View Full Version : [WIP] Recognition Manual Overhaul - FotRSU-NM-NK Edition
ElCid97
10-22-23, 09:09 AM
Good Morning!
Just a small introduction to something I'm working on for the next edition of the Targeting Assistant, though I'll probably release as "stand-alone" in the end due to the complexity I'm seeing so far.
I'm updating the Recognition Manual (as best I can) to include length and aspect ratio information to help in targeting.
I was inspired by a post I read which was written a while back by one of our members where the author said the only way to add length was in the name of the ship. As a result, I've come up with this:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13321
The line says: Zinbu Type Freighter (AK) Length: 400 ft. Asp. Ratio: 4.24
So far it's going well for the "included" ships. I'll explain that later.
I've finished the default SH4 listing so far, and I'm currently working down the list with the FotRSU ships since they are the next in line in the "Names.cfg" file.
I'll keep going down until finished with the Nippon Maru and the Nihon Kaigun towards the bottom.
I've also added a fake "country" to the "Roster" and "Sea" folders as well as the "DefSide.cfg" file to create an entry that will explain the USN hull classifications for those that are not familiar with them (like me when I started this thing).:03:
Nice thing about this way of adding the info is that it pops up on the nav and torpedo/weapons map when you have the ship selected or locked. It's almost like your weapons officer is writing down the info for you on the map.
Sorry for the small size, but I'm trying to keep the file size down below the mins posted in the forum etiquette listing. I can post slightly bigger ones if you would like, but I thought 1024-wide jpeg files would suffice.
No time table for this, but I'm willing to share what I've learned with anyone who wants it.
Regards,
ElCid97
propbeanie
10-22-23, 08:43 PM
CapnScurvy used that technique in his OTC (Optical Targeting Correction) mod... it works fine, until you run into longer names. He also altered the RecMan via the menu_1024_768.ini file to add a "Length" text field above the name. It will take you awhile for your endeavor. We are already including a "Length" designation in FotRSU for the next release, but it is not using this method, and therefore does not show on the NavMap. :salute:
ElCid97
10-23-23, 05:56 AM
Thanks for the heads-up on the update!
I'm almost done with the images portion of it since it's basically adding a "country" and associated "ships" -- which are all fake.
I'm using the NL_A1 lifeboat as a base for the "dat" and "sim" values, etc. Then the "PC" category for the "Type" of ship. This gives the least complicated of the "warships" that won't get "stripped" over to the merchant section.
I then use the "_sil.dds" texture to actually write out the information for the Navy's hull classification. You then just flip to the "country" for the classification and you eliminate the whole "Class:" area completely. The name can then be as long as you need so long as you don't go over into the three buttons at the top right. The "class" is represented by the 2-3-4 letter code used by the USN for ship's class ID and is now part of the name itself.
By rewriting the name, you can get more info in there with less space.
The "main" page is the regular sillouette, while the other "page" is the second sillouette that you get when you click on the button at the top right of the page.
The pages will basically be this:
AK: Cargo / Freighter
AKA: Attack Cargo / Freighter
AP: Transport
APA: Attack / Armed Transport
APD: Fast Transport
BB: Battleship (all types)
CB: Large Cruiser
CA: Heavy Cruiser
CL: Light Cruiser
CV: Aircraft Carrier
CVE: Escort Carrier
CVL: Light Carrier
CM: Mine Layer
DD: Destroyer
DE: Destroyer Escort
etc, etc ...
... all listed from the WW2 list I found on wikipedia for the ships in the "Names" file.
I'm thinking of just adding all of them since it's not that bad to get the list into the sim. I just need to add another "ship" when I need another two pages (sillouette image, top and bottom).
If you come accross a letter code that doesn't ring a bell, just go to the "country" page for the classifications and look at either of the four pages (two regular sillouettes and two "bottom portions" of the sillouette) to see what the two or three or four letter code means.
Not the best system, but it works.
Like you said, the "Names" file is another animal. We'll see if I can get it out prior to your update, because something tells me your system is far simpler and BETTER when it comes out! :up:
Regards,
ElCid97
fitzcarraldo
10-23-23, 09:30 AM
This seems a future must have...Many thanks! :Kaleun_Cheers:
Fitzcarraldo :Kaleun_Salute:
ElCid97
10-25-23, 09:12 PM
Good evening!
Mostly done with the manual as far as the reference part goes. I'm banging my head on how to make the thing bigger, though. I've tried the "scaling" factor by changing the "parent" to "5" so the vertical is used for scaling and changed a few numbers for the size of the "child" as well, but can't get the thing bigger than what you see. All I wanted was a little bit bigger, that's all.
Here's what I have so far:
Main "country" that gives you access to the listing of hull classifications so that you can figure what you're looking at:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13323
Here's the first page when you open it up. You click on the sillouette button where the mouse arrow is to go to the second page in the book. It's the equivalent of the angled profiles for the ships:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13324
The Carriers and Battleships are "Page 1" (or Page "A" in this case) for the series. Here's the second page ("C1" if you will) of the transports and cargo ships as an example of using the "second" page feature in the Recognition Manual by using the sillouette image. In this case it gives you a note saying that some AKA and APA types may actually be Auxiliary Cruisers (which is what I actually changed their names to). :D
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13326
It's readable, but I'd like it a little better if I can make it larger. Nothing like a monk-written, medieval bible, mind you, just a little lower to the helmsman's neck or out almost to the edge of the TDC maybe? Just to give the reader a better "view" of the thing, that's all.
Does anyone have any idea on how I can do that?
Basically done with this "graphic" portion as long as I can figure how to make it a bit bigger so that you're not squinting so much at my native 1920 x 1080 resolution. My guess is that some folks will have the same problem as well.
I've also replaced the flags with those found in the FotRSU texture folder, so I tried to make the blue "Navy" flag in the same style. I'll show you some of those in the next post. I just forgot to take screenshots of the other countries tonight. It's late and I have to actually work tomorrow. :Kaleun_Mad:
I'm going to continue coding the "names" line so that I can at least get that moving again until I can figure out the graphics enlargement.
Regards,
ElCid97
fitzcarraldo
10-25-23, 09:38 PM
:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:
Want this...
Fitzcarraldo :Kaleun_Salute:
Mostly done with the manual as far as the reference part goes. I'm banging my head on how to make the thing bigger, though. I've tried the "scaling" factor by changing the "parent" to "5" so the vertical is used for scaling and changed a few numbers for the size of the "child" as well, but can't get the thing bigger than what you see. All I wanted was a little bit bigger, that's all.
ElCid97
"5" is mainly used only for round dials.
For mass scaling you need "2" - view and replace in the lines "Zone=..." the fifth parameter from the left from "0" to "2" for ALL G25.
Also replace where "Display=0" with "Display=2" for ALL G25. ALL G25 are [G25 I1] to [G25 I52].
Vote example [G25 I33] Name=Close book:
Zone= 740 327 24 24 0 1 0x25060000 1 0 0x25060008 -3 -1.2 0 0;old
Zone= 740 327 24 24 2 1 0x25060000 1 0 0x25060008 -3 -1.2 0 0;NEW
Display=0;old
Display=2;NEW
Search and read in more detail in "KiUB Kriegsmarine Interface for UBm" https://www.subsim.com/radioroom/showthread.php?t=152590
But the inscriptions and fonts, alas, are NOT scalable. :(
ElCid97
10-26-23, 09:07 PM
Thanks, Mazzi!
I'll give this a try and report back by the weekend. I've also just looked at the post you mentioned and have saved the text for reference on my end when I get more time this weekend.
Too busy with work today and tomorrow, so I'll definately look at it this weekend!
Slowly, but surely!
Regards,
ElCid97
ElCid97
10-28-23, 08:11 PM
Good Evening!
As promised, here's what I have as of tonight. Unfortunately I'm getting a few CTD's lately, but I think it's because of the display. I'm still playing with the setting in the card-controller software (AMD-type), so it may be a while before (or if) I'm able to stabalize enough to negate the CTD's. Maybe more RAM, but it's a 2013 machine I litterally just got for free from a friend that was going to throw it out since he got a better rig. It's better than the 2009 machine I was working with, so ...
Anyway, here's the pics!
This is the cover that replaces the "Merchant Shipping" tag. It's based on an index card image I found online somewhere. As you can see, the scaling resolution setting of "1" instead of "2" seems to work well for the 1920x1080 resolution I'm running:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13328
I may just change that to "ONI-209 Classifications" since it covers ALL the merchants in the game (thanks, Ubi) and not just the Japanese.
This is the original game's Victory ship. It's now renamed with the proper ONI-209 nomenclature. Well, at least I think so, anyway. Let me know if I mis-counted or mis-identified a mast or kingpost/"Sampson" post in the count:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13329
I'm still in the process of changing ALL the static naming to something that makes sense. Here's an example of the static "Mavis" where I just made it so that it's "Moored" instead of whatever it was before:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13330
I'm going to do the same with the AI boats and PBY's, etc.
There were cases where the ship in question was labeled one thing, but the "Type" in the "cfg" file was something else. Here's an example:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13331
It's labeled as a DE, but the type is a "Frigate" (PF). The "Waka-something-or-other" is another example. So is the "SU1" type minelayer, which is actually a "Clemson" class DD which was converted and had a stack removed. I recoded that one to (DD/DMS) and named it "Clemson Class" but didn't change anything that would cause the missions to get broken since I didn't change anything "left of" the "=" sign.
Here's an example of an (AO) -- in this case, a T3 tanker:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13332
Again, the ONI-209 as best I could make it.
Just so I'm not confusing anyone: I'm doing the ONI-209 stuff based on the IN-GAME ships that are present, NOT THE HISTORICAL. This is important to understand since the historical data may say one thing, but the sim has something different programmed. Nothing against the devs, but it didn't make any sense to me to use FULL historical data if it won't help the user actually ID what's in their sights.
Here's a listing of what I have activated which, I believe, are the only "ship-related" mods to get data from:
FotRSU 1.8
Nippon Maru 1.9
Nihon Kaigun 1.2
That's why I'm considering posting a "beta" at some point to ask for some feedback/help with the M-K-F, etc, since someone may consider something a kingpost while others may say that it's a mast.
Combine that with the fact the historical documents may say a T3 was SUPPOSED to have X,Y,Z order, and you can see where it may get confusing.
That's why I'm going with what's in the sillouette images and not necessarily the ONI.
I am, however, using the ONI as reference and am including some charts which I'm using by adding them to the radio page.
The strategic map with the convoy lanes is gone, but it's going to get placed elsewhere in the boat. I'm checking to see what the best position is within the different strategic maps for the chart tables in the conning towers.
Some boats, like the S-Boats, have a more rectangular and bigger display. Others are smaller, while others are more square than rectangular. It's a toss-up. I'll go through all the 6-7 different maps so that none of them are cut off like I saw in a few boats already with the current release of the targeting assistant (grammaphone mod).
I was going to post a shot of the new radio page here, but the CTD killed that for now. Let me troubleshoot and I'll get back to you!
Regards,
ElCid97
PS: Got the thing somwhat stable. Definately my graphics. May be RAM, who knows. Here's the shot I was missing for the radio page:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13333
les green01
10-29-23, 09:53 PM
looking good if you get the ctd fix i'll download for sure that way i can go back to using the watch for speed
ElCid97
11-03-23, 07:53 PM
Good Evening!
First off, my appologies for the length. I just figured I'd add the changelog I have so far. It covers what I'm up to in the project. I basically just do a little here and a little there when I get a chance to after getting home from work.
So far this is what I have:
CHANGELOG - As of 03-NOV-2023
=============================
1. Changed all the vessel codes to match the ONI codes used by the U.S.N. during World War II.
-- Still have to finish the listing, but it's getting there.
-- Finished the default ship listing and the FotRSU listing.
-- Still need to finish the Nipon Maru and the Nihon Kaigun listing.
2. Changed classification of some vessels to represent historical names.
-- "Fleet Carrier Saratoga Class" changed to (CV) Lexington Class
-- "Fleet Carrier Enterprise Class" changed to (CV) Yorktown Class
-- etc, etc.
3. Added "Length:" and "Asp. Ratio:" fields to the name of the ship. This gives the data to the user so that speed and AOB calculations will be much simpler to compute.
-- The ship's names now appear on the navigation map and targeting map as well, as long as they are identified and selected (All information now appears as being "written" on the maps).
-- Gives a better ability to get the AOB more accurately, which can -- in turn -- help have a better estimate of target course when combined with periscope bearing and own sub's heading.
4. Changed the grammaphone into an updated "Targeting Assistant" with various formulae and data that is useful in computing targeting manually. Also added a "sinus scale" to the grammaphone, courtesey of "Hitman" who came up with the original in his tutorial on how to target ships using 100% realism.
-- Work is taken from the "Targeting Assistant V1" work I've already done and, in essance, will replace that release. The other one can still be used independantly, just not with this release since the files in this package will replace that grammaphone.
5. Added "Hitman"'s "TSAC Scale" to the attack map so that you can find the spread angle for torpedo shots using the length of the ship and the bearing.
-- Also made the TSAC a little bigger for wide-ratio screen resolutions.
-- Requires you to download and activate Hitman's file first, then activate the "ini" file which I'll include with the "Targeting Assistant" in order to change the size/ratio in the "menu_1024_768.ini" file using the Jimimadrid MenuMerger program.
6. Updated the Recognition Manual so there is a section labeled "U.S.N. Hull Classifications".
-- Gives the user the ability to decipher the new hull codes used in the manual.
-- Example: CV=Fleet Carrier, PG=Gunboat, ATF=Fleet Tug Boat, AK=Cargo/Freighter, etc.
-- Basically a new "country" that uses fake "ships" to represent the information in what are the sillouette pages.
-- The "flag" is on an index card and it now reads, "BuC&R/BuShips -- Ship's Data: U.S. Naval Vessels"
-- Data taken from Wikipedia, but is actually the data used by the Bureau of Construction and Repair -- later Bureau of Ships -- to identify ships. Uses codes used/active during WW2.
7. Changed the "MERCHANT SHIPPING" label (flag) to an index card that reads, "ONI-209 CLASSIFICATION FOR MERCHANT SHIPPING".
8. Enlarged the manual itself by changing the scalar ratio in the "Zone" line to "1" instead of "0" as originally written.
-- Original idea given to me by Mazzi at Subsim, though I had to change his suggestion values. Thanks, Mazzi!
-- As with the Hitman overhaul of the TSAC, this is part of the lines included in the "ini" file activated with Jimimadrid's MenuMerger program.
9. Updated all ships to include those from the default listing, FotRSU 1.8, Nihon Kaigun, and Nippon Maru 1.8 (inclusive).
-- NOTE: Still need to finish the listings. Not all sections/ships complete yet. See above.
10. Created a PDF file with all the information in the "U.S.N. Hull Classifications" listing for the manual so that users can print out a hard-copy if they choose.
-- Same information in the Recognition Manual, but in a "printer-friendly" version which is just text and won't "kill" your ink supply (other than black, at least).
11. Changed the radio from the strategic map over to something that contains various data elements to help in identifying ships. Charts there were taken from a PDF version of an original ONI-223-M manual and cobbled together as best I could figure while still maintaining readable fonts and pictures of the originals.
-- I can't remember where I got the ONI-223-M manual from. May have been from the Navy's Historical Command database, but can't remember.
-- There is other data and other manuals I got from the Ibiblio.org website (hyperwar) as well as from the USS Pampanito website (maritime.org). Thanks to all for making all this data available to us.
12. Added a chart to the radio that allows a generic estimation of tonnage of an observed vessel. According to the ONI-223-M manual, this should be good enough for about 80% of all merchant vessels in service at the time.
-- I tested it against some of the ships in-game, and it seems to work fairly well in estimating the tonnage. Most I was off was 1,000 tons or so.
-- I may delete this since it takes up a good chunk of the space and the "tonnage" is already in the manual itself when you get to the ship. I just figure this would be good enough for estimating the tonnage from reading the "name" written on the navigation map if identifying with the weapons officer (yes, FotRSU has a button for that).
13. Changed the "Cooler" ships to reflect what it should have said to begin with -- "Coaler". These were coal-transports known in USN parlance as, "Colliers" instead. Hull Code: AC.
-- Curiosity Note: The two most famous colliers/coalers were the "U.S.S. Jupiter" and the "U.S.S. Cyclops". The "Cyclops" was lost at sea between Trinidad and NYC, and is the first of the famous "Bermuda Triangle" losses. The "Jupiter" was renamed "Langley" and became the first aircraft carrier in the U.S. Navy.
-- Some, not all, colliers/coalers were used as "bulk fuel/oil" carriers. What this means is that the holds were filled with palletized 55-gallon drums of diesel or gasoline and transported like regular cargo. Probably not the best idea, but a similar thing was done with whale factory ships.
14. Repositioned the flags in the actual pages of the manual. These are the ones that are at the top-left of the manual when you actually go to a ship's page. The original setting had the flag covering the "ONI 41-42" tag at the top left.
-- The flags are now placed just below the title and centered vertically between the "ONI 41-42" tag and the sillouette of the ship below.
15. Thanks to Daniel Coffey and his work on the sillouette info way back when. It made things MUCH easier to do when making the changes for the manual.
16. Figured out how to add the great plastic cover image used in Dark Waters for the navigational map into the map for the US fleetboats and S-Boats.
-- Need to find who I need to ask permissions from in order to release, however. All credits have to go to whomever put that thing together, otherwise it's just for my own use. Sorry.
-- Mainly wanted it as an optional thing for the S-Boats and early fleet boats (Narwhal, Cachalot, etc.) that have the condensation dropplets all over the place when you're submerged. I just thought it would be a nice touch to the map since it would make sense to have.
17. Managed to create monochrome versions of ALL the flags for the manual cover. It now looks like you have a bunch of index cards with either printed monochrome flags for the countries involved, or it has something typed to signify what is being covered in the sub-pages.
-- This is the same index card used for the written labels I've mentioned already, but with a monochrome flag instead of writing.
-- Uses only naval ensigns and not the national flags as before.
-- In the case of France, the ensign is the one with the different width ratios for the vertical stripes. This means it's accurate when compared to the French national flag which is equal-ratio.
As for some screenshots, this is from earlier in the week.
New page for the fake country I made to accomodate the hull classification system:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13341
This is the new "MERCHANT SHIPPING" page I mentioned above:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13342
And an example of a finished section in final format. Here's the "Conte Verde" ocean liner that was requisitioned by the Japanese at the beginning of the war:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13343
Here are some of the flags. U.S. and Japan in this case:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13344
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13345
Unfortunately they lose some quality when shrunk down to fit (128x64 isn't really that big), but they can still be used and don't look too bad.
As you can see by the shots (and the comments above), I've managed to add the plastic cover from Dark Waters to the navigation map. If anyone knows who I would need to PM or contact for permission to release with this as part of the mod, please let me know. Otherwise I won't include it.
The plan is to spend the next few days working on the coding for the "Nipon Maru" ships. I have the entire ONI-208-J from the Pampanito website downloaded. I've made a few images as "test" subjects. If I can figure out how to actually add another "page/group" to the HUD (and the menu "ini" file as well), then I can add a whole new "book" for the sim.
Here are some shots of what I have so far. WIP, no doubt, but still not too bad:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13346
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13347
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13348
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13349
This is an example of how you could have a page for a ship, in this case the "Conte Verde" with the sillouette from the game cropped to "1-pixel=1 foot" and marked with dimensions where I thought would be the easiest things to see through the scope or the TBT:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13350
I don't know if there would be an interest in this, but it would definately be a challenge for a V2.
At the very least, I could work on it AFTER the manual updates and make it into a PDF file that could be uploaded in various chapters. That way, even if I couldn't program another button or "page" for this, I could at least get the work out there if there was any interest.
Hope everyone enjoys their Friday!
Regards,
ElCid97
fitzcarraldo
11-04-23, 07:43 AM
Waiting the release of this...Very nice!
Many thanks for the work. SH4 needs this...:Kaleun_Cheers:
Fitzcarraldo :Kaleun_Salute:
Kal_Maximus_U669
11-04-23, 03:38 PM
Hey ElCid97 salutation...
You have all my encouragement for this work...it is taking a turn that I already like...Bravo to you soon, friendly Kal Maximus U669 :yeah:
ElCid97
11-05-23, 10:42 AM
Good Morning!
Thanks for all the kind words!
Just in case anyone was wondering, I have the FJB's wonderful mod for the navigational maps installed. I'm using the "two-tone" version, but there are a total of three versions to choose from. That's why the map in the latest screenshots looks different.
I thought these would be a great change to the default since they FLIPPED the colors for the water and the land to what they should be -- dark is shallow and light is deep. It means you won't run into islands very often when plotting your course since they now "stick out" from the surrounding water.
It also looks good with the plastic cover! :up:
Almost done with the "Names.cfg" file. I'll post a beta here for that and a few other things when I'm done.
I'm also going to "strip out" the font mod from BuPers so that you can have the option of having "typewriter" font in the sim (a la SH3) for many of the menus and selections.
I'll do that one as a separate mod for those that would like to use it.
No word on a full release yet. I'm still debating whether to release with or without a printable PDF manual.
Regards,
ElCid97
fitzcarraldo
11-05-23, 11:51 AM
Also IŽm using the FJB map, brown variation. It looks more historically accurate for the US Navy WW2.
When you have a beta, IŽll test it. Looks awesome.
Many thanks for all the work.
Fitzcarraldo :Kaleun_Salute:
Kal_Maximus_U669
11-06-23, 06:31 PM
Yes Fitz I am of this opinion too... :up:
ElCid97
11-08-23, 07:22 AM
Good Morning!
Just a quick update before going to work. Figured I'd post the "changelog" I've been keeping. Just need to see about some doubled-up ships, but pretty much done with the "hard" part now.
Sorry about the formatting below, but for some reason the board's message box here keeps "stripping" the spaces and tabs from the front of the individual lines even though I have them in my "txt" file. It just makes it a little harder to read.
CHANGELOG - As of 07-NOV-2023
=============================
1. Finished re-naming all the ships for the Default (1.5-Gold), Fall of the Rising Sun Ultimate (1.8), Nihon Kaigun (1.2), and Nippon Maru (1.9) ship listings.
-- I'm not sure if there would be a problem using this "Names.cfg" file with other mods like RFB, TMO, RSRD, or a combination there-of, but there shouldn't be any since I haven't changed the "ClassName" which is to the "LEFT" of the "=" sign in the file. I've only changed the actual name that is displayed.
-- Missions should not be affected because, again, I haven't changed anything in the "callup" for the ships.
2. Currently working on scrubbing the "Names.cfg" file one more time to standardize all the changes. The main reason for this is that it's taken me so long to go through the listing that I've already found some discrepancies. I want to make sure that all the warships and all the merchants are using the same naming conventions -- or at least something similar enough to each other that it doesn't look like twenty people were working on this without talking to each other.
-- All combat ships have their names or hull number designations added instead of the name if available.
-- Warships: BBIowa=(BB) Iowa Class (BB-61) Length: 889 ft. Asp. Ratio: 5.88
CVEnterprise=(CV) Yorktown Class (CV-6) Length: 823 ft. Asp. Ratio: 4.97
CLOi=(CL) Kuma Class (HIJMS Oi) Length: 535 ft. Asp. Ratio: 4.57
W-19 Minesweeper=(AM/DMS) No.19 Class Length: 273 ft. Asp. Ratio: 3.82
DDFubuki=(DD) Fubuki I Class (HIJMS Fubuki) Length: 387 ft. Asp. Ratio: 4.35
DDHibiki=(DD) Akatsuki/Fubuki III Class (HIJMS Hibiki) Length: 387 ft. Asp. Ratio: 4.35
DDFubukiII=(DD) Ayanami/Fubuki II Class (HIJMS Ayanami) Length: 387 ft. Asp. Ratio: 4.35
-- All merchants have the ONI-209 nomenclature as well as the BuC&R / BuShips code applied where applicable. Also, the type of bow has been added to some (plumb or raked, as applicable) where it didn't stand out very well what type it may have been in the silouette.
-- Merchants: TugBoat=(ATO) Tug Boat Length: 205 ft. Asp. Ratio: 2.64
Whalechaser=(IX) Whaling Trawler Length: 205 ft. Asp. Ratio: 2.83
NL_B=47-K-M-K-K-K-F (AC) Medium Coaler: Plumb Length: 381 ft. Asp. Ratio: 4.81
NL_C=14-M-M-F-M-M (AK) Medium Heavyload Freighter: Plumb Length: 381 ft. Asp. Ratio: 4.81
NL_T01=62-M-M-F (AO) Medium Fleet Oiler Length: 410 ft. Asp. Ratio: 4.19
NPL_Hap=11-M-K-F-K-M-K (AP) 9,000-ton Modern Troopship Length: 449 ft. Asp. Ratio: 3.44
NPL_RC=11-M-K-F-K-M-K (AH) 9,000-ton Hospital Ship Length: 449 ft. Asp. Ratio: 3.44
NSHOS=22-M-F-M (APH) 3,500-ton Hospital Transport Length: 341 ft. Asp. Ratio: 3.98
KMCSHeito=22-M-F-M (AP/AK) Heito Maru Length: 341 ft. Asp. Ratio: 3.98
CyelonMaru=47-M-K-M-M-K-F (AK/AO) Cyelon Maru Length: 381 ft. Asp. Ratio: 4.81
JPAuxCruiser=29-M-K-K-F-M (AK/ACL/XCL) Shinano Maru Length: 528 ft. Asp. Ratio: 3.99
3. I still need to work on some of the eventual PDF images which I've decided to make/use for a PDF version of a "manual" which I'm going to include as a companion to the mod.
-- Will be based on ONI-41-42 for the warships and ONI-208-J for the merchants.
-- The merchant ships will be on pages that are from the manual where applicable.
-- Where there isn't something for reference, I'm just making something based on the closest, real ship. See Conte Verde page already posted as an example.
NOTE: The PDF will be broken down into two or more PDF files due to the size I'm already seeing in the file. Also please bear in mind the final PDF will probably be "ink-intensive" when compared to some other PDF files, so please be aware of that if you decide to print it when it comes out.
4. Still need info on height of the bridge (generally) for the U.S. subs.
-- I'm including a "Range Table" that will allow the user (if the game even simulates this) to actually be able to use the horizontal lines -- or at least the horizontal markings -- to determine the estimated range of a target ship that is over the horizon. (Like the ones in the silouettes that look like they measure height).
-- Not sure if this is modeled in the sim, or if it's modeled well if it is modeled. I do know that the ships will appear just under the horizon in-game, so I'm guessing you SHOULD be able to use the range table if you can at least estimate how much of the ship is visible and use that as an estimate of visible height.
-- The table was taken from a version of ONI-204 (German Ships) which is available online, but should work for any ship since it's based on math and not on a specific type of ship.
5. I'm stripping the "Font Mod" from the previously released BuPers mod and releasing as a "stand-alone" mod for those that would like to try the "typewriter" fonts in their set-up.
-- This will give you "typed" lettering throughout the sim.
-- Nothing new as far as the fonts go. They are just the default fonts that have been used based on the closest size to the orignal font that is being replaced.
-- The only issue I've found is in one of the options menus. The "Apply" option at the bottom right is cut off a little. I'm still trying to figure out which/where that is, but since it's the only thing I've found that didnt really work too well, I just left it alone.
-- I wasn't able to change the ammo counts since that would've been WAY too much learning to try and figure out how to move it. I figured the default font was okay for that.
-- I'm trying to figure a way to best place the ammo count in the weapons page so that you can get access to the number and types of rounds still onboard without having to actually get on the guns. Even if it's just a tool tip it would still be better than nothing. If I'm able to do this, it will be in the typewriter font like all the other stuff on the page already.
I'll try and get some screenshots tonight.
Hope everyone's day goes well. Like the old GEICO commercial said: "Hump Day!"
ElCid97
fitzcarraldo
11-08-23, 01:45 PM
:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:
Can't wait...
Take your time!
Regards.
Fitzcarraldo :Kaleun_Salute:
ElCid97
11-08-23, 10:06 PM
Not much work today. Rough day at work, so most effort tonight had to do with the graphic aids.
Here's an example of the new radio page. It now has a sort of cork board thing with notecards bearing the most common of the merchant types you would ID with the chart on the left. That way you don't necessarily have to go to the manual all the time:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13356
Here's the same page with the French selection in the RecMan. The ensign as opposed to the flag is used, hence the "unbalanced" vertical stripes:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13357
Next up is the updated info for the ex-USS Stewart, now trying to make you sleep with the fishes as Patrol Boat 102:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13358
This is the updated USS Enterprise, CV-6:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13359
Finally an example of an unclassified ship. In this case the Fishing Trawler the Japanese generally use as a picket ship:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13360
More as I can post, but probably this weekend at the earliest. I wan't to make sure I have something good for folks to work with as beta.
Hop "hump day" went well on your ends!
ElCid97
PS: I stripped out the TDC and Tube graphics from TMO and am using them in FotRSU, much like you have other "TMO-Style" graphics available. No issues with it so far, so it could be an option for those who want it as part of their "mod-soup" options. Just FYI it works.
ElCid97
11-12-23, 09:52 PM
I've been trying to get something done this weekend, but ran into a brick wall when it came to trying to add another window. I found several posts that said you could MAYBE add another "page" since the option seemed to be there in the "ini" file as well as the "commands.cfg" file, to an extent. Instead, I just got a message that said something was not implemented -- despite the fact everything was there where it was supposed to be.
Oh, well.
At least I got the radio done. I'll see about getting a beta package in the next few days, so sorry about not having one this weekend.
Here is the new radio page with some more reference information than the default.
The one thing you have to keep in mind is that the ONLY area that you can "grab" onto is the one where the main radio is. In other words, only the main "page" where the ONI-223-M chart is placed. If you can see the crossed arrows and the frequency for the radio, you're golden. You can't "grab" the window via the convoy map, flags, or range table. Not sure why this is, but I'm not going to sweat it since it seems to work.
Here is the new convoy map, which is basically the old one with an index card bearing the Japanese Naval Ensign since I couldn't think of anything else for now:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13366
This is the "main" radio page that we're all familiar with. It now has the ONI-223-M reference page that explained the ONI-209 classification system. Like the convoy map, it has the plastic cover courtesy of the Dark Waters mod. If it's not "kosher" to have it on there as part of the image, please let me know and I won't include it for the release:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13367
The cork board at the right has the more common Hull Classification indexes you're more likely to come across when looking for the ships in the accompanying chart. The full index is included now in the recognition manual as a separate country that you can select as shown in the previous screenshots.
The board across the bottom basically has a strip of paper tacked to the cork board there. Right now it's blank since I haven't really done anything with the "mod" it's for, but I wanted to have it there already for when I get around to it.
I was inspired by the recent post for the ECOPTC encryption device to look at some of the "codes" that were used to communicate with the resistance on the Philippines. It was a very basic grid that resembled the POW morse-code grid used during Vietnam. I have four or five "grids" already done, it's just a matter of getting the time to "code" the messages. I'm just afraid that if I touch "tsr" files in notepad I may break something. Besides, I still don't know which ones to look for to beging with.
Like I said, it's for something down the line, but I wanted to plan ahead. If you guys want to modify the graphics to put your own notes on the paper strip, by all means.
Here's the right side graphics which include the range table and the flag chart. They look blurry in the shot, but that's because I made them smaller for the upload.
The Range Table:
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13368
The Flag Chart (1944):
https://www.subsim.com/radioroom/picture.php?albumid=1418&pictureid=13369
They are readable in-sim. The only one that is so-so is the flag chart, but you can make out what it says.
I was actually debating whether or not to use it since it's from 1944 and by that point in the war many of the Commonwealth countries were using their own ensigns (South Africa, for example) as opposed to the British ensign (White Ensign) which is found in the recognition manual now.
I was thinking of changing some of the index cards so that you have the option of having the flags for the manual as pre-1944 and post-1944 based on this chart. Same with the chart itself. That way if you're pre-1944 you have the manual as it is now and there's no flag chart (or at least another one that matches the manual). If you're post-1944, you have the flag chart as you see it and you have the updated flags on the manual. It would just be a matter of which one you wanted active with JSGME.
About the only thing I'm somewhat afraid of is that the user would have to manually edit some of the sections in the menu_1024_768.ini file since JM's wonderful tool only CHANGES sections that are in there, but it doesn't add or remove them. You would have to manually edit the file first, then use JM's menu-merger to get the rest of the file's lines written in.
Hope everyone had a good weekend and look forward to the next one!
Regards,
ElCid97
fitzcarraldo
11-13-23, 06:51 AM
Very nice. I would to try it.
I like "kosher". Include all, please, or as an optional. :Kaleun_Wink:
Many thanks for all the work.:Kaleun_Applaud:
Fitzcarraldo :Kaleun_Salute:
ElCid97
11-17-23, 07:49 PM
Thanks for everything, everybody!
Putting together the readme with instructions, so give me a day or two since I have a full plate with stuff at home.
If you would like a beta version to test, just send me a PM or an e-mail and I'll get you everything you'd need. It's a bit large and the instructions may be a bit detailed, but otherwise things may break easy. :D
The main thing is to see if things are working on your ends as advertised as well as to determine if there are any names or ships doubled up by accident. I went through all the folders as well as the "Names.cfg" file, so there may be some things I overlooked. I did catch a ship or two in two locations (Maru listing and FotRSU, for example) which I corrected. There may be one or two more.
Again, just a few days to get everything together and ready.
ElCid97
fitzcarraldo
11-18-23, 08:54 AM
Thanks for everything, everybody!
Putting together the readme with instructions, so give me a day or two since I have a full plate with stuff at home.
If you would like a beta version to test, just send me a PM or an e-mail and I'll get you everything you'd need. It's a bit large and the instructions may be a bit detailed, but otherwise things may break easy. :D
The main thing is to see if things are working on your ends as advertised as well as to determine if there are any names or ships doubled up by accident. I went through all the folders as well as the "Names.cfg" file, so there may be some things I overlooked. I did catch a ship or two in two locations (Maru listing and FotRSU, for example) which I corrected. There may be one or two more.
Again, just a few days to get everything together and ready.
ElCid97
Many thanks! IŽll send a PM to you.:Kaleun_Applaud:
Fitzcarraldo :Kaleun_Salute:
ElCid97
11-22-23, 10:01 AM
Just FYI ...
I've had a serious illness in the family. Things okay now, but I won't be too active here for a little bit.
So far one tester, so you guys can transfer the file amongst yourselves for testing. I'm okay with that.
I'll update when I can.
ElCid97
iambecomelife
11-22-23, 10:54 PM
Just FYI ...
I've had a serious illness in the family. Things okay now, but I won't be too active here for a little bit.
So far one tester, so you guys can transfer the file amongst yourselves for testing. I'm okay with that.
I'll update when I can.
ElCid97
I am sorry to hear that - this is a remarkable contribution. However, your family must come first. Hopefully, your personal situation improves; I look forward to seeing more developments before release.:yep:
fitzcarraldo
11-24-23, 12:44 PM
Just FYI ...
I've had a serious illness in the family. Things okay now, but I won't be too active here for a little bit.
So far one tester, so you guys can transfer the file amongst yourselves for testing. I'm okay with that.
I'll update when I can.
ElCid97
Sorry the read that, your family first, ever.
IŽll try the beta this weekend, and IŽll report here.
Good luck and blessings.
Fitzcarraldo :Kaleun_Salute:
ElCid97
11-24-23, 07:55 PM
Thanks for the kind words!
Mom and dad are both better now, but dad's still in the hospital with a broken hip. Operation went well, but they had to give him a pacemaker on top of everything else, so that extended things at the hospital a bit longer than we were hoping. At least he's got both things fixed, so it's just a matter of time.
Mom fell the day after dad, but thankfully only a knee sprain for now. Well, they think it's a sprain. She's at home, so I've been bouncing back and forth with the hospital and here for the last few days taking care of both of them.
I'll update on this and everything else when I have the chance, but at least I can say I have a lot to be thankful for since they're both now recovering -- even if it didn't involve turkey.
Unfortunately I'm back to work on Monday, so we'll see if I have to take a few more days off or not. We'll see. Like the old Cuban saying from the 1950's goes, "Eramos poco y pario mi abuela" (Think "Murphy" and his damn laws).
Hope everyone okay on your ends.
Regards,
ElCid97
ElCid97
12-24-23, 05:28 PM
Just a heads up that the assistant has been uploaded to the Gameplay Mods folder for SH4.
It's been tested by Fitzcaraldo quite a bit and it seems it's good to go as-is.
Hope everyone has a good Christmas and overall a great Holiday Season!
ElCid97
fitzcarraldo
12-25-23, 09:12 AM
Just a heads up that the assistant has been uploaded to the Gameplay Mods folder for SH4.
It's been tested by Fitzcaraldo quite a bit and it seems it's good to go as-is.
Hope everyone has a good Christmas and overall a great Holiday Season!
ElCid97
The mod works very fine in my installation. No problems :Kaleun_Applaud:
A great work, must have.
My mod list:
Generic Mod Enabler - v2.6.0.157
[E:\SH4\MODS]
100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
Nihon Kaigun v1.3a_FotRSU
Nippon_Maru_v1.9b_FotRSU
Combined Roster
399_NoScrollNavMap
801_UMark Invisible
304_NoJapaneseAirRadar
650_OriginalFOTRS_Dudz
803_NoPlayerSubFlags
901_Strategic_Map_Symbols
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
450_MoonlightzSonarLines
SH5 TWoS Flags for SH4 FotRSU
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
Snarf_WoodModelv2
FJB Brown Navigation Map
851_Red_FotRSU_Logo
856_Col_FotRSU_Museum
Jimimadrid Sailors for FotRSU
Jimimadrid Optics
jimimadrid Shells
Jimimadrid SubManagement
Jimimadrid Metalic Dials
Jimimadrid S18_S42 Gui Dials
Jimimadrid TDC
Jimimadrid Tools
jimimadrid HUD
BATTLEFLAG_CONNING_S-18_SS123
BATTLEFLAG_WARDROOM_S-18_SS123
FOTRSU_1.8_SUB_SKINS_IN_4k
SMALLER SEABED ROCKS
New Sounds for Fleetboat_Interior-Officer Quarters mod
FotRS_SClass
EAX_SoundSim_FOTRSU_1.8
Enhanced SubSounds for SH4
Lite Fog v2 + 100' Underwater Visability
DarkerNightsEnv_V2
RUBINI_CLOUDS_SH4
SMALLER SEA PLANTS MEDIUM
sobers better rock Ver 2 mod
sobers better sand II
Speech_Overhaul
Sonar Speech Upgrade for FOTRSU 1.8
Vanilla Impurities
FOTRSU Less Jap Planes
Hitman's In Game TSAC v2.1
Targeting_Assistant_V1
Happy Holidays to all!:Kaleun_Applaud:
Fitzcarraldo :Kaleun_Salute:
iambecomelife
12-25-23, 11:58 AM
Just a heads up that the assistant has been uploaded to the Gameplay Mods folder for SH4.
It's been tested by Fitzcaraldo quite a bit and it seems it's good to go as-is.
Hope everyone has a good Christmas and overall a great Holiday Season!
ElCid97
Good to see you back! Enjoy your Christmas.
ElCid97
01-06-24, 02:11 PM
Happy Three Kings Day, and the 12th Day of Christmas everyone!
Just to make sure everyone is aware; the LATEST version with all the "goodies" is the "V1" located in the "Gameplay Mods" subfolder of the "Mods" folder for SH4 downloads here on the site.
The one that you see when you first get to the "Mods" section is another version which I have now changed to "Beta Version" so there's no confusion.
If someone knows how to edit the [WIP] tag over to [REL] since it's now released, please let me know so I can change it. Unless it's something only Onkel can do? :hmmm:
Regards,
ElCid97
fitzcarraldo
01-07-24, 10:37 AM
Happy Three Kings Day, and the 12th Day of Christmas everyone!
Just to make sure everyone is aware; the LATEST version with all the "goodies" is the "V1" located in the "Gameplay Mods" subfolder of the "Mods" folder for SH4 downloads here on the site.
The one that you see when you first get to the "Mods" section is another version which I have now changed to "Beta Version" so there's no confusion.
If someone knows how to edit the [WIP] tag over to [REL] since it's now released, please let me know so I can change it. Unless it's something only Onkel can do? :hmmm:
Regards,
ElCid97
V1 is working without flaws. Many thanks and Happy New Year! :Kaleun_Cheers:
Fitzcarraldo :Kaleun_Salute:
Great work ElCid97! What a great mod!
Is there a way to reduce the size of the rec manual so it looks like the screenshots in your first post? I play at 2560x1440 and I find it takes up too much space on the screen when opened.
Thanks and keep up the great work. :salute:
StimpsonJCat
07-28-24, 11:03 AM
Does this mod only work if you alreaqdy have Nihon Maru and Nippon Maru installed, or can it work with the vanilla FOTRSU recognition manual?
Aktungbby
07-28-24, 01:27 PM
StimsonJCat:Kaleun_Salute:
ElCid97
03-28-25, 10:06 PM
First off, sorry for the late response and the fact I've been out for a while. Things with family always come first, and I've had a doozy of a time in the last few months.
Thankfully, eveything is good now.
BB, the manual is changed via a "scaling" change in the "Zone" line. When you read the line at the start of the section (G25, I believe) you will see there is a "2" followed by a "1". It should be the first sub-section which is "I1" if I remember correctly. One of them ("1" or "2") has to be changed to change the ratio control from horizontal to vertical. That would change the manual to something a little smaller since the control would be top-to-bottom instead of left-to-right.
I don't want to "break" your sim, but try changing the "2" to a "1" and see what happens. If it doesn't work, then change it back to "2" and let us know. I have to dig through the notes I have and some of the tutorials to see how I actually did that. Besides, I need the refresher anyways. :Kaleun_Thumbs_Up:
I'm working on trying to merge some stuff from here with the BuPers Mod, so we'll see what can be done.
Right now I just want to see if this thing can work with TMO-BH as well as FotRSU.
We'll see. :hmmm:
ElCid97
ElCid97
03-28-25, 10:11 PM
Does this mod only work if you alreaqdy have Nihon Maru and Nippon Maru installed, or can it work with the vanilla FOTRSU recognition manual?
It should work with the regular FotRSU, but I haven't tried it yet. The changes are basically just lines added for the user to have length info in a handy manner since it's now part of the ship's entry itself. If the ship isn't there, then you just wouldn't have the info.
It's nice since it gives you the info for length as part of the "name" of the ship in the manual as well as on the map once the ship has been identified.
Let us know if it doesn't work with the regular/vanilla FotRSU.
ElCid97
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