrier, and i miss him.
Then i sink it with two single torpedos.
and in the journal i have 27 boats sink !!!
a circle bug
TheDarkWraith
12-21-10, 09:12 AM
Man you're quick! I think you code faster than I type! I wonder if you ever sleep at all. :timeout: Incredible and thank you!
I've noticed an error in naut time calculation though. On the screenshot coords are 72deg W - that is -5 GMT, not -4 GMT: 72/15 = 4.8; round(4.8) = 5. Probably the script just cuts the fractional part so it rounds down the number (int() function?). It should however round the number 'half away from zero' (0.5-0.9 rounded to 1, 0.1-0.4 rounded to 0 - that is round() function in python as I remember).
It is my fault, shame on me. I am so sorry for not making it clear enough! :damn:
Here is the formula again just to check:
tz_raw = 'number of degrees of long' / 15;
tz = round(tz_raw);
if (long is Western) then
tz = (-1) * tz;
I wan't sure so I took the integer value of the division calculation. Now I first round it before taking the integer value of that calculation :up:
Is it impossible to change 18'42" to 18°42' ?
mark ° = ALT + 248 (NumLock on)
Done :up:
Hi TDW,
my first observation with 5.9.0 (nothing else activated in jsgme):
the error when using dead reckoning seems to be far too high. it should depend on the time passed since last fix. if the navigator knows f.ex. that you didnt change course and speed the last two hours and you are running 90 degree, he must be able to determine the actual position very accurate. if the last fix was 24 hours before, a big error should occur because of wind etc.
new problem: some ctd when adding supermarks and second: when opening the gibraltar historical mission, my boat is turning strangly (unplayable situation, boat turns headover)
btw, the nav fix by sextant is too slow (which navigator needs 30 minutes??? i think 8 to 10 should be enough...)
edit: another important point: would it be possible to save the drawings on map when game is saved? with real navigation on, it would be a nice feature if i had my course drawings after loading a game...
I took your time consideration into account and changed the code. Now it looks at the time difference from when last fix was taken and the current time. It calculates a % error based on: 24.0 / time difference in hours. So if the time difference was >= 24 hours the full error will be incurred (whatever the random value of error was). If time difference < 24 hours then the % error factor is applied to the error amount thus only adding a % of the total error to the current fix (this applies to dead-reckoning fixes only). Note: if the % error factor calculated is 0 then a very small error factor will be applied of 0.025 to account for charting errors and drawing errors by the Navigator.
The CTDs I'm very interested in. When do they happen? What errors (if any) are displayed (app crash?)? Can you elaborate more on the Gibraltar mission?
Navigator calcuting fix by sextant time can be adjusted in user options file. You're looking for these options:
# the base time it takes the Navigator to calculate the current position (fix)
# below is in seconds
NavCalcFixBaseTime = 2700.0
# the modifier for the min time the navigator can calculate fix. This will be the min value of a random function
# below is an Uint32 value only! (i.e. 75 will equal 0.75 in game)
NavCalcFixBaseTimeMinModifier = 75
# the modifier for the max time the navigator can calculate fix. This will be the max value of a random function
# below is an UInt32 value only! (i.e. 125 will equal 1.25 in game)
NavCalcFixBaseTimeMaxModifier = 125
As far as saving the navigation fixes and supermarks at game end, yes it's possible. I can serialize that into the journal file. But before I do that I want to get everything else working 100% first :yep:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3443
New test version of v5.9.0 released. See post #1 for details :|\\
PL_Andrev
12-21-10, 10:46 AM
Is possible to do something with "send contact" and "send messages" buttons?
I think about cooperation with BdU, but I don't know that is possible.
Until this week I had not played SH5 since the summer.
I have been keeping an eye on this mod and reading all the stuff about 'Real Navigation' meant I could not resist giving it a go.
The whole mod is an amzing piece of work.
My only request would be: Even if it was just the Nav Marks, can GMT time be included as well. e.g 14/10/1941 10:45 (08:45 GMT).
Thanks for all you effort. Can't wait for your mega mod (I do wonder how much stuff I have activated that conflicts or is surplus to requirments)
the gibraltar bug seems to be reproducable. if i want to start the historical mission (starting point in front of gibraltar), i get an curious turning view and cant play. i have this each time i start this mission, only your mod and real navigation enabled. can somebody confirm this?
i try to reproduce the supermark bug, but cant till now.
feature request: can we have a rouler, which is able to measure each meter? this rouler tool is inaccurate and can measure to 50 meter at least... there was a ring tool in sh3 for better range readings between these 50 meters...
second request: why not giving the time stamp to the supermarks too? each mark you set on the map, independ of their content, needs a time stamp. and most of the cases, you enter a contact or use supermarks while observing a target. atm, you have to enter the time each time, this could be faster by having an autotimestamp!
third: would it be possible to have a "dead reckoning" button available all the time? while observing a target, dead reckoning is needed and it is very hard to find the distances the boa has travelled in the last 2 minutes f.ex.
Hi i'have some questions ...
- When i'm playing with the Sh5enhanced, the middle down bar with the faces of my officers overlays the course bar and i can't use it, how can i solve it?
- What is the TC level?
Thanks!
Krauter
12-21-10, 11:35 AM
TDW, can you help me sort out which of yours mods goes where? I'm confused in which order your FX, IRAI and New UIs Mod go, as well as which mods are replaced by the fixes in your FX Mod.
Help? I'm only home for a few days and would like to play SH5 without any crashes at least once..
brandtryan
12-21-10, 12:52 PM
TDW, can you help me sort out which of yours mods goes where? I'm confused in which order your FX, IRAI and New UIs Mod go, as well as which mods are replaced by the fixes in your FX Mod.
Help? I'm only home for a few days and would like to play SH5 without any crashes at least once..
I'm pretty sure, as far as order of the three mods goes--FX goes first, then regular DW mod, then IRAI. Can't help you with the other part of your question--sorry!
col_Kurtz
12-21-10, 01:08 PM
Hi... So FXs mods are still required? This may generate an error when trying to make a game screen shot (CTD). And it is impossible to dragging the map in the choice of the mission.
Krauter
12-21-10, 01:09 PM
I'm just curious about what the UHS and BARF Full fix does? Do I install those before FX?
col_Kurtz
12-21-10, 01:53 PM
I'm just curious about what the UHS and BARF Full fix does? Do I install those before FX?
It should be like this:
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_UHS_Fix
FX_Update_0_0_9_BARF_1_3_Full_Fix
And after this NewUI package (mods)
IRAI at last.
Maybe this will help you a bit:)
http://www.subsim.com/radioroom//showpost.php?p=1489081&postcount=131
And here you are about FX
http://www.subsim.com/radioroom/showpost.php?p=1485167&postcount=1
in the real world, navigation by sextant is more precise because it gives you a position depending on the REAL position. dead reckoning has a better accuracy in short intervalls. but it becomes more and more inaccurate after hours because you multiply your mistakes. the last fix never can be better than one before. each fix depends on the quality of your last fix.
in your mod: celestial and dead reckoning fixes depend on the last navmark. an example: you are in the ostsee f.ex and you set a nav fix near brasil. after having done this, the order to nav officer to give celestial navigation fix, he paints a point near brasil :down:
if he does this by using dead reckoning, it would be ok, but if he uses the sextant, his fix must depend on the "real" (ingame gps) position. if this isnt as i described it, dead reckoning is always the better way to determine position. in this case you should dive to make a navi fix because he will give you better accuracy. but after doing this for a long period, the result will become less accurate. now it should be time do take the sextant. but what is the result? a fix depending on the last dead reckoning fix! this is wrong! it MUST be a fix depending on real gps position!
i hope you understand because my english isnt as precise as it should be...
THE_MASK
12-21-10, 04:08 PM
I'm just curious about what the UHS and BARF Full fix does? Do I install those before FX?Only install if you have those 2 mods as far as i know . Otherwise just install the TDW one .
Krauter
12-21-10, 04:38 PM
Thanks a lot sober, question finally answered :)
Now I just have to change the .py folder :shifty: ... Blasted things going to take forever, especially since I forget the key bindings I had on my earlier one to make everything go together..
For example, was not "Identify Target" Shift+I? Gah..
Vanilla
12-21-10, 04:47 PM
Hi i'have some questions ...
- When i'm playing with the Sh5enhanced, the middle down bar with the faces of my officers overlays the course bar and i can't use it, how can i solve it?
- What is the TC level?
Thanks!
You can move officers bar with your mouse, just hover over top of it and you will see drag-n-drop cursor.
TC stands for 'time compression'. So TC level is the time acceleration of the game, you set it with + and - signs in the top-right corner of the screen. You can see current TC level in a small window next to the buttons. TC level 1 is real time.
You can move officers bar with your mouse, just hover over top of it and you will see drag-n-drop cursor.
TC stands for 'time compression'. So TC level is the time acceleration of the game, you set it with + and - signs in the top-right corner of the screen. You can see current TC level in a small window next to the buttons. TC level 1 is real time.
Thanks!
And another question, i have problems with the XO Dialog box on the periscope, it apears on the middle of the optics and i can't use the stadimeter because the box don't let me use it correctly, How can i drag the box or how can i change it's appears position?
Thanks for all the help!
Trevally.
12-21-10, 06:32 PM
Press "L" and it will move to bottom right.
Vanilla
12-22-10, 05:28 AM
Press "L" and it will move to bottom right.
Or, if I remember correctly, you can make the box dragable in the options file.
Hi, ive held back saying anything as i love this mod the ui is excellent but my crash dive is very irratic, works the first time its pressed, then its very slow, crew come down below and nothing it spoils it for me, ive tried it with other mods and on its own same thing. I am patched to 1.2, but sadly it doesnt work as it should no matter what i do. Any help appreciated, really need this working, and love the functions etc.
There were complaints ERM_Reaper7. Dissatisfaction is the lack of additional angles of ships, as implemented in SOAN.
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3448
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3450
TheDarkWraith
12-22-10, 09:21 AM
hello,
today i made an historical shooting .
I sank 27 boats with 6 torpedos.
here the journal in the editor, i can't made a screen shooting.
http://www.cijoint.fr/cjlink.php?file=cj201012/cijqLV9V9U.png
In fact, i made a salve (1-4) shoot on a aircraft carrier, and i miss him.
Then i sink it with two single torpedos.
and in the journal i have 27 boats sink !!!
a circle bug
It appears this happens because of the new time kept in the game (non-GMT time or local time). What I have to do is associate the timestamp for destroyed ships to GMT time and compare that to local time converted to GMT time so this doesn't happen anymore. Thanks for the bug report :up:
My only request would be: Even if it was just the Nav Marks, can GMT time be included as well. e.g 14/10/1941 10:45 (08:45 GMT).
Sure can. I will make the change :up:
the gibraltar bug seems to be reproducable. if i want to start the historical mission (starting point in front of gibraltar), i get an curious turning view and cant play. i have this each time i start this mission, only your mod and real navigation enabled. can somebody confirm this?
i try to reproduce the supermark bug, but cant till now.
feature request: can we have a rouler, which is able to measure each meter? this rouler tool is inaccurate and can measure to 50 meter at least... there was a ring tool in sh3 for better range readings between these 50 meters...
second request: why not giving the time stamp to the supermarks too? each mark you set on the map, independ of their content, needs a time stamp. and most of the cases, you enter a contact or use supermarks while observing a target. atm, you have to enter the time each time, this could be faster by having an autotimestamp!
third: would it be possible to have a "dead reckoning" button available all the time? while observing a target, dead reckoning is needed and it is very hard to find the distances the boa has travelled in the last 2 minutes f.ex.
I'll try the Gibraltar mission and see what happens.
If the supermark bug happens again try to remember the exact sequence of actions you did that caused it. I need to try to reproduce the error so that I can understand why it happens.
Feature request of ruler I will look into. It will be hard to implement for many reasons.
I'll add a timestamp (local time and GMT time) to the supermarks.
As far as the dead reckoning button I would not like to implement such a thing. Reason why is we're back to GPS style navigation then. Correct me if I'm wrong in my thinking here.
in the real world, navigation by sextant is more precise because it gives you a position depending on the REAL position. dead reckoning has a better accuracy in short intervalls. but it becomes more and more inaccurate after hours because you multiply your mistakes. the last fix never can be better than one before. each fix depends on the quality of your last fix.
in your mod: celestial and dead reckoning fixes depend on the last navmark. an example: you are in the ostsee f.ex and you set a nav fix near brasil. after having done this, the order to nav officer to give celestial navigation fix, he paints a point near brasil :down:
if he does this by using dead reckoning, it would be ok, but if he uses the sextant, his fix must depend on the "real" (ingame gps) position. if this isnt as i described it, dead reckoning is always the better way to determine position. in this case you should dive to make a navi fix because he will give you better accuracy. but after doing this for a long period, the result will become less accurate. now it should be time do take the sextant. but what is the result? a fix depending on the last dead reckoning fix! this is wrong! it MUST be a fix depending on real gps position!
i hope you understand because my english isnt as precise as it should be...
If you ask the navigator to report position and he does it by sextant it will give you the real position (plus some error). If he can't use sextant because you are submerged or because of weather he will use dead-reckoning which will be based off of last nav fix. You're saying that it's not working this way? :06:
Hi, ive held back saying anything as i love this mod the ui is excellent but my crash dive is very irratic, works the first time its pressed, then its very slow, crew come down below and nothing it spoils it for me, ive tried it with other mods and on its own same thing. I am patched to 1.2, but sadly it doesnt work as it should no matter what i do. Any help appreciated, really need this working, and love the functions etc.
Depending on how you have the options set up in the options file there can be a delay from when crash dive order given and when the actual crash dive happens (simulating getting the crew and boat ready to crash dive). You can also automatically teleport on crash dive. If you don't automatically teleport on crash dive then you have to ensure you, the captain, are below decks before giving the crash dive command or the game will ignore it (stock feature of game).
There were complaints ERM_Reaper7. Dissatisfaction is the lack of additional angles of ships, as implemented in SOAN.
That is why I made SOAN. The hard code of game controls the recognition manual picture and Reaper7 just moved the pictures from the XO TDC dialog box to his ERM. Thus he can't control what or how the picture shows. With SOAN I have complete control of everything and I can do as I please (even adding more pictures if I want or additional content) :yep:
As far as the dead reckoning button I would not like to implement such a thing. Reason why is we're back to GPS style navigation then. Correct me if I'm wrong in my thinking here.
If you ask the navigator to report position and he does it by sextant it will give you the real position (plus some error). If he can't use sextant because you are submerged or because of weather he will use dead-reckoning which will be based off of last nav fix. You're saying that it's not working this way? :06:
try the following: put manually a nav mark to a point f.ex. 3000 km away of your estimated current position. f.ex. if you are near german coast, put it to the south atlantik near africa. then ask the navigator to give you a sextant fix. he will draw it in the map near africa... this would be logical, if you had asked him to use dead reckoning, because he would try to draw in the course, speed and direction depending of the last nav fix. but if he uses the sextant, he must be able to mention that the boat is near the german coast. in this case, the celestial navigation must be better than dead reckoning. otherwise, there is no sens of using the celestial navigation...
i hope you can understand my point now...
p.s.: big thx for the other changes!
edit: and when you have corrected this and celestial navigation fix runs like it should, it makes sense to have an extra button for dead reckoning. this wouldnt be something like gps, because you multiply your mistakes. after some hours of dead reckoning, your fixes WILL become of bad accuracy and you WILL need a celestial fix (which will bring in real info (which the dead reckoning method cant offer). so dead reckoning would be the normally used method in short action with lots of course changes, celestial fixes are needed one time a day (and only can be given one time a day? (high noon))) <- here, i am not quite sure
TheDarkWraith
12-22-10, 12:33 PM
try the following: put manually a nav mark to a point f.ex. 3000 km away of your estimated current position. f.ex. if you are near german coast, put it to the south atlantik near africa. then ask the navigator to give you a sextant fix. he will draw it in the map near africa... this would be logical, if you had asked him to use dead reckoning, because he would try to draw in the course, speed and direction depending of the last nav fix. but if he uses the sextant, he must be able to mention that the boat is near the german coast. in this case, the celestial navigation must be better than dead reckoning. otherwise, there is no sens of using the celestial navigation...
i hope you can understand my point now...
p.s.: big thx for the other changes!
edit: and when you have corrected this and celestial navigation fix runs like it should, it makes sense to have an extra button for dead reckoning. this wouldnt be something like gps, because you multiply your mistakes. after some hours of dead reckoning, your fixes WILL become of bad accuracy and you WILL need a celestial fix (which will bring in real info (which the dead reckoning method cant offer). so dead reckoning would be the normally used method in short action with lots of course changes, celestial fixes are needed one time a day (and only can be given one time a day? (high noon))) <- here, i am not quite sure
All bugs reported have been fixed. Celestial navigation (from navigator) now works like it should. That was an error on my part when I added in the ability to dead-reckon.
You bring up a good point - should the ability of the navigator to report fix (by celestial navigation) be limited to a certain period of time during the day :06:
I see your point about dead-reckoning and will add another button for it :up:
After I add the new button I'll release another test version so you all can test changes and fixes :yep:
TheDarkWraith
12-22-10, 03:33 PM
v5.9.0 test version 3 released. See post #1 for details.
All errors should be fixed now and I added a new button to the Navigator's order bar to get current position via dead-reckoning :up: As always feedback is greatly appreciated :yep:
@ Jaeger - tried the Gibraltar mission using v5.9.0 test version 3 and real navigation and had no problems.
EDIT: found another little bug. If you have many navigation fixes and supermarks on the map and you mouse into one of them it's possible that you can 'see' the other marks through the black background of the mark you're looking at. I fixed the problem but it's not in version 3 of the test mod.
pfeillant
12-23-10, 03:04 AM
hello,
it is a problem older than 5.8.0.
often it's impossible to open the torpedo tubes, but I don't know the scenario that leads to this situation.
The tube is loaded with a torpedo.
I select this tube.
the switch open/close don't work.
I had to fire with the tube closed, and the torpedo start.
I have this problem very often.
I test what scenario lead at this situation. I don't understand the logic.
best regards
Vanilla
12-23-10, 08:07 AM
hello,
it is a problem older than 5.8.0.
often it's impossible to open the torpedo tubes, but I don't know the scenario that leads to this situation.
The tube is loaded with a torpedo.
I select this tube.
the switch open/close don't work.
I had to fire with the tube closed, and the torpedo start.
I have this problem very often.
I test what scenario lead at this situation. I don't understand the logic.
best regards
The torpedo tube needs some time to open. If you press the button it will be opened not straight away but a short time after (30 secs or something) it simulates the time needed to flood the tube and do final preparations on the torpedo. Does it describes your problem?
Love the look and options with this mod, but the crash dive dont work, it works the first time then nothing, seen this mentioned before, real shame, have removed it now, guess buggy but love the idea, have tried with other mods and on its own still the same .
TheDarkWraith
12-23-10, 09:29 AM
Love the look and options with this mod, but the crash dive dont work, it works the first time then nothing, seen this mentioned before, real shame, have removed it now, guess buggy but love the idea, have tried with other mods and on its own still the same .
Crash dive works fine if you're surfaced. You press the crash dive hot button on the left side depth bar and it starts flashing. After a time delay the order to crash dive is given. What wasn't working correctly was when you were submerged. Nothing happened. It said crash dive and then nothing. I have fixed it now. Now if you are submerged and you order crash dive ahead flank will be ordered up and crash depth will be ordered up. You'll see this change in v5.9.0 :up:
brandtryan
12-23-10, 10:43 AM
DW
Testing the v3 nav mod. Please know first of all, that I'm a total newbie regarding navigation, period. Having said that--
Last night before I went to bed, I was able to pin point my location looking at the shore coming out of Wilhemshaven. I had navigator do a celestial fix, and he was within 3 nm of where we were. Awesome! So then I set a course of 333, speed 10 knots, and decide to retire in the captain's cabin (both in game, and in real life!). I thought it would be good to try and figure out where I should be when I wake up--which ended up being about 8 hours later. I had drawn a line from my position last night--to 60nm. At 10 knots, after 8 hours, I'd have past the end of my line significantly. So this morning I just extended it the distance I should have travelled past it.
I had navigator do another celestial fix. This time he was like 15 nm off the mark. I wondered what I had done wrong--and noticed all of the sudden, that my current course was 343! Somehow I had turned to the Starboard 10 degrees during the night??? My log shows my last course change to be 333. There is no record of having changed my course to 343.
Can anyone educate me on why this happened? Incidentally--I think the navigator's last celestial fix was ok, if in fact I did turn to 343 during the night.
TheDarkWraith
12-23-10, 10:53 AM
DW
Testing the v3 nav mod. Please know first of all, that I'm a total newbie regarding navigation, period. Having said that--
Last night before I went to bed, I was able to pin point my location looking at the shore coming out of Wilhemshaven. I had navigator do a celestial fix, and he was within 3 nm of where we were. Awesome! So then I set a course of 333, speed 10 knots, and decide to retire in the captain's cabin (both in game, and in real life!). I thought it would be good to try and figure out where I should be when I wake up--which ended up being about 8 hours later. I had drawn a line from my position last night--to 60nm. At 10 knots, after 8 hours, I'd have past the end of my line significantly. So this morning I just extended it the distance I should have travelled past it.
I had navigator do another celestial fix. This time he was like 15 nm off the mark. I wondered what I had done wrong--and noticed all of the sudden, that my current course was 343! Somehow I had turned to the Starboard 10 degrees during the night??? My log shows my last course change to be 333. There is no record of having changed my course to 343.
Can anyone educate me on why this happened? Incidentally--I think the navigator's last celestial fix was ok, if in fact I did turn to 343 during the night.
waves and wind will alter your course during long distances (game feature not mine) :yep: Pretty cool eh? So celestial fix is working good :D How about the dead-reckoning?
brandtryan
12-23-10, 11:07 AM
wow--cool. Apparently I didn't hear the wind blowing when I was snogged out.
I haven't tried the dead reckoning yet--next on my list. Right now trying to find the best app for my iphone for identifying constellations/star map.
PL_Andrev
12-23-10, 02:11 PM
1) Maybe good option is local time / GMT switcher at ship journal.
Player can choose which time is used at his journal.
Example:
23.45 - this is local time
21.11 (GMT) - this is GMT time
2) Ship journal's log delete is not easy. On now when ship is attacked by gun we have logs as "loading the gun". And we have 40 logs. Maybe good option is select several logs and delete them at one click?
3) Last one is log entry proposal to choose which one will be written into log. I think that very often commands should have a possibility to enter or not enter to log (like "gun loaded, tube loaded etc).
Sokolov
12-23-10, 02:41 PM
Dark... you made much work and gave the game many important things, but your mods have to be combined in 1 and calleed may be - mega mod, thats so annoying that, for example, i have to make mod fili by own, using text redactor. And i read in the FX mod that it have to be installed first of UI, but no information in UI description, thats just ridicolous. I'm not feeling comfortable with all those mods, and yours important as a part. Before making new versions of your mod, you have to ge good 1 for people, for making people use easy and comfortable your work
andycaccia
12-23-10, 04:33 PM
@TDW
Hello,
would you kindly make your superb stadimeter fix as a stand-alone mod? Just for the ones who play with stock interface?
Thank you!
TheDarkWraith
12-23-10, 08:03 PM
1) Maybe good option is local time / GMT switcher at ship journal.
Player can choose which time is used at his journal.
Example:
23.45 - this is local time
21.11 (GMT) - this is GMT time
2) Ship journal's log delete is not easy. On now when ship is attacked by gun we have logs as "loading the gun". And we have 40 logs. Maybe good option is select several logs and delete them at one click?
3) Last one is log entry proposal to choose which one will be written into log. I think that very often commands should have a possibility to enter or not enter to log (like "gun loaded, tube loaded etc).
1) There is an entry in the journal each day (and when you cross a nautical time zone) telling you what the current nautical time zone is (and what GMT+x you are). Therefore it's easy to figure out GMT time from the entry times.
2) I made a change to the Ship's Journal because this is needed. You can now select multiple items for deletion (the multiple items cannot span days - you can only select multiple items for the day you're currently viewing). Simply select the items for deletion by clicking on them to highlight them then click 'Delete entry'
3) this one I'll have to think about in terms of how to implement. You're wanting to put a filter on the journal and that's not going to be easy to do.
Other changes to the Ship's Journal:
- You can now select multiple entries in the Ship's Journal (for deleting entries)
- by clicking the date in the top right corner of the Ship's Journal the journal will 'open' to the current game date
- Ship's Journal now starts at the current game date at game start
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3460
These changes will be available in v5.9.0 :|\\
pfeillant
12-24-10, 06:19 AM
The torpedo tube needs some time to open. If you press the button it will be opened not straight away but a short time after (30 secs or something) it simulates the time needed to flood the tube and do final preparations on the torpedo. Does it describes your problem?
thank's, i verify if it's that, but i can fire immediatly !
pfeillant
12-24-10, 08:17 AM
hello,
something curious.
in the middle of the 'méditerranée' sea.
When i ask the depth under the keel, with the button or at the officer, i have this result
on surface --> Depth under keel is below safety depth
at - 50 m --> the same
at - 100m --> the same
at -150m --> the same
I have always the same message, but i can go down -150m
I never have the message with the real depth under the keel.
It seem that a new problem, before i have a correct reply
TheDarkWraith
12-24-10, 08:57 AM
hello,
something curious.
in the middle of the 'méditerranée' sea.
When i ask the depth under the keel, with the button or at the officer, i have this result
on surface --> Depth under keel is below safety depth
at - 50 m --> the same
at - 100m --> the same
at -150m --> the same
I have always the same message, but i can go down -150m
I never have the message with the real depth under the keel.
It seem that a new problem, before i have a correct reply
what do you mean by 'real depth under the keel'? :06:
v5.9.0 released. See post #1 for details.
Now I will work on the sextant some more. Sammi79 sent me a .dds file for the sextant along with directions for it. Have to see if I can implement it now :yep:
Captain Can
12-24-10, 10:19 AM
TDW , can i use ' IO_StrategicMap_2_2_for_TDW_5.8.0 ' for 5.9.0 or should i stick with stock map for now ?
TheDarkWraith
12-24-10, 10:21 AM
TDW , can i use ' IO_StrategicMap_2_2_for_TDW_5.8.0 ' for 5.9.0 or should i stick with stock map for now ?
stick with stock map for now. If Obelix doesn't release an update I'll release a patch for his mod.
Captain Can
12-24-10, 10:26 AM
stick with stock map for now. If Obelix doesn't release an update I'll release a patch for his mod.
okey then i am gonna wait.
ps:i know you are very busy with further improvements and you have a mega-mod awating but i am begging for a tutorial about your brand new feature 'real navigation' . :)
TheDarkWraith
12-24-10, 10:31 AM
okey then i am gonna wait.
ps:i know you are very busy with further improvements and you have a mega-mod awating but i am begging for a tutorial about your brand new feature 'real navigation' . :)
it would be hard to make a tutorial for it. What are you wanting to know? In a nutshell real navigation takes away your sub icon, and the contact icons (except for radio contact reports). You do not know where you are on the maps unless you plot your position or have the navigator dead-reckon your position (position errors multiply every time you ask for new dead-reckoning fix) or he takes a celestial fix (much more accurate but still has some error in it). You also have to plot all contacts as you cannot see them in real time on the maps. Makes the game much more interesting :yep:
Captain Can
12-24-10, 10:41 AM
it would be hard to make a tutorial for it. What are you wanting to know? In a nutshell real navigation takes away your sub icon, and the contact icons (except for radio contact reports). You do not know where you are on the maps unless you plot your position or have the navigator dead-reckon your position (position errors multiply every time you ask for new dead-reckoning fix) or he takes a celestial fix (much more accurate but still has some error in it). You also have to plot all contacts as you cannot see them in real time on the maps. Makes the game much more interesting :yep:
omg this sounds hardcore realsim. :) well i guess i am gonna use it for my next patrol to discover the extra challenges it creates. after my patrol i may come here and ask the points that i cant handle if you dont mind. :)
TheDarkWraith
12-24-10, 10:44 AM
omg this sounds hardcore realsim. :) well i guess i am gonna use it for my next patrol to discover the extra challenges it creates. after my patrol i may come here and ask the points that i cant handle if you dont mind. :)
ask away. If I can't answer your questions I'm sure someone here can. I'm learning about real navigation just by creating it. There are people here way more knowledgeable than I in this subject :yep:
Captain Can
12-24-10, 10:53 AM
ask away. If I can't answer your questions I'm sure someone here can. I'm learning about real navigation just by creating it. There are people here way more knowledgeable than I in this subject :yep:
Thanks TDW. By the way i have one quick feedback to tell about 5.8.0. i was getting random CTD with previous releases and i dont know what you have changed at 5.8.0 but i can tell that i didnt get a single CTD with 5.8.0 on my last patrol.:woot:
brandtryan
12-24-10, 11:56 AM
TDW--
Just testing some more--and this could very well be the way it is supposed to be--see screenshot below. I parked my sub right next to lighthouse at Wilhemshaven, set course for 340 at 10 knots. The line shows where I started, and where I "should" have stopped, as I timed it, and stopped after the allotted time. And indeed, looking from the bridge--the land mass is right in front of me to the starboard, as I expected. I first tried the dead reckoning button. Directly following that, I tried had the navigator do a celestial fix. My question is--should the errors be that far off? Especially for the dead reckoning?
https://brandtryan.homeserver.com/gallery/public/fixes.jpg
TheDarkWraith
12-24-10, 02:32 PM
not sure how you got those results. I did a test just to ensure that celestial and dead-reckoning are working properly and they are:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3462
N1 is located bottom right in the screenshot. That was my initial fix at game start. I headed up north and stopped at the lighthouse. I asked the navigator for a dead-reckoning fix and he plotted N2 (which was just about exactly where I was). The max error that can be incurred using dead-reckoning is +- 500m in longitude and +- 500m in lattitude. The error is cumulative - meaning the next time you ask for a dead-reckoning fix and the last one was a dead-reckoning fix then the error will be compounded. Now there is a caveat to the dead-reckoning error: if the time between dead-reckoning fixes is >= 24 hours then the full error will be applied else a percentage of the error will be applied (and I just found a bug - I need to be basing the dead-reckoning time off of last celestial fix and not last fix :o). After getting the dead-reckoning fix I asked the navigator for a celestial fix. He plotted N3 (NW of my position). Now the default max error for celestial fixes is +- 8000m (set in options file) in longitude and lattitude. I took several other celestial fixes and you can see the results from them.
Now my question is is the default max celestial navigation error too much? Should it be reduced down to say +- 4000m or even lower? :06: Is the max dead-reckoning error too low?
THE_MASK
12-24-10, 02:40 PM
None of the real navigation message box messages drop to 1 X TC when i have TC1OnAnyMessageBoxText = True enabled .
Sammi79
12-24-10, 03:22 PM
Now my question is is the default max celestial navigation error too much? Should it be reduced down to say +- 4000m or even lower? :06: Is the max dead-reckoning error too low?
I think a trained navigator of the time would be able to comfortably fix his position to within 4-5km provided a clear night sky or noon sun shot.
The dead reckoning error needs to be small especially if the travelling time since last fix is short. As with brandtryans image shows after travelling 5.5km the dead reckoning fix should be nearly exact, (5.5km @ 10kts = approx 20 minutes) but the error needs to scale severely when the distance travelled between fixes is much greater, so the error could be bigger than the celestial error default given a long enough distance from the last fix (aswell as carrying the error from the previous fix)
Maybe use the distance between the fixes as the modifier instead of the time between each one?
In regard to the celestial fix default error, unless we have a reliable means of performing our own celestial measurements that can give better accuracy than the navigator, should be kept close to what his real-live counterpart could achieve. >> if wikipedia is to be believed >> The US Naval Academy announced that it was discontinuing its course on celestial navigation, considered to be one of its most demanding courses, from the formal curriculum in the spring of 1998 stating that a sextant is accurate to a three-mile (5 km) radius
TheDarkWraith
12-24-10, 03:28 PM
None of the real navigation message box messages drop to 1 X TC when i have TC1OnAnyMessageBoxText = True enabled .
Good bug report :up: Actually that's not the only thing not dropping TC to 1. Anytime I'm adding any messages to the messagebox it's not dropping to TC1. If the game adds them it does. Problem fixed now :DL
I think a trained navigator of the time would be able to comfortably fix his position to within 4-5km provided a clear night sky or noon sun shot.
The dead reckoning error needs to be small especially if the travelling time since last fix is short. As with brandtryans image shows after travelling 5.5km the dead reckoning fix should be nearly exact, (5.5km @ 10kts = approx 20 minutes) but the error needs to scale severely when the distance travelled between fixes is much greater, so the error could be bigger than the celestial error default given a long enough distance from the last fix (aswell as carrying the error from the previous fix)
Maybe use the distance between the fixes as the modifier instead of the time between each one?
In regard to the celestial fix default error, unless we have a reliable means of performing our own celestial measurements that can give better accuracy than the navigator, should be kept close to what his real-live counterpart could achieve. >> if wikipedia is to be believed >>
Revamped the user options regarding real navigation:
######################################### Real Navigation ############################################
# the error (expressed as decimal) for the Navigator's calculation of current position (fix) using celestial navigation (used in real navigation only). This is the max error in meters. It will be used as the -min value and max value of a random function
# below is an float value only! (in meters)
NavCelestialMaxCalcFixError = 5000.0
# the minimum time it takes the Navigator to calculate the current position (fix)
# below is in seconds
NavCelestialCalcFixMinTime = 900.0
# the maximum time it takes the Navigator to calculate the current position (fix)
# below is in seconds
NavCelestialCalcFixMaxTime = 2700.0
# does navigator show position on the maps after he calculates current position (plots a new navigation fix)?
# change below to either True or False
NavShowPositionOnMapsAfterCalc = True
# if NavShowPositionOnMapsAfterCalc enabled, how long does the navigator show the calculated position on the map?
# below in seconds
NavShowPositionOnMapsAfterCalcTime = 20.0
# the error (expressed as decimal) for the Navigator's calculation of current position (fix) using dead-reckoning (used in real navigation only). This is the max error in meters. It will be used as the -min value and max value of a random function
# below is an float value only! (in meters)
NavDeadReckoningMaxCalcFixError = 1000.0
# minimum time it takes Navigator to plot position based on dead-reckoning
# below is a float value only! (in seconds)
NavDeadReckoningMinCalcTime = 15.0
# maximum time it takes Navigator to plot position based on dead-reckoning
# below is a float value only! (in seconds)
NavDeadReckoningMaxCalcTime = 60.0
How do those look :06:
Sammi79
12-24-10, 03:47 PM
Revamped the user options regarding real navigation:
######################################### Real Navigation ############################################
# the error (expressed as decimal) for the Navigator's calculation of current position (fix) using celestial navigation (used in real navigation only). This is the max error in meters. It will be used as the -min value and max value of a random function
# below is an float value only! (in meters)
NavCelestialMaxCalcFixError = 5000.0
# the minimum time it takes the Navigator to calculate the current position (fix)
# below is in seconds
NavCelestialCalcFixMinTime = 900.0
# the maximum time it takes the Navigator to calculate the current position (fix)
# below is in seconds
NavCelestialCalcFixMaxTime = 2700.0
# does navigator show position on the maps after he calculates current position (plots a new navigation fix)?
# change below to either True or False
NavShowPositionOnMapsAfterCalc = True
# if NavShowPositionOnMapsAfterCalc enabled, how long does the navigator show the calculated position on the map?
# below in seconds
NavShowPositionOnMapsAfterCalcTime = 20.0
# the error (expressed as decimal) for the Navigator's calculation of current position (fix) using dead-reckoning (used in real navigation only). This is the max error in meters. It will be used as the -min value and max value of a random function
# below is an float value only! (in meters)
NavDeadReckoningMaxCalcFixError = 1000.0
# minimum time it takes Navigator to plot position based on dead-reckoning
# below is a float value only! (in seconds)
NavDeadReckoningMinCalcTime = 15.0
# maximum time it takes Navigator to plot position based on dead-reckoning
# below is a float value only! (in seconds)
NavDeadReckoningMaxCalcTime = 60.0
How do those look :06:
Lookin' good mate :up: one thing though, re yellow highlight above, how is the max error scaled, 0% at 0hr(since last fix), 50% at 12hrs etc? If it was scaled with distance travelled instead I.e. 0% @ 0km, 50% @ 50km etc it would make more sense. If you don't move then your next dead reckoning error should be 0. Of course I realise this involves more math to find the distance between fixes (or more correctly between real locations at time of fixes) and may be more trouble than it is worth. Also, can the scale exend the maximum error? - 500% @ 500km :06:
TheDarkWraith
12-24-10, 04:19 PM
Lookin' good mate :up: one thing though, re yellow highlight above, how is the max error scaled, 0% at 0hr(since last fix), 50% at 12hrs etc? If it was scaled with distance travelled instead I.e. 0% @ 0km, 50% @ 50km etc it would make more sense. If you don't move then your next dead reckoning error should be 0. Of course I realise this involves more math to find the distance between fixes (or more correctly between real locations at time of fixes) and may be more trouble than it is worth. Also, can the scale exend the maximum error? - 500% @ 500km :06:
I have no problem making it based on distance travelled vice time. In order to do so we must define all the variables. The variables that come to mind to me are:
- max error %
- max error % based on distance travelled or fixed value?
Let's say we do it by distance travelled. We define the max error % to be 0.15 (15%). We feed this max error % into a random function with the minimum value of -max error % and max value of max error % (so we can get a + or - error %) to get a random error % to simulate real life conditions (sometimes navigator is extremely accurate sometimes he's not - human nature of error). We then take that random error % and apply it to the total distance travelled between fixes. Take the result of that and add it to total distance travelled to get new fix position. How does that sound? :06:
col_Kurtz
12-24-10, 04:31 PM
Dear TDW...
I can`t figure out how to enable this hotkey... Could you retype? This is for me a bit complicated:oops:
# what is the most fuel efficient speed?
MostFuelEfficientSpeed = 7.5
# the hotkey used to order most fuel efficient speed
# Format:
#
# MostFuelEfficientSpeedHotKey = [ False, None, False ] should be None?
# False = disabled
# None = key used
# False = shift required
#
# if you wanted to enable this without shift required:
# MostFuelEfficientSpeedHotKey = [ True, MenuKeyManagerWrapper.Keys.M, False ] True... and MenuKeyManagerWrapper.Keys.G?
#
# if you wanted to disable this:
# MostFuelEfficientSpeedHotKey = [ False, MenuKeyManagerWrapper.Keys.M, False ]True... and MenuKeyManagerWrapper.Keys.G? again?
I`d like without Shift.
Sammi79
12-24-10, 04:43 PM
@ TDW
Right, bear with me I'm wishing I was more articulate...
Say the default max dead reckoning error (set in useroptions.py) = 1000.0 (meters float) as it is currently.
Scaling the error depends on distance travelled since last fix. So say 1km travelled = 0.01 (1%) of default error = 10 meters. 10km travelled = 0.10 (10%) of default error = 100 meters. Using this scale, at 100km travelled, error = 1000 meters (1.0 or 100% of default error)
can it then extend the error? I.e. 500km travelled = 1000.0 x 5.00 (500%) = 5000.0 meter.
This is how I think it should work, the default error does not need to change as the scale does the work. maybe instead of setting the default error in useroptions.py the scale (per km) would be a more usefull value - 0.01 per km to start with then maybe increased a little if after 100km, 1km error seems too small.
[Edit : Having reread your previous post regarding the variables :
(default max error float) = 1000.0 - unchangeable only used by game.
(scale per km %) = 0.01 - configurable in options.
As I look at it now there would be no true maximum error for dead reckoning, the further you travel, the bigger the possible error will be. Until that is you get a new celestial fix to start from.]
Is this making sense or am I just confusing the issue?
Regards,
Sam.
Illyustrator
12-24-10, 04:54 PM
Hi TheDarkWraith. At me such question. What for to use such big Card (WorldMap)? Probably, to Australia, India or Japan nobody will float. There "is empty"... Can use only region "Atlantic"?:hmmm: (It is difficult for making?):06:
http://www.subsim.com/radioroom/picture.php?albumid=386&pictureid=3463
TheDarkWraith
12-24-10, 05:00 PM
@ TDW
Right, bear with me I'm wishing I was more articulate...
Say the default max dead reckoning error (set in useroptions.py) = 1000.0 (meters float) as it is currently.
Scaling the error depends on distance travelled since last fix. So say 1km travelled = 0.01 (1%) of default error = 10 meters. 10km travelled = 0.10 (10%) of default error = 100 meters. Using this scale, at 100km travelled, error = 1000 meters (1.0 or 100% of default error)
can it then extend the error? I.e. 500km travelled = 1000.0 x 5.00 (500%) = 5000.0 meter.
This is how I think it should work, the default error does not need to change as the scale does the work. maybe instead of setting the default error in useroptions.py the scale (per km) would be a more usefull value - 0.01 per km to start with then maybe increased a little if after 100km, 1km error seems too small.
Is this making sense or am I just confusing the issue?
Regards,
Sam.
The way you propose doesn't give any randomness to the error. It's always a fixed value based on distance. That doesn't simulate human error.
The way I'm calculating it doesn't need scaling. Scaling is taken care of via the distance travelled.
i.e.: the random error % is applied to distance travelled. If random error % is say 0.1 and:
- distance travelled is 100m then error is 10m
- distance travelled is 1000m then error is 100m
- distance travelled is 10000m then error is 1000m
As you can see the error automatically scales to the total distance between fixes. I like the random error % because sometimes navigator can be accurate, sometimes inaccurate (tired, stressed, etc.). This more simulates real life.
The only snag in this whole distance travelled is I don't record every movement of the sub. i.e. I don't record every turn, every speed up, slow down, etc. Thus the error distance calculated will be applied to a random function to determine the x component of the error distance and another random function to determine the y component of the error distance. i.e.: error distance comes out to be 1000m. 1000m will be passed into two random functions as -1000 and 1000 to detemine the final x and y components to add to the current fix to determine final fix position.
TheDarkWraith
12-24-10, 05:12 PM
Dear TDW...
I can`t figure out how to enable this hotkey... Could you retype? This is for me a bit complicated:oops:
# what is the most fuel efficient speed?
MostFuelEfficientSpeed = 7.5
# the hotkey used to order most fuel efficient speed
# Format:
#
# MostFuelEfficientSpeedHotKey = [ False, None, False ] should be None?
# False = disabled
# None = key used
# False = shift required
#
# if you wanted to enable this without shift required:
# MostFuelEfficientSpeedHotKey = [ True, MenuKeyManagerWrapper.Keys.M, False ] True... and MenuKeyManagerWrapper.Keys.G?
#
# if you wanted to disable this:
# MostFuelEfficientSpeedHotKey = [ False, MenuKeyManagerWrapper.Keys.M, False ]True... and MenuKeyManagerWrapper.Keys.G? again?
I`d like without Shift.
find this line:
MostFuelEfficientSpeedHotKey = [ False, MenuKeyManagerWrapper.Keys.M, False ] # change the M to whatever you want. You can't use M!
and change it to:
MostFuelEfficientSpeedHotKey = [ True, MenuKeyManagerWrapper.Keys.G, False ] # change the M to whatever you want. You can't use M!
TheDarkWraith
12-24-10, 05:14 PM
Hi TheDarkWraith. At me such question. What for to use such big Card (WorldMap)? Probably, to Australia, India or Japan nobody will float. There "is empty"... Can use only region "Atlantic"?:hmmm: (It is difficult for making?):06:
http://www.subsim.com/radioroom/picture.php?albumid=386&pictureid=3463
I had requests for the ability to start out anywhere in the world and to be able to choose that from the mission settings box. What I've done allows you to do so.
Is there a problem with this? :06:
Sammi79
12-24-10, 05:16 PM
The way you propose doesn't give any randomness to the error. It's always a fixed value based on distance. That doesn't simulate human error.
Edit : Disregard I think you have it covered in your last post. the random error % thing sounds perfect.
Illyustrator
12-24-10, 05:58 PM
I had requests for the ability to start out anywhere in the world and to be able to choose that from the mission settings box. What I've done allows you to do so.
Is there a problem with this? :06:
No problem.:)
Make maps of convoys in the style "IO_StrategicMap". Intended to use it twice as "MapConvoy" and "WorldMap". (at the same time to verify the correctness of markings Convoys on the map)...
http://www.subsim.com/radioroom/picture.php?albumid=386&pictureid=3464
TheDarkWraith
12-24-10, 06:04 PM
Edit : Disregard I think you have it covered in your last post. the random error % thing sounds perfect.
So far it appears to be working much better than error based on time between fixes :D I'll release patch 1 here soon with these changes and other bug fixes.
SashaKA001
12-24-10, 06:27 PM
No problem.:)
Make maps of convoys in the style "IO_StrategicMap". Intended to use it twice as "MapConvoy" and "WorldMap". (at the same time to verify the correctness of markings Convoys on the map)...
http://www.subsim.com/radioroom/picture.php?albumid=386&pictureid=3464
cool it would be:rock::arrgh!::woot:
TheDarkWraith
12-24-10, 06:33 PM
results of testing error based on distance (dead reckoning):
errorX and errorY are the distances to add (or subtract) from calculated position fix to account for error
test #1:
distance travelled = 68128m
error% = 0.1058
errorX = 5468m
errory = 4712m
test #2:
distance travelled = 48891m
error% = 0.025
errorX = 240m
errory = 1018m
test #3:
distance travelled = 54852m
error% = 0.158
errorX = 1276m
errory = 128m
test #4:
distance travelled = 24146m
error% = 0.025
errorX = -44m
errory = 518m
test #5:
distance travelled = 24420m
error% = 0.1365
errorX = -622m
errory = -863m
test #6:
distance travelled = 1830m
error% = 0.0334
errorX = -49m
errory = 30m
Results look very good :rock: Good randomness in the actual plotted position based on error. It makes it appear that Navigator is trying to account for waves, wind, and human error.
TheDarkWraith
12-24-10, 06:49 PM
v5.9.0 patch 1 released. See post #1 for details :|\\
stick with stock map for now. If Obelix doesn't release an update I'll release a patch for his mod.
Hi all
Today I'll release new version IO_strategic map.:woot: A little patience.
Rus translation for NewUIs_TDC_5_9_0_ByTheDarkWraith and NewUIs_TDC_5_9_0_Real_Navigation
http://www.subsim.com/radioroom/downloads.php?do=file&id=2913
brandtryan
12-25-10, 10:38 AM
Sorry to be a pest here--racking my brains on figuring out this whole navigation thing.
Ok--taking ALL of this navigation discussion aside for a moment--let's time warp back a few weeks when the mod didn't exist.
If I set my course to 300, set speed to 10 knots, go to sleep, wake up 8 hours later, what should my heading, as displayed by compass be? 300 correct? Something is happening which is changing my COMMANDED heading by 10 degrees every 8 hours or so. One word:
MUTINY!!!
Excellent!:woot: Now the real navigation became even more real! The navigator calculates the exact position of the boat depending on the weather. If the weather is good, it will give the exact coordinates. If the weather is bad - it refuses to calculate the coordinates. In this case, he is able to calculate the coordinates of only using for calculating the course and speed boats.:yeah:
PS I need to fix the files Russification. Released today do not contain a complete translation.:oops: Along the way, there's something I want to change.
SashaKA001
12-25-10, 11:24 AM
PS I need to fix the files Russification. Released today do not contain a complete translation.:oops: Along the way, there's something I want to change.
waiting:yeah:
waiting:yeah:
Rewarded!:woot:
New version of the translation and corrected errors found.
http://www.subsim.com/radioroom/downloads.php?do=file&id=2913
TheDarkWraith
12-26-10, 08:56 AM
v5.9.0 patch 2 released. This is a critical update as it addresses some performance issues. See post #1 for details :|\\
raymond6751
12-26-10, 09:05 AM
NewUIs with TDC for SH5 by TheDarkWraith
version 5.9.0
Note: if you are upgrading from a previous version of the mod or are applying a patch that changes the user options file then don't forget to use the OptionsMigrater app to migrate your old options file to your new options file (\data\Applications)
At what point do you do this? Before installing Mod?
At what point do you do this? Before installing Mod?
Yep:yep:. Otherwise deactivation mod settings are reset to default settings.
Hi TDW,
i think the ships journal needs a graphical overhaul. it should look like a real "Logbuch" (<- german word for journal). there is one page for each day. some important data has to be written in by each watch officer: position, weather, speed and bearing. there could be a table, where these data can filled in manually by player for each watch ingame. would this be possible? perhaps a grafikguy can make a background grafik and you can put the text boxes over it?
here is an example: http://www.print-art-maritim.de/LogInhalt.jpg
Trevally.
12-26-10, 12:06 PM
Hi TDW
I am getting some errors when attacking a convoy.
When I lock on and set up a solution then switch to a different target I get the following error http://img149.imageshack.us/i/errorwsp.png/
here is an example: http://www.print-art-maritim.de/LogInhalt.jpg
This one seems to be for a sailing ship, but could obviously be corrected (omitting sail details)and adapted for SH5 purpose.:yep:
TheDarkWraith
12-26-10, 12:14 PM
Hi TDW
I am getting some errors when attacking a convoy.
When I lock on and set up a solution then switch to a different target I get the following error http://img149.imageshack.us/i/errorwsp.png/
You are using v5.9.0 with patch 2?
Trevally.
12-26-10, 12:17 PM
Sorry no - Just 5.9.0:oops: I will update:up:
EDIT: still getting them after patch. I think its with the torp est time.
Marshal
12-26-10, 01:17 PM
Can someone help me? I installed NewUIs_TDC_5_9_0_ByTheDarkWraith. Before, i was playing SH4 and i remember how in map-mode i could set bearing, range, angle, speed and than i just click to the button and the it start automatically trace target (of course if information that i entered was correct).So by only using sonar and staying in map-mode i can fire the target. So it seems like it locking the target... it changes parameters that i have entered..and if the target will follow the same course with the same speed,when i can fire any moment i want and firing (shooting) calculations will be right. I can fire without visual contact. Your mod also has option to set TDC parameters in map-mode. First i click to activate manual TDC (button changes from red to green), when it enter target information. But i don't understand, how can i make TDC to start follow my target. I fought, when i will click in TDC button again (it will become red) and it will start TDC... but i was wrong ((( range, bearing, angle still are static and do not changes(((( I am wondering is it possible to do what i want in SH5, and if so... what i am doing wrong? I hope someone can answer my question.
pfeillant
12-26-10, 03:34 PM
what do you mean by 'real depth under the keel'? :06:
v5.9.0 released. See post #1 for details.
Now I will work on the sextant some more. Sammi79 sent me a .dds file for the sextant along with directions for it. Have to see if I can implement it now :yep:
Hello TDW
i send you the menu.txt french v5.9.0
For the problem depth under the keel, i always have this message at the surface
4706=Depth under keel is below safety depth!
and never this one, for me the real deph under the keel
4705=Depth under keel is %.0f %s, captain!
It is possible to go down -150 meters where i ask this depth.
THE_MASK
12-26-10, 03:57 PM
Hi , i am able to do a celestial fix in medium fog . Any thoughts .
SashaKA001
12-26-10, 04:50 PM
Hi , i am able to do a celestial fix in medium fog . Any thoughts .
Ideas
Can be done so that the fog was a little less, that is really me (real time not game) I play 5 - 5,5 hours and all this time the fog, the average fog. You can do so over the 5 hours of game was not how many times the weather changes.
Example: fog, light rain, overcast, light fog, rain and mist, overcast with rain, light, fog, and so on.
TheDarkWraith
12-26-10, 05:06 PM
Hi , i am able to do a celestial fix in medium fog . Any thoughts .
Any type of rain, overcast, or heavy fog are the only things that currently prevent the Navigator from taking a celestial fix.
col_Kurtz
12-26-10, 05:09 PM
Ideas
Can be done so that the fog was a little less, that is really me (real time not game) I play 5 - 5,5 hours and all this time the fog, the average fog. You can do so over the 5 hours of game was not how many times the weather changes.
Example: fog, light rain, overcast, light fog, rain and mist, overcast with rain, light, fog, and so on.
What about snowing? I`m serious with this. Just courious, is it possible to add snowing in the winter?
http://naforum.zapodaj.net/thumbs/c74adad9586c.jpg (http://naforum.zapodaj.net/c74adad9586c.jpg.html)
Whoops, sorry. Not that thread :/
SashaKA001
12-26-10, 05:36 PM
What about snowing? I`m serious with this. Just courious, is it possible to add snowing in the winter?
http://naforum.zapodaj.net/thumbs/c74adad9586c.jpg (http://naforum.zapodaj.net/c74adad9586c.jpg.html)
Whoops, sorry. Not that thread :/
also would not hurt:yeah:
as i stated in another thread: it would be better if the mod defines these weather conditions, which are needed for a celestial fix. f. ex.: celestial fix is only available, when sun is shining at sunset, sunrise and high noon (conditions for a day fix) or when stars are visible (for the night fixes). in each other weather conditions, celestial fix should not work. this will reduce the time windows when celestial navigation is possible.
Hi TDW
I am getting some errors when attacking a convoy.
When I lock on and set up a solution then switch to a different target I get the following error http://img149.imageshack.us/i/errorwsp.png/
I also get this same error, although the is installed patch 2. Error started to appear when I hover the periscope / UZO on any ship.
TheDarkWraith
12-26-10, 10:21 PM
Sorry no - Just 5.9.0:oops: I will update:up:
EDIT: still getting them after patch. I think its with the torp est time.
I also get this same error, although the is installed patch 2. Error started to appear when I hover the periscope / UZO on any ship.
v5.9.0 patch 3 released. This patch addresses the error posted above. See post #1 for details :|\\
col_Kurtz
12-27-10, 06:25 AM
also would not hurt:yeah:
Yeah... But I am afraid that the W_clear finished work definitely on his mod:cry:
Vanilla
12-27-10, 07:02 AM
as i stated in another thread: it would be better if the mod defines these weather conditions, which are needed for a celestial fix. f. ex.: celestial fix is only available, when sun is shining at sunset, sunrise and high noon (conditions for a day fix) or when stars are visible (for the night fixes). in each other weather conditions, celestial fix should not work. this will reduce the time windows when celestial navigation is possible.
Any type of rain, overcast, or heavy fog are the only things that currently prevent the Navigator from taking a celestial fix.
My opinion is that conditions coded in by TDW simulate navigators' ability pretty closely to real-life: in RL you don't have to wait for noon / sunset/ sunrise - you can recalculate it for the hour. And as long as the sun is visible through the clouds - it will do for the sake of navigation.
Vanilla
12-27-10, 07:11 AM
TDW, you gave examples of dead-reckoning error calculation - do you calculate it based on the distance travelled from the previous celestial fix? I was thinking about the dead-reckoning and it's jumped to my mind that we can compound the previous error directly by simple addition of previous error's X and Y meters to the new error. That will simulate RL navigation much more closely than doing compounding indirectly by adding previous error percentage to new one: in RL your new measurement precision is not affected by the previous one and nav error is compounded due to the fact that you draw new path line from a 'wrong' position given by previous fix - that is you retain your X and Y error from it. This way we also avoid the need to distinguish whether previous fix was celestial or dead-reckoning - just add its error to the new dead-reckoning fix and that's it.
For example:
fix 1:
distance travelled from the last fix = 48891m
error% = 0.025
errorX = 240m
errory = 1018m
fix 2:
distance travelled from the last fix = 68128m
error% = 0.1058
errorX = 5468m + X error from the previous fix: 240m = 5708m
errory = 4712m + Y error from the previous fix: 1018m = 5730m
Vanilla
12-27-10, 07:38 AM
Another question I would like to ask is it possible to automate nav fixes?
Here is the idea:
The game simulates what captain should be doing so removing navigator almost completely making him just providing fixes is putting to much burden on the captain. Why don't we make it this way:
1. During normal travel the navigator makes dead-reckoning fixes automatically at predefined periods (say, every hour) and when some events happen: dive / battle-stations ordered, turn or speed change ordered or when Kaleun requests a fix. Error is compounded directly (as in my prev. post).
2. When the navigator makes a new fix - draw a line from the last fix to the new one - so you can actually see your path.
3. At some points of the day: sunset, sunrise, noon, midnight - automatically make a celestial fix putting it on the map following the rules as above.
3. When on battle stations - radically shorten fixes period: make it every 1 or 5 minutes or when course/speed/depth change ordered. So you can check your posit under DC attack etc.
4. Disable celestial fix when on battle stations (I cannot imagine navigator going up with sextant and shouting 'Mark!!!' during deck gun action or manoeuvring into position for surface torpedo attack).
By the way is it possible to order battle stations simultaneously with crash dive?
Trevally.
12-27-10, 07:50 AM
An automation script could plot the celestial fix and dead-reckoning fixes as you discribe.
I think there would need to be a second auto script for battle staations.
This would mean you would have to stop normal fixes and start the dead reckoning one when you need it.
TheDarkWraith
12-27-10, 08:05 AM
TDW, you gave examples of dead-reckoning error calculation - do you calculate it based on the distance travelled from the previous celestial fix? I was thinking about the dead-reckoning and it's jumped to my mind that we can compound the previous error directly by simple addition of previous error's X and Y meters to the new error. That will simulate RL navigation much more closely than doing compounding indirectly by adding previous error percentage to new one: in RL your new measurement precision is not affected by the previous one and nav error is compounded due to the fact that you draw new path line from a 'wrong' position given by previous fix - that is you retain your X and Y error from it. This way we also avoid the need to distinguish whether previous fix was celestial or dead-reckoning - just add its error to the new dead-reckoning fix and that's it.
For example:
fix 1:
distance travelled from the last fix = 48891m
error% = 0.025
errorX = 240m
errory = 1018m
fix 2:
distance travelled from the last fix = 68128m
error% = 0.1058
errorX = 5468m + X error from the previous fix: 240m = 5708m
errory = 4712m + Y error from the previous fix: 1018m = 5730m
calculated based on distance travelled from last fix. Doesn't matter if it's celestial or dead-reckoning. That way error is retained and compounded.
Vanilla
12-27-10, 10:03 AM
calculated based on distance travelled from last fix. Doesn't matter if it's celestial or dead-reckoning. That way error is retained and compounded.
That is exactly as we wanted it. Here is what stroke me recently however: imagine you do DR fix with 5% error. You do a celestial fix and it gives X: +100m, Y: -50m error. Your relative coords then are: x = 100m, y = -50m. Next you travel exactly due north. After 10km run you do a DR fix again. This time you have 10km * 5% = 500m error. Imagine the error is x = 200m, y = -150m. What we get at the end is:
1st point. Real coords: (0, 0). Fixed coords: (100, -50)
2nd point. Real coords: (0, 10000). Fixed coords: (200, 9850).
However in RL with errors compounded it would be:
2nd point. Fixed coords: (100 + 200 = 300, -50 + 10000 -150 = 9800m).
Or am I wrong?
TheDarkWraith
12-27-10, 10:12 AM
That is exactly as we wanted it. Here is what stroke me recently however: imagine you do DR fix with 5% error. You do a celestial fix and it gives X: +100m, Y: -50m error. Your relative coords then are: x = 100m, y = -50m. Next you travel exactly due north. After 10km run you do a DR fix again. This time you have 10km * 5% = 500m error. Imagine the error is x = 200m, y = -150m. What we get at the end is:
1st point. Real coords: (0, 0). Fixed coords: (100, -50)
2nd point. Real coords: (0, 10000). Fixed coords: (200, 9850).
However in RL with errors compounded it would be:
2nd point. Fixed coords: (100 + 200 = 300, -50 + 10000 -150 = 9800m).
Or am I wrong?
your first fix had error of 100m x, -50m y. The next fix is based on the last fix and thus since it was a DR fix we compound the error: 100m + 200m = total of 300m for x, -50m + -150m = -200m for y (that's how the code is going to calculate it). If the second fix was a celestial fix then error resets because a celestial fix marks a new position that all DR fixes work from.
so 2nd point fixed coords is then (300, 9800) vice actual of (0, 10000)
brandtryan
12-27-10, 11:13 AM
after reading a few pages back--it seems the sextant is still not working--but that TDW is working on it (.dds file) for next release?
Sammi79
12-27-10, 11:22 AM
I'm having trouble figuring out exactly where to place the sextant. Assuming the Universe is configured correctly (ha, like that line) in the game, I should be able to just put the sextant next to the star (Alioth) where it should be, which my handy dandy iphone "Star Pilot" app tells me for that time and date, with a HE of 10ft. That puts the sextant so that the horizon appears at 10 degree mark. I could never figure out what the above quote from manual means--about the two checked lines at top and bottom of sextant.
You'd have to wonder though--if I come down from the bridge and walk out to bow of boat--what is my HE then? Maybe I should do that--and set HE to 0 feet in Star Pilot? Better yet, what is the exact HE in the "default" bridge view?
I'm going to review the post about not moving the sextant a few pages back--but have a feeling I'll still be confused.
Using a 'Sextant' image overlay is a troublesome and innacurate workaround for simulating a real one. The scale is derived from angular values projected onto a flat screen - which as they are represented on a flat screen are stretched the further you go from the centre of the screen. The problem is exacerbated by larger fields of view (compressing more degrees into the same space) It is hard to explain without diagrams, so to get you to see the effect for yourself :-
1. start a nightime mission in the northern hemisphere.
2. Find Polaris (last star in the tail of constellation 'Ursa Minor'
3. move your view until you can see Polaris in the centre top of your screen and the horizon at the bottom.
4. Note the actual distance between Polaris and the horizon (or Polaris and the top of your screen)
5. Pan your view left or right, keeping the horizon at the same level, until Polaris is close to either side of the screen.
6. Note the new distance between Polaris and the horizon (or Polaris and the top of your screen)
You can also see the effect by panning your view until either the sun or moon are in one corner of your display. The circular sun (or moon) will appear elliptical. It is a fundamental part of displaying 3D images on a 2D screen, and the sextant image overlay marks are calculated for 1 position only. When I use TDWs navigator sextant order button, the image pops up dead centre, top to bottom (it will do this no matter of the resolution of the sextant image, it will be scaled to fit top to bottom) which is exactly where the marks are calculated for. If you wanted a moveable sextant image, this would have to scale itself as you moved it around the screen to adjust to the differences in angular degrees over the display.
The trick for making a good sextant image, is to know exactly how many angular degrees there are displayed on your screen in the exact centre from top to bottom (a distance in pixels), then using trigonometry, calculating the position of every single mark. I sent TDW a sextant image that works on 65.84 degrees as opposed to the original 60 degrees and it is better but still not spot on.
If anyone can tell me exactly what the number should be I can make a sextant image as good/accurate as it can possibly be. The trouble is in cameras.cam the angular values for the exterior views are set at 75 degrees, which no matter how you look at it, is larger than the displayed screen (top to bottom). To make the image I need to know what the angular value of the displayed screen (top to bottom dead centre) is - I suspect between 65 and 67 degrees, Unfortunately with no means of working it out from the cameras.cam 75 degree value, It means lots of trial and error using very well known celestial objects.
Then we get down to how realistic are the celestial objects in SH5? Is polaris in game the actual celestial pole or is it shifted slightly as in real life? Height of eye calculations are important if you are standing on a sphere, however if the sea in game is rendered flat, HE is irrelevant. There is much to work out before being able to even test a sextant overlay properly. This is why if possible it would be better to implement a sort of upside down stadimeter, with a large field of view, and an angle readout. (keeping the horizon in view you move the image with polaris or other celestial body down until it is in line with the horizon, then read the angle.)
If you want to use the sextant overlay for angular measurement, It must stay dead centre top to bottom. You will find if you measure an object this way, then move the sextant image left or right and try to measure the same object, you will have a different result.
Sea_Phantom
12-27-10, 11:23 AM
So, is the stadimeter fixed in TDW's mod? I haven't been able to find that out yet :06:
brandtryan
12-27-10, 11:50 AM
:doh:Using a 'Sextant' image overlay is a troublesome and innacurate workaround for simulating a real one. The scale is derived from angular values projected onto a flat screen - which as they are represented on a flat screen are stretched the further you go from the centre of the screen. The problem is exacerbated by larger fields of view (compressing more degrees into the same space) It is hard to explain without diagrams, so to get you to see the effect for yourself :-
1. start a nightime mission in the northern hemisphere.
2. Find Polaris (last star in the tail of constellation 'Ursa Minor'
3. move your view until you can see Polaris in the centre top of your screen and the horizon at the bottom.
4. Note the actual distance between Polaris and the horizon (or Polaris and the top of your screen)
5. Pan your view left or right, keeping the horizon at the same level, until Polaris is close to either side of the screen.
6. Note the new distance between Polaris and the horizon (or Polaris and the top of your screen)
You can also see the effect by panning your view until either the sun or moon are in one corner of your display. The circular sun (or moon) will appear elliptical. It is a fundamental part of displaying 3D images on a 2D screen, and the sextant image overlay marks are calculated for 1 position only. When I use TDWs navigator sextant order button, the image pops up dead centre, top to bottom (it will do this no matter of the resolution of the sextant image, it will be scaled to fit top to bottom) which is exactly where the marks are calculated for. If you wanted a moveable sextant image, this would have to scale itself as you moved it around the screen to adjust to the differences in angular degrees over the display.
The trick for making a good sextant image, is to know exactly how many angular degrees there are displayed on your screen in the exact centre from top to bottom (a distance in pixels), then using trigonometry, calculating the position of every single mark. I sent TDW a sextant image that works on 65.84 degrees as opposed to the original 60 degrees and it is better but still not spot on.
If anyone can tell me exactly what the number should be I can make a sextant image as good/accurate as it can possibly be. The trouble is in cameras.cam the angular values for the exterior views are set at 75 degrees, which no matter how you look at it, is larger than the displayed screen (top to bottom). To make the image I need to know what the angular value of the displayed screen (top to bottom dead centre) is - I suspect between 65 and 67 degrees, Unfortunately with no means of working it out from the cameras.cam 75 degree value, It means lots of trial and error using very well known celestial objects.
Then we get down to how realistic are the celestial objects in SH5? Is polaris in game the actual celestial pole or is it shifted slightly as in real life? Height of eye calculations are important if you are standing on a sphere, however if the sea in game is rendered flat, HE is irrelevant. There is much to work out before being able to even test a sextant overlay properly. This is why if possible it would be better to implement a sort of upside down stadimeter, with a large field of view, and an angle readout. (keeping the horizon in view you move the image with polaris or other celestial body down until it is in line with the horizon, then read the angle.)
If you want to use the sextant overlay for angular measurement, It must stay dead centre top to bottom. You will find if you measure an object this way, then move the sextant image left or right and try to measure the same object, you will have a different result.
Thanks for the explanation! I'll have to curb my enthusiasm for doing celestial fixes for now. I'd offer a hand, but admit it's a bit over my head (by how much, I don't know) :damn:
Another question I would like to ask is it possible to automate nav fixes?
Here is the idea:
The game simulates what captain should be doing so removing navigator almost completely making him just providing fixes is putting to much burden on the captain. Why don't we make it this way:
1. During normal travel the navigator makes dead-reckoning fixes automatically at predefined periods (say, every hour) and when some events happen: dive / battle-stations ordered, turn or speed change ordered or when Kaleun requests a fix. Error is compounded directly (as in my prev. post).
2. When the navigator makes a new fix - draw a line from the last fix to the new one - so you can actually see your path.
3. At some points of the day: sunset, sunrise, noon, midnight - automatically make a celestial fix putting it on the map following the rules as above.
3. When on battle stations - radically shorten fixes period: make it every 1 or 5 minutes or when course/speed/depth change ordered. So you can check your posit under DC attack etc.
4. Disable celestial fix when on battle stations (I cannot imagine navigator going up with sextant and shouting 'Mark!!!' during deck gun action or manoeuvring into position for surface torpedo attack).
By the way is it possible to order battle stations simultaneously with crash dive?
very good input here, i was thinking about this too! good point mate!
Sammi79
12-27-10, 12:44 PM
:doh:
Thanks for the explanation! I'll have to curb my enthusiasm for doing celestial fixes for now. I'd offer a hand, but admit it's a bit over my head (by how much, I don't know) :damn:
Nevermind I have a particular knack of not being able to explain things succesfully. Someone else out there must have an idea what I'm talking about though, And if you follow my instructions 1-6 you will see the described effects. :ping: I think I might have found a way to measure the angular values of the displayed screen. TBC...
TheDarkWraith
12-27-10, 01:03 PM
Another question I would like to ask is it possible to automate nav fixes?
Here is the idea:
The game simulates what captain should be doing so removing navigator almost completely making him just providing fixes is putting to much burden on the captain. Why don't we make it this way:
1. During normal travel the navigator makes dead-reckoning fixes automatically at predefined periods (say, every hour) and when some events happen: dive / battle-stations ordered, turn or speed change ordered or when Kaleun requests a fix. Error is compounded directly (as in my prev. post).
2. When the navigator makes a new fix - draw a line from the last fix to the new one - so you can actually see your path.
3. At some points of the day: sunset, sunrise, noon, midnight - automatically make a celestial fix putting it on the map following the rules as above.
3. When on battle stations - radically shorten fixes period: make it every 1 or 5 minutes or when course/speed/depth change ordered. So you can check your posit under DC attack etc.
4. Disable celestial fix when on battle stations (I cannot imagine navigator going up with sextant and shouting 'Mark!!!' during deck gun action or manoeuvring into position for surface torpedo attack).
By the way is it possible to order battle stations simultaneously with crash dive?
With Patch 3 for v5.9.0 I added two new Automation commands that allow you to script the navigator taking a dead-reckoning fix or a celestial fix. It appears that I need to add another command to Automation - Wait_for_time. This command would allow you to specify a time (either GMT or local) and when the command is executed will put the script in 'pause' until the time specified is reached. After time is reached script will resume with next command. This would allow you to script the morning, noon, and nighttime fixes.
4 above is a good point and I need to make changes in the files to accomodate this :yep:
col_Kurtz
12-27-10, 03:42 PM
find this line:
MostFuelEfficientSpeedHotKey = [ False, MenuKeyManagerWrapper.Keys.M, False ] # change the M to whatever you want. You can't use M!
and change it to:
MostFuelEfficientSpeedHotKey = [ True, MenuKeyManagerWrapper.Keys.G, False ] # change the M to whatever you want. You can't use M!
Back to question...
Something is wrong... with me? TDW look at this command lines. Now it`s look like that:
# the hotkey used to order most fuel efficient speed
# Format:
#
# MostFuelEfficientSpeedHotKey = [ False, None, False ] here False or True?
# False = disabled
# None = key used
# False = shift required
#
# if you wanted to enable this without shift required:
# MostFuelEfficientSpeedHotKey = [ True, MenuKeyManagerWrapper.Keys.N, False ]
#
# if you wanted to disable this:
# MostFuelEfficientSpeedHotKey = [ True, MenuKeyManagerWrapper.Keys.N, False ]
#
# Note: Keys.M is used by the Navigation Map in the stock game! It was used only as example here. Also the hotkey will only be recognized if the sub is surfaced
And after start Harbour Pilot in Kiel, hit the button N U-boot increase the speed to 10kts:/ I got next question. Brackets still required?
TheDarkWraith
12-27-10, 10:37 PM
Back to question...
Something is wrong... with me? TDW look at this command lines. Now it`s look like that:
# the hotkey used to order most fuel efficient speed
# Format:
#
# MostFuelEfficientSpeedHotKey = [ False, None, False ] here False or True?
# False = disabled
# None = key used
# False = shift required
#
# if you wanted to enable this without shift required:
# MostFuelEfficientSpeedHotKey = [ True, MenuKeyManagerWrapper.Keys.N, False ]
#
# if you wanted to disable this:
# MostFuelEfficientSpeedHotKey = [ True, MenuKeyManagerWrapper.Keys.N, False ]
#
# Note: Keys.M is used by the Navigation Map in the stock game! It was used only as example here. Also the hotkey will only be recognized if the sub is surfaced
And after start Harbour Pilot in Kiel, hit the button N U-boot increase the speed to 10kts:/ I got next question. Brackets still required?
The '#' symbol means a comment and is ignored by the game (used for adding documentation in the .py files)
Note: if the key you are defining (in this case N) is defined in the commands.cfg file then the commands.cfg file will override it and you'll never see it work
copy and paste the following into your options file (overwriting the original):
# the hotkey used to order most fuel efficient speed
# Format:
#
# MostFuelEfficientSpeedHotKey = [ False, None, False ]
# False = disabled
# None = key used
# False = shift required
#
# if you wanted to enable this without shift required:
# MostFuelEfficientSpeedHotKey = [ True, MenuKeyManagerWrapper.Keys.M, False ]
#
# if you wanted to disable this:
# MostFuelEfficientSpeedHotKey = [ False, MenuKeyManagerWrapper.Keys.M, False ]
#
# Note: Keys.M is used by the Navigation Map in the stock game! It was used only as example here. Also the hotkey will only be recognized if the sub is surfaced
#
MostFuelEfficientSpeedHotKey = [ True, MenuKeyManagerWrapper.Keys.N, False ] # change the M to whatever you want. You can't use M!
TheDarkWraith
12-27-10, 10:46 PM
An automation script could plot the celestial fix and dead-reckoning fixes as you discribe.
I think there would need to be a second auto script for battle staations.
This would mean you would have to stop normal fixes and start the dead reckoning one when you need it.
I added a new Automation command - Wait_for_time. Does what it says and it can also print a message to the messagebox when the time has been reached.
I also updated the Automation command Report_position_celestial. If Battlestations are activated then he will take a dead-reckoning fix instead.
The Navigator's order of Report Position Celestially is unavailable (greyed out) when Battlestations are set.
Changes will be seen in v6.0.0.
I sent Trevally v6.0.0 as of now so he can play with the Automation changes.
Trevally.
12-28-10, 06:24 AM
Thanks TDW:up:
For "Wait_for_time,x,y,a,b,0,0,t" if I set script to check at local time-
1200 noon
2000
0000
0600
user loads game and runs script (local time 1300) then it will be 23hrs before first fix:06:
TheDarkWraith
12-28-10, 08:33 AM
Thanks TDW:up:
For "Wait_for_time,x,y,a,b,0,0,t" if I set script to check at local time-
1200 noon
2000
0000
0600
user loads game and runs script (local time 1300) then it will be 23hrs before first fix:06:
it would be 7 hrs before first fix (2000 - 1300 = 7 hours). I would recommend using GMT time though. There is a chance you could cross a nautical time zone and thus miss a fix using local time (it's a rat race as to whether the Wait_for_time command would catch the time before the nautical time zone kicked in. Something to be aware of).
Trevally.
12-28-10, 10:30 AM
Here is the test I ran :-
[AS]
Real Nav Auto Fix timed GMT
[DESCRIPTION]
test fix by GMT
[DESCRIPTION_END]
[CATEGORY]
Real Navigation
[SUBCATEGORY]
Position on patrol
[COMMANDS]
Report_position_celestial,0,0,0,0,0,0,0
Wait_for_time,12,00,0,Noon Fix,0,0,0;(1200GMT)
Report_position_celestial,0,0,0,0,0,0,0
Wait_for_time,19,00,0,Post Meridian Fix,0,0,0;(1900GMT)
Report_position_celestial,0,0,0,0,0,0,0
Wait_for_time,00,00,0,Post Sunset Fix,0,0,0;(0000GMT)
Report_position_celestial,0,0,0,0,0,0,0
Wait_for_time,05,00,0,Pre-dawn Fix,0,0,0;(0500GMT)
Report_position_celestial,0,0,0,0,0,0,0
Wait_for_time,07,00,0,Ante Meridian Fix,0,0,0;(0700GMT)
Report_position_celestial,0,0,0,0,0,0,0
Loop,-1,0,0,0,0,0,0
[COMMANDS_END]
Worked very well:up:
Using GMT to avoid missing a fix if crossing a time zone means-
To get nav officer to call noon fix it must be noon local time.
most of the game is played :-
GMT 0 +/- 3
:hmmm: how to offset:06:
Also does anyone have suggestions as to the correct time to hit sunset etc during North/South and seasonal changes:06:
Trevally.
12-28-10, 04:12 PM
@TDW
I have just tried a 24hr auto fix using this post as a guide for taking the celestial fix - http://www.subsim.com/radioroom/show...47#post1558947 (http://www.subsim.com/radioroom/showthread.php?p=1558947#post1558947)
I then fitted in the dead reckoning into all 2hr gaps. Works very well until the fog came in.
If Battlestations are activated then he will take a dead-reckoning fix instead.
Could you do the same for bad weather:up:
xnavytc
12-28-10, 04:42 PM
Have gone to file front to download thedarkwraith uis cannot save it to my desktop, but when i open it with notepad, just garbage shows up, tried to download the old version from the download portion of the forum no luck there, any help to get this mod would be greatly appreaciated.
xnavytc
12-28-10, 05:13 PM
sorry to post again, so soon, the last post should read i can save it to my desktop but when i open it just garbage using notepad, tried the old version too.
TheDarkWraith
12-28-10, 05:16 PM
sorry to post again, so soon, the last post should read i can save it to my desktop but when i open it just garbage using notepad, tried the old version too.
you have to unzip it. It was zipped using ZipGenius (.7z format). You can download ZipGenius for free from the web.
SashaKA001
12-28-10, 05:37 PM
Originally Posted by xnavytc
sorry to post again, so soon, the last post should read i can save it to my desktop but when i open it just garbage using notepad, tried the old version too.
you have to unzip it. It was zipped using ZipGenius (.7z format). You can download ZipGenius for free from the web.
or the right mouse button to unzip in NewUIs_TDC_5_9_0_TheDarkWraith \
directly on your desktop
col_Kurtz
12-28-10, 05:42 PM
The '#' symbol means a comment and is ignored by the game (used for adding documentation in the .py files)
Note: if the key you are defining (in this case N) is defined in the commands.cfg file then the commands.cfg file will override it and you'll never see it work
copy and paste the following into your options file (overwriting the original):
# the hotkey used to order most fuel efficient speed
# Format:
#
# MostFuelEfficientSpeedHotKey = [ False, None, False ]
# False = disabled
# None = key used
# False = shift required
#
# if you wanted to enable this without shift required:
# MostFuelEfficientSpeedHotKey = [ True, MenuKeyManagerWrapper.Keys.M, False ]
#
# if you wanted to disable this:
# MostFuelEfficientSpeedHotKey = [ False, MenuKeyManagerWrapper.Keys.M, False ]
#
# Note: Keys.M is used by the Navigation Map in the stock game! It was used only as example here. Also the hotkey will only be recognized if the sub is surfaced
#
MostFuelEfficientSpeedHotKey = [ True, MenuKeyManagerWrapper.Keys.N, False ] # change the M to whatever you want. You can't use M!
:nope: Doesn`t work. Deactivate the mods than open .py file and paste from above. Start the game, historical mission, hit the N... and... So sorry:(
TheDarkWraith
12-28-10, 05:49 PM
@TDW
I have just tried a 24hr auto fix using this post as a guide for taking the celestial fix - http://www.subsim.com/radioroom/show...47#post1558947 (http://www.subsim.com/radioroom/showthread.php?p=1558947#post1558947)
I then fitted in the dead reckoning into all 2hr gaps. Works very well until the fog came in.
Could you do the same for bad weather:up:
bad weather should already be in there. If there's any type of rain or overcast skies, or heavy fog then the navigator should take a dead-reckoning fix instead. Is it not working this way? :06:
EDIT:
just looked at the code and found an error. If you were underwater and asking for a celestial fix nothing would happen. I've fixed that error now so that if you are underwater and you request a celestial fix it will do a dead-reckoning fix instead.
Also found that if the conditions for taking a celestial fix weren't satisfied the code was doing nothing. Now it will ask for a dead-reckoning fix.
SashaKA001
12-28-10, 06:13 PM
:nope: Doesn`t work. Deactivate the mods than open .py file and paste from above. Start the game, historical mission, hit the N... and... So sorry:(
then you have these buttons that has been established, place wherever lists you (for any file exchanger) commands.cfg file or change the buttons using SH_Keymapper
\/
\/
\/
http://174.123.69.202/~subsimc/radioroom/showpost.php?p=1369493&postcount=1
what should be done just remove this button, all the tasks in this program
http://i1.imageban.ru/out/2010/12/29/6d124bd5aac8b34d46a896bfa511cc7d.jpg (http://imageban.ru)
http://i4.imageban.ru/out/2010/12/29/91117f0da5990f3126a4dc8f2c0dc8d0.jpg (http://imageban.ru)
on each image, N and M keys are not assigned, so that TheDarkWraithUserOptions.py will work.
raymond6751
12-28-10, 07:46 PM
Have gone to file front to download thedarkwraith uis cannot save it to my desktop, but when i open it with notepad, just garbage shows up, tried to download the old version from the download portion of the forum no luck there, any help to get this mod would be greatly appreaciated.
You will need to unzip the files to use them. For that you need a program called 7zip which you can find on the net, likely free. Use google or yahoo search to find it.
Notepad is only for viewing text files.
TheDarkWraith
12-28-10, 08:46 PM
Some exciting things happening in v6.0.0 :DL
First, all navigation fixes and supermarks now have seconds in their timestamp:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3469
Second, you can now save your navigation fixes and supermarks to your Ship's journal :rock: They will be imported at game start and placed on the map just as you left them when you last exited the game. Your current sub's position will be the last navigation fix unless the current game date and time is greater than any of the fixes then a new fix will be plotted.
Ship's Journal changes:
When saving a journal in game you now have the options to:
- save only the journal entries
- save only the navigation fixes
- save only the supermarks
By checking all 3 you save everything to the journal selected. If you do not check one of them then it will not be saved to the journal. This means you can make journals of just supermarks, navigation fixes, or journal entries or any combination of them:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3470
When importing a journal you now have the options to:
- import only the entries
- import only the navigation fixes
- import only the supermarks
By checking all 3 you import everything into your current journal.
Now we need to explain what happens when you import navigation fixes. If you import navigation fixes then your current position on the map will be the navigation fix of all navigation fixes that has the latest timestamp (makes sense doesn't it?).
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3471
and finally when you exit your mission and your current journal has changed you can now select whether to:
- save new journal entries made
- save navigation fixes
- save supermarks
If you uncheck the new journal entries made then all new journal entries made will be discarded (vice any in game current journal saves you did). If you uncheck navigation fixes or supermarks then they will not be written to the journal
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3472
All of these options (save supermarks, save navigation fixes, etc.) are available whether you are using real navigation or not. Note: you can not be using real navigation and your current journal has navigation fixes. In order to preserve the navigation fixes you need to ensure save navigation fixes is checked. By default all the options are checked.
As you have probably guessed this means a new format for the ship's journal. I have coded in the ability to automatically convert old style journals to the new style :rock: You'll never know it happened :D
I have to update the Ship's Journal app now with the changes made. After that v6.0.0 will be ready for release.
@ Trevally - it's ok to use local time now for the Automation command Wait_for_time in v6.0.0.
:|\\
TheDarkWraith
12-29-10, 12:58 AM
v6.0.0 released. See post #1 for details :|\\
Trevally.
12-29-10, 05:30 AM
@ Trevally - it's ok to use local time now for the Automation command Wait_for_time in v6.0.0.
Thanks TDW:up:
TheDarkWraith
12-29-10, 08:45 AM
Hi TDW,
i think the ships journal needs a graphical overhaul. it should look like a real "Logbuch" (<- german word for journal). there is one page for each day. some important data has to be written in by each watch officer: position, weather, speed and bearing. there could be a table, where these data can filled in manually by player for each watch ingame. would this be possible? perhaps a grafikguy can make a background grafik and you can put the text boxes over it?
here is an example: http://www.print-art-maritim.de/LogInhalt.jpg
I'm all for realism :yeah: I would rather use/make the actual page they filled out on the sub. Does anyone have access to it (and can translate it)? :06:
TDW....sorry but this is getting a bit confusing....to me anyway..lol.
Could you please give us a list as to what order we have to enable your mods in as Ive just had a problem with the surfacing depth setting which went away after I disabled some of your mods and it must have been the way I installed them on the GME that did it.
cheers.
I'm all for realism :yeah: I would rather use/make the actual page they filled out on the sub. Does anyone have access to it (and can translate it)? :06:
nice to hear. i searched the wohloe web but cant find any pictures of a real Logbuch. but here at subsim there must be some guys, who know how a real logbuch looks like. perhaps hitman? i am not quite sure if he reads here... i will make a thread in the sh5 forum.
PL_Andrev
12-29-10, 09:46 AM
Is possible to implement into game the all TDW's mods and user options as in-game option settings like difficulty level / mission setting / map features?
:06:
brandtryan
12-29-10, 10:50 AM
OK--say I head out of Wilhemshaven, and stop right next to lighthouse. I set course for 338, 21 miles, 10 knots, and end up right where I thought--next to a landmass. I to a dead reckoning fix. After that I do a celestial fix. Now I set course from that point (celestial fix point, as it was more accurate) to 331 and head to the island where you can refit. 10 knots, 3.5 hours. Worked great--though I was frighteningly close to shore when I arrived.
Now--I did another dead recoking fix, and then another celestial fix.
Is the DR fix based on last DR fix, or last Celestial fix? To mitigate compounded errors in DR fixes--shouldn't it always be based on the last celestial fix IF a celestial fix was the LAST fix taken? (otherwise, of course, it would use the last DR fix.)
TheDarkWraith
12-29-10, 11:00 AM
OK--say I head out of Wilhemshaven, and stop right next to lighthouse. I set course for 338, 21 miles, 10 knots, and end up right where I thought--next to a landmass. I to a dead reckoning fix. After that I do a celestial fix. Now I set course from that point (celestial fix point, as it was more accurate) to 331 and head to the island where you can refit. 10 knots, 3.5 hours. Worked great--though I was frighteningly close to shore when I arrived.
Now--I did another dead recoking fix, and then another celestial fix.
Is the DR fix based on last DR fix, or last Celestial fix? To mitigate compounded errors in DR fixes--shouldn't it always be based on the last celestial fix IF a celestial fix was the LAST fix taken? (otherwise, of course, it would use the last DR fix.)
if a DR fix is taken it is based on the last fix taken (whether it was a DR or celestial one). If a celestial fix is taken then it's not based on anything as you are calculating a new true position on the map.
xnavytc
12-29-10, 11:44 AM
Thanks darkwraith and sasha, for helping me with this mod, great mod, and great help in the forums, thanks again
brandtryan
12-29-10, 11:50 AM
if a DR fix is taken it is based on the last fix taken (whether it was a DR or celestial one). If a celestial fix is taken then it's not based on anything as you are calculating a new true position on the map.
Okay--think I got it. Awesome work, BTW.
Any news on the Sextant?
hi tdw,
referring to these pictures of a real journal (http://www.thestrathallan.com/commanders.htm) we need 3 columes:
time and date / position, weather, sight / event
it would be cool to have the corresponding information automatically put in the correct colum. all the events (torpedo shot, change speed etc.) should be added in the right columne (events). position and time could be entered automatically, but they dont need to be repeated. they should only be added when they have changed. position should only be added when important events happen. we dont need a position when speed was changed, but we need it when torpedo is shot. date is only needed at the first event which happens a day.
i am not quite sure: sounds this logical?
another idea: only events will be entered automatically, the other two columnes are manual text fields.
or what about buttons like "enter time and date" and "enter actual position"?
what do the others think about this idea for the journal? it hink a "one columne" journal for all the information is really confusing...
TheDarkWraith
12-29-10, 04:25 PM
was bored today (couldn't go snowboarding due to weather - rain) so I decided to work on a radio traffic mod for the UIs mod. I PM'd Danurve asking him if I could use the files from his RadioLog_Expanded mod for SH3 and he said yes. So I wrote a python script to seperate out the HUGE messages_en.txt file ( > 11,000 radio entries :o ) into more managable chunks of language with subfolders of years with subfolders of months. Then I wrote the code to access those radio messages in game and ran a little test. The first entry in his radio mod is dated 8/26/1939 0630 from OKM to anyone with the message: 1939/08/26|Atlantic forces: Possibility of negotiations, instructions to merchant shipping to put into German or neutral ports.
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3486
:rock:
Now I just have to build the UI for the radio messages. You'll notice a new icon in the right bottom bar located under the Automation gears. This will be the way you'll access the radio messages. Anytime a new radio message is received this icon will blink until you click it (less annoying than having a window pop up all the time :yep: ).
Now Danurve's radio mod has entries for a to date. This to date is the date when the radio message can no longer be intercepted. This is great because if you are submerged then you might miss a radio message :D
The way I have designed it makes it very easy to add new radio messages or remove them. It's also very easy to add additional 'language packs' for the radio messages.
Here are some sample entries from the radio message files (my python script changed his original files to the structure I wanted):
19390826 0630 19390827 1300 OKM ALL 1939/08/26|Atlantic forces: Possibility of negotiations, instructions to merchant shipping to put into German or neutral ports.
19390823 1030 19390824 1300 FdU ALL 1939/08/23|Apply "Transport exercise LUEBECK" to Danzig Bay only.
first entry is start date. Next entry is start time. Next entry is end date (when radio message can no longer be received). Next entry is end time. Next entry is FROM (who the sender is). Next entry is TO (who the recipient is). Next entry is the message sent.
THE_MASK
12-29-10, 04:57 PM
http://img211.imageshack.us/img211/6816/90046830.jpg (http://img211.imageshack.us/i/90046830.jpg/)
Captain Can
12-29-10, 05:52 PM
TDW can you make a ' hyrophone depth -16 or 17 meters- ' (i mean an icon like periscope depth,crash dive etc) for SH5 style ? this icon will be useful when you wanna use both your hyrophone and your attack periscope. (tracking your enemies using hydrophe and when the right time comes go quickly to attack periscope then hunt your enemy. - at least i am doing like that - ) :) -
col_Kurtz
12-29-10, 08:03 PM
@SashaKA001
on each image, N and M keys are not assigned, so that TheDarkWraithUserOptions.py will work.
Okay, thank you very much. Now I know why it did not work properly as I wanted:oops: I thought it was just as I turn on SH3Styles.
Still learning this mod and game:salute:
Forgive those boring questions...
SashaKA001
12-29-10, 08:46 PM
I thought it was just as I turn on SH3Styles.
it does not matter what style you bet. it will work.:rock::rock::rock:
:rock:
19390826 0630 19390827 1300 OKM ALL 1939/08/26|Atlantic forces: Possibility of negotiations, instructions to merchant shipping to put into German or neutral ports.
19390823 1030 19390824 1300 FdU ALL 1939/08/23|Apply "Transport exercise LUEBECK" to Danzig Bay only.
first entry is start date. Next entry is start time. Next entry is end date (when radio message can no longer be received). Next entry is end time. Next entry is FROM (who the sender is). Next entry is TO (who the recipient is). Next entry is the message sent.
it will have to start the game again, yeah.:D
TheDarkWraith
12-29-10, 10:39 PM
Danurve has radio messages for years:
1939 (months 8,9,10,11, and 12)
1940 (all months)
1941 (all months)
1942 (all months)
1943 (all months)
1944 (all months)
1945 (months 1,2,3,4, and 5)
after looking over Danurve's massive radio message text file I decided to keep some other parts of it as they seem very logical to include. Here are some new entries from the radiomessages.txt file:
___1______2_____3_______4__5_6__7__8______________ ________________9
19390815 1300 19390816 1500 1 20 FdU ALL 1939/08/15|6th Flotilla is ordered to end firing practice and return to Kiel.
19390822 2230 19390823 0500 1 20 FdU ALL 1939/08/22|Operation FRITZ cancelled.On receipt of code-word only operation IRMGARD is to be carried out by U 22.Remaining boats of 3rd U-Flotilla are to remain in the R�gen area until further orders.
19390823 1030 19390824 1300 1 20 FdU ALL 1939/08/23|Apply "Transport exercise LUEBECK" to Danzig Bay only.
19390825 2212 19390826 0500 1 20 OKM ALL 1939/08/25|Atlantic forces: Situation still uncertain, no hostilities, continue on passage.
19390826 0630 19390827 1300 1 20 OKM ALL 1939/08/26|Atlantic forces: Possibility of negotiations, instructions to merchant shipping to put into German or neutral ports.
19390830 1305 19390831 1900 1 20 OKM ALL 1939/08/30|Atlantic forces: U 26, 27, 30 and 53 have sailed.
19390831 1830 19390832 0500 1 20 FdU ALL 1939/08/31|Start of hostilities against Poland 0445/1/9,Attitude of Western powers uncertain,No attacks against English etc. forces, except in self defense or by special order,Boats to remain in waiting positions for the present.
1 = from date (date message was sent)
2 = from time (time message was sent)
3 = to date (last date at which message can be intercepted)
4 = to time (last time at which message can be intercepted)
5 = Message Type ( 0 = transmit once , 1 = transmit until received )
6 = retransmission time
7 = who message was from
8 = who message is to
9 = the contents of the message
It may not be evident but there is a chance you can miss messages. If you are submerged and greater than the depth you can receive radio messages and the message type is 0 then you will never receive that message. If the message type is 1 but you stay submerged past the to date and to time then you'll never receive the message.
If the message type is 1 and you miss the first transmission then it will retransmit retransmission time later. i.e.: message is type 1 and transmitted at 0900. It has a retransmission time of 60 (1 hour). You are submerged and greater than depth to receive radio so you miss it. It will retransmit at 1000 and will keep retransmitting every hour until you receive it or the to date and to time has passed.
marleymen
12-29-10, 11:48 PM
I expect a heavy snow till Feb. in your zone TDW. :arrgh!:
MAESTRO !!!!! :up:
Can someone *please* tell me where I am going wrong with the RAOBF?
I'm trying to use it to get AoB. I use the stadimeter for range. Confirmed with map contacts on. So I have the range right. I can't easily do pictures, so hopefully I can explain.
- The OUTER RING doesn't move. It has 100 at the top.
- The MIDDLE RING is the one you rotate. It has a row of numbers on both the TOP (outer) of the ring and the BOTTOM (inner)
- The INNER RING also doesn't move, and starts with a 90 at the top.
In my example, the range is 1800m. The ship is 147m long. At 6x zoom on the attack scope the front half of the ship takes up 5.5 "ticks".
So, I rotate the MIDDLE RING, so the 18 on the TOP of the MIDDLE RING lines up with 147 on the OUTER RING.
Then, I find 5.5 on the BOTTOM of the MIDDLE RING. I see this lines up with 14. (I actually can't remember the number I got here, but it was around 14.)
Ok, so the AoB is 14, right? Confirm by measuring it on the map..... and it should be more like 44. That's only the answer if the ship covered about 18 "ticks"! There aren't even 18 ticks to see!!! The ship is closing (I'm set up for a perfect bow shot) so I shouldn't have to -180 degrees, should I?
What am I doing wrong????
Trevally.
12-30-10, 06:47 AM
http://img251.imageshack.us/img251/3517/sh5img20101230113738.png
Match ship lenght YELLOW (147m) to range RED (1800m)
Read 5.5 clicks GREEN to AOB BLUE = 45deg
Have you tried my tutorials?
http://www.subsim.com/radioroom/showthread.php?t=177725
There is one for AOB that has a lot of ships you can test on:up:
Edit: hmmm I think I have this wrong also I need to do some more tests
I am having problems testing this - I have lost my SOAN and RM is not giving me ship lenght.
http://img6.imageshack.us/img6/1618/sh5img20101230134423.png
hmmm here is another way to get the four numbers to match ? LOL
Trevally.
12-30-10, 08:13 AM
Hi TDW
I am getting some errors when going to obs scope -
http://img51.imageshack.us/img51/9793/erroruv.png
I have also lost the SOAN (i will check my options file)
Edit:-
if SOAN is enabled, it's visibility is controlled through the show charts button on the top right side bar
Found it again.
brandtryan
12-30-10, 10:00 AM
Trying to figure out how to get good altitude on stars whilst waiting for sextant image to get fixed/solved. Downloaded an app for iphone which includes a sextant. I calibrated horizon, holding phone up to monitor and setting horizon. Could this potentially work? I click once on horizon, then click again on a star, and it pulls up a calculator and measures spherical angle, altitude angle, or azimuth.
edit: lol, looks like anyone with a guided missle in their garage could pretty much ruin my day, as my exact (real) location is in upper right corner!!
https://brandtryan.homeserver.com/gallery/public/photo.jpg
brandtryan
12-30-10, 10:06 AM
Geez, according to my iphone compass, no matter how much I turn my boat, I always seem to be heading north? Oh wait--my wife just told me that's because I never move my butt off the couch (which faces north), and that I"m not "really" in the Atlantic hunting for merchant shipping. Crazy woman.
Sammi79
12-30-10, 12:04 PM
I can make a perfectly calibrated sextant overlay image only I need to know ONE thing - The angular value in degrees between the top and bottom at the dead centre of the screen.
If anyone has any idea how to extrapolate this figure from the cameras.cam 75 degree angular value settings, I would much appreciate any suggestion.
After much testing, I have made sextant images for 65 and 65.8 degrees, neither seem perfect, when measuring Polaris, the 65 degree image shows an error of -0.1 to -1 degrees of actual latitude at 45 degrees. The 65.8 degree image shows an error of 0 to 1 degrees. This would suggest the actual angular value I am looking for would be in between these two figures, I.E. 65.4 degrees. However, other factors need to be considered. Polaris is not exactly on the celestial north pole, it shifts over time as the earths axis wobbles (in reality). Today, the celestial north pole is roughly 1 degree away from Polaris in the direction of the previous star in the tail of the constellation Ursa Minor. In 1939 it was somewhere else. In game, Polaris is (correctly) not bang on the celestial pole, unfortunately I cannot tell exactly where. Obviously to make an accurate measurement for latitude you in fact need to measure the poles altitude, not Polaris.
So my questions so far :
What is the angular value top to bottom of diplayed screen?
Where (in game) exactly is the north celestial pole?
Is refraction (bending of light from celestial bodies) modelled in game?
raymond6751
12-30-10, 01:52 PM
Darkwraith
Four days of trying. Complete uninstall and reinstall, & patch.
Zero mods except your V6.0
I am getting CTD at various places.
Latest one is just as I hit fire button on a reloaded torpedo.
Ideas?
TheDarkWraith
12-30-10, 05:03 PM
Got the UI made for the radio messages. Anytime a new radio message is received your radio messages icon in the right top bar (below Automation icon) will flash indefinitely (unless you have the radio messages page open already) telling you that the radio operator intercepted a radio message. I like the flashing because as captain you decide when you want to handle these things :D When you click the radio message icon the radio messages UI opens up and the radio messages icon stops flashing. All new entries will have a grey background highlighting them. To mark the radio message as read you click anywhere in the message (thus removing the grey highlight).
(new radio message):
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3488
radio message marked as read:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3487
The current date's radio messages you are viewing is displayed in the bottom middle. Although not visible in these screenshots there are arrows to cycle through previous and next days radio messages (just like the Ship's Journal). The reason they are not visible in these screenshots is because this is the first radio message my radio operator intercepted (testing). By clicking on the date itself the radio messages for the current game date will be displayed.
All I have left to do is code in the saving of these radio messages to a file :D
KarlKoch
12-30-10, 05:06 PM
All I have left to do is code in the saving of these radio messages to a file :D
Have a look at my mod, you will find a way to save and load the correct messagebook automatically (without user interaction).
Maybe, this can be applied to your Journal, but i am not sure, as i have no idea of how you implemented that.
Trevally.
12-30-10, 05:18 PM
Looking forward to this one TDW:up:
I wonder how many more wee gems you have got in store for us:hmmm:
TheDarkWraith
12-30-10, 05:19 PM
Have a look at my mod, you will find a way to save and load the correct messagebook automatically (without user interaction).
Maybe, this can be applied to your Journal, but i am not sure, as i have no idea of how you implemented that.
I was originally going to automatically save the Ship's Journal like you have done in your files but it occurred to me that maybe the user would like to save it as something else and that is why it's done the way it is. Overtime as the mod has developed more the way I chose to save the ship's journal works out much better because you now have supermarks and navigation fixes to contend with also.
The radio messages will automatically save to the career as you have done because this makes sense. To save them in a single mission makes no sense.
TheDarkWraith
12-30-10, 06:08 PM
you know I never realized how much immersion was being missed without these radio messages :o This puts a whole new dimension on the game :rock:
Danurve's radio messages have some errors in the dates (9/31 :06: i think he meant 9/30) so I'll have to make a python script to go through all his dates and ensure they are valid. Almost ready for release :D
col_Kurtz
12-30-10, 06:24 PM
it does not matter what style you bet. it will work.:rock::rock::rock:
it will have to start the game again, yeah.:D
Gave up with this. I have no idea how to assign this new command in commands.cfg... Manual is about reassigned, not about new commands.
Forget about it. I'm not going to bore you this:salute:
Then, I find 5.5 on the BOTTOM of the MIDDLE RING. I see this lines up with 14. (I actually can't remember the number I got here, but it was around 14.)
What am I doing wrong????
Have you tried my tutorials?
http://www.subsim.com/radioroom/showthread.php?t=177725
There is one for AOB that has a lot of ships you can test on:up:
hmmm here is another way to get the four numbers to match ? LOL
Ahhh... so my mistake was to look at the bottom of the middle ring. The inner ring isn't used at all. (for aob.) I use your second method, but that's cool. Yours comes out to almost exactly 44, so it works perfectly :D
Thanks! I didn't find your tutorials, no. I'll look at them though :) Sorry to say, but these forums make it a bit hard to find things. Just searching through this thread for RAOBF was a real pain.
SashaKA001
12-30-10, 07:24 PM
Gave up with this. I have no idea how to assign this new command in commands.cfg... Manual is about reassigned, not about new commands.
Forget about it. I'm not going to bore you this:salute:
so in commands.cfg and do not need to prescribe, the N key should be in your unemployment and all, if you have the key N is busy, the script will not work.
and do not get so upset, because you can and the other key is supplied.
raymond6751
12-30-10, 07:33 PM
Darkwraith
Four days of trying. Complete uninstall and reinstall, & patch.
Zero mods except your V6.0
I am getting CTD at various places.
Latest one is just as I hit fire button on a reloaded torpedo.
Ideas?
Running your automation tutorial on surface, no problem.
Run same submerged. Assigned it to X. Clicked on X and game crashes.
TheDarkWraith
12-31-10, 12:49 AM
v6.1.0 released. See post #1 for details :rock:
col_Kurtz
12-31-10, 05:54 AM
so in commands.cfg and do not need to prescribe, the N key should be in your unemployment and all, if you have the key N is busy, the script will not work.
and do not get so upset, because you can and the other key is supplied.
;) N key is free. I`m using SH5 original keyboard and when I look into keymapper N - free, M - map;)
http://naforum.zapodaj.net/thumbs/2f61fc2fe7f5.jpg (http://naforum.zapodaj.net/2f61fc2fe7f5.jpg.html)
And again from my script.py (changed to N, because M is for map)
# what is the most fuel efficient speed?
MostFuelEfficientSpeed = 7.5
# the hotkey used to order most fuel efficient speed
# Format:
#
# MostFuelEfficientSpeedHotKey = [ False, None, False ]
# False = disabled
# None = key used
# False = shift required
#
# if you wanted to enable this without shift required:
# MostFuelEfficientSpeedHotKey = [ True, MenuKeyManagerWrapper.Keys.M, False ]
#
# if you wanted to disable this:
# MostFuelEfficientSpeedHotKey = [ False, MenuKeyManagerWrapper.Keys.M, False ]
#
# Note: Keys.M is used by the Navigation Map in the stock game! It was used only as example here. Also the hotkey will only be recognized if the sub is surfaced
#
MostFuelEfficientSpeedHotKey = [ True, MenuKeyManagerWrapper.Keys.N, False ] # change the M to whatever you want. You can't use M!
And as I wrote few days ago. Doesn`t work. Game started, Historical mission: Funnel Smoke by han solo. Surfaced, speed 0 and press key N - speed 0 still.
raymond6751
12-31-10, 09:27 AM
Running your automation tutorial on surface, no problem.
Run same submerged. Assigned it to X. Clicked on X and game crashes.
Reloaded with just Nuw UI v6.0 and now added in Real Nav by Darkwraith
Crash came when I tried to edit nav point on map. Clicked right panel, typed three words which vanished. Thought must be on wrong panel. Clicked in left panel = crash.
TheDarkWraith
12-31-10, 09:30 AM
Reloaded with just Nuw UI v6.0 and now added in Real Nav by Darkwraith
Crash came when I tried to edit nav point on map. Clicked right panel, typed three words which vanished. Thought must be on wrong panel. Clicked in left panel = crash.
I don't understand why you're having so many CTDs with this :hmmm: Lets go back to the Automation tutorial. Which one specifically did this (name)? Can you list the steps in order of what you did that caused the CTD? Are you in campaign or a single mission when doing this? If single mission, which one?
TheDarkWraith
12-31-10, 10:18 AM
Hi TDW
I am getting some errors when going to obs scope -
http://img51.imageshack.us/img51/9793/erroruv.png
I have been trying and trying to reproduce this error but can't. Can you tell me what you did, step by step, to get this error to appear? :hmmm: Or any info on when it appears?
Trevally.
12-31-10, 11:03 AM
I was using v6.0 at the time and have not checked again with v6.1
It was when I was testing RAOBF and using a mission I made.
Start mission - goto obs scope - error (during scope auto extend).
I have "MRP 1.3+OPCF light" add on installed
press "Esc" at error and game runs as normal
TheDarkWraith
12-31-10, 11:06 AM
I was using v6.0 at the time and have not checked again with v6.1
It was when I was testing RAOBF and using a mission I made.
Start mission - goto obs scope - error (during scope auto extend).
I have "MRP 1.3+OPCF light" add on installed
press "Esc" at error and game runs as normal
How did you go to obs scope? Teleport or did you click on the obs scope in the game?
Did the torp doors work? I suspect they didn't after that error.
What about the script errors you reported via PM? What are they and what is causing them? When do they happen? Can you give more specific information about each error?
Trevally.
12-31-10, 11:14 AM
How did you go to obs scope? Teleport or did you click on the obs scope in the game?
Did the torp doors work? I suspect they didn't after that error.
What about the script errors you reported via PM? What are they and what is causing them? When do they happen? Can you give more specific information about each error?
I walked and clicked onto the obs scope.
Sorry don't know if torps worked, I was only looking at AOB.
The radio message error was as soon as save game loaded and happened at the start of the next day as well. I was still getting messages in game from your new feature.
I about to go back in game - I will take SS and check torps.
TheDarkWraith
12-31-10, 11:25 AM
I walked and clicked onto the obs scope.
Sorry don't know if torps worked, I was only looking at AOB.
The radio message error was as soon as save game loaded and happened at the start of the next day as well. I was still getting messages in game from your new feature.
I about to go back in game - I will take SS and check torps.
just the information given so far tells me that it sounds like a regional/locale problem with reading the text files for the radio messages. The big clues you gave are save game reloaded and start of next day. At those times the mod is reading the text files to gather up the available radio messages for that day :hmmm: Would explain why I never see the error also.
Does the torp door error happen all the time or intermittently? Once the error happens you'll never see it again until you exit and restart the game.
Trevally.
12-31-10, 11:38 AM
Ok here is the error from message. This was as soon as mission loaded.
http://img525.imageshack.us/img525/3108/messageq.png
And here is what happens to my obs scope.
It happens every time I go there.
Attack scope works.
http://img249.imageshack.us/img249/7756/sh5img20101231162945.png
As you can see I have no UI for torp doors or TDC:o
TheDarkWraith
12-31-10, 11:54 AM
great feedback. I now know why you're getting the error at game load and date change. It's due to trying to 'read' a date format your OS (due to region/locale) doesn't understand. What I have to do is tell it what kind of date format it is so it'll work. Already coded the change and testing it now on my end. I'll send you the test file here in a few.
As far as the obs scope I'm still investigating it :hmmm:
PL_Andrev
12-31-10, 12:00 PM
http://img249.imageshack.us/img249/7756/sh5img20101231162945.png
The sea at this picture looks very good :up:
Trevally.
12-31-10, 12:00 PM
great feedback. I now know why you're getting the error at game load and date change. It's due to trying to 'read' a date format your OS (due to region/locale) doesn't understand. What I have to do is tell it what kind of date format it is so it'll work. Already coded the change and testing it now on my end. I'll send you the test file here in a few.
Thanks TDW:up:
As far as the obs scope I'm still investigating it :hmmm:
Sorry I've not used my obs scope for some time. So I don't know how long it's been like that.
Trevally.
12-31-10, 12:02 PM
The sea at this picture looks very good :up:
Thats from - MRP 1.3+OPCF light
And Sobers wave mod.:up:
TheDarkWraith
12-31-10, 12:39 PM
Thanks TDW:up:
Sorry I've not used my obs scope for some time. So I don't know how long it's been like that.
Sent you something to test for the DateTime errors. Obs scope I don't see anything that would cause the errors you're having :hmmm: Still investigating it :shifty:
TheDarkWraith
12-31-10, 01:03 PM
And here is what happens to my obs scope.
It happens every time I go there.
Attack scope works.
http://img249.imageshack.us/img249/7756/sh5img20101231162945.png
just hit me looking at this screenshot again as to why you're having problems :rock: Notice that the scope is offcenter - this means that something has overwritten my Pageobsperiscope.ini file. All my scopes are centered in the middle of the screen. I bet your attack periscope is centered right? Find the mod that's overwriting my Pageobsperiscope.ini file and your problem will be cured. I knew it had to be something simple as there's nothing in the .py file that stands out as error causing.
everathing runs fine so far, but one (small) problem: when i am observing a target and plotting my own and the targets course, sometimes i cant set supermarks. this happens after some supermarks are set and i wait a longer period of time for the next observation. then i cant put in another supermark at the new location. i have found a workaround to have supermarks when the bug appears. i can set a new supermark very next to my last one and reposition it with key "c". but it should be placeable everywhere, right? i am only using your mod and the real navigation addon.
second: the bug on the gibraltar mission is still there. i cant start this map because i get a strange uboat behavior (boat flying in the air).
i am using your last version.
Trevally.
12-31-10, 01:42 PM
The patch you sent me worked:up:
I unistalled UI added patch and re-installed.
Message error has stopped:up: and Obs scope is now working (no MRP 1.3+OPCF light)
Looks like that was the cause:hmmm: \i realy liked that mod. Does this mean no x6 scope:06:
When I closed game - error
http://img809.imageshack.us/img809/8653/error2i.png
Is this due to not having a journal loaded:06:
Scythan
12-31-10, 02:08 PM
I think I am missing something in the whole submarine captain bit; with this new UI there are options for setting torpedo guidance on the Navigational Map 'M' but there is no way to see torpedo trajectory that I can find on that map (The yellow line) there ARE torpedo trajectory lines on the TacMap (TAB) but no way to set the torpedo guidance!!
What am I missing here?!
Halp?
TheDarkWraith
12-31-10, 02:09 PM
The patch you sent me worked:up:
I unistalled UI added patch and re-installed.
Message error has stopped:up: and Obs scope is now working (no MRP 1.3+OPCF light)
Looks like that was the cause:hmmm: \i realy liked that mod. Does this mean no x6 scope:06:
When I closed game - error
http://img809.imageshack.us/img809/8653/error2i.png
Is this due to not having a journal loaded:06:
I think I know why you got the last error above. Have you ever saved a ship's journal? It appears you haven't. The error is in my part for assuming you had. I have to adjust the code for this (the folder \Logs doesn't exist on your computer).
Glad to know patch worked. Now I'll have to release a patch for v6.1.0 with this change as there are probably many others that are getting the errors you did.
I'll have to look at the MRP mod and see what can be done :yep:
TheDarkWraith
12-31-10, 02:13 PM
everathing runs fine so far, but one (small) problem: when i am observing a target and plotting my own and the targets course, sometimes i cant set supermarks. this happens after some supermarks are set and i wait a longer period of time for the next observation. then i cant put in another supermark at the new location. i have found a workaround to have supermarks when the bug appears. i can set a new supermark very next to my last one and reposition it with key "c". but it should be placeable everywhere, right? i am only using your mod and the real navigation addon.
second: the bug on the gibraltar mission is still there. i cant start this map because i get a strange uboat behavior (boat flying in the air).
i am using your last version.
The gibraltar mission I can't reproduce, works fine on my computer :hmmm:
As far as supermarks and navigation fixes: in order to set a new one the previous one has to be visible. That's the only way I could get this feature to work. If the previous one isn't visible then it won't set a mark. I just barely got the feature working with this :yep:
TheDarkWraith
12-31-10, 02:15 PM
I think I am missing something in the whole submarine captain bit; with this new UI there are options for setting torpedo guidance on the Navigational Map 'M' but there is no way to see torpedo trajectory that I can find on that map (The yellow line) there ARE torpedo trajectory lines on the TacMap (TAB) but no way to set the torpedo guidance!!
What am I missing here?!
Halp?
I think I understand what you're asking. You must be talking about the line extending from your sub denoting the torpedo trajectory? If so, check the nav map features (in game button) and ensure that the feature is enabled.
Trevally.
12-31-10, 02:33 PM
I think I know why you got the last error above. Have you ever saved a ship's journal? It appears you haven't. The error is in my part for assuming you had. I have to adjust the code for this (the folder \Logs doesn't exist on your computer).
Glad to know patch worked. Now I'll have to release a patch for v6.1.0 with this change as there are probably many others that are getting the errors you did.
I'll have to look at the MRP mod and see what can be done :yep:
Ya prob most of us outside USA.
Thanks for having a look at MRP:up:
TheDarkWraith
12-31-10, 02:35 PM
Ya prob most of us outside USA.
Thanks for having a look at MRP:up:
I placed a big yellow note right under the download at post #1 about this. I sent you another Page Default Hud.py file that should clear up the remaining error you were having. Once you confirm it works I'll release patch 1 for v6.1.0 to fix these errors.
Scythan
12-31-10, 02:37 PM
Yes, that's what I mean - pardon my parlance I am not accustomed to the names within the game; I own SH4 and got hooked on that and often I used that line to determine and manage my shots. The feature of setting the torpedo's range, distance, angle on bow etc. does work - perfectly I might add - on the Nav Map but I can not see the trajectory (yellow line) of the torpedo in this map. I did not see an option to enable it either in the bottom-right suite/filter screen.
Highly likely I am missing something as this is a phenomenal, top-class Mod. I bought SH5 already rather dismayed at Ubisoft's new DRM software, and became quite perturbed with the User Interface as juxtaposed to SH4 often saying things such as "How Can I ______ "or "Where Is My _____". In an earlier post one remarked 'This mod saved SH5'.
I am inclined to agree.
Vielen Dank.
TheDarkWraith
12-31-10, 02:43 PM
Yes, that's what I mean - pardon my parlance I am not accustomed to the names within the game; I own SH4 and got hooked on that and often I used that line to determine and manage my shots. The feature of setting the torpedo's range, distance, angle on bow etc. does work - perfectly I might add - on the Nav Map but I can not see the trajectory (yellow line) of the torpedo in this map. I did not see an option to enable it either in the bottom-right suite/filter screen.
Highly likely I am missing something as this is a phenomenal, top-class Mod. I bought SH5 already rather dismayed at Ubisoft's new DRM software, and became quite perturbed with the User Interface as juxtaposed to SH4 often saying things such as "How Can I ______ "or "Where Is My _____". In an earlier post one remarked 'This mod saved SH5'.
I am inclined to agree.
Vielen Dank.
In the nav map features (nav map features button is far left button at left side top of nav map) enable the 'Torpedo solution line' (check it). You'll have your line back. You can also permanently set this via the options file.
Scythan
12-31-10, 02:48 PM
That absolutely fixed it, I thank you very much and am only a bit embarrassed I missed it!!
On a demonstration video re: how to set up the Options file the presenter utilized a program named ConTEXT which I found very useful for scripts such as that, so I downloaded it but on this video the lines were numbered and on a default install they are not, it helps (a lot) to know where I need to go to set a specific option if I can see those numbered lines in the margin - I assume you as well use ConTEXT and wondered if you (or any member of the community) could help me, sirs?
And my last interrogation (and then I'll stop pestering you I promise!) is regarding how to permanently disable the XO popup AND camera bar. I disabled both of these in options however the camera bar remains (I had to move it to the far top-left of the screen) and every time I lock a target the XO popup re-appears, again I am sure I am doing something wrong!
Thank you, very much, for your help - very rare in my experience to receive such personal help in mods!
TheDarkWraith
12-31-10, 02:53 PM
That absolutely fixed it, I thank you very much and am only a bit embarrassed I missed it!!
On a demonstration video re: how to set up the Options file the presenter utilized a program named ConTEXT which I found very useful for scripts such as that, so I downloaded it but on this video the lines were numbered and on a default install they are not, it helps (a lot) to know where I need to go to set a specific option if I can see those numbered lines in the margin - I assume you as well use ConTEXT and wondered if you (or any member of the community) could help me, sirs?
And my last interrogation (and then I'll stop pestering you I promise!) is regarding how to permanently disable the XO popup AND camera bar. I disabled both of these in options however the camera bar remains (I had to move it to the far top-left of the screen) and every time I lock a target the XO popup re-appears, again I am sure I am doing something wrong!
Thank you, very much, for your help - very rare in my experience to receive such personal help in mods!
I use Notepad :D
Set your options file like below:
# Is the camera bar visible?
# change below to either True or False
CameraBarVisible = False
##################################### XO TDC Dialog box (SH3/4/5 modes) ###################################
# is the XO and his dialog box visible on the UZO, attack, and obs scopes views?
# change below to either True or False
XOTDCDialogEnabled = False
# if the XO and his dialog box are disabled, are they allowed to pop up when you lock onto a target?
# change below to either True or False
XOTDCDialogAllowedToPop = False
# Is the XO TDC dialog box draggable?
# If the XO TDC dialog box is draggable then the feature of the XO TDC dialog box dynamically repositioning
# based on messagebox visibility is disabled.
# change below to either True or False
XOTDCDialogDraggable = False
# is manual targeting enforced? If True then the option to 'Turn TDC Off' is disabled and not visible
# change below to either True or False
XOTDCManualTargetingEnforced = False
TheDarkWraith
12-31-10, 03:00 PM
Patch 1 for v6.1.0 released. See post #1 for details. This patch is needed by all whose OS's regional/local settings is not EN-US or you are having problems with the new radio messages feature.
THE_MASK
12-31-10, 03:43 PM
Radio messages work as intended with the patch .
I deleted the sh5 folder in my documents and restarted the campaighn AGAIN for the 27 millionth time .
The only problem i had was when exiting the save to go back to the main menu after playing for a while . Curser stuck on the exit on bottom right . Message on desktop ,'' silent hunter 5 created game logs successfully'' .
I like the way i can TC and read the messages and delete them as i am on TC , nice feature . I do this while heading to my patrol point , gives me something to do instead of just looking at the screen LOL .
TheDarkWraith
12-31-10, 05:41 PM
Radio messages work as intended with the patch .
I deleted the sh5 folder in my documents and restarted the campaighn AGAIN for the 27 millionth time .
The only problem i had was when exiting the save to go back to the main menu after playing for a while . Curser stuck on the exit on bottom right . Message on desktop ,'' silent hunter 5 created game logs successfully'' .
I like the way i can TC and read the messages and delete them as i am on TC , nice feature . I do this while heading to my patrol point , gives me something to do instead of just looking at the screen LOL .
you'll only get that dialog box one time of "...\Logs created successfully". The only reason you get it in the first place is because the mod had to create the folder on your computer. I let you know that it was created (by the dailog box) so that you know what's going on :yep: Some people may never see it if they ever created a ship's journal (first time you create a journal that folder is created also) :up:
Like I said before I didn't realize how much more immersion those little radio messages add to the game (and yes it gives you something to do while heading to your patrol point).
Thinking ahead here: I think the next iteration of the radio messages should have BDU contacting you after some period of time for a status update if you haven't radio'd in for some time. I also think that it should spawn some random radio reports from other subs (or ships) informing you about a contact located near by (since I know all the contacts in the game I can find a contact near you and spawn a radio message about it). Other ideas?
THE_MASK
12-31-10, 10:57 PM
With the automation is there an automation for the player camera . Say i want to pan the camera around left and then right . The same as scope i guess but just player camera .
TheDarkWraith
01-01-11, 01:27 PM
if you were to receive a radio message telling you to report in who would it come from? Oberkommando der Kriegsmarine or BEFEHLSHABER DER U-BOOTE or ?? :hmmm:
If you were to receive a radio message telling you about a possible contact to intercept and check out who would it come from? :hmmm:
Catfish
01-01-11, 02:15 PM
Hello DarkWraith,
it would always come from the BdU (Behehlshaber der U-Boote), aka Doenitz :yep:. Even orders issued by Hitler or Raeder would get through to Doenitz, who would then have ordered "his" men to act accordingly. The very last order to surrender and fly the requested black flag was certainly also transmitted by Doenitz, since he was then the theoretical leader of Germany after Hitler's suicide.
And "b.t.w." thanks for this mod :up::up::up:
and a Happy New Year,
Catfish
TheDarkWraith
01-01-11, 03:05 PM
Adding more to this radio messages feature. Now I've got BDU sending you messages. Current message it can send is asking for a status report:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3498
The background color is cyan for all BDU status reports. The 'normal' radio messages are the greybackground. There is a 50/50 chance everyday that BDU will send you this message asking for status. If you do not respond they will continue to hound you every 2 hours until you do or 8pm has passed. If BDU sends you this message it will occur at a random time between 0800 and 2000. Is a 50/50 chance too much? :06:
Now I'm going to add contact reports that BDU can send to you. Since I know every contact in the game this allows me to do some intersting things. When you send in a status report I'm going to have BDU look for any contact reports in your area (area defined by a radius defined in options file). Depending upon a random chance (signaling there are contact reports for your area), they may send you a contact report. If there are several contact reports for your area I'm going to have them choose one. When they send you a contact report it will show up as a medium yellow background and it will state you need to investigate the contact. How does this sound? :06:
What else? :06: :hmmm:
col_Kurtz
01-01-11, 03:05 PM
Hello again...
Radio messagess are fantastic. I only have one problem that puzzles me. What is the number of my submarine?
When leaving the port of Kiel received this message...
http://naforum.zapodaj.net/thumbs/d1ccd521a11c.jpg (http://naforum.zapodaj.net/d1ccd521a11c.jpg.html)
Anyway thank you very much for this new stuff. Messages and lighthouses:up: More life in this game:)
Step behind you... My U is 021;) Uff... I`m survived lol;) That`s great! I can talk to BDU too;)
What if I sent my report status... My U empty tubes... almost empty tanks, will I received: back home?
TheDarkWraith
01-01-11, 03:10 PM
Hello again...
Radio messagess are fantastic. I only have one problem that puzzles me. What is the number of my submarine?
Excellent question! I almost forgot to mention that in v6.2.0 the options file will have the following changes to it:
##################################### Ships Journal ##################################################
# ship's hull number
UboatHullNumber = "U021"
# ship's captain name
UboatCaptainName = "TheDarkWraith"
# the regular time interval when entries will be made into the ship's journal denoting: Position (Lat and Long), Course, Weather, and whether following waypoints or not. Value is in hours.
# enter a value below for the time period in hours
JournalEntryIntervalTime = 6.0
This will allow you to specify your hull number and captain name. The hull number is needed for the BDU messages :03:
col_Kurtz
01-01-11, 03:18 PM
Excellent question! I almost forgot to mention that in v6.2.0 the options file will have the following changes to it:
##################################### Ships Journal ##################################################
# ship's hull number
UboatHullNumber = "U021"
# ship's captain name
UboatCaptainName = "TheDarkWraith"
# the regular time interval when entries will be made into the ship's journal denoting: Position (Lat and Long), Course, Weather, and whether following waypoints or not. Value is in hours.
# enter a value below for the time period in hours
JournalEntryIntervalTime = 6.0
This will allow you to specify your hull number and captain name. The hull number is needed for the BDU messages :03:
Great:rock: Fantastic! So put correctly emblem and this will be my own U:salute:
Captain Can
01-01-11, 03:34 PM
TDW i have a quick question to ask.
Do i have to install new versions of your UI mod while i am docked ? or can i install them at mid-patrol ? i am still on a patrol with 6.0.0 and i am so excited about radio messages so i want to install 6.1.0 :)
col_Kurtz
01-01-11, 03:38 PM
TDW i have a quick question to ask.
Do i have to install new versions of your UI mod while i am docked ? or can i install them at mid-patrol ? i am still on a patrol with 6.0.0 and i am so excited about radio messages so i want to install 6.1.0 :)
At port - Always:up:
TheDarkWraith
01-01-11, 03:44 PM
At port - Always:up:
I recommend at port also. Just found a bug in the radio messages while testing BDU asking for status report (I ignored them and was waiting for them to pester me again). Those radio messages that are supposed to keep retransmitting (either due to you not sending status report or you were submerged greater than depth to receive radio) aren't. Will be fixed in v6.2.0 :up:
TheDarkWraith
01-01-11, 04:05 PM
sober just PM'd me about whether we can have enigma coded messages. Yes we can. It's just a matter of writing the code for it and someone making the enigma coded radio message text files.
Good thing he mentioned this to me now so I can update the code to already have the ability to determine whether the message is a regular (uncoded) or coded message :up:
THE_MASK
01-01-11, 04:10 PM
and i just sent you a link for the enigma machine . Its freeware , not to be used for commercial purposes etc .
PL_Andrev
01-01-11, 04:24 PM
Now I'm going to add contact reports that BDU can send to you. Since I know every contact in the game this allows me to do some intersting things. When you send in a status report I'm going to have BDU look for any contact reports in your area (area defined by a radius defined in options file). Depending upon a random chance (signaling there are contact reports for your area), they may send you a contact report. If there are several contact reports for your area I'm going to have them choose one. When they send you a contact report it will show up as a medium yellow background and it will state you need to investigate the contact. How does this sound? :06:
At least! :yeah:
Looks perfect...
But what happens if player do not send status or do not answer for report/status request?
Penalty? No bonuses? No renown?
Maybe it can be connected with your next idea.
No reports - no contacts with BdU (BdU things that your ship is sunk).
What else? :06: :hmmm:
Cooperate with wolf pack of course:
1) Report for convoy (answer: attack / follow)
2) Follow the convoy (send update position and wait for uboats)
3) Reach new position for convoy attack
Active cooperation with BdU at long-distance patrols:
4) Refuel with tankers* / raiders / milkcows / bases (like at "Das Boot")
5) Refuel other uboats (you give them)
Active cooperation with BdU:
6) Allow to return to base if uboat is seriously damaged (after status report)
7) Help if uboat has no fuel **
8) End patrol if uboat has no fuel and is at ocean ***
Cooperate with exit/enter to port
9) Meet and follow the patrol craft to protect enter to mine fields ("Iron Coffins" book) ****
* Kriegsmarine had a small fleet of tankers at Atlantic at first years of IIWW, last one was sunk... 1940? After that the milkcows were used.
** My best career at SH3 with 100% and 2.5 mln BRT ended because I lost fuel to return to base.
*** Maybe screen and random option as "how this patrol ends": sunk / taken by enemy / returned safe
**** Maybe only option when return to port: to end patrol meet with ship X at Y pos at Z time (contact ship may be sunk by enemy).
I don't know how many ideas is possible. Maybe refuelling is possible with meeting a real ship 'with ship X at Y pos at Z time' ? Maybe only a random option with message like 'met U-464 and refuelled with ...'
Anyway, looks really perfect.
A couple years back I was asked what I thought was the next step for subsims, I said:
- compelling radio traffic,
- complex objectives like shadowing convoys,
- genuine wolfpack activity,
- more role-playing with the crew,
- and full boat access".
:up:
col_Kurtz
01-01-11, 04:34 PM
...and I`d like to feel this pressure from mein Fuhrer:woot: "Be more agrressive!" after sinking 25 000brt:oops::timeout: I`m serious:) Just like in the SH3.
And... the last thing at this moment... What about characteristic net on the map http://www.uboat.net/maps/grid.html? Sometimes I receiving message... Sunk at AM0145... I know what is this... but I can find this on the map:oops: This should be back with order: Patrol area/square AN56/96 hours.
TheDarkWraith
01-01-11, 04:38 PM
...and I`d like to feel this pressure from mein Fuhrer:woot: "Be more agrressive!" after sinking 25 000brt:oops::timeout: I`m serious:) Just like in the SH3.
And... the last thing at this moment... What about characteristic net on the map? Sometimes I receiving message... Sunk at AM0145... I know what is this... but I can find this on the map:oops: This should be back with order: Patrol area/square AN56/96 hours.
well that would be more into a random message thing. So let's define a list of random messages that BDU can send back when you send in a status report:
- nothing
- be more agressive
- ??? :06:
THE_MASK
01-01-11, 04:39 PM
At least! :yeah:
Looks perfect...
But what happens if player do not send status or do not answer for report/status request?
Penalty? No bonuses? No renown?
Maybe it can be connected with your next idea.
No reports - no contacts with BdU (BdU things that your ship is sunk).
Cooperate with wolf pack of course:
1) Report for convoy (answer: attack / follow)
2) Follow the convoy (send update position and wait for uboats)
3) Reach new position for convoy attack
Active cooperation with BdU at long-distance patrols:
4) Refuel with tankers* / raiders / milkcows / bases (like at "Das Boot")
5) Refuel other uboats (you give them)
Active cooperation with BdU:
6) Allow to return to base if uboat is seriously damaged (after status report)
7) Help if uboat has no fuel **
8) End patrol if uboat has no fuel and is at ocean ***
Cooperate with exit/enter to port
9) Meet and follow the patrol craft to protect enter to mine fields ("Iron Coffins" book) ****
* Kriegsmarine had a small fleet of tankers at Atlantic at first years of IIWW, last one was sunk... 1940? After that the milkcows were used.
** My best career at SH3 with 100% and 2.5 mln BRT ended because I lost fuel to return to base.
*** Maybe screen and random option as "how this patrol ends": sunk / taken by enemy / returned safe
**** Maybe only option when return to port: to end patrol meet with ship X at Y pos at Z time (contact ship may be sunk by enemy).
I don't know how many ideas is possible. Maybe refuelling is possible with meeting a real ship 'with ship X at Y pos at Z time' ? Maybe only a random option with message like 'met U-464 and refuelled with ...'
Anyway, looks really perfect.
:up:Maybe with the mission editor 2 , team effort i would say . Theres a whole heap of stuff in there , messages etc .
http://img689.imageshack.us/img689/7329/sh5replenishment.jpg (http://img689.imageshack.us/i/sh5replenishment.jpg/)
Captain Can
01-01-11, 04:41 PM
i completely echo Antar's suggestions and if we are able to do interaction with Bdu via radio messages now, this joy cannot be described with words. :rock::rock:
TheDarkWraith
01-01-11, 04:47 PM
i completely echo Antar's suggestions and if we are able to do interaction with Bdu via radio messages now, this joy cannot be described with words. :rock::rock:
it's quazi-simulated interaction currently :yep: There are some things I can do and some things I can't do (game limited)
TheDarkWraith
01-01-11, 04:59 PM
support (code wise) for enigma coded messages added. They will be colored a light purple. In the screenshot below I have a new enigma coded message, a new regular message, and a new message from BDU:
http://www.subsim.com/radioroom/picture.php?albumid=414&pictureid=3499
Now to add the contact reports from BDU and v6.2.0 will be ready :up:
Sepp von Ch.
01-01-11, 05:22 PM
Other languages (german) for these messages will be supported?
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