View Full Version : [REL] SH5_MataHari's_More_Accuracy_for_TWoS_1.04_Mod
MataHari
12-12-15, 05:11 PM
http://www.subsim.com/radioroom/picture.php?albumid=999&pictureid=8490
http://www.subsim.com/radioroom/downloads.php?do=file&id=4835
When playing with The Wolves of Steel + Real Navigation by TheDarkWraith mod, it is essential to have accurate tools and values to calculate precise solutions on target attack.
Mast Height, measured with the periscope graticule (or RAOBF centre grid) in milliRadians, entered in the RAOBF circular Slide Rule, gives the distance. As a bonus, Flagh Height is shown in the Identification Manual.
Ship's Length, measured with the periscope graticule (or RAOBF centre grid), entered in the RAOBF circular Slide Rule, gives the AOB.
Mast Height and Ship's Length, taken from the Identification Manual, must also be fed to the RAOBF circular Slide Rule.
Ship's Speed is determined by plotting its position on the map, and using the Nomograph.
For a complete list of modified features: http://www.subsim.com/radioroom/showpost.php?p=2366239&postcount=10
Therefore this mod will bring you better success.
Even if you're not playing Real Navigation, this mod provides you with an updated Identification Manual. All the values were thoroughly tested.
NOTE: Select the mod corresponding to your Screen Resolution Ratio (4x3 or 16x9) and install with JSGME.
MataHari.
vdr1981
12-12-15, 05:44 PM
You have edited almost all ship cfg files available in the game/modpack?
:o:up::up::up:
That's a hell of the job indeed. :yep: Looking forward to test it! Thanks!:yeah:
What about 16:10 resolution? 16:10 is stock in TWoS...
Thank you MataHari :up:
I have just a couple of remarks.
For a start, maybe you could update your readme with a list of features which are affected by your mod. Saying that it will give you better succes through accurate tools and measures is abit too generic in my opinion.
Secondly, I have had a quick look into your files and, as I was expecting, I have found that you have update ship specs with more accurate figures. My point is: by exporting ship models and measuring them into a 3d editing application, we can update the in-game recognition manual with sizes accurate to the milimeter. Yet, I hope that your measures are not that accurate, as I doubt that recognition manuals in use with te Kriegmarine (or with any other navy for that matter) were that accurate. As you probably know, even ships of the same class could vary significantly in sizes/speeds attained, and vessels specs, especially for new classes, wasn't something that belligerents were too eager to publicize. Often, a good dose of approximation and every day's experience were the best U-boat captains had in their hands.
Don't take my remark as a negative criticism but just as a suggestion :salute:
vdr1981
12-12-15, 06:47 PM
OK, I can see that the mod is not really compatible with latest patch for TWoS (probably because you started your work some time ago ) but some of your changes could certainly be handy for future TWoS updates, if that's OK with you, of course...:yep:
Sjizzle
12-13-15, 03:49 AM
download link is broken .....
Sjizzle
12-13-15, 05:07 AM
You have edited almost all ship cfg files available in the game/modpack?
:o:up::up::up:
That's a hell of the job indeed. :yep: Looking forward to test it! Thanks!:yeah:
What about 16:10 resolution? 16:10 is stock in TWoS...
in your modlist is Large Optics for TDW UI 8 by 5 did u change the default resolution for TWoS ?
vdr1981
12-13-15, 09:16 AM
in your modlist is Large Optics for TDW UI 8 by 5 did u change the default resolution for TWoS ?
TWoS is optimized for 16:10 resolutions because my monitor has max resolution of 1680x1050 pixels...
Addons for different resolutions are within the modpack.
Anyway, maybe because of the lack of support for 16:10 displays or something else, but I'm experiencing significant inaccuracies when measuring distances using vertical angle measurement and RAOBF only...Can anyone confirm this?
Sjizzle
12-13-15, 10:03 AM
TWoS is optimized for 16:10 resolutions because my monitor has max resolution of 1680x1050 pixels...
Addons for different resolutions are within the modpack.
Anyway, maybe because of the lack of support for 16:10 displays or something else, but I'm experiencing significant inaccuracies when measuring distances using vertical angle measurement and RAOBF only...Can anyone confirm this?
can u add also a 8:5 reso patch for large optics from |TWoS i have friend who has 8:5 resolution and need that thx
vdr1981
12-13-15, 10:51 AM
can u add also a 8:5 reso patch for large optics from |TWoS i have friend who has 8:5 resolution and need that thx
He doesn't need one because 8:5 is the same as 16:10 and this "patch" is by default in TWoS...:yep:
MataHari
12-14-15, 05:12 PM
Here's a list of the features modified:
1. OBS Periscope and ATK Periscope graticules redrawn for greater accuracy, while keeping the historical layout as much as possible.
2. The RAOBF middle grid matches the Periscope graticules.
3. The Field-of-view of the OBS Periscope is wider then the ATK's.
. . \data\Menu\Gui\Layout\RAOBF_Middle graphic files (700x700)
. . . . . . . . . TWoS mod . . . . . . . MataHari's mod
. . . . OBS : V=11 pixels/10mRad ____ V= 8.40 pixels/10mRad
. . . . . . . H=11 pixels/10mRad ____ H=14.67 pixels/degree
. . . . ATK : V=11 pixels/10mRad ____ V=15 pixels/10mRad
. . . . . . . H=11 pixels/10mRad ____ H=15 pixels/10mRad
. . \data\Menu\Skins\German\Gui\Layout\Periscope graphic files (1024x1024)
. . . . . . . . . TWoS mod . . . . . . . . MataHari's mod
. . . . OBS : V=13 pixels/10mRad _______ V=10.0 pixels/10mRad
. . . . . . . H=22 pixels/degree _______ H=17.5 pixels/degree
. . . . . . . (13 pixels/10mRad) / (5.7degree/100mRad) = 22.8
. . . . . . . (10 pixels/10mRad) / (5.7degree/100mRad) = 17.5
. . . . ATK : V=13 pixels/10mRad _______ V=17.85 pixels/10mRad
. . . . . . . H=13 pixels/10mRad _______ H=17.85 pixels/10mRad
. . . . Field-of-View = 725 pixels
. . TWoS mod:
. . . OBS : 725/(13/10)=557.7mRad x(5.7/100)=31.8 degrees.
. . . ATK : 725/(13/10)=557.7mRad x(5.7/100)=31.8 degrees.
. . MataHari's mod:
. . . OBS : 725/(10/10)=725mRad x(5.7/100)=41.3 degrees.
. . . ATK : 725/(17.85/10)=406.2mRad x(5.7/100)=23.2 degrees.
. . Notes : mRad = milli-Radian (or mill for short)
. . . . . . Optical Marks = 10 mRad
. . . . . . ArcTan(100 mRad) = 5.7 degrees (approximately).
4. The Cameras.cam file calibrated for the new graticules.
. . The C2-S-B1 Hull Large Merchant Ship is chosen as the reference ship:
. . Mast Height=30.0 m, Length=140.0 m, Width=19.2 m.
. . A Test SingleMission with the C2-S-B1 at 400m, 500m, and 800m is used
. . to calibrate the AngularAngle in the Cameres.cam file (Sub at -12 m).
. . MastHeight(mRad) = [MastHeight(m) / Distance(m)] x 1000 [x4 if Hi]
. . Distance . Mast Height . . Optic . . . Pwr
. . . 400 m ____ 75 mRad _____ 7.5 Marks __ Lo
. . . 400 m ___ 300 mRad ____ 30.0 Marks __ Hi
. . . 500 m ____ 60 mRad _____ 6.0 Marks __ Lo
. . . 500 m ___ 240 mRad ____ 24.0 Marks __ Hi
. . . 800 m ___ 150 mRad ____ 15.0 Marks __ Hi
. . \data\Library\Cameras.cam file
. . TWoS mod: . . . . . . . . 16:10 . . . 16:9 . . . . 4:3
. . #77 : Periscope OBS ____ 69.4911 ___ 69.63075 ___ 64.76225
. . #85 : Periscope ATK ____ 69.4911 ___ 69.63075 ___ 64.76225
. . MataHari's mod: . . . . . 16:10 . . . 16:9 . . . . 4:3
. . #77 : Periscope OBS ____ ??????? ____ 91.27 ______ 75.00
. . #85 : Periscope ATK ____ ??????? ____ 59.75 ______ 46.50
. . ################### ATTENTION - GENERAL CALL #################
. . I would appreciate it very much if someone would be nice enough
. . to find the values for 16:10 monitor resolution.
. . ################################################## #############
5. All ships manually measured for Mast Height, Length, Width, and Draft, and values entered in the Identification Manual.
. . \data\Sea\\[UnitClass].cfg text files.
6. Ship's Flag Height manually measured, and drawn in the Identification Manual.
. . \data\Sea\[UnitClass]\[UnitClass]_sil.dds graphic files.
7. Ships Search Criteria updated in the Identification Manual:
. . . . Category, Bow, Funnel, SuperStructure, Islands.
. . \data\Sea\[UnitClass]\[UnitClass].cfg text files.
8. Missing ClassNames=UnitNames added to the Identification Manual.
. . \data\Roster\Names.cfg text file
. . . . [SEA]
. . . . Tug_Z=Ported SV Tug Boat
. . . . PSTyohei_Z=Ported Uekel Small Passenger Type
. . . . NAMC_Z=Medium Freighter
. . . . JPFish01=Fishing boat 1
. . . . JPFish02=Fishing boat 2
. . . . OSHaruna_Z=Ported SteelViking Tanker
9. RAOBF Circular Slide Rule redrawn for more accuracy and visibility.
. . \data\Menu\Gui\Layout\RAOBFInner.dds graphic file.
. . \data\Menu\Gui\Layout\RAOBFOuter.dds graphic file.
. .[U] Test 1:
. . . . Distance=400m (4hm)
. . . . Mast Height=30m
. . . . Optic (Hi)=30.0 Marks (300mRad)
. . . . With the mouse pointing at 30 (Mast Height in m) on the Middle ring, left-click and
. . . . rotate the Middle ring until it is next to 30 Optic Marks (or 300mRad) on the Outer ring.
. . . . Read off the bottom right red pointer at 4 on the Outer ring (for Hi Power),
. . . . the distance in hm on the Middle ring => 4 (or 400m).
. . Test 2:
. . . . Distance=400m (4hm)
. . . . Mast Height=30m
. . . . Optic (Lo)=7.5 Marks (75mRad)
. . . . With the mouse pointing at 30 (Mast Height in m) on the Middle ring, left-click and
. . . . rotate the Middle ring until it is next to 7.5 Optic Marks (or 75mRad) on the Outer ring.
. . . . Read off the top red pointer at 100 on the Outer ring (for Lo Power),
. . . . the distance in hm on the Middle ring => 4 (or 400m).
. . Test 3:
. . . . Rotate the Middle ring and allign 1 next to the top red pointer at 100 on the Outer ring.
. . . . This is the trinogometric Sin function:
. . . . . . The Inner ring is the angle in degrees.
. . . . . . The Middle (external) ring is the Sin value:
. . . . . . . . Sin(90)=1.0
. . . . . . . . Sin(30)=0.5
10. Nomograph redrawn for greater accuracy and readability.
. . The Nav Map Seal moved for the new nomograph.
. . \data\Menu\Gui\Layout\Nomograph.dds graphic file.
. . \data\Menu\Gui\Layout\NavMapSeal.dds graphic file.
fitzcarraldo
12-14-15, 07:37 PM
Download link broken in SUBSIM Bonus Mods.
Regards.
Fitzcarraldo :salute:
Sailor Steve
12-14-15, 09:54 PM
Hey, Canuckette! It's good to see you back again.
I don't play SH5, so there's not much else I can say. :sunny:
Sjizzle
12-15-15, 02:19 AM
can u fix the download link or upload it somewhere else ?
fitzcarraldo
12-15-15, 05:51 AM
can u fix the download link or upload it somewhere else ?
+ 1.
Regards.
Fitzcarraldo :salute:
Here's a list of the features modified:
Thanks :up:
I suggest you to link this list to your first post in this thread, for better visibility. :)
5. All ships manually measured for Mast Height, Length, Width, and Draft, and values entered in the Identification Manual.
What do you mean with "manually measured"? Stock manual ship measures were a mess, but all of the ships featured by TWoS, with the exception the units imported from SHIV, had their relevant dimensions corrected by toniloCoyote, who used an ingenious method (http://www.subsim.com/radioroom/showpost.php?p=1586558&postcount=1) for measuring them. As far as I can tell, though with some approximation, the figures provided by him are fairly accurate. Did you find significant discrepancies with your own measures?
To give you an idea of how approximate were ship specs stated in most cases in WWII recognition handbooks, I suggest you to have a look into one of the ONI manuals available at this link (http://www.hnsa.org/resources/manuals-documents/single-topic/recognition-handbooks/), and compare the specs stated there with information on the same ship classes available today.
8. Missing ClassNames=UnitNames added to the Identification Manual.
. . \data\Roster\Names.cfg text file
. . . . [SEA]
. . . . Tug_Z=Ported SV Tug Boat
. . . . PSTyohei_Z=Ported Uekel Small Passenger Type
. . . . NAMC_Z=Medium Freighter
. . . . JPFish01=Fishing boat 1
. . . . JPFish02=Fishing boat 2
. . . . OSHaruna_Z=Ported SteelViking Tanker
:up:
I think vdr1981 has finally replaced ship class names once derived from the forum name of the modder who had originally imported them, with more generic names or, wherever possible, with real class names which are now featured by TWoS. Not to look ungrateful, but I couldn't agree more with his decision. It looked odd reading those familiar names in game; it was something that, at least for me, broke the illusion of being thrown in the middle of WWII warfare, and reminded me of nodes, 3D meshes, unit controllers and long testing sessions. I am glad that someone dealt with them, but I would rather prefer reading their names in the credit notes. :D
Onkel Neal
12-15-15, 03:56 PM
Ok, I see the file, good job.
MataHari
12-15-15, 06:05 PM
**************************
* Download link restored *
**************************
Hello gap,
When I tested the Mast Height values with TWoS mod (16:9), I was getting erroneous results (ex. 11% error for the C2-S-B1 Merchant).
To get an accurate result, the graticule scale on the periscope must be calibrated with the Cameras.cam AngularAngle.
So I redrew the graticules for a more precise scale, and by try-and-error, found the AngularAngle.
I then manually measured each ship's Mast Height, Length, Width with the new graticule in Test SingleMissions.
I realized that different Classes of ship with the same 3D Model have the same dimention values, but the ID Manual says otherwise.
Ex 1:
DDType34 Class and DDType36N Class both have the same 3D Model: NDD_Type34A.
The Mast Height is listed at 26.6m and 26.8m respectively.
But both were manually measured at 25.8m in a Test SingleMission.
Ex 2:
BBNewYork Class and BBKongo/BBProvence Classes have the same 3D Model: NBB_New_York.
The Mast Height is listed at 48.6m for the first Class, and 39.2m for the other two classes.
They were all measured exactly at 48.6m.
Looks like what I'm measuring is the 3D Model which is identical in those classes,
even if in reality they were different and listed as such in the ID Manual.
Here are some statistics (138 Classes):
--- Mast Height OK = 66 Classes.
--- Mast Height error (average 1.7m) of a class with the same 3D Model as a Class with Mast Height OK = 11 Classes.
--- Mast Height error (average 1.3m) = 61 Classes (2/3 of those classes have an error less than 1m).
I also noticed that the measured Mast Height remains constant, no matter what type of cargo, what temperature or salinity of the water the ship is on.
**************************
* Download link restored *
**************************
Hello gap,
When I tested the Mast Height values with TWoS mod (16:9), I was getting erroneous results (ex. 11% error for the C2-S-B1 Merchant).
To get an accurate result, the graticule scale on the periscope must be calibrated with the Cameras.cam AngularAngle.
So I redrew the graticules for a more precise scale, and by try-and-error, found the AngularAngle.
I then manually measured each ship's Mast Height, Length, Width with the new graticule in Test SingleMissions.
Nice job :up:
I realized that different Classes of ship with the same 3D Model have the same dimention values, but the ID Manual says otherwise.
Ex 1:
DDType34 Class and DDType36N Class both have the same 3D Model: NDD_Type34A.
The Mast Height is listed at 26.6m and 26.8m respectively.
But both were manually measured at 25.8m in a Test SingleMission.
Mast height of the Type 34 Class Destroyer is exactly 26.7713 m, measured in a 3D program :03:
Anyway I doubt that this level of precision would increase in-game hit ratio significantly. For my standards, using 26 or 27 m (without decimals) as recognition manual entry would be okay.
Ex 2:
BBNewYork Class and BBKongo/BBProvence Classes have the same 3D Model: NBB_New_York.
The Mast Height is listed at 48.6m for the first Class, and 39.2m for the other two classes.
They were all measured exactly at 48.6m.
48.72424 m exactly. This time you got closer. Again, for me any integer between 48 and 50 would be fairly acceptable. :)
Looks like what I'm measuring is the 3D Model which is identical in those classes,
even if in reality they were different and listed as such in the ID Manual.
Yep, you are correct. If you look into each ship unit's unit_Ship controller (in sim file) draft set there is relative to unit's 3D mesh.
I also noticed that the measured Mast Height remains constant, no matter what type of cargo, what temperature or salinity of the water the ship is on.
I don't think variable water density is simulated in game, but internal cargo might have an effect on draft. External cargo does nothing indedd: it is there just for eye candy. :yep:
MataHari
12-17-15, 05:13 PM
This whole treck started when I decided to test wether the draft of ladden ships differs from empty ships or not. I tried all 4 Internal Cargo combinations (None, Freight, Ammunition, Fuel) in Test SingleMissions, using the C2_S-B1 Merchant as the reference ship.
I was expecting a lower mast height and deeper draft for heavy ladden ships.
I didn't see any noticeable differences when measuring the mast height.
After removing all the torpedo limitations (mainly the DepthKeepingDeviation value) in the sim file, I didn't see any noticeable differences when firing torpedoes at ships ladden or not.
I repeated the tests for summer/winter on all oceans, and got the same results. The only thing affecting mast height and draft is the state of the sea.
On the other hand, I noticed some differences with the values listed in the Identification Manual.
I was sure the values in the ID Manual were the result of scientific calculations, but why was I getting some variations when measuring them with accurate periscope graticules?
This is how this mod came about: the production of a manual with precise measured values.
Some may say that the manual or the tools shouldn't be too accurate because such was the reality in those days. That's fine with me, I respect that.
But let's say MataHari managed to survive WWI, and got her hands on secret documents concerning Allied ships. Then she made a Nobel Price winner french engineer her lover, and convinced him to create a more accurate optic device for the KriegsMarine. I'm so romantic ... :oops:
Originally Posted by Neal Stevens
Ok, I see the file, good job.
Thanks Neal. I did as you said. What would we do without you ? :salute:
Originally Posted by Sailor Steve
Hey, Canuckette! It's good to see you back again.
I don't play SH5, so there's not much else I can say.
I miss you guys from the WPL. Those were the good old days. SH2/DC were the best sims. :yeah:
I tried SHO, and IMHO it's a way to waist money on a regular basis. :wah:
Bye for now.
This whole treck started when I decided to test wether the draft of ladden ships differs from empty ships or not. I tried all 4 Internal Cargo combinations (None, Freight, Ammunition, Fuel) in Test SingleMissions, using the C2_S-B1 Merchant as the reference ship.
I was expecting a lower mast height and deeper draft for heavy ladden ships.
I didn't see any noticeable differences when measuring the mast height.
During a set of tests with a large oiler imported from SHIV, I noticed that she was sitting lower on the sea level when she had fuel as internal cargo than when she was empty... but it was long ago, so I could as well be wrong on that.
Some may say that the manual or the tools shouldn't be too accurate because such was the reality in those days. That's fine with me, I respect that.
But let's say MataHari managed to survive WWI, and got her hands on secret documents concerning Allied ships. Then she made a Nobel Price winner french engineer her lover, and convinced him to create a more accurate optic device for the KriegsMarine. I'm so romantic ... :oops:
:rotfl2: :up:
vdr1981
12-17-15, 06:52 PM
During a set of tests with a large oiler imported from SHIV, I noticed that she was sitting lower on the sea level when she had fuel as internal cargo than when she was empty... but it was long ago, so I could as well be wrong on that.
I also can not confirm this but, due to "bug", some ships during campaign playout will be occasionally spawned with different heights/draughts so accurate mast height data wont be so much useful in these situations.
This is especially true for ships with Draught=0 in their respective sim file where game has to calculate ships draught from 3D objects height (divided by 2) .
...This is especially true for ships with Draught=0 in their respective sim file where game has to calculate ships draught from 3D objects height (divided by 2) .
I am afraid I must disconfirm this interpretation of the 0 ship draugth setting. It actually means that ship's draugth is taken from model's absolute coordinate in the global space. In other words, the water line will lie where model's y coordinates are equal to 0. If you open any ship model in a 3D editor you will understand at once what I mean :yep:
As to why ships having this setting are spawned much lower that they should at times, I have no idea why this is happening. Another bugged feature maybe? :hmm2:
vdr1981
12-17-15, 07:12 PM
I am afraid I must disconfirm this interpretation of the 0 ship draugth setting. It actually means that ship's draugth is taken from model's absolute coordinate in the global space. In other words, the water line will lie where model's y coordinates are equal to 0. If you open any ship model in a 3D editor you will understand at once what I mean :yep:
Yeah, that...Whatever...:) Anyway, it seems that Draught=0 has an effect on this bug...
As to why ships having this setting are spawned much lower that they should at times, I have no idea why this is happening. Another bugged feature maybe? :hmm2:
If you can take ships sailing sometimes at "deck awash" as feature, than why not...:) It's a bug, but it's somewhat cool IMO...:)
If you can take ships sailing sometimes at "deck awash" as feature, than why not...:) It's a bug, but it's somewhat cool IMO...:)
Well, as I see it, it is a feature if it adds an acceptable level of reandomness to ship draft; it is a bug, or a buggy feature if makes ships to sail deck awash. Anyway I will check again the Kawasaki oiler that I had been working on years ago, since as I remember internal cargo made her to sail realistically lower than when she was sailing on ballast. There might be some magical combination of settings in her sim file making it to happen. :)
Is this mod compatible withtwos 2.0?
fitzcarraldo
04-25-17, 09:46 AM
Is this mod compatible withtwos 2.0?
No. It was left to be compatible from TWoS 1.05, I believe.
In fact, the recognition manual in TWoS 2 is very different to that in MataHari mod.
Regards.
Fitzcarraldo :Kaleun_Salute:
Good job! Thx! :Kaleun_Thumbs_Up::Kaleun_Salute::Kaleun_Applaud:
Ulrich Kröpke
10-21-21, 03:09 AM
Hallo MataHari,
many years I did corrections of the ship lenght in SH 5. I did it for myself. But I know how much work is in it to get the right result, so that a torpedo hits the ship if you made everything right by the TDC procedere.
Good job!
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