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View Full Version : [REL] MarineQuadratKarte - mod for navigation map


Illyustrator
08-12-11, 06:32 PM
http://www.subsim.com/radioroom/picture.php?albumid=386&pictureid=6313
http://www.subsim.com/radioroom/picture.php?albumid=738&pictureid=6308 (http://www.subsim.com/radioroom//downloads.php?do=file&id=3925).http://i9.pixs.ru/storage/8/2/1/D4gif_4707839_14731821.gif
Hi, Captains!

MarineQuadratKarte- mod for navigation map.

The release "MQK" consists of MarineQuadratKarte and Additional mods.
Who uses mod IO_StrategicMap, installation of Additional mods - Not required. I recommend installing mod ShapeTextures_NO.
Who not uses mod IO_StrategicMap, installation of Additional mods - Required.
Mod MarineQuadratKarte install through JSGME in any order. Or a direct replacement Folders "Maps". First save Stock Folder "Maps".
Additional mods installed after mods changing StrategicMap.

Additional mods:
Gradient_IO - changes color on the map.
LocationMaps_IO - changes color Ports (Stock) on the map is identical to - Gradient_IO.
ShapeTextures_NO - on the map no "Zones of the Influence" (Influence of the State).

:06: How to use "MQK".

The German Naval Grid System (http://www.uboataces.com/articles-naval-grid.shtml)..or..The Grid system. (http://uboat.net/maps/grid.html/)

Information provided gap.

:salute:
Best Regards!
Illyustrator.



http://www.subsim.com/radioroom/picture.php?albumid=386&pictureid=5276
.
Loading Screens SH5 (http://tinyurl.com/b6dxa38/)...IO StrategicMap (http://tinyurl.com/acuwgon/)...MarineQuadratKarte (http://tinyurl.com/ax6ydps/)
http://i9.pixs.ru/storage/8/2/1/D4gif_4707839_14731821.gif

FIREWALL
08-12-11, 06:39 PM
Hi Illyustrator :DL

Am I to understand you are offering this as a Mod ?

I would like to have it. :yep:

It looks Great. THX for the hard work. :salute:

THE_MASK
08-12-11, 06:39 PM
Fantastic :yeah:
New orders Kapitan Patrol DH56

iambecomelife
08-12-11, 07:48 PM
Beautiful! A true work of art for the game.

brett25
08-12-11, 09:05 PM
this is fantastic mate:woot:thank you

Illyustrator
08-13-11, 12:27 PM
Hi Illyustrator :DL

Am I to understand you are offering this as a Mod ?

I would like to have it. :yep:

It looks Great. THX for the hard work. :salute:
Hi,FIREWALL.:DL
Yes, it mod. But, it is temporarily realised only on 50 %.
Fantastic :yeah:
New orders Kapitan Patrol DH56
Hi, sober.
I hope, so it and will be.:DL
But, it is necessary to write new Missions and Campaigns.:hmmm:
Beautiful! A true work of art for the game.
this is fantastic mate:woot:thank you
Hi, iambecomelife and brett25.
I thank. Work really tiny. As game in "Designer". :D(Collect from Pixels the Picture).

Paris_England
08-13-11, 12:37 PM
This looks great! Especially if we can get orders to go to the grids:up:

Magic1111
08-13-11, 01:40 PM
Wonderful work ! :yeah:

Best regards,
Magic:salute:

Illyustrator
08-13-11, 03:08 PM
This looks great! Especially if we can get orders to go to the grids:up:
Hi, Paris_England.
I hope!:DL
Wonderful work ! :yeah:

Best regards,
Magic:salute:
I thank you, Magic1111, that you appreciate my work. It pleases me, as you use mine Mods. :salute:

tonschk
08-13-11, 04:18 PM
:DL Very nice work :yeah: Illyustrator :salute:

mia389
08-13-11, 07:04 PM
tonschk your signature is ridiculous. Why bring politics into a gaming forum. WWII simulation at that. :nope:

brett25
08-14-11, 12:39 AM
I agree. it should be promptly removed. It's not appropriate for any forum and has no value at all.

i dont know, hasnt bothered me and Ive seen dozens of posts by him. tonschk is a great contributer to these forums

Obelix
08-14-11, 02:07 AM
tonschk your signature is ridiculous. Why bring politics into a gaming forum. WWII simulation at that. :nope:
I'm sure everyone on this board selects a signature to their liking. Signature of the forum is against the rules? If not, then you should not pester people and raise offtopic.

mia389
08-14-11, 11:12 AM
Sigs like that will get sigs removed for everyone. Its offensive to many. I have no problem with Tonsck. Sig is just uncalled for is all.

Lurhker
08-14-11, 11:40 AM
Don't care about the sig. Go mp with him if you want but stop the off topic and being so affirmative about things you don't even know.

mia389
08-14-11, 03:37 PM
Don't care about the sig. Go mp with him if you want but stop the off topic and being so affirmative about things you don't even know.

I'm glad this is one of your 4 post.

I am sorry Illyustrator that your thread turned in to this. Maybe I should of sent a PM to moderator instead. Maybe one will come clean it up.

stoppro
08-14-11, 03:44 PM
I am sorry to be stupid , but does this replace the nav map? if so this is great.

Illyustrator
08-14-11, 03:59 PM
I am sorry to be stupid , but does this replace the nav map? if so this is great.
Hi, stoppro.
Yes.:yep:
(I thank You, that write to the Theme).

Echolot
08-14-11, 04:04 PM
Hello Illyustrator.

I would love to have this "Marinequadratkarte" in my game. Looks great.

Keep up the good work.

Regards.

Echol:sunny:t.

Illyustrator
08-14-11, 04:14 PM
Hello Illyustrator.

I would love to have this "Marinequadratkarte" in my game. Looks great.

Keep up the good work.

Regards.

Echol:sunny:t.
Hi, Echolot.
It will be obligatory! :DL

Sailor Steve
08-15-11, 09:04 AM
Sigs like that will get sigs removed for everyone. Its offensive to many. I have no problem with Tonsck. Sig is just uncalled for is all.
Just so you know, it won't get sigs removed for everyone. The moderators have already discussed it, and while I personally don't like it either, the decision was that it be allowed to remain for that very reason. If we removed all the sigs that we found offensive there would indeed be no sigs left.

Neal himself hasn't commented on it, so it remains, and there is no reason to discuss it further.

KarlSteiner
08-20-11, 01:15 PM
Hi Illyustrator,

a good job, that will bring more historic accuracy!

Thanks.

:sunny::salute:

Best regards

Karl

Illyustrator
08-21-11, 09:24 AM
:DL Very nice work :yeah: Illyustrator :salute:
Hi, tonschk.
Thank you.:salute:

Illyustrator
08-21-11, 09:26 AM
Hi, KarlSteiner.
Thank you. :salute:
Without tasks in Campaign they will be useless.:DL

For those who is interested "MARINEQUADRATKARTE" I will change Screenshot (Zoom_0, Post 1) with the executed work on realisation for all of 100 %.
I regret, that I work slowly. On it is a lot of reasons.

Illyustrator
09-13-11, 07:55 AM
Hi.
I wish to share "difficulties".:DL
The big problem consists in drawing of "grid" and "numbering" on shoal, in a considerable quantity of borders of "colour" Gradient. I do not wish to overload a navigation map. I go on a difficult way. Visibility of "grid" and "numbering" (on shoal) "does not hurt the eyes" but it is possible to read.
The navigating map - is primary, MQK - is secondary.
I think correctly?

http://www.subsim.com/radioroom/picture.php?albumid=386&pictureid=4849

Magic1111
09-13-11, 09:50 AM
Hi.
I wish to share "difficulties".:DL
The big problem consists in drawing of "grid" and "numbering" on shoal, in a considerable quantity of borders of "colour" Gradient. I do not wish to overload a navigation map. I go on a difficult way. Visibility of "grid" and "numbering" (on shoal) "does not hurt the eyes" but it is possible to read.
The navigating map - is primary, MQK - is secondary.
I think correctly?

http://www.subsim.com/radioroom/picture.php?albumid=386&pictureid=4849

I think itīs okay, looking very nice in my opinion! :yeah:

Best regards,
Magic

robbythesub
09-13-11, 10:02 AM
This is a great mod potentially- I have always wondered why it was not included in the game from the start since it was always used in SH3 :-?

mia389
09-13-11, 11:34 AM
It was a pain when getting coordinates from BDU to minimize and use the MQK converter to get lat long cords for where the Bismark was in my patrol (http://www.subsim.com/radioroom/showpost.php?p=1745800&postcount=31) last week. This mod would of made it much easier.

Illyustrator
09-13-11, 04:38 PM
I think itīs okay, looking very nice in my opinion! :yeah:

Best regards,
Magic
Ok. Your opinion it is accepted.:DL
This is a great mod potentially- I have always wondered why it was not included in the game from the start since it was always used in SH3 :-?
Developers through exe. file can introduce it only. Probably, they have thought, that for the "Arcade" it is not necessary.:D
My variant not the most correct. And what to do?!:03:
It was a pain when getting coordinates from BDU to minimize and use the MQK converter to get lat long cords for where the Bismark was in my patrol (http://www.subsim.com/radioroom/showpost.php?p=1745800&postcount=31) last week. This mod would of made it much easier.
Yes, You are absolutely right.:yep:
The main thing to receive the maximum coincidence with my MQK. I use (for a basis) MQK-SH3. Coincidence should be on 99 %.:smug:

robbythesub
09-14-11, 02:26 AM
Or maybe like many other things, they were planning to charge extra for a later addition of many things they left out to start with!! :03:

Magic1111
09-14-11, 06:28 AM
Ok. Your opinion it is accepted.:DL



:yeah::up::yeah:

Commander Mysenses
11-22-11, 11:22 AM
Bump.
Any news on this?
I do miss my grid.

DM2A4
11-22-11, 11:52 AM
Hi,
looks Great!
my regards

Illyustrator
11-23-11, 09:19 AM
Hi.:salute:
Work over MQK moves. But, unfortunately very slowly. It is not enough free time. Now I work over the Mediterranean.
I assume, it is enough of it for "patrol". I hope, to Brazil and Cuba while nobody gathers .:DL
Full version MQK will manage to be finished next year, unfortunately.
I can offer in the near future, cut down version MQK. Or we wait "Full"?
Your offers.

Illyustrator
01-03-12, 01:32 PM
Hi, Captains.:salute:
Who has time and desire to check up "MQK". The basic half is ready also to me it is necessary to check up it. Placing of "Grid" I do not worry about correctness.
Me interests:
1. I could be mistaken with Numbering.
2. Visibility "MQK" (the aesthetic party of work).
3. ... Or something else.

I recommend to use with "IO_StrategicMap" and "IO_ShapeTextures_NO_mod".

WOLFNMA81
01-03-12, 04:06 PM
This work is Very good, we are waiting this mod in our comuniti , good looky.: Rock:: Rock:

Illyustrator
01-03-12, 04:23 PM
This Mod is not finished. For this reason the reference I will not publish. To whom it, at this stage will interestingly, I send in the personal message.:yep:

Commander Mysenses
01-03-12, 07:20 PM
Thanks fella, the mod is working fine and looks very nice.

Echolot
01-05-12, 06:29 AM
Thank you, Illyustrator.

The mod works like a charm and it looks very nice. Only tested with stock map (a bit difficult to read in some areas), but I will test the mod with the suggested map mods and report back.

Many thanks again.

Regards.

Echol:up:t.

Magic1111
01-05-12, 09:34 AM
Thank you, Illyustrator.

The mod works like a charm
...


For me too...! :up:

Illyustrator
01-05-12, 09:41 AM
Thank you, Illyustrator.

... Only tested with stock map (a bit difficult to read in some areas), but I will test the mod with the suggested map mods and report back...

Echol:up:t.

Hi,Echol:DLt.

To me could help to see "errors" Your screenshots.
The choice of "colour of pixels" for the image "MQK" is adhered to defined "gradient.tga". My choice IO-gradient.tga.
Stock-gradient.tga also it is possible to use. But visibility "MQK" is better with IO-gradient.tga.

Illyustrator
01-05-12, 09:45 AM
For me too...! :up:
Hi, Magic1111.:DL

At you problems should not be.

Magic1111
01-05-12, 09:58 AM
At you problems should not be.

Sorry, donīt understand...?:hmmm:

Illyustrator
01-05-12, 10:17 AM
Sorry, donīt understand...?:hmmm:

On how many I know, you use IO_StrategicMap. Or, at least gradient.tga from this mods.
I can and be mistaken.:oops:

Illyustrator
01-05-12, 01:46 PM
...I recommend to use with "IO_StrategicMap" and "IO_ShapeTextures_NO_mod".
If who that does not wish or cannot use for any reason mod "IO_StrategicMap" I suggest to establish instead of it - Gradient_IO_for_MQK. (http://www.gamefront.com/files/21154293/Gradient_IO_for_MQK.rar)

Magic1111
01-06-12, 03:10 AM
...
I know, you use IO_StrategicMap.
...


Yes, I use IO_StrategicMap! :yeah:

If who that does not wish or cannot use for any reason mod "IO_StrategicMap" I suggest to establish instead of it - Gradient_IO_for_MQK. (http://www.gamefront.com/files/21154293/Gradient_IO_for_MQK.rar)

Okay, Iīll do so!!! :up:

Best regards,
Magic:salute:

Sepp von Ch.
03-27-12, 03:20 PM
Any progress Illyustrator please?:salute:

Illyustrator
12-30-12, 03:20 PM
Any progress Illyustrator please?:salute:
Hi, Josef.:salute:
I've been busy. Now I resumed working MQK. All squares in the Atlantic Ocean are ready. It remains to be numbered and to draw the line grid in the shallows for easy viewing on the map. The main challenge is how to draw lines in the shallow waters of the Caribbean (many islands).

silentmichal
12-30-12, 04:04 PM
Great news :yep::yep::yep:!

Waiting for download & first release :rock::rock::rock:!!!

Cybermat47
12-30-12, 04:07 PM
Great job!

Sepp von Ch.
12-30-12, 04:23 PM
Hello Illyustrator, thank you for info. Looking forward.

Best regards

Josef

Obelix
12-30-12, 11:55 PM
Hi Sergey!:salute: And I already wrote in this topic that you will not soon wait!:D:oops::timeout: That's what causes the rush.:D Happy New Year you!:salute:

Paco
12-31-12, 02:50 AM
:up:

lmy76128
12-31-12, 03:29 AM
this file is deleted and also filefrone is still 403error

Obelix
12-31-12, 03:47 AM
this file is deleted and also filefrone is still 403error
Apparently China, together with Russia came to blacklist filefront:wah:

gap
12-31-12, 03:54 AM
Apparently China, together with Russia came to blacklist filefront:wah:

Not only China and Russia :nope:

Hi, Josef.:salute:
I've been busy. Now I resumed working MQK. All squares in the Atlantic Ocean are ready. It remains to be numbered and to draw the line grid in the shallows for easy viewing on the map. The main challenge is how to draw lines in the shallow waters of the Caribbean (many islands).

Thank you for the good news Illyustrator :yeah:

...and let us know in case we can ease your work :yep:

Illyustrator
12-31-12, 10:30 AM
Hi Sergey!:salute: And I already wrote in this topic that you will not soon wait!:D:oops::timeout: That's what causes the rush.:D Happy New Year you!:salute:
Thanks the Friend.:salute: And you with coming New Year! Many thanks for constant support of ours Mods "IO".



With coming New Year of All ! :salute:Good luck and most amazing accomplishments Wish!:yeah:
Politicians separate us. And our hobbies unite us. It is a pity, that they take a great interest in nothing.


this file is deleted and also filefrone is still 403error
This is Mod not finished.:) Do you want to watch it?
Thank you for the good news Illyustrator :yeah:

...and let us know in case we can ease your work :yep:
Thanks for the offer of help.:salute: But this is purely individual work. That would not get confused.

Illyustrator
01-01-13, 10:58 AM
I have long wanted to ask. :06:Who knows? You can disable (temporarily) on the navigation map grid coordinates using MQK?
The fact is that it prevents (visually). It would be nice to temporarily disable it.
No simple matter. This question is mainly for our "Guru" Programming.
P.S. Though. I can guess. If You could do it, and with the realization MQK problems would not exist.:hmmm:

Obelix
01-02-13, 05:25 AM
I have long wanted to ask. :06:Who knows? You can disable (temporarily) on the navigation map grid coordinates using MQK?
The fact is that it prevents (visually). It would be nice to temporarily disable it.
No simple matter. This question is mainly for our "Guru" Programming.
P.S. Though. I can guess. If You could do it, and with the realization MQK problems would not exist.:hmmm:

The grid is sewn into *.exe, it probably can be done only TheDarkWraith. Although can try to find the image files, of which *.exe creates a grid. Or may be still what that external files.:hmmm:

Illyustrator
01-02-13, 09:45 AM
Personally to me, "the grid of co-ordinates" would not interfere what to draw MQK. But I do not love "a doubtful product" when all becomes through "ass". And MQK, and the grid of co-ordinates "in one bottle" is already too.:O:

Illyustrator
01-12-13, 04:00 PM
Hi, Captains.
Who can give me Stock folder "Maps" (packed)?
So carried away and did not notice as a replacement.:oops:

gap
01-12-13, 04:30 PM
Hi, Captains.
Who can give me Stock folder "Maps" (packed)?
So carried away and did not notice as a replacement.:oops:

http://rapidshare.com/files/1478638611/Maps.rar :03:

Illyustrator
01-12-13, 04:55 PM
http://rapidshare.com/files/1478638611/Maps.rar :03:
Many thanks, gap !:salute: You me helped very much.

gap
01-12-13, 05:01 PM
Many thanks, gap !:salute: You me helped very much.

My pleasure, Illyustrator... who has not done your same mistake at least once? :haha:

Illyustrator
01-12-13, 05:04 PM
My pleasure, Illyustrator... who has not done your same mistake at least once? :haha:

Your Truth.:yep:

Cybermat47
01-21-13, 07:00 PM
Awesome!! Keep it up! :rock:

Illyustrator
01-21-13, 07:46 PM
Awesome!! Keep it up! :rock:
Jawohl, mein Captain! :salute:
I try.:)

Illyustrator
01-27-13, 11:05 AM
Hi, gap.
I see that you are a responsible person. Not hide from you (the errors). :D
When I finish MQK you will take the test before release?

gap
01-27-13, 11:17 AM
Hi, gap.
I see that you are a responsible person. Not hide from you (the errors). :D
When I finish MQK you will take the test before release?

Thank you for your confiding in my qualities, Illyustrator :smug: :shucks:

http://i8.photobucket.com/albums/a13/KristieJenner/animated%20dancing/th_SnoopyDance.gif

I will happily beta test your MQK. Nonetheless, I have to warn you that, due to some hardware problems, I won't be able to carry on extensive testing, but only short tests in single mission :-?

Illyustrator
01-27-13, 12:37 PM
...I will happily beta test your MQK. Nonetheless, I have to warn you that, due to some hardware problems, I won't be able to carry on extensive testing, but only short tests in single mission :-?
The mission was not necessary. Trevally have not yet applied it.
It is necessary, just install and look closely at the square. I could be mistaken (messed up by accident, something). Having a properly numbered squares, etc.
Recently, I have eyes in "soap". I see already them when I sleep.:)

gap
01-27-13, 12:45 PM
The mission was not necessary. Trevally have not yet applied it.
It is necessary, just install and look closely at the square. I could be mistaken (messed up by accident, something). Having a properly numbered squares, etc.

Okay I will :up:


Recently, I have eyes in "soap". I see already them when I sleep.:)

:haha:

I know what you mean. When I was younger I was a fond chess player. I had to stop taking part in tournments when I realized that I had started seeing the world in black and white squares :03:

Illyustrator
02-06-13, 07:36 AM
I spent a year "Torment" on the mod - "MarineQuadratKarte".:doh:
Finally finished! I hope you enjoy it.

:salute:
Best Regards!

gap
02-06-13, 07:57 AM
I spent a year "Torment" on the mod - "MarineQuadratKarte".:doh:
Finally finished! I hope you enjoy it.

:salute:
Best Regards!

Outstanding work Illyustrator, and I also think that the "packaging" deserved a special mention :up:

http://www.subsim.com/radioroom/picture.php?albumid=386&pictureid=6313
http://www.subsim.com/radioroom/picture.php?albumid=738&pictureid=6308 (http://www.subsim.com/radioroom//downloads.php?do=file&id=3925).http://fotohost.info/images/2013/02/y5i3lddy3bwxk5kbc4w0.gif

arnahud2
02-06-13, 08:01 AM
Great work, Illyustrator, will give it a try ASAP :up:

Never mind if you've spent one year or two to make it, good works need times to be well realized (:rock:).

Cheers.

Illyustrator
02-06-13, 09:54 AM
Outstanding work Illyustrator, and I also think that the "packaging" deserved a special mention :up:
Thank you. :salute:Your "packaging" - gap - Sonar Sound Collection (http://www.subsim.com/radioroom/showpost.php?p=1953351&postcount=1/)..is not worse.:)
Great work, Illyustrator, will give it a try ASAP :up:

Never mind if you've spent one year or two to make it, good works need times to be well realized (:rock:).

Cheers.
Thank you. :salute:

keysersoze
02-06-13, 10:11 AM
Thanks for you hard work Illyustrator. Can't wait to test this out!

Illyustrator
02-06-13, 02:41 PM
Thanks for you hard work Illyustrator. Can't wait to test this out!
Thank you. :salute: I hope you will not be disappointed.:)

Dignan
02-06-13, 09:57 PM
This looks great. Going to give it a try. One question...is it possible to give more description of what the other mods in the zip file do?

Fifi
02-06-13, 11:49 PM
Yes, it seems stunning Illyustrator! :up:

- So if i understand well, it's about a German square grid map?
- If so, i guess it also keeps the standart longitude/latitude coordinates?
- Can i enable it in my actual mods list (http://www.subsim.com/radioroom/showpost.php?p=1984220&postcount=1) maybe last, or just before the TDW patcher?

Illyustrator
02-07-13, 04:13 AM
This looks great. Going to give it a try. One question...is it possible to give more description of what the other mods in the zip file do?
Thank you.:salute:
Gradient_IO - changes color on the map.
LocationMaps_IO - changes color Ports (Stock) on the map is identical to - Gradient_IO
ShapeTextures_NO - on the map no "Zones of the Influence" (Influence of the State).
Yes, it seems stunning Illyustrator! :up:

- So if i understand well, it's about a German square grid map?
- If so, i guess it also keeps the standart longitude/latitude coordinates?
- Can i enable it in my actual mods list (http://www.subsim.com/radioroom/showpost.php?p=1984220&postcount=1) maybe last, or just before the TDW patcher?
Thank you.:salute:
Yes. It's about a German square grid map.
The issue of standart longitude / latitude - here.
(http://www.subsim.com/radioroom/showthread.php?t=201414/)
Yes. You can use it.:up: (What could be the issues. For whom I draw MQK:D).

spydar1959
02-10-13, 05:41 PM
OUTSTANDING !!! A very well done piece of work. If someone updates or adds ports will the map see them?

Illyustrator
02-11-13, 03:46 AM
OUTSTANDING !!! A very well done piece of work. If someone updates or adds ports will the map see them?
Thank you.:salute:
Yes. Map see new ports. They are drawn on the map as separate DDS.files, in the folder "LocationMaps".
This folder will need to update (if there is a need for this). I think, Modders will use (Stock) DDS.files.:)

GT182
02-13-13, 01:58 PM
So this changes the map and replaces Latitude and Longitude? Or just adds grids and you're told to patrol a grid instead of at the old stock icon?

What happens when you need to drop off the Spy, at the icon NNW of Londondeery, at the start of the Western Approaches mission?

gap
02-13-13, 02:03 PM
So this changes the map and replaces Latitude and Longitude? Or just adds grids and you're told to patrol a grid instead of at the old stock icon?

What happens when you need to drop off the Spy, at the icon NNW of Londondeery, at the start of the Western Approaches mission?

Gary,
for the time being, this mod just adds KQM grids to the navigation map. Nothing else, yet it is a huge improvement in themrs of immersion. :up:

Illyustrator
02-13-13, 03:15 PM
Gary,
for the time being, this mod just adds KQM grids to the navigation map. Nothing else, yet it is a huge improvement in themrs of immersion. :up:
:yep:That's right.:up:
So this changes the map and replaces Latitude and Longitude? Or just adds grids and you're told to patrol a grid instead of at the old stock icon?

What happens when you need to drop off the Spy, at the icon NNW of Londondeery, at the start of the Western Approaches mission?
I add. This mod (MQK), will start work on all 100% after the intervention Trevally.

Obelix
02-13-13, 07:40 PM
I add. This mod (MQK), will start work on all 100% after the intervention Trevally.
Yeah, and when TheDarkWraith will can disable the grid of latitude and longitude in *.exe :up:

gap
02-13-13, 07:53 PM
Yeah, and when TheDarkWraith will can disable the grid of latitude and longitude in *.exe :up:

If I remember correctly, in New UI's lat/long grid can be toggled on/off from in game (map properties) :hmm2:

Obelix
02-13-13, 08:32 PM
If I remember correctly, in New UI's lat/long grid can be toggled on/off from in game (map properties) :hmm2:
:hmmm: If I remember correctly, this feature is only available in TAI. I'll have to check in the evening.:hmm2:
If it works, then everything is just wonderful.

gap
02-13-13, 09:29 PM
:hmmm: If I remember correctly, this feature is only available in TAI.

hmmm, possible, but still worth checking :up:

Obelix
02-14-13, 07:26 AM
If I remember correctly, in New UI's lat/long grid can be toggled on/off from in game (map properties) :hmm2:
NavMap Options -> Show map coordinates
This only works for numbers indicating latitude and longitude:yep:. Coordinate lines remain in place. Other settings for this option is not present:nope:.
Edit:
It only remains to find a way to turn off the lat\long grid. :up:
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=6344

Trevally.
02-14-13, 12:56 PM
If I remember correctly, in New UI's lat/long grid can be toggled on/off from in game (map properties) :hmm2:

This will switch to meters only for the nav officer reporting possition (used in .mis files) so as Obelix says - the lines will remain.

TheDarkWraith
03-26-13, 12:08 AM
Yeah, and when TheDarkWraith will can disable the grid of latitude and longitude in *.exe :up:

see here: http://www.subsim.com/radioroom/showpost.php?p=2031388&postcount=1553

I said it would take awhile to find at it did.

:|\\

Trevally.
02-10-14, 08:10 AM
see here: http://www.subsim.com/radioroom/showpost.php?p=2031388&postcount=1553

I said it would take awhile to find at it did.

:|\\



:yeah:

Illyustrator
02-10-14, 01:36 PM
Hi captains! :salute:
@Trevally.
You can use the "MQK" at your discretion. :up:

gap
02-10-14, 02:32 PM
Hi Illyustrator,

have you ever thought about integrating your awesome mod with some of the grids it is currently missing? :D
Seeing OH's objectives and real U-boat patrol areas, adding quadrants to the following zones might be required (areas with higher priority marked in orange):

Greenland Sea (up to the northern tip of Svalbard)
Missing part of the Norwegian Sea
Barents Sea
Eastern Mediterranean (Levantine Sea)
Black Sea
Southern Ocean (between Cape of Good Hope and the Southern coast of Australia)
Indian Ocean (especially along the Eastern coast of Africa, Arabian Sea, Laccadive Sea, Bay of Bengal, Andaman Sea, peninsular Malaysia, Western Coast of Sumatra, Western Australia)
Pacific Ocean (along the Eastern coast of Australia)

Trevally.
02-10-14, 03:24 PM
Hi captains! :salute:
@Trevally.
You can use the "MQK" at your discretion. :up:

That's fantastic Illyustrator thanks - I will make good use of it:salute:

Today I have remade half of the patrol missions for the campaign Coastal Waters:up:
Serge is also making upgrades for these missions - so this will half the work and speed up its finish date.

I will post some images when I test the first campaign:up:

Hi Illyustrator,

have you ever thought about integrating your awesome mod with some of the grids it is currently missing? :D
Seeing OH's objectives and real U-boat patrol areas, adding quadrants to the following zones might be required (areas with higher priority marked in orange):

Greenland Sea (up to the northern tip of Svalbard)
Missing part of the Norwegian Sea
Barents Sea
Eastern Mediterranean (Levantine Sea)
Black Sea
Southern Ocean (between Cape of Good Hope and the Southern coast of Australia)
Indian Ocean (especially along the Eastern coast of Africa, Arabian Sea, Laccadive Sea, Bay of Bengal, Andaman Sea, peninsular Malaysia, Western Coast of Sumatra, Western Australia)
Pacific Ocean (along the Eastern coast of Australia)

Hi Gap:salute:
Most of the missions will fall within the grids already made:up:
You are correct about some missing grids - I could only add 50% of the missions around Norway and Russia. Where this is the case - so far I have made them sink missions so that a map marker will be used.
For the patrols within the MQK mod - these will be informed to the player by mission brief and by radio message that they must patrol " Patrol BF2113 in a 150km zone blah blah...." So player must look to the grid and mark their own patrol area

:up:

Illyustrator
02-10-14, 04:02 PM
Hi Illyustrator,

have you ever thought about integrating your awesome mod with some of the grids it is currently missing? :D
Seeing OH's objectives and real U-boat patrol areas, adding quadrants to the following zones might be required (areas with higher priority marked in orange):

Greenland Sea (up to the northern tip of Svalbard)
Missing part of the Norwegian Sea
Barents Sea
Eastern Mediterranean (Levantine Sea)
Black Sea
Southern Ocean (between Cape of Good Hope and the Southern coast of Australia)
Indian Ocean (especially along the Eastern coast of Africa, Arabian Sea, Laccadive Sea, Bay of Bengal, Andaman Sea, peninsular Malaysia, Western Coast of Sumatra, Western Australia)
Pacific Ocean (along the Eastern coast of Australia)
Hi, gap.:salute:
I am currently working (spare time) on another game design (Mods).
You and Trevally how creative people can continue my project (MQK).:yep:

Illyustrator
02-10-14, 04:09 PM
Hi, gap.:salute:
I am currently working (spare time) on another game design (Mods).
You and Trevally how creative people can continue my project (MQK).:yep:

:D But, I watch for you constantly.:Kaleun_Periskop:

Trevally.
02-10-14, 04:12 PM
Hi, gap.:salute:
I am currently working (spare time) on another game design (Mods).
You and Trevally how creative people can continue my project (MQK).:yep:

:yeah:


The Kriegsmarine (WWII German Navy) employed a very simple yet clever system for quickly locating, reporting and most importantly vectoring its vessels (surface ships and U-boats). This was the so called Grid system. On this page you can see how it was designed and used.
http://uboat.net/media/maps/grid_ae.gif
Close up of Grid AE
In the example above Reykjav�k, the capital of Iceland, is located in square AE 48 (the tiny red dot).

http://uboat.net/media/maps/grid_quad_41.gif Left: Quadrant 56 Each smaller grid within the main quadrants (like the "56" inside AE) was then further broken down into smaller elements to enable the Kriegsmarine to use designations like AE 5619 (shaded grid).
Reykjav�k, in the map above, is located in grid AE 4874.
The entire world was mapped like that, including areas that never saw any Kriegsmarine operations.







Here it is when added to missions.
Select request mission from the KMO as normal
http://imageshack.com/a/img571/1343/zc92.jpg

Check your Captains log for mission info
http://imageshack.com/a/img35/9773/vato.jpg


Mark your patrol area on your map using the cords given
http://imageshack.com/a/img691/7852/yk8m.jpg

New missions will be sent to you by radio message as you finish your patrols - these can also be checked in the captains log page

:yeah:

gap
02-11-14, 06:08 AM
Hi, gap.:salute:
I am currently working (spare time) on another game design (Mods).
You and Trevally how creative people can continue my project (MQK).:yep:

:D But, I watch for you constantly.:Kaleun_Periskop:

:up:

Unfortunately the next month I am due to leave for a destination where I won't have a constant internet connection, and also my free time for modding will be heavily reduced. I will check the forum whenever I can though, and I will keep posting from time to time. :yep:


Here it is when added to missions.
Select request mission from the KMO as normal

...

Check your Captains log for mission info

...

Mark your patrol area on your map using the cords given

...

New missions will be sent to you by radio message as you finish your patrols - these can also be checked in the captains log page

:yeah:

Excellent Trevally! :yeah:

One small suggestion, if I can. I think your work would be much easier if you centered OH's patrol areas on the MQK grids visible at the max map resolution (i.e. two letters and two numbers), thus making the last two quadrant numbers "55" by default. This way, you (and OH's players) wouldn't need to guestimate them each time.

Obviously, the optimum would be having square patrol areas matching MQK's grids, but I suppose only circular or oval areas can be set in ME2 :)

Trevally.
02-11-14, 07:01 AM
:up:

Unfortunately the next month I am due to leave for a destination where I won't have a constant internet connection, and also my free time for modding will be heavily reduced. I will check the forum whenever I can though, and I will keep posting from time to time. :yep:



Excellent Trevally! :yeah:

One small suggestion, if I can. I think your work would be much easier if you centered OH's patrol areas on the MQK grids visible at the max map resolution (i.e. two letters and two numbers), thus making the last two quadrant numbers "55" by default. This way, you (and OH's players) wouldn't need to guestimate them each time.

Obviously, the optimum would be having square patrol areas matching MQK's grids, but I suppose only circular or oval areas can be set in ME2 :)

Thanks Gap:salute:

Yes I was going to do this but it would require ne to move and resize all the zone points within the mission. This would not be to hard to do.

However - I have found a faster way to edit the 333 files required - it is where I load up one mission and remake it to the grid system with messages and objectives updated.
I the load all the other missions from a campaign objective (each campaign has about 5 of 6 groups of 9 mission) and each of these 9 missions have three zones.
I the write down the grid position of these zones.
Keeping the games positions (metres lat and long from centre point) I used editing text software to insert the grids that I have written down.

This is still a very slow way of doing it but lots faster than opening and editing each and every mission (that you be required if I changed the zone position)

So far Serge and I are both looking at this - last night was swapped files to see how each other was doing it

Perhaps we can find a method to allow us to move the zone by editing rather than using ME2:hmmm:

Any suggestions most welcome:sunny:

Trevally.
02-11-14, 07:14 AM
What size of patrol area would you expect to see?

Using a 150km zone - I can cover 2 to 3 of these grid squares:hmmm:

gap
02-11-14, 08:41 AM
Perhaps we can find a method to allow us to move the zone by editing rather than using ME2:hmmm:

Any suggestions most welcome:sunny:

Automating your work is possible, in theory. The Naval Grid Calculator (http://grid.nylle.de/) website is full of theoretical data on the Kriegsmarine grid system. You can get some clues from there, or you can get in touch with its owner (he seems a friendly and open guy by the way). Nonetheless, I am afraid that for our purposes the one practical method is editing patrol areas manually. :-?

What size of patrol area would you expect to see?

Using a 150km zone - I can cover 2 to 3 of these grid squares:hmmm:

I think that 150 km is a good compromise, but it all might also depend on mission/objective type: keeping in mind that a "large square" (i.e. a square designed by two letters) was about 900 x 900 sqkm wide, general "sink tonnage/ship(s) in area" objectives should have the widest radius. "Patrol area" objectives (without tonnage requirements) should be a bit smaller imo, and every mission involving rendez-vous (mostly refuelling and escorting missions), should be quite strict as far as area designation is involved.