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View Full Version : [REL] 3000 Yard/Meter Bearing Plotter Tool


CapnScurvy
09-13-10, 07:09 PM
This is a rework of previous mods that dealt with an in-game bearing plotter for the Navigation and Attack Map screens. It is compatible for both American and German side of play, at either Metric or Imperial measurements (as long as you choose the correct edition), and at 8 "basic" game resolutions depending on your particular hardware and in-game settings.


http://i175.photobucket.com/albums/w132/crawlee/3000BearingPlotter.jpg


I take no credit for its design, or changes to the original made many years ago. My part was to rescale the device to accurately display for either Metric or Imperial measurements; to have it accurately scaled to the 8 "basic" screen resolutions, and to have these changes put into a thread that can be used by the submarine simulation community.

The 8 "basic" resolutions are:

1024x
1152x
1280x
1360x
1440x
1600x
1680x
1920x

When I state "basic", I'm referring to the basic family of Horizontal resolutions and "all" the Vertical resolutions used with it. Examples are the family of 1280x768, 1280x800, 1280x960, 1280x1024. The specific 1280x edition will work correctly with all the various Vertical resolutions of the 1280x family. In order to have a 3000 Yard/Meter Bearing Plotter the image has to be large to cover the native distance of the maps. This has made it necessary to create different editions for each resolution, and for each chosen unit of game measurement (Metric or Imperial).

They are all JSGME compatible and are linked at the following:


U.S. Customary Measurement (Imperial)


3000 Yard Bearing Plotter (1024x) (http://www.subsim.com/radioroom/downloads.php?do=file&id=2813)

3000 Yard Bearing Plotter (1152x) (http://www.subsim.com/radioroom/downloads.php?do=file&id=2812)

3000 Yard Bearing Plotter (1280x) (http://www.subsim.com/radioroom/downloads.php?do=file&id=2811)

3000 Yard Bearing Plotter (1360x) (http://www.subsim.com/radioroom/downloads.php?do=file&id=2810)

3000 Yard Bearing Plotter (1440x) (http://www.subsim.com/radioroom/downloads.php?do=file&id=2809)

3000 Yard Bearing Plotter (1600x) (http://www.subsim.com/radioroom/downloads.php?do=file&id=2808)

3000 Yard Bearing Plotter (1680x) (http://www.subsim.com/radioroom/downloads.php?do=file&id=2807)

3000 Yard Bearing Plotter (1920x) (http://www.subsim.com/radioroom/downloads.php?do=file&id=2806)



Metric Measurement

3000 Meter Bearing Plotter (1024x) (http://www.subsim.com/radioroom/downloads.php?do=file&id=2805)

3000 Meter Bearing Plotter (1152x) (http://www.subsim.com/radioroom/downloads.php?do=file&id=2804)

3000 Meter Bearing Plotter (1280x) (http://www.subsim.com/radioroom/downloads.php?do=file&id=2803)

3000 Meter Bearing Plotter (1360x) (http://www.subsim.com/radioroom/downloads.php?do=file&id=2802)

3000 Meter Bearing Plotter (1440x) (http://www.subsim.com/radioroom/downloads.php?do=file&id=2801)

3000 Meter Bearing Plotter (1600x) (http://www.subsim.com/radioroom/downloads.php?do=file&id=2800)

3000 Meter Bearing Plotter (1680x) (http://www.subsim.com/radioroom/downloads.php?do=file&id=2799)

3000 Meter Bearing Plotter (1920x) (http://www.subsim.com/radioroom/downloads.php?do=file&id=2798)


To install after downloading:

The files are compressed using WinRaR. Use WinRAR or a compatible application to "Extract" the "3000 Yard (Meter) Bearing Plotter" to the "MODS" folder of JSGME (in the root directory of Silent Hunter 4, Wolves of the Pacific folder). Activate the mod through the JSGME instructions. I recommend activation of the Bearing Plotter AFTER any other mods you have activated in JSGME. This will correctly have the mod run as intended.


It's note worthy that when or if you change the in-game graphic resolution, you must restart the game for the new resolutions to take effect. While at the Windows screen, this will be when you also activate in JSGME the correct edition for the resolution you've selected.

One of the problems of the past 1500 yard plotters is that at 1500 yards the target is very nearly ready to be fired upon, giving little time to use the plotter as intended (to help plan the attack). At 3000 yards/meters, more time is given due to the extended size of the tool.


Also something you will notice on the navigation screen is when the sub travels along its waypoint path the plotter will show 1 degree off center from the path of travel. This is not a problem with the plotter being incorrectly drawn. The plotter will come up 1 degree short to the right of center if you're heading turns right, or 1 degree short to the left of center if you're heading turns left. If anything this shows the plotter is dead on center. The problem is within the game code that for some reason comes up 1 degree short depending on which way you turn. We can't fix what the developers don't wish us to get our hands on!!

Besides the rescaling of the plotter for the various uses, I changed the Maps.cfg to include an additional zoom level and tweaked the Attack Map starting zoom level.




=============

Credit for the initial Bearing Plotter goes to Pato back in the SHIII days. CaptainCox, 13th4l, NoWonderDog, and Rockin Robbins have all had contributing work and revisions to the mod. Without their efforts I could not have completed my small part.

=============



The following are in-game images. The first was taken with the game in a 1600x1200 resolution. I should point out the ruler is defined in 50 units of measurement either yards or meters. When dragging the ruler from a starting point the unit of measurement is accurate at the first point of its appearance. In other words 1500 yards is found at the point where 1450 yards first changes to 1500.


http://i175.photobucket.com/albums/w132/crawlee/3000yat1600x.jpg



The next image was taken at a 1360x1024 resolution.


http://i175.photobucket.com/albums/w132/crawlee/1000yat1360x.jpg



This is a computer found range of a target listed in the Position Keeper. The Kongo is at 1325 yards.

http://i175.photobucket.com/albums/w132/crawlee/PositionKeeper1325y.jpg



And the same target as it showed on the navigation map at a 1600x1200 resolution.


http://i175.photobucket.com/albums/w132/crawlee/Plotter1325y.jpg


I'm sorry for the large download size. I tried all the tricks I knew but I couldn't get the image size further reduced. Luckily, only one image is used at a time since only one submarine is used at a time. The map screens have limited moving action so the size should not reduce frame rates too much.

Hydra
09-13-10, 07:39 PM
Great work on this tool:yeah: I hope this doesn't sound picky, but I was just wondering if there was any way to rotate the plotter tool as it seems to be off one's course by a degree plus at 3000 yards. Enjoy all of your work.

CapnScurvy
09-13-10, 10:42 PM
........any way to rotate the plotter tool as it seems to be off one's course by a degree plus at 3000 yards. Enjoy all of your work.

Sure, if I thought it was off. I've not seen where it is. For instance, if you look at the images I posted, the Kongo is exactly where it should be when spotting it in the periscope view and finding it on the navigation map. Notice the scope is zero degrees, just right of the center of the ship. The nav map plotter is exactly at that same point. 1 degree to the left is the center line of the ship. Since I was using the stock compass on the periscope it isn't easy to see just exactly what degree the scope is positioned but the image is close enough to know it's on the mark. I usually use the "Big Bearing" compass for my periscope testing, I just didn't have it activated when I took those pictures.

I've checked each and every edition, and in my opinion, the 3000 yard or meter versions are accurate. If I'm wrong I'll need to correct my mistake. So I've got to ask you, what edition are you using? With what unit of measurement? At what resolution is the game running in?

Just a couple of notes, make sure you know what resolution your game is running in, not what resolution your Windows desktop setup uses. They can easily be different. Use the correct Bearing Plotter edition for what the game resolution is set AND the correct unit of measurement you're using in-game.

Second, when you're using the ruler tool to measure distances, the units are broken down into increments of 50 (50 yards/50 meters). The point where the unit of measurement changes to the next division, marks that particular distance. For example, the ruler shows 750 meters, as you drag it further from the start point it will change to 800. This specific point of change is the 800 meter distance. The ruler will continue to read 800 meters until you reach the next 50 unit mark at 850.

Further, a ship is positioned at the center of its distance or range, not at the leading edge of it. Using the Kongo again, its positioned exactly centered on the 1325 yard distance, even though the ships side (closest to the sub) is very near the 1300 yard line. The game figures measurements not on side distances or range to the edge of the target but on the center position of the object.

LiveGoat
09-13-10, 11:14 PM
Great stuff! Thanks Capn! :salute:

Hydra
09-14-10, 08:49 AM
Sure, if I thought it was off. I've not seen where it is. For instance, if you look at the images I posted, the Kongo is exactly where it should be when spotting it in the periscope view and finding it on the navigation map. Notice the scope is zero degrees, just right of the center of the ship....

Capn, you're right. My observation was that the bearing tool does not exactly line up with the projected course line of one's own sub, but it does appear to line up with 0 degrees in the periscope and that's more important.

CapnScurvy
09-14-10, 10:35 AM
Well, now that you bring it up I've doubled checked the Big Bearing Compass heading with the navigation map plotter and I do see a 1 degree discrepancy in what the periscope shows and what the plotter shows SOMETIMES?!? The plotter should be turned approximately 1 degree clockwise on a couple of the nearer ships. However, when I've gone out to the 3000 range areas the compass reading and the plotter bearings are exact!! Like I said, I didn't make the thing, I just scaled it to fit the various resolutions that are used. I'm sorry to have not checked it with a better tool. :oops:

Soooooooo, I'm going to fix the images and release the corrected version if I determine this is a big deal or not. If the 1 degree of difference doesn't make a difference to you then go ahead and use what's up on the download. I'll need to make 208 file changes; 13 stock subs x's 16 different mods. I just assumed the darn plotter was corrected for this long time known error of 1 degree off center!!!!! Guess not the version I used. And you know what they say about assuming!!

I'm interested about the error in distance you described though. Where is the error there? If I'm going to rework the plotter and remake the mods I'd like to do it only one more time. :DL

Hydra
09-14-10, 01:03 PM
Capn, your distance is right on. I just mentioned 3000 yards as it was that compass circle on the plotter tool that indicated that 0 degrees on the plotter tool was different from one's plotted course.

CapnScurvy
09-14-10, 03:06 PM
Hydra, I've been further checking and I'm at a quandary as to what to do about this 1 degree discrepancy. The follow images are from a game using 1600x1200 resolution.

The first image is at the periscope station with a ship at 1004 yards distance. The bow is centered on a compass reading of almost 356 degrees.


http://i175.photobucket.com/albums/w132/crawlee/Peri1004y.jpg


So we go to the navigation map and the same ship is at the correct range but the compass reading is at 357 degrees. Ah Haa! Here's the discrepancy we've been talking about.


http://i175.photobucket.com/albums/w132/crawlee/Plot1004y.jpg


So I go to check another ship sitting out at the 3000 yard range and find it's bow at almost the 342 degree mark.


http://i175.photobucket.com/albums/w132/crawlee/Peri3011y.jpg



But wait, the bow reading is just half a degree off from what the periscope compass read!?! You would think the reading should read at least the same difference as the 1000 range ship.



http://i175.photobucket.com/albums/w132/crawlee/Plot3011y.jpg



And here's a third target sitting at 1500 yards, with a bow compass reading of 18 1/2.



http://i175.photobucket.com/albums/w132/crawlee/Peri1501y.jpg


The same ship on the plotter reads exactly 18 degrees.


http://i175.photobucket.com/albums/w132/crawlee/Plot1501y.jpg


So here's the rub, if I move the plotter the 1 degree clockwise to correct the first ships discrepancy, the ship at the 1500 yard position will end up with it's bow at the 17 degree mark. So we correct one and make worse another. Actually the 3000 yard ship would be a wash, it is only a half degree off when compared to the periscope compass. Moving the plotter clockwise by one degree will have it then at a half degree difference on the other side of 342. I've checked this with a couple of other resolutions and have found the same differences.

So unless I see a positive reason to change things, I'm just as well to let the sleeping dog lie. Compared to what the dev's gave us when the game first came out (the measuring units were in Nautical Miles for crap sake!!!!) one degree difference is dead on target to me.

.......0 degrees on the plotter tool was different from one's plotted course.

I've seen this too, you plot a course on the navigation map and the plotter will ride along the path 1 degree off center. Did you notice which side the 1 degree difference is on? It depends on whether you make a left turn or a right!? If the plotter was consistently on the right side of the centered zero the fix would be to move the image one degree clockwise and all would be fine with the world!! But when the turns the ship takes makes the 1 degree mark either on the left or the right of center, this is a problem held within the game. No fault of ours, thank the dev's for it. The point is, the game didn't have plans for a bearing plotter so why would the dev's worry about the waypoint paths coming up one degree short after a change in direction!? I pointed out the Nautical Mile units on the ruler, this change didn't happen until the 4th patch. The fix's in the game come slowly and some just won't come at all.

CaptainHunter
09-14-10, 04:57 PM
A BIG THANK YOU :salute:

Rockin Robbins
09-17-10, 03:08 PM
Capn, my original automatically changed units from imperial to metric when you switched boats from sub to U. I like to use native tools for both. It's easy to do. You want to do it or should I?

Great job there. Downloaded!!!!:up:

CapnScurvy
09-23-10, 11:52 AM
Double R,

since I'm unaware of how to have one image that reflects both Metric and Imperial corrected distances when the "Authentic" option is set for the type of unit measurements used; lead on!! :up:

Does it have something to do with scaling the image to a size that sits in the median between the two different image sizes? If one image can work correctly for both units of measurements I can see this as an advantage.

====================
EDIT:
I've looked at the "3000 Yard-Meter Bearing Tools (1280x960)" that you've referred to in your down loadable mods section. It's accurate if you use the "Authentic" units of measurements enabled in the game options (least it's accurate enough; it is off a bit when you measure to a line, the lines are greater in distance when compared to the ruler measurement) but, if you enable either the Metric or Imperial units of measurements neither one comes close to accurate. So, if you use the "Authentic" option you can be fairly close to what you need. Using the other two, you'll find you're off by 80 to 100 meters/yards depending on which unit of measurement you choose.

To be fair, the incorrect usage of one of my scaled editions will result in just as inaccurate a finding. If you set the "Authentic" option and use the "3000 Meter Bearing Tool (1280x)" for the American side of play you'll be no closer to an accurate reading than the result of your version. You would if you play the German side, but not the American. So, what's important is to use the correct edition for the correct game resolution you use AND, pair it up with the correct unit of measurements you use too.

Just remember if you play with the "Authentic" option, don't expect one of my 3000 Yard bearing versions to work when you play the German side, use a Meter version instead. (and don't expect the "3000 Yard-Meter Tools (1280x960)" mod to be accurate if you have anything other than the "Authentic" option enabled). I hope this doesn't get any more complicated than this!! :doh:

aanker
09-27-10, 11:13 AM
I've installed and like this CapnScurvy. Thanks.

I don't know which one I was using before but it was accurate when measured from the torpedo tubes whether fore or aft and at any resolution. It was 1,500 yards and about 5 MB. I used the compass to get accurate measurements in yards so if I remained undetected I could plot where the target would need to be when I was to shoot. I extended the plotting lines with the ruler tool.

I don't know how the 1,500 yard plotter I used before automatically re-sized to different screen resolutions and was accurate from the tubes, not the periscope. Maybe it was RR's?

Happy Hunting!

Art

PS: I've never played the U-Boat side so I can't say about that.

exo
03-09-11, 09:25 PM
Hi, my apologies for bringing up an older post, however i am just now getting back into SH and would really like to use this plotter.

I am guessing that the fact that i am running at a native resolution of 2560x1440 on my DELL U2711monitor along with the SH4 1.5 add-on means the plotter wont work for me?

If so, I am not sure off hand what size textures my ATI Radeon HD 5870 can handle, however i imagine pretty decent size. Does anyone know the best way to upscale one of the lower res versions for use at my resolution and be able to keep it accurate?

CapnScurvy
03-12-11, 07:55 AM
I am guessing that the fact that i am running at a native resolution of 2560x1440 on my DELL U2711 (http://accessories.dell.com/sna/products/Displays/productdetail.aspx?c=us&l=en&s=dhs&cs=19&sku=224-8284) monitor along with the SH4 1.5 add-on means the plotter wont work for me?

If so, I am not sure off hand what size textures my ATI Radeon HD 5870 can handle, however i imagine pretty decent size. Does anyone know the best way to upscale one of the lower res versions for use at my resolution and be able to keep it accurate?

Yes you are right. There is no 2560x1440 version, so no other version will be scaled to fit your game resolution.

By trying to make an image for that size of screen resolution I'd guess the thing would be 40; 50MB; maybe more in size. Your computer may be able to handle the extra burden, but realize the original stock image was only a few KB in size. The game (released in early 2007) was never intended to handle the kinds of resolutions we can throw at it today. Your computer may handle the increase in hardware usage (at first) but, lets put a large convoy of ships in motion along with this memory hog of an image and I'm thinking the game will be ready to throw in the towel. Just a guess, I can be wrong.

If you want to try and make an image though, use an application like
PhotoShop with the nVidia plug-in found HERE (http://developer.nvidia.com/object/photoshop_dds_plugins.html) (you will use the plug-in to make the .dds formated image when your done resizing it). Step 1: Take a copy of the original image and re size (to what???? I don't know, this is trial and error), save the image, and load it into the game. Check the distance out to the 3000 yard distance with the ruler and see what you get. If it doesn't read 3000 go back to Step 1 again. Have fun.

BillBam
03-12-11, 09:16 AM
I am using the 1680x1050 version and it seems to be out of scale. I used the ruler and it measures 3250 yards at the 3000 yard line and similar proportional errors at 750 and 1500 yards. I have comfirmed my game to be running 1680x1050.

CapnScurvy
03-12-11, 12:03 PM
I am using the 1680x1050 version and it seems to be out of scale. I used the ruler and it measures 3250 yards at the 3000 yard line and similar proportional errors at 750 and 1500 yards. I have comfirmed my game to be running 1680x1050.

Without looking over your shoulder and checking every little detail, I'm guessing your using the version of the "3000 Meter Bearing Plotter (1680x)" with the game set to the Imperial unit of measurement.

If you check the SubSim "Downloads" menu you will notice there are 8 listed "3000 Yard Bearing Plotters" and 8 "3000 Meter Bearing Plotters". Make sure you downloaded, and are using the correct version. A metric conversion of 3000 meters is nearly equal to the 3250 yards measurement you state the plotter is off.

BillBam
03-12-11, 12:18 PM
Totally right, I just found the mistake myself and was coming to edit my post, thanks for the quick reply! :damn:

exo
03-12-11, 02:30 PM
Thanks for the heads up on this.

What i have decided to do and seems to work, is to run my game at 1920x1080 and then use the 1920x plotter version. The lower resolution is better for my eyes anyway. Dont see so good after 40 :)

Again thanks for the help.

Slyguy3129
03-13-11, 05:24 AM
Neither one appears to work with OM?

CapnScurvy
03-13-11, 09:14 AM
Neither one appears to work with OM?

That may or may not be true. I've never tested it with OM.

As I've said all along these images are huge!!! The larger the game resolution, the larger the image file. Just about too large for the stock game to handle (combining it with another mod and I've got no idea if they will play nice together). Believe me, I would have liked to had them smaller but the game won't allow it (to have them scaled to fit the navigation map screen; what you see is what you get). It's this file size that's demanded of me to place the files into separate down loadable mods; categorized by resolution size and separated by a yards or meter version. It's not what I wanted but, to keep the down loadable size to a minimum they had to be separated.

Just why one of the specific resolutions may not work with OM could be the size factor again. Trying to push the game into unrealistic resolutions just because today's technology allows you to do it may be a mistake. As I pointed out earlier, the game was released in March 2007. It's heavily based on the SHIII game that goes back to before 2005 I believe. Many of the "native" images are based on the 1024x768 resolution size!! Anything larger and the game may begin to show its age, larger still and your computer is really carrying the load, not the game engine. The idea is, there is a breaking point to the what this game will take, all on its own. Model T's were never designed to run 70 mph!!

Slyguy3129
03-13-11, 10:05 AM
:) The old Model T. My grandad had one at his shop, guess that why I like the S18 and type 2.

As for your mod and others it works fine in TMO, but after looking around in OM it appears that the only Uboat is the type 9.

Your mod works perect in TMO though really enjoying it!

I'm playing at 1280x1024 by the way.

CapnScurvy
03-14-11, 07:39 AM
As for your mod and others it works fine in TMO, but after looking around in OM it appears that the only Uboat is the type 9.

Your mod works perect in TMO though really enjoying it!

I'm playing at 1280x1024 by the way.

OK, I think I've got a fix for you wishing to use OM and using the 1280x Bearing Plotter . I have never looked at OM, so not knowing which direction the mod heads kept me from giving you better advice until you mentioned the Type 9 sub.

What you need to do is pick the 3000 Yard or Meter Bearing Plotter you use (also the resolution, guess it's the 1280x version) and open it up to the Data/Submarine/ folder. Now, open the same folder in the OM mod and in the 3000 BP Submarine folder, add the various folders that the OM folder has that the 3000 BP doesn't have (should be the submarines OM uses). Just right click the Submarine folder and make a new folder(s), naming the same as what OM has. Now pick one of the 3000 BP folders (for instance, open up the Gato folder), and copy/paste the .dds image file to the folder(s) you just made. Rename this image file exactly like the folder is named. You should now have a plotter image file that will work with the added submarines OM uses.

CapnScurvy
03-17-11, 09:16 AM
A couple of things I should have added to my last post, but overlooked.

1st.
Remove the 3000 yard/meter bearing plotter from the game by "deactivating" it in JSGME before making changes to the files. If you don't, and make tweaks, the changes won't show when you run the game. The older "pre tweaked" files will still be loaded in JSGME and the game doesn't know any better. This isn't a big problem, just take the mod out of "activation", close out of JSGME, reopen JSGME, and activate the mod again. The new added/changed files will be loaded now.

2nd. This is a big problem.
Never, EVER, remove a mod out of sequence in JSGME. Follow the rule: "First one in, Last one out". If there are three mods loaded in JSGME, and you want to remove the middle mod, always remove the third mod before removing the second. JSGME tries to keep track of what gets overwritten by mods that follow other mods, changing files as they are loaded. Taking one out of sequence will create all kinds of trouble, never do it.

Slyguy3129
03-17-11, 09:59 AM
Ok I will give it a shot and see if I can get it to work this way. I use the metric with the ATO because thats what Europe uses.

Also I have to use 1024 because for some reason OM lags terribly on my rig when TMO runs smoothly at 1280.

I'll play around a bit with it and let you know. Thanks for the help!

Slyguy3129
03-17-11, 01:09 PM
That appears to have worked. Simple solution wish I would have thought about it.

CapnScurvy
03-17-11, 05:47 PM
I wouldn't have thought of the added submarines and their folders until you mentioned it. The "3000 BP" works with TMO because the Narwhal and Tench class subs are in the mod (both subs are additions to the stock game), so adding the OM U-Boat folders/files to the "3000 BP" covers these newly added U-Boats as well. You only need to add the one .dds file, the other OM files will be picked up when JSGME loads them.

I pointed out those 2 rules to follow when using JSGME because many gamers don't realize what trouble they can get into when not working with JSGME properly. If you have ever used the JSGME tab called "Deactivate All" you will notice JSGME starts at the bottom of the activation list and removes each mod in sequence. It's done to keep the overwritten files of each specific mod, with the correct mod. Doing anything differently and you have just stepped into a pile of ........

If your game is running slowly, you made a good choice to drop the resolution to decrease the load.

I've said before, the "3000 BP" are very memory hungry. Adding them to a mod that MAY not have paid a lot of attention to key element images and their total image size, will only make things worse. I'm not accusing OM of being a memory hog but, when you describe one mod runs ok at a certain resolution when another has slow downs. I'm suspecting the size of the image files are the culprit. Using the "3000 BP" that is for the 1024x resolution is a good choice since it's the smallest memory sized image of the lot. Make sure you use one of the "Metric" versions of the "3000 BP (1024x)" too! :salute:

Slyguy3129
03-17-11, 09:00 PM
Captain with your permission I would be tickled to death if I might be able to handle the OM end of this mod. Seeing how simple of a solution it is I guesstimate that it will take five minutes per screen resolution to do.

Of course all credit would go to you. Just something to take off your hands.

CapnScurvy
03-18-11, 07:25 AM
Captain with your permission I would be tickled to death if I might be able to handle the OM end of this mod. Seeing how simple of a solution it is I guesstimate that it will take five minutes per screen resolution to do.

Of course all credit would go to you. Just something to take off your hands.

Yes, by all means. Use the files as you see fit for a specific new mod(s) for OM. As you can see because the images are so large, I had to put them into individual downloads depending on resolution size and/or Imperial, Metric measurements. Made it confusing but workable. Do as you want, and thanks for the credit.

I've never played OM but I know the stock ships do not have correct height/length measurements as a general rule (well they don't have length measurements at all). OM uses the Allies as targets, and for the most part this group of stock ships are the worse group for having inaccurate height measurements. This is not a bit good if you rely on manual targeting for gaining a correct stadimeter reading, and impossible if you try to use the stock periscope telemeter divisions. Guess I'm just thinking out loud, but OM would be a good mod to make an Optical Targeting Correction for. One of these days I may get around to it. First RSRDC; TMO........

Best regards, and good luck.

Slyguy3129
03-18-11, 08:42 AM
Thanks for the permission Captain!

I'm going to jump right into this, this morning and plan to have it posted in OM shortly, well as soon as I finish my cig.

Slyguy3129
03-18-11, 10:25 AM
Thought I would post the link to the [REL] thread here for anyone who might be interested.

Thanks to CapnScurvy for allowing permission to use his mod!


http://www.subsim.com/radioroom/showthread.php?t=181491

bifutake
02-12-13, 02:58 PM
i tried using the "3000 Meter Bearing Tool (1440x)", so i followed the instructions and enabled it after everything else i use:

rfb 2.0
rfb 2.0 patch 23/4/2010
rfb alternate nomographs
stock map icons
nav map make-over 2.1
small nav-tools for rfb 2.0
bigger better protractors

in the gameplay options i have the metric system enabled.

but when i start the first war patrol ("hunt for the wounded bear"), the game always ctd's when i switch to the bridge (double-click on the main icon). when i disable it (just to be sure, i disabled everything and then enabled the rest one by one, without the bearing tool), everything works fine.

my specs:

AMD Athlon II X4 630 (2.8 GHz)
on a Gigabyte GA-MA785GT-UD3H
with 4 GB (2x2) DDR3 RAM
and an ATI Radeon Sapphire HD 5770 (1 GB)
driving a Win7 Ultimate x64 SP1 system

my resolution is 1440x900 on a 22" wide-screen (in-game as well as out of it).

CapnScurvy
02-12-13, 04:28 PM
i tried using the "3000 Meter Bearing Tool (1440x)", so i followed the instructions and enabled it after everything else i use:

rfb 2.0
rfb 2.0 patch 23/4/2010
rfb alternate nomographs
stock map icons
nav map make-over 2.1
small nav-tools for rfb 2.0
bigger better protractors

in the gameplay options i have the metric system enabled.

but when i start the first war patrol ("hunt for the wounded bear"), the game always ctd's when i switch to the bridge (double-click on the main icon). when i disable it (just to be sure, i disabled everything and then enabled the rest one by one, without the bearing tool), everything works fine.

my specs:

AMD Athlon II X4 630 (2.8 GHz)
on a Gigabyte GA-MA785GT-UD3H
with 4 GB (2x2) DDR3 RAM
and an ATI Radeon Sapphire HD 5770 (1 GB)
driving a Win7 Ultimate x64 SP1 system

my resolution is 1440x900 on a 22" wide-screen (in-game as well as out of it).

Are you using the Large Address Aware app to have the game use all 4 Gb of ram memory you have?

The "Large Address Aware" application can be found HERE (http://www.techpowerup.com/forums/showthread.php?t=112556).

The game uses a lot of resources, A LOT OF THEM. Graphics is the number one killer of using the ram your system provides. You've probably noticed rendering one ship isn't going to slow down your system too much, but getting into a convoy of rendered ships, the system slows down. Unlike the days when the game was first released (March 2007) when the "high end" computers maybe would offer a single Gb of ram memory, todays average systems are using 3 to four times this amount. There are ways around getting more ram into play when using a modern system that has more ram than the game was designed for. If your system has over 3 Gb of ram, a program like LAA will help. You need to tell this older game to "go ahead, use more ram, it's available....so use it!". That's what this little program does, tells the game to use more ram since it's available.

Try it and see if it doesn't help. It helped me with a modern system using an older game called "Sid Meiers Railroads". Stopped the CTD's.

I guess I should make a new bearing tool that's smaller than the 3000 yard/meter versions. The larger the screen resolution you use, the larger the bearing tool image needed to be in order to measure correctly. I've not looked in a while, but the 1920x1080 version is like several feet wide!! It takes up a lot of memory to render it on the map. Too much memory if your system isn't a real horse to pull the load....and even if it is, you'll need an app like the LAA to get the older game to work as expected. After all, the stock image for the sub icon on the Nav map is just a couple of Mb in size (that's about a fraction of an inch in width/height).

bifutake
02-12-13, 06:08 PM
please take a quick look at these screenshots and tell me what you think...


without the mod, no crash, task manager's performance tab:

http://img.photobucket.com/albums/v220/bifutake/101/sh4performancetest01-a-ok.png

with it, ctd, task manager's performance tab:

http://img.photobucket.com/albums/v220/bifutake/101/sh4performancetest02-ctd.png

with it, ctd, process monitor:

http://img.photobucket.com/albums/v220/bifutake/101/sh4performancetest03-ctd.png

without it, no crash, process monitor:

http://img.photobucket.com/albums/v220/bifutake/101/sh4performancetest04-a-ok.png


i could very well be wrong but it seems to me that i'm running the game with almost no memory to spare and when i activate this mod it exceeds the limits of my machine, not the game itself. is that true or am i just rambling on and i should simply try out the laa application?



edit - well, i guess i need more rammage (TONNAGE!) because, even with the laa enabled, i'm crashing at the exact same spot:

http://img.photobucket.com/albums/v220/bifutake/101/sh4performancetest05-ctd.png

does this mean i can expect more ctd's when i run into some heavy action? should i consider disabling some of these mods?



edit2 - same spot (start the game, choose "war patrol - hunt for the wounded bear", see the navmap, zoom in and out, double-click to bridge-view and, ctd permitting, take a long look around) in vanilla (no ctd, ofc):

http://img.photobucket.com/albums/v220/bifutake/101/sh4performancetest06-vanilla.png

http://img.photobucket.com/albums/v220/bifutake/101/sh4performancetest07-vanilla.png

yup, seems like no mods for me, at least until i get some more juice fo' mah boat...

CapnScurvy
02-12-13, 09:23 PM
Personally, I haven't got a clue when examining those Windows performance stats.

Before throwing in the towel, why don't you start a Campaign and see how the game reacts with your mod list. The "Wounded Bear" mission may be the cause of the CTD's rather then the mods your running. Could be something in RFB that this particular mission isn't finding (lack of a file; looking for a particular file that RFB or one of the other mods changed/renamed), and that's causing the CTD.

The LAA should help in bringing the game up to the level of memory your system has. So I'd stick with it for any game that's as old as SH4 (almost 6 years old).

bifutake
02-13-13, 05:17 AM
why don't you start a Campaign and see how the game reacts with your mod list
it's even worse. when it first loaded (outside of harbor), the screen was entirely green. after several alt-tabs to check on performance, i got my command room view, albeit extremely laggy with white graphical errors/holes on my dashboard where all the buttons should've been. clicked on the navmap (the one on the table in front of my diving officer) and it was pink. esc, go to main menu - freeze. alt-tab stopped responding so i resorted to ctrl+alt+del, selected the task manager and it simply crashed.

i need more ram, there's no other explanation i can think of (another 4 gigs should do). performance results were the same - at around 1.65 gb (free physical memory, according to the task manager) it ctd's.

CapnScurvy
02-13-13, 09:10 AM
Sometimes the most obvious question is missed because it's assumed.

Are you running Silent Hunter 4 version 1.5? Your game version is found in the bottom right corner of the "Main" menu screen.

With the installation of JSGME, did you follow it's instructions in making a "Snapshot" of your newly installed game files? The Snapshot is used to compare the game files integrity at times like this when you find things going haywire. After asking JSGME to "Compare files to the snapshot", are they the same? You could find a couple of files "added"......like a screen shot image, or the file SI.bin......these file additions are normal. Any other changes are not.

bifutake
02-13-13, 11:05 AM
it is 1.5. i'll try checking the integrity but unfortunately, i haven't made a snapshot. i guess this means i have to reinstall the game.

btw. i just came back from the store, installed the additional 1x4 gigs of ram (same tact frequency as the other two modules - 1333 mhz) and still it crashes on the "wounded bear" when i switch to bridge view.

performance screenshots:

http://img.photobucket.com/albums/v220/bifutake/101/sh4performancetest08-ctd.png
http://img.photobucket.com/albums/v220/bifutake/101/sh4performancetest09-ctd.png


edit: can't start a campaign either. navmap looks normal (not pink anymore), there was no green screen of death at the command room, but the white graphical holes remain where dashboard and gauges ought to be and it ctd's when i press the shortcut for bridge (f4 i think).

edit2: when i disable the bearing tool, everything seems to be in order, at least in the beginning. process monitor says maximum memory usage was 1.56 gb. i wonder if it would ctd if i reached 1.65 in battle...


edit3: fresh install, laa enabled and still it ctd's at around 1.65 gb. this time i added some more mods (rsrdc) but the new campaign never even loaded, it just froze and crashed when i accessed task manager.

http://img.photobucket.com/albums/v220/bifutake/101/sh4-modlist-01.png

bifutake
02-13-13, 02:47 PM
this deserves a new post. i found the solution at last:

http://www.subsowespac.org/the-patrol-zone/give-silent-hunter-4-a-memory-boost.shtml

:()1:



edit: oh and, CapnScurvy, much obliged for your assistance. cheers.

CapnScurvy
02-14-13, 12:11 PM
Hurray!!!!!

Good find on the Windows 7 walk through!

I'm still using WinXP 32 bit, and Vista 64 bit, so any help required in Windows 7 is getting out beyond my experience. From what you described it seemed it was more related to the game not accessing your system's memory than anything else. This information should be placed into a "sticky" for those other Windows 7 users that will undoubtedly find the same issue.

Maybe bifutake, you could start another thread with what you've discovered, then write Webster, or one of the other moderators, and ask them to add it wherever the information would do the most good. :yeah:

Glad to help where I can.

bifutake
02-14-13, 01:31 PM
here's the new thread, for future reference:

http://www.subsim.com/radioroom/showthread.php?t=202192

thm1223
02-26-13, 11:03 AM
Hi guys,

New guy here to the forum, but long time SH4 player. Would it be possible for a 2560x version of this mod to be made? I recently upgraded to a 30" gaming monitor. And while the increased resolution is awesome, it makes me slightly melancholic that some of my mods are now unusable with the game! :wah:

CapnScurvy
02-26-13, 12:18 PM
Hi guys,

New guy here to the forum, but long time SH4 player. Would it be possible for a 2560x version of this mod to be made? I recently upgraded to a 30" gaming monitor. And while the increased resolution is awesome, it makes me slightly melancholic that some of my mods are now unusable with the game! :wah:

Welcome to Subsim!!

Can a 2560x version be made?

Yes it can, but I don't think you'd want to run it on your computer. I've had lots of complaints with the larger resolution versions from gamers that say they get slow downs, and CTD's. The fact that the 1920x version of the scaled image measures in feet, rather than inches, takes a lot of computer horse power to render!

The problem that's rearing it's head more and more these days, are computers are getting ahead of the software that's running on them. SH4 was released almost 6 years ago. There's files in-game that date back to 2006. The point is since that time, we've had 5 major OS upgrades. Instead of thinking of a dream hard disc having 1 gig of memory; the norm is wanting a 5 terabyte, with no disc at all. AND, the dream of having 1 gig of ram memory has given way to needing a half a dozen. Don't get me started about the monitor change from analog CRT, to todays LCD! All since the game was released.

The game is hard pressed to support todays technology. That's why applications like the Large Address Aware are needed to make an older game function with the new stuff.

Making a mod that will give you an accurate range/bearing on the navmap for 3000 yards distance can be done. I just don't think it's practical.

thm1223
02-26-13, 01:02 PM
Welcome to Subsim!!

Can a 2560x version be made?

Yes it can, but I don't think you'd want to run it on your computer. I've had lots of complaints with the larger resolution versions from gamers that say they get slow downs, and CTD's. The fact that the 1920x version of the scaled image measures in feet, rather than inches, takes a lot of computer horse power to render!

The problem that's rearing it's head more and more these days, are computers are getting ahead of the software that's running on them. SH4 was released almost 6 years ago. There's files in-game that date back to 2006. The point is since that time, we've had 5 major OS upgrades. Instead of thinking of a dream hard disc having 1 gig of memory; the norm is wanting a 5 terabyte, with no disc at all. AND, the dream of having 1 gig of ram memory has given way to needing a half a dozen. Don't get me started about the monitor change from analog CRT, to todays LCD! All since the game was released.

The game is hard pressed to support todays technology. That's why applications like the Large Address Aware are needed to make an older game function with the new stuff.

Making a mod that will give you an accurate range/bearing on the navmap for 3000 yards distance can be done. I just don't think it's practical.


I see. Well if you or someone either would be willing to make it or has already, I sure wouldn't mind at least trying it and would be greatly appreciative! Worst that happens is it doesn't work right? :up:

Wow how rude of me. I almost forgot to mention thanks for the welcome!

CapnScurvy
02-26-13, 09:53 PM
You're very welcome right back.

Since I don't have anything that could render a 2560x resolution, I'm out of the question. I would need to test the image every time I made a change to see when it reads accurately. My thought would be for a screen resolution of that size, the 3000 yard distance would be too large. I think cutting it in half, down to a 1500 yard distance, might make it workable on a computer that's got enough horse's to pull it.

The bearing tool is nothing but an image file, enlarged to the correct resolution to have it read accurately. The problem with the game, it doesn't allow the map screen to render the same image sized for each and every resolution one could use. That's why there are specific bearing tool mods for each resolution, and for yard or meter measurement. The image is an Alpha image in each of the Submarine folders. With the right tools, you can export the Alpha image and work with it in Photoshop. Like I said, the 3000 yard distance makes the 1920x image VERY LARGE. Doubling it is out of the question, making a 1500 yard image would be just about right.

mikehcl
04-05-20, 02:02 PM
Hi everyone, I modified your mod for the 2560x resolution, obviously the game loading time has increased twice, however my i7 4970k although not recently loaded the game equally, I still recommend a performing PC, or as I did I will load the individual mods of each sub depending on the sub you are using on a mission or in a campaign. For those who want to post the link to download the mod.
Install the single mod with JSGME depending on the mission, the campaign and the sub that has been assigned to you.
Greetings.

http://www.mediafire.com/file/7lyn4ckrjkq5he6/3000_yard_bearing_tool_2560x_Singol_Sub.rar/file

Baxder
04-05-25, 07:17 PM
Got this (the 1920 version) as a part of the Berbster's all-in-one, and it caused CTD's on leaving base. Playing on 4k, I thought having the aspect ratio the same would be good enough but I guess not.

I looked at how the .dds files scale and doubled the size of them all for 4k. That fixed the ctd's but there's no plotter on the map. Don't know if it's a problem with save options or what. Maybe the files are just too damn big for the game to handle. The cfg stuff works, though, which is nice enough on its own.