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toniloCoyote
01-30-11, 01:21 PM
True SH5 Ships’ Dimensions
====================
http://img690.imageshack.us/img690/299/smallgridbinoc.jpg


For downloading the packages, go to post #3, but if you want to know what you are downloading, you better read this one firstly (I hope you can understand my insufficient English).



SOME HISTORY:

This story began when Trevally opened a thread in the Subsim forum wondering why he could not properly use the RAOBF from TheDarkWraith’s UIs.

Soon after, among several others, Makman and I joined the discussion. While Makman and Trevally were resolving the issues and mysteries of optics, I knew that all measures included in the SH5 documentation are wrong (the dimensions of the vessels, the depth at which torpedoes travel, and I don’t know how many more measures). So I left them with their FOVs, their zooms, lenses and other demonic inventions, and I decided to clear up for ever, and as accurately as possible, the uncertainty about the dimensions of the SH5’s virtual world.

In very short, the result of this great effort made by us three, not forgetting the original work of TheDarkWraith has been:



A reliable RAOBF and optics for the Real Navigation in SH5.
A complete tutorial on using the RAOBF.
The final clarification of which are the exact measures for the SH5’s components.


The last statement may seem presumptuous, but you will be those who judge and test it. For this purpose and for serving to all SH5 modders, I’m publishing here my results along with those tools I have developed and used in the process.

In short, I consider this work as part of a larger one that has been made among the above mentioned people. It was a pleasure to share this task with them, and I thank them the help and support they have given me. Here are the links to the threads that compose it, in chronological order: Trevally: “RAOBF”
http://www.subsim.com/radioroom/showthread.php?t=178545

Makman: “Manos Scopes”
http://www.subsim.com/radioroom/showthread.php?t=179068

Trevally: “Trevally TutorialsI”
http://www.subsim.com/radioroom/showthread.php?t=177725

and, of course, TheDarkWraith’s UIs and RAOBF at :
http://www.subsim.com/radioroom/showthread.php?t=166093





PROCEDURES FOLLOWED IN THE MEASUREMENTS:

http://img291.imageshack.us/img291/55/measuringwithmax.jpg

It is obvious that, for the measurements were accurate, I should not use procedures other than those used by SH5 developers when they built this virtual world. Moreover, it was preferable to use the same design tools that they used. Therefore, it was necessary to import into 3DS Max each object to be measured, without altering it in any way during the import process. Also had to take into account that certain parameters of the ship are controlled by variables in its .sim file, as in the case of the Draught field. So it was necessary to study and understand the relationship between this file and the geometry of the 3D models (. GR2 file). There are also parts of the model that have volume, but they are only invisible “controllers”, and should not be included within the dimensions of the ship.

Moreover, the implicit monotony of this work should not invalidate the results, there could not be errors caused by the hand or the eyes of whoever made these measurements. It was therefore required to firstly design the procedure by hand, then test their effectiveness, automate it, execute it and, finally, verify the results.

Thus, the steps followed were these:



To study, analyze and understand the Granny graphical format (GR2). To develop or adapt the code of others, for importing such files into 3DS Max, in a way that its original geometry could not be affected.
Develop a reliable measurement procedure (at centimeter) and develop some scripts which did the work and exported the results to a worksheet, with no intervention by the human hand throughout the entire process.
Provide an understandable and useful format for presenting the data within the worksheet.
Design a reliable method to verify the accuracy of the data once we are inside SH5 simulator.
Make this method available to others, so that anyone can prove or disprove the reliability of the measurements.
Present these data and tools in a manipulable way for the modders who want to base on it their current or future work.


I believe to have achieved all these objectives and with this release I'll take the job as finished.. I hope other people will use it and improve it in the future.


Note:
After studying many options and analyze several dlls, third-party APIs and SDKs, the code I’ve used for importing the .GR2 files into 3DS Max 2010 is an adaptation made by me of the GR2 Decode’s Grnreader tool. For those interested in this topic, it seems that Privateer is about to launch a more complete solution. For more information visit his thread at: http://www.subsim.com/radioroom/showthread.php?t=173092





DELIVERY STRUCTURE

http://img713.imageshack.us/img713/426/exceldata.jpg

I have divided the delivery in 4 packages (. zip files):

SH5_ShipsDimensions_from_3D

Contains, in xls (Excel worksheet) and RTF formats, the results of the measurements for all the ships in SH5. The data included for each vessel are:
Ship Folder, 3D Mesh Name, Length, Width, Height, Draft from 3D Origin, Draft from .sim file, Actual Draft, Altitude of 3D Origin point, Mast from 3D Origin, Actual Mast Height, Funnels Height from 3D Origin, Actual Funnels Height, Hull Height from 3D Origin, Actual Hull Height, plus some useful comments about the ship.


Real_Dimensions_Cfgs

This is a mod compatible with JSGME which contains all original ships’ .cfg files already updated with the measures for Length, Width, Draft and Mast Height, from the data in the Excel file.


Measuring_Sources_and_Tools

This contains all the code and tools I’ve developed for this job. It includes the C++ sources of the exporter, the measuring scripts for 3DS Max, and a Python script that automates the process of updating the SH5 cfg files from the Excel file. Some modders can find it useful for his own purposes. I’ve also included some useful and related links.


Floating_Ruler

Anyone can verify the accuracy of the measurements by repeating the method I have used, with the same tools, but now is time for checking them (though not so accurately) inside the SH5 scene.
This tool is just a graduated grid that can be inserted into any SH5 mission for measuring the dimensions of any part of a ship. It may also be useful for measuring behaviors of other components of SH5. For example, at what depth actually travels the torpedoes I’m firing? It can also be used for measuring speeds or other parameters. I think it can be very useful for Recognition Manual modders who want to measure and use their own reference points rather than the height of the masts or funnels.


toniloCoyote

toniloCoyote
01-30-11, 01:22 PM
Do your own measurments with the Floating Ruler

___http://img51.imageshack.us/img51/3082/smallgridmast.jpg___ http://img541.imageshack.us/img541/7270/smallgridboy.jpg___
______Mast = 35m________________________________This boy's size = 1.75m______________________


__http://img69.imageshack.us/img69/9093/smallgridsub.jpg__ http://img546.imageshack.us/img546/949/smallgridstation.jpg__
______ Measure your sub ____________________ No enough room in station for the couch ________________

http://img233.imageshack.us/img233/5509/torpedoat2m.jpghttp://img151.imageshack.us/img151/9685/torpedoat4m.jpghttp://img151.imageshack.us/img151/737/torpedoat6m.jpg

In SH5, all torpedoes are traveling at a depth of nearly one meter deeper than as ordered. These ones were fired at 2, 4 and 6 meters, respectively.

toniloCoyote
01-30-11, 01:23 PM
Download Links:

SH5_ShipsDimensions_from_3D
The results of the measurements for all ships, in xls and rtf format.

http://www.filefront.com/17871734/To_SH5_Ships_Dimensions_from_3D_v3-0.zip


Real_Dimensions_Cfgs
All original ships’ .cfg files already updated. Mod compatible with JSGME.

http://www.filefront.com/17875051/toniloCoyote_RealDimensions_3-01_Cfgs.zip


Measuring_Sources_and_Tools
Sources and tools developed and used in the measuring work.

http://www.filefront.com/17871739/To_Measuring_Sources_and_Tools_v3-0.rar


Floating_Ruler
Mod compatible with JSGME for doing your own measurements.

http://www.filefront.com/17871741/toniloCoyote_FloatingRuler_Beta_02.zip

.

Trevally.
01-30-11, 01:32 PM
Fantastic job ToniloCoyote:yeah:

This will help a lot of people:salute:

TheDarkWraith
01-30-11, 01:34 PM
Excellent work :up:

stoianm
01-30-11, 01:39 PM
i hope that TDW will use that in his MO. Then we will have less ''torpedo miss,, because of wrong calculations!

God job toniloCoyote:up:. I am big fun of MO and RAOFB and this news made my day!

Best regards!:salute:

TheDarkWraith
01-30-11, 01:45 PM
May we include in MO? :06:

toniloCoyote
01-30-11, 01:59 PM
Thanks to you all. (I'm opening the thread just in this moment).

@TDW:
This job is no more of my own. It's the own of all of you. You all can do with it what you want. It is a compliment to me that you use it.

gimpy117
01-30-11, 02:22 PM
torpedoes running deeper? uh-oh..

reaper7
01-30-11, 03:06 PM
Thats is the number one fix for SH5 in my book - and the biggest reason to keep me modding for SH5 :yeah:.

Well done mate this will make Manual Targeting a reality :D :up: :yeah:.
Will be changing my current Ui Rec Manual to reflect these. Thank you mate.

Also without seeing the work you were putting into getting this aspect done, I never would have started this as there would hve been to way to get it to work accuratly.

http://i1004.photobucket.com/albums/af168/reaper7_SH5/RAOBF-2.jpg

panosrxo
01-30-11, 05:08 PM
Great job:yeah:

The torpedo depth, may be the reason why magnetic torpedos don't explode. They just go under the keel...What do you think?

TheDarkWraith
01-30-11, 05:55 PM
I see one problem - you should leave out the icebergs. You have them as type 107 which will cause problems with icebergs in campaign (those icebergs are type 110). Better to leave icebergs out of your compilation. To change their type won't be enough - you have to edit the roster file also so it's best to just leave them out of your compilation.

marleymen
01-30-11, 07:27 PM
Moderators, please Stick this post.

Great job. :up:

Sailor Steve
01-31-11, 12:06 AM
Outstanding work! :rock:

Magic1111
01-31-11, 02:30 AM
Excellent work !!! :rock::rock::rock::yep::yep::yep:

Zedi
01-31-11, 04:12 AM
This topic is about how to measure properly the fleet &objects in SH5 and not about how wrong the scaling is done compared to the real ships, right? Because ship scaling is another fine example of how bad this game was done.

Lets take 2 example of most common merchants, Cimmarion and Liberty cargo. SH5 vs reality:

=========Cimmarion tanker=============
Stock dimensions - ClassName=T3Cimmaron
MaxSpeed=12
Length=139.6
Width=18.5
Draft=7.3
Displacement=7600


Tonilo Real_Dimensions_Cfgs - ClassName=T3Cimmaron
MaxSpeed=12
Length=190.57
Width=41.83
Draft=10.50
Displacement=7600


Real life dimensions - USS Cimarron (AO-22) (http://en.wikipedia.org/wiki/USS_Cimarron_(AO-22))
Speed: 18 knots (21 mph; 33 km/h)
Length: 169 m (553 ft)
Beam: 23 m (75 ft)
Draft: 9.86 m (32 ft 4 in)
Displacement: 7,470 long tons (7,590 t) light | 24,830 long tons (25,228 t) full load



=========Liberty cargo=============
Stock dimensions - ClassName=LL
MaxSpeed=13
Length=147
Width=18.1
Draft=5.8
Displacement=7170


Tonilo Real_Dimensions_Cfgs - ClassName=LL
MaxSpeed=13
Length=140.91
Width=21.35
Draft=8.20
Displacement=7170


Real life dimensions - Liberty ship (http://en.wikipedia.org/wiki/Liberty_ship)
Speed: 11 to 11.5 knots (20 to 21 km/h)
Length: 135 m (441 ft 6 in)
Beam: 17.3 m (56 ft 10.75 in)
Draft: 8.5 m (27 ft 9.25 in)
Displacement: 14,245 long tons (14,474 t)

And these are only the merchants. The capital ships are another story.. just look at the crew on deck and considering they are around 1.8m, see how many times they will fit into the ship visible height. Then look at pictures made in ports and compare the ship body to the people near them. No rocket science needed to see that the ship scaling in SH5 is a joke. :nope: And I dont think this part will be ever fixed, at least not my modders.

stoianm
01-31-11, 04:23 AM
:har: You are right Magnum! But give me an example of something made in the proper maner form start to end in the vanilla version of sh5. It is more like a toys for kids then a ,,subsim''.

I totally agree with you - but is a very good thing to know measure properly the fleet &objects in SH5 - so that is all it counts for me now (i totally forgot who Ubisoft is)!

Best regards!:salute:

toniloCoyote
01-31-11, 08:40 AM
Thanks you all for your comments.

I see one problem - you should leave out the icebergs. You have them as type 107 which will cause problems with icebergs in campaign (those icebergs are type 110).

I have not changed anything in the files of the Icebergs. These files are the originals that come with SH5. I've rechecked them and that is so (at least in my SH5).

The ships' cfg files were modified by means of the Python script that is included in the zip of sources. There you can see that this script makes these changes via a Regular Expression.

But TheDarkWraith is right about one thing: If there are no changes in the files of the Icebergs, they should not be included in the compilation.

So I've deleted the Icebergs' .CFG files, I have uploaded the new zip file (toniloCoyote_RealDimensions_3-01_Cfgs.zip) and have adjusted its link.

THIS IS THE ONLY CHANGE MADE IN THE NEW RELEASE (3-01).
-------- * ----------
Notice to all modders:

Please do not feel annoyed by my following words.
I'm not a modder, nor I will be. I haven't got the courage that all of you do have, to perform this work.

My first post in the subsim forum was for taking part in the thread that raised to this subject. The work presented here is no longer mine. Now it's yours. I have already taken it as finished. This does not mean that I believe it is correct, but my job here has finished.

Feel free to modify it, to extend it, to criticize, to approve or disapprove it. You have the tools I've used and the explanation of how I did it. So, you can identify possible defects in the methods I have used, and in its results.

I'm going to erase all intermediate files of this project from my harddisk and I'll stay with the same zip files you have here now. I'm going to devote to navigate in SH5, to enjoy these great mods that you build, and to learn SH5's Real Navigation.

I again ask you not to feel angry by these words.
(Forgive me if my insufficient English could have done that I did not explain properly.)

Thanks.

toniloCoyote

Boomfunkmc
01-31-11, 08:53 AM
I really think alot of you people need a reality check soon..

For gods sake, it's a computer game.. (You can argue all you want about this being a Simulation, and not a game, and you'll only be fooling yourselves)

See this is why I gave up on flight-simming to.. I was a hardcore flightsimmer for a number of years, but you get so caught up with complaining on how the game is made and finding flaws with everything you see, and you will only end up striving to make it better with mods upon mods, upon mods...

Suddently you find yourselves not remembering why you play this game anymore, and you discover that where you spend most of your time in the game, is in the file index window C/Ubisoft/Silent Hunter 5, where the game is installed.

Cool down all you modders, and enjoy the game in all it's glory.. Nothing more, nothing less..

So now, go ahead and let the flaming begin..

stoianm
01-31-11, 08:54 AM
Hi mate,

Very nice words you posted here.
I am learning Real nav too, so maybe we can change informations. If you have quest about real nav i sugest you to ask Sober and Trevally (they are very good in real nav explanation - and they are use very good pictures for their explanations).

Salute!:salute:

Nufsed
01-31-11, 09:14 AM
You Guys are AMAZING!!! Thank you:woot::salute::yeah:

Nufsed
01-31-11, 09:15 AM
I really think alot of you people need a reality check soon..

For gods sake, it's a computer game.. (You can argue all you want about this being a Simulation, and not a game, and you'll only be fooling yourselves)

See this is why I gave up on flight-simming to.. I was a hardcore flightsimmer for a number of years, but you get so caught up with complaining on how the game is made and finding flaws with everything you see, and you will only end up striving to make it better with mods upon mods, upon mods...

Suddently you find yourselves not remembering why you play this game anymore, and you discover that where you spend most of your time in the game, is in the file index window C/Ubisoft/Silent Hunter 5, where the game is installed.

Cool down all you modders, and enjoy the game in all it's glory.. Nothing more, nothing less..

So now, go ahead and let the flaming begin..

Goodbye

Boomfunkmc
01-31-11, 09:46 AM
Goodbye

Wow.. I guess you need the reality check the most?

stoianm
01-31-11, 09:47 AM
Rellax boys!:D

Bilge_Rat
01-31-11, 10:59 AM
ToniloCoyote, great work.

I only had a short time to look through the modified Cfg files, but did you notice great differences between the stock and real ship mast heights? For example, in the stock game all freighters have a mast height of between 27-29 meters.

Mast height is the most important info in determining correct range with manual targeting.

Sailor Steve
01-31-11, 12:14 PM
I really think alot of you people need a reality check soon..
Why, exactly? Some people enjoy fiddling with games as much or more than they enjoy playing them.

For gods sake, it's a computer game.. (You can argue all you want about this being a Simulation, and not a game, and you'll only be fooling yourselves)
True, but it's a game based on history. Is it wrong to want the basic information to be right?

See this is why I gave up on flight-simming to.. I was a hardcore flightsimmer for a number of years, but you get so caught up with complaining on how the game is made and finding flaws with everything you see, and you will only end up striving to make it better with mods upon mods, upon mods...
True, but this is one thread by a guy who sees one error and wants to fix it. Is that wrong? If so, explain why. If not, why be so harsh?

Suddently you find yourselves not remembering why you play this game anymore, and you discover that where you spend most of your time in the game, is in the file index window C/Ubisoft/Silent Hunter 5, where the game is installed.
Some people are happier playing with a game than actually playing it. Does that really deserve your derision?

Cool down all you modders, and enjoy the game in all it's glory.. Nothing more, nothing less..
So you're saying they should give up what they enjoy and do what you tell them to?

So now, go ahead and let the flaming begin..
The tone of your post is flaming in itself. Why so angry?

Zedi
01-31-11, 12:37 PM
Well, sim or not.. wonder how hard is to scale a ship based on reality. Those guys from 2K who made Mafia2 modeled a whole frakin town, including the port and ships, all based on real scales.. even a god damn fly and the ants are scaled right. Now how hard could be to model right only few ships ships in a franchise with nr 5 in his title?

Trevally.
01-31-11, 02:45 PM
One of the things I enjoy most about this game is the feeling of working out the best aproach for an attack.
The collecting of information, be it visual or sound based, whatever.
Then the satisfaction of the kill - using my brain.

Thankyou ToniloCoyote for making this work:yeah:


ps - my brain always worked - you did not fix that:rotfl2:

Gravina
01-31-11, 04:42 PM
Hi tonilo, i installed your mod and, was doing a patrol this afternoon then i spoted a cimmaron class tanker and the draft was at 10.5 meters so i set up my "eel" to 10.5 magnetic detonator, i used to shoot to this ship about 8.9 in top stern to stop them but i decide to shoot this time at the middle, for my
surprise the shoot went too low like 2 or 1.8 meters y guess.

My question is, did you changed the specifications of the ships?, because i guess they still the same, other thing i was thinking if maybe i have to start another mission for the changes takes effect not sure of this.

that´s all regards :salute:.

TheDarkWraith
01-31-11, 04:44 PM
if you look in the torpedo files they can have depth keeping problems of up to 2+m

Gravina
01-31-11, 04:56 PM
You mean that probably my shoot when 12.5 instead marked depth?
if yes, is this acurate? because i can understand that behavior with adverse
weather but not with flat sea, that´s somehow random i mean like play a roulette if you add the possibility of a detonator fail.

Bilge_Rat
01-31-11, 05:27 PM
if you look in the torpedo files they can have depth keeping problems of up to 2+m

Cool, I was just reading in Blair yesterday that German torpedoes had a depth keeping problem and could run up to 6 feet (2 meters) too deep. Nice to see the attention to detail. Is that for the whole war period?

TheDarkWraith
01-31-11, 05:28 PM
Cool, I was just reading in Blair yesterday that German torpedoes had a depth keeping problem and could run up to 6 feet (2 meters) too deep. Nice to see the attention to detail. Is that for the whole war period?

open up the torpedo files with the Goblin editor and you'll see what they did. It shows you many of the 'errors' that can go wrong with them and the date range they happen.

Bilge_Rat
01-31-11, 05:29 PM
open up the torpedo files with the Goblin editor and you'll see what they did. It shows you many of the 'errors' that can go wrong with them and the date range they happen.

thanks

toniloCoyote
02-01-11, 02:48 PM
stoianm, Nufsed, Sailor Steve, Trevally:

Thank you for your defense of this work.

Boomfunkmc:
I also have been a Flight Sim's user and designer for many years and long ago, but you should understand that here there are many mathematicians and physicists who test their knowledge, and many others who learn from them. Since the school days, we are used to fight with problems and equations involving two moving objects which must match at one point and at any given time. SH's virtual world is a perfect scenary and tool to bring to "life" this type of problems and solve them.

Even so, I appreciate your opinion. I'm sure that if you navigate a lot with SH5 you will end up thinking like us.

As for Magnum, I have been for few time in this forum, but I know he is a lover of Silent Hunter, but he feels hurt by Ubisoft because they have disappointed him.

The goal of a company is making money. Why? Because if it doesn't earn money, the company bankrupts and dies.
In these days, first person war games are monopolizing the market, and only an elite group of users prefer to learn as they "play". This means a lot of competition and little money. Let everyone draw their own conclusions.

Bilge_Rat, thank you.

TheDarkWraith, thank you for the torpedoes info.

Cheers.

MLF
02-01-11, 03:25 PM
Well said Sailor Steve. ToniloCoyote - thank you for your work.

Regards

MLF

Viktor_Prien
03-25-14, 08:05 AM
is there anyone that can provide working links?Thanks!

Echolot
03-25-14, 08:13 AM
is there anyone that can provide working links?Thanks!

Here (https://www.mediafire.com/folder/1nqe97yp284eb/Silent%20Hunter%205), folder "Support".

:salute:

tonschk
03-25-14, 09:58 AM
Thank you :up: Echolot, I think the OH II v2.5 is missing among those SH5 downloads :hmmm:

Here (https://www.mediafire.com/folder/1nqe97yp284eb/Silent%20Hunter%205), folder "Support".

:salute:

Echolot
03-25-14, 10:06 AM
I think the OH II v2.5 is missing among those SH5 downloads

No, it's there.

:arrgh!:

Viktor_Prien
03-25-14, 10:20 AM
Here, folder "Support".

Really really thanks this was the El Dorado of mods!What a collection!!!:cool: