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View Full Version : CA's UBoat Instrument Patch v1 (Released)


Captain America
02-20-06, 01:34 AM
This thread was originally titled: "Finally Fixed 3D Compressed Air Gauge". I originally intended just to correct the annoying compressed air bug...but in the process I have made many new discoveries and I have learned a great deal about the interior .sim files.

So, I've renamed the title to reflect what this mod has developed into...which is basically a patch that corrects many out of the box bugs that should have been addressed in an official patch. Items such as incorrect compressed air readings, mirrored contacts on radar bearing wheel, broken gauges, and various other bugs have been corrected (see below for a complete list).


Here's a pic of the Compressed Air gauge now properly working:

http://img104.imageshack.us/img104/3751/compairfix8bj.th.jpg (http://img104.imageshack.us/my.php?image=compairfix8bj.jpg)

Here's a pic of the Radar Bearing Wheel mirroring bug fixed:

http://img60.imageshack.us/img60/3104/radarfixed16ih.th.jpg (http://img60.imageshack.us/my.php?image=radarfixed16ih.jpg)

Here's a list of the bugs found by UBoat type. Future versions of this mod will attempt to address any outstanding issues.
Thanks to Redwine for his help discovering some of them and all of his input.


Last Update: 3/02 @ 16:55 (GMT -5)

Type II

- Amp meters in radio room are flipped (i.e. negative) The CO2 gauges are used here to represent the amps. -Its a texture mapping problem with the model. Can't be fixed until there is a way to export the interior models from the .dat files.

- Battery gauges in the command room uses the CO2 gauge instead of the proper texture. -Can't be fixed without access to model. Not a problem though, see workaround below.

- Battery gauge readings in command room are incorrect and does not show full charge. (FIXED) -Since battery gauges use the CO2 gauge background, the scale was changed to that of the CO2 gauge so the reading now accurately represents the proportion of battery charge values.

- Compressed air gauge in command room incorrect. (FIXED)

- Bearing indicator at sonar station is inverted (180 degrees). -Presently can't be fixed without access to the model.

- Knotmeter at sonar station is broken (always displays 10 kts.) -Presently not fixed, maybe next version.

- Knotmeter in command room is offset by 1-2 knots. (FIXED)

- Rudder gauge at sonar station inoperable. -Presently not fixed, maybe next version.

- Engine Telegraph at sonar station broken, dial movement is completely offset. (FIXED)

- Deep depth scale inoperable at sonar station. (FIXED)

- Hydrophone wheel doesn't turn when clicking on it. -Presently not fixed, maybe next version.

- Knotmeter in conning tower slightly offset. (FIXED)

- Dive plane scale and degrees of motion incorrect. (FIXED) New dive plane textures.

Type VII

- Radio room bearing indicator is off my many degrees (FIXED).

- Compressed air gauge in command room incorrect (FIXED).

- Command room battery indicator slightly offset. (FIXED)

- Radar Bearing Wheel displays improper bearing to contact's true bearing (mirrored). (FIXED) Displays correct bearing now! Also, if the radar station was manned, the crew ai would scan from 360 to 0. Now the crew ai scans properly, 0 to 360.

- Knotmeter in conning tower slightly offset. (FIXED)

- Dive plane scale and degrees of motion incorrect. (FIXED) New dive plane textures.

- Fore and Aft dive plane needles inverted. (FIXED)

Type IX

- Battery gauges in command room slightly offset. (FIXED)

- Compressed air gauge in command room incorrect (FIXED).

- Bearing indicator in radio room is offset by many degrees (FIXED).

- Knotmeter in command room is offset by 2 knots. (FIXED)

- Radar Bearing Wheel displays improper bearing to contact's true bearing (mirrored). (FIXED) Displays correct bearing now! Also, if the radar station was manned, the crew ai would scan from 360 to 0. Now the crew ai scans properly, 0 to 360.

- Knotmeter in conning tower slightly offset. (FIXED)

- TDC range wheel in command room continously rotates. (FIXED)

- Dive plane scale and degrees of motion incorrect. (FIXED) New dive plane textures.

- Aft dive plane needle inverted. (FIXED)

Type XXI

- Primary compressed air gauge in command room incorrect. (FIXED)

- Radar Bearing Wheel displays improper bearing to contact's true bearing (mirrored). (FIXED) Displays correct bearing now! Also, if the radar station was manned, the crew ai would scan from 360 to 0. Now the crew ai scans properly, 0 to 360.

- Deep depth meter at navigator's station inop. (FIXED)

- Battery gauges in the command room uses the CO2 gauge instead of the proper texture. -Can't be fixed, its a model issue. Not a problem though, see workaround below.

- Battery gauge readings in command room are incorrect and does not show full charge. (FIXED) -Since battery gauges use the CO2 gauge background, the scale was changed to that of the CO2 gauge so the reading now accurately represents the proportion of battery charge values.

- Primary knotmeter in command room is severely offset. (FIXED)

- Shallow depth meter in command room is slightly offset. (FIXED)

- Shallow depth meter at navigator's station is offset. (FIXED)

- Knotmeter at navigator's station severely offset. (FIXED)

- Secondary compressed air gauge severely offset. (FIXED)

- Rudder gauge in conning tower offset by 15 degrees. (FIXED)

- Knotmeter in conning tower offset by 2.5 knots. (FIXED)

- Hour hand in command room main clock broken (stuck at 12 o'clock position) -Presently can't be fixed.

- Bearing indicator in radio room offset by many degrees. (FIXED)

- Rudder gauge at sonar station offset by 15 degrees. (FIXED)

- Knotmeter at sonar station offset by 2 knots. (FIXED)

- Deep depth meter in conning tower slightly offset. (FIXED)

- Shallow depth meter in conning tower slightly offset. (FIXED)

- TDC range wheel in command room continously rotates. (FIXED)

- Dive plane scale and degrees of motion incorrect. (FIXED) New dive plane textures.

- Fore dive plane needle inverted. (FIXED)


Version 1.0 ready for download:
http://files.filefront.com/CAs_UBoat_Instrument_Patch107z/;4872887;;/fileinfo.html


-Captain America

The Noob
02-20-06, 01:48 AM
COOL!Please fix all the broken interiors and give us a pack to download! :up: :up: :up:

That :rock:

Tikigod
02-20-06, 02:10 AM
:o :o :o :o :o :o :o :o HOLY SH@#$!!!!!! I LOVE YOU!!!!!!!!!!!!! :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:

This is like a fricken historical event. Today should be a holiday.

Will this work for all skin types? i.e. bordeinstrumente, etc.

Kpt. Lehmann
02-20-06, 02:27 AM
WAY TO GO C.A.!!! :up: :up: :up:

JonZ
02-20-06, 03:20 AM
kewl!

perdu
02-20-06, 06:28 AM
yeapaaaaaaaaaaa

:rock: :rock: :rock:

Redwine
02-20-06, 09:30 AM
So good, many thanks.......check private message please, there are another instruments to fix, may be you can make a fix for them all.

In example, salt water speed meters have this same problem, dive planes they are reversed and inverted in some models, amperimeters with dial sacle reversed, CO2 and battery instruments with same dial, heading instruments rotated.........

Sorry no response in private messages, i was not at home, arrived yesterday night so later.

:up:

baxter
02-20-06, 01:05 PM
Great...it always bothered me too.

Mast
02-20-06, 01:30 PM
This is great! :up: :rock: :arrgh!:

Mast

WolfyBrandon
02-20-06, 01:48 PM
Awesome Work Captain America! :up:

Wolfy

Polak
02-20-06, 01:56 PM
You are the man :)

Mast
02-20-06, 02:08 PM
Quick question...correct me if I'm wrong but should the red band in the compressed air gauge be on the other side between 0 and 60?

Mast

Captain America
02-20-06, 02:13 PM
Thanks for all of your comments.

@Tikigod - This has no effect on any texture mods.

Edited: List moved to first post.

-CA

Captain America
02-20-06, 02:16 PM
Quick question...correct me if I'm wrong but should the red band in the compressed air gauge be on the other side between 0 and 60?

Mast

Yes, I am just using the vanilla version for testing purposes. There are texture mods out there that correct this i.e. Bordinstrumente.

-CA

Jochem
02-20-06, 02:45 PM
Waow, fantastic mate !! Some others bugs eradicated and not the less ! Very fine Captain, Impatient to have it ! :up: Thx !

JonZ
02-20-06, 03:05 PM
so ehm... is it patchable? Through mod? :doh:

Redwine
02-20-06, 06:04 PM
Sorry delay in response Captain, i loss internet conection today, it rise up now, check PM about dive planes.

Mast
02-20-06, 07:53 PM
Thanks for the reply Captain America. :up:

Mast

Kpt. Lehmann
02-22-06, 01:55 PM
Kerrr-BUMP :sunny:

Hunterbear
02-23-06, 04:18 AM
:o :huh:
U da MAN Captain America!

Thank you for being persistant one last time to fix these irritating bugs.

Eagerly looking forward to your mod release.

:up:

Church SUBSIM
02-23-06, 11:25 AM
Captin America .... you deserve a cape and a few minutes with your fists on your hips ... chest out and that "Damn straight" look on your face as you stand in front of the wind machine (that is just off camera)

Well done sir! Thansk for fixing these issues that have driven us all nuts for some time!

This community never ceases to amaze me.

Captain America
02-23-06, 11:36 AM
Work is progressing...I am finding many new things as I dig deeper into the interior .sim file code.

I've updated the first post to reflect what this mod has developed into, which is basically a patch that corrects many out of the box errors that should have been addressed in an official patch. The process to correct these items is very tedious because I have to act like a detective and try to make sense of what all that hex code means. If I were a dev that knew what I was doing from the start, these type of fixes would have taken me no longer than 30 min to an hour to correct.

I've updated the bug list with some new items that I found. I'll also make new posts when I discover or fix new items to keep this thread updated.

-CA

Tikigod
02-23-06, 11:41 AM
Call it Instrumentation Reading Fix or something....Interior Uboat sounds liek a texture upgrade. I liked compressor air fix I think everyone will know EXACTLY what that is....despite the fact your are fixing everything else too. I say call it 1.4 patch but, that is just me. Just make sure you name it something specific because if it gets thrown up on realsimulation it kinda gets lost with the other 50 Interior Uboat Fixes. Haha

Captain America
02-23-06, 11:49 AM
Call it Instrumentation Reading Fix or something....Interior Uboat sounds liek a texture upgrade. I liked compressor air fix I think everyone will know EXACTLY what that is....despite the fact your are fixing everything else too. I say call it 1.4 patch but, that is just me. Just make sure you name it something specific because if it gets thrown up on realsimulation it kinda gets lost with the other 50 Interior Uboat Fixes. Haha

Good point...hmmm.. how about "Unofficial UBoat Patch"

Any other suggestions??

Tikigod
02-23-06, 11:53 AM
Good point...hmmm.. how about "Unofficial UBoat Patch"
too general.....Captain America's Complete Instrument Reading and Gauge Fix. or CA's Complete Uboat Instrument and Gauge Fix. how about that? or just CA's Gauges Fix

Captain America
02-23-06, 12:02 PM
I hate long file names...how about "CA's UBoat Instrument Patch"

:up: or :down:

The Noob
02-23-06, 12:08 PM
It don't matters how its named....RELEASE!!!!!NOW!!!!KRUZIZÜRKEN!THIS IS SSSSSSSSOOOOOOOOOOO COOOOOOOOOOOLLLLLLL!REAEASE!

KKKKKKKRRRRUUUUUUZZEEEEFFFFFIIIIXXXXX!!!!!!


:damn: :damn: :damn:

PS:Your work is great! :up: :up: :up: :rock: :rock: :rock: :yep: :yep: :yep:

Tikigod
02-23-06, 12:14 PM
I hate long file names...how about "CA's UBoat Instrument Patch"

:up: or :down:

:up: yeah, just as long as it has something specific. If all else fails just give it a number followed by a letter.

WolfyBrandon
02-23-06, 12:38 PM
Captain America,

Would you be able to fix the problems with the U-boats radar? I havent used this at all or know much about it but I hurd people mention there was problems with it and it was almost worthless in SH3.

Wolfy

JonZ
02-23-06, 01:33 PM
Good point...hmmm.. how about "Unofficial UBoat Patch"
too general.....Captain America's Complete Instrument Reading and Gauge Fix. or CA's Complete Uboat Instrument and Gauge Fix. how about that? or just CA's Gauges Fix

no more talks and release the patch!!!111!111 :-j

The Noob
02-23-06, 03:02 PM
YYYYYYYYYYYYYYYEEEEEEEEEEEEEEEEEEEEESSSSSSSSSSSSSS S!!!!!!
:yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep:
:yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep:
:yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep:
:yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep:
:yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep:
:yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep:
:yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep:
:rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:
:rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:
:rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:

Salvadoreno
02-23-06, 03:20 PM
Arent these fixed by RuB or HT???

Sturm
02-23-06, 03:36 PM
Arent these fixed by RuB or HT???

No.

Redwine
02-23-06, 03:47 PM
What about Off-set Instruments Fix.... ?

JonZ
02-23-06, 04:09 PM
Das CA's Fix

Scire
02-23-06, 05:07 PM
OK call it "THE FIX" mod!!

Cause this is "the fix" nothing less! :up:

Captain America
02-23-06, 06:16 PM
Fixed some more bugs (updated first post list)...

The type II is definately cursed. It has the most problems out of all the uboats. I think most of the problems are caused because the type II is the only model that has the Radio Room interior combined with the Command Room interior. Several items are either left out or partially there.
For example, the speed telegraph in the sonar room had completely wrong info for its display values and a totally wrong command. I had to clone part of it from another interior and now its works. I can tell the devs were really in rush; there were several typos and incorrect values. We're getting there....

Next to do:
-Finish up with the type II bugs
-Locate where the dive plane gauge data is
-I want to try to fix the "mirrored radar" problem. I have an idea of what could be causing it.

-CA

JonZ
02-23-06, 06:39 PM
CA,

Does these fix will be made into the Data folder or it need to be fixed via the dll?

Redwine
02-23-06, 07:38 PM
Next to do:

-Locate where the dive plane gauge data is
-I want to try to fix the "mirrored radar" problem. I have an idea of what could be causing it.

-CA

Ancient teacher !!! :up:

Uber Gruber
02-23-06, 08:43 PM
Okay, confession time...i've never noticed these abnomalies. I just use the instrument panel on the bottom of every screen. Are you guys playing the game in a different manner than me ? Please let me know because i'd hate to think i'm missing out on some immersion.

Thanks.... :yep:

JonZ
02-23-06, 09:34 PM
Okay, confession time...i've never noticed these abnomalies. I just use the instrument panel on the bottom of every screen. Are you guys playing the game in a different manner than me ? Please let me know because i'd hate to think i'm missing out on some immersion.

Thanks.... :yep:

Not what I am aware of. Probably the same persons who cannot read digital watches over needled watches :shifty:

Captain America
02-23-06, 09:43 PM
CA,

Does these fix will be made into the Data folder or it need to be fixed via the dll?

Data\Interior\NSS_Uboat folders: .sim files located in each folder.

Okay, confession time...i've never noticed these abnomalies. I just use the instrument panel on the bottom of every screen. Are you guys playing the game in a different manner than me ? Please let me know because i'd hate to think i'm missing out on some immersion.

Thanks.... :yep:

This corrects the various bugs found on the instruments in the uboat 3D interiors, has nothing to do with the gauges located on the 2D screens. Hmmm, this why I liked the original mod name...I might have to change the name again so it sounds more specific. Here we go again... :P First person to pick a proper sounding mod name gets a cookie. :-j

@ Redwine: Good news, I located the dive plane gauge values. I can now edit them via the .sim file so no need for a solution via texture. Even though you explained it to me before on how they should operate I have confused myself. I am going to make a post in a little bit with a pic and some questions so we can clear this up.

-CA

JonZ
02-23-06, 10:01 PM
CA,

Does these fix will be made into the Data folder or it need to be fixed via the dll?

Data\Interior\NSS_Uboat folders: .sim files located in each folder.


Sweet. Will you provide a manual editing Txt file for people who have already moded .sim files?

thx

Captain America
02-23-06, 10:20 PM
CA,

Does these fix will be made into the Data folder or it need to be fixed via the dll?

Data\Interior\NSS_Uboat folders: .sim files located in each folder.


Sweet. Will you provide a manual editing Txt file for people who have already moded .sim files?

thx

Actually no, there are far too many changes and its complicated to explain how to change each value. Remember, this is not a text file tweak where you can go in with notepad and just change some wordings. We're talking hex files and I would have to list every offset# in the file and the floating point numbers that were changed. Too much work and I think the average user would not want to mess with it.

It should not be a problem though, because no mod that I know of changes the interior .sim files (except my 400m depth gauge mod). Any future modding to those files can use my version as a starting point since its basically the vanilla v1.4 minus the bugs. Kinda like what sergbuto did with his reflection files.

Lastly, if you really need to know the difference between files I recommend a really good program: Compare It! -but dont use it for editing hex files. I just use it for comparison. It does work great on any text based editing though. For hex editing I recommend WinHex, best payware hex editing program IMO.

-CA

Redwine
02-23-06, 10:40 PM
@ Redwine: Good news, I located the dive plane gauge values. I can now edit them via the .sim file so no need for a solution via texture. Even though you explained it to me before on how they should operate I have confused myself. I am going to make a post in a little bit with a pic and some questions so we can clear this up.

-CA

Just let them to works as actually in the game.
They only need to have the narror pointers both to the same direction, to bow.

Then we can adjust textures so, the dial scale must be under the narrow portion.

To see how they woks, jus go to internal view, go to free camera, go near the instruments and order crash dive ...... then periscope depth, crash dive.... periscope depth.
You will see their behaviour.


About the .sim file, there was only two mods i can remember had modfied this files, the Type XXI Battery Fix and the Type IXD2 Torpedo Loading Flickering Screen Fix.

So good if you can make the mod over those file...... to avoid a manual editing ......

If i am not wrong Sergbuto Reflections Fix do not touched .sim files, it touches .dat files.

:up: :up:

jimmie
02-23-06, 10:45 PM
[Captain America's | CA's] [SH3] Instrument Fix Patch

--- square brackets indicate optional, pipe indicates options :)

simple enough at the same time sounds business-like enough, which I think is good for an official patch level work :D

Kpt. Lehmann
02-23-06, 10:59 PM
"Das KptLt Amerikanner Interior U-boot SensorKraftwerks"

:smug:

No?

Maybe, "CA's Interior SensorKraftwerks"

Okay, maybe that's a flop lol but keep up the good work! :sunny: :sunny: :sunny:

Sent you a PM too sir :O)

Redwine
02-23-06, 11:23 PM
Here you have a correct position for dive planes needles.

Type IXC/40, both needles are pointing forward, to bow.

http://img70.imageshack.us/img70/8172/diveplanesixc403zm.th.jpg (http://img70.imageshack.us/my.php?image=diveplanesixc403zm.jpg)





And here you have an example of a wrong dive plane needle position.

Type VIIC, forward dive plane icon and needle is pointing back, to stern.
Stern dive plane icon is correct, it is pointing forward to bow.

http://img137.imageshack.us/img137/7033/diveplanesviic0gd.th.jpg (http://img137.imageshack.us/my.php?image=diveplanesviic0gd.jpg)

As you can see, the forward dive plane needle is inverted, then i was enforced to invert the texture, to have the dial scale under the pointing needle.

Plus if you watch, the + and - are inverted too due to this fact.

:up:

Captain America
02-23-06, 11:33 PM
About the .sim file, there was only two mods i can remember had modfied this files, the Type XXI Battery Fix and the Type IXD2 Torpedo Loading Flickering Screen Fix.

So good if you can make the mod over those file...... to avoid a manual editing ......

If i am not wrong Sergbuto Reflections Fix do not touched .sim files, it touches .dat files.

:up: :up:

I am not sure about the mods you mentioned...I'll look into it. What I don't want to do is put features in my mod that others might not want to use. Off the top of my head though, I can't think of how those mods you mentioned touch the interior .sim files. Everything in there is gauge related. Are you sure your not referring to the .sim files located in the Submarine folder? I am working on the .sim files located in the Interior folder.

About Sergbuto's reflection fix: I know he modified the .dat files. What I meant was that he modified the vanilla version because his work was extensive and everyone else had to mod on top of his changes. I was just using it as a comparison. :up:

I'm preparing a small diagram that I will post shortly just to clarify some dive plane stuff...thanks for all your help.


lol @ Jimmie & Kpt. Lehmann...still no cookie. :P

EDIT: Redwine, I just posted this at the same time you posted your screenshots...I'm checking them out now. Thanks.

-CA

Redwine
02-23-06, 11:47 PM
I am not sure about the mods you mentioned...I'll look into it. What I don't want to do is put features in my mod that others might not want to use. Off the top of my head though, I can't think of how those mods you mentioned touch the interior .sim files. Everything in there is gauge related. Are you sure your not referring to the .sim files located in the Submarine folder? I am working on the .sim files located in the Interior folder.

Sorry you are right, i was talking about those files into submarine folders......

But any way, i have the Interior files modified, i have some back-ups into Types VII and IX, may be Sergbuto Mod....



About Sergbuto's reflection fix: I know he modified the .dat files. What I meant was that he modified the vanilla version because his work was extensive and everyone else had to mod on top of his changes. I was just using it as a comparison. :up:

I know a manual editing guide may be long, but in this game it is needed.
If his work was extensive, may be we can add your changes over them to reduce the manual editing job.
Plus Sergbuto made not a editing guide.



EDIT: Redwine, I just posted this at the same time you posted your screenshots...I'm checking them out now. Thanks.

-CA

Thanks you.... you can see there what i am talking about.
Problem is present in some models only, i think so each model was designed by diferent persons.

:up:

Captain America
02-24-06, 01:11 AM
But any way, i have the Interior files modified, i have some back-ups into Types VII and IX, may be Sergbuto Mod....


I am confused now :o I have all of Sergbuto's mods and non of them alter the interior .sim files.


I know a manual editing guide may be long, but in this game it is needed.
If his work was extensive, may be we can add your changes over them to reduce the manual editing job.
Plus Sergbuto made not a editing guide.


Sorry, I am confused by this...why would you need to put my work over his since his work doesn't touch the work that I am doing?

If I were making changes to a file like menu_1024_768.ini, I would have to make an editing guide because so many mods touch this file...its understandable; It is also easier to do. But the files that I am modifying are not used in mods so its safe to use mine as a starting point for any future mods that may touch it. Furthermore, changing hex codes is very tedious to list unlike the other text based files.

Here's an example:
Fix for broken speed telegraph at sonar station for Type II:

Data\Interior\NSS_Uboat2\NSS_Uboat2_CR.sim
Change from Offset#'s 00001D30 thru 00001E10 to the following:

FFFFFFFF 16000000 D55DD7AE 5F008498 7ED65964 87A15D0D 00446961 6C000600 00000000 0000E100 0000D55D D7AE5F00 84980000 00000000 0000CD00 0000C900 00004469 616C0009 00000054 79706500 2B000000 0C000000 44697370 6C617900 00000000 10000000 44697370 56616C00 00003442 0080AC43 10000000 5265616C 56616C00 00000000 00002041 0E000000 4C6F6746 6163746F 72000000 00004800 0000436F 6D6D616E 64000065 745F7465 6C656772 61706800 803F0000 803F0000 803F0000 803F0000 00000000 00000000 803F0000 00000000 00000000 00000000 00000000 00000000 00000B00 0000436D 644F6E44 72616700 000E0000 0052656C 61746976 65447261 6700000A 000000

Thats only for one gauge, and there are many others. Imagine what the list would be if I listed every gauge. Not to mention each uboat has several .sim files i.e. CR.sim, RR.sim and CT.sim. Also, who would even want to waste all that time making the changes above if they had all that info? So do you see what I mean?

If you actually have a mod that touches the interior .sim files (I would be surprised by which one) let me know and I'll add it for you. Thats the best I can do, I am already pressed for time between work and my wife always complains I'm on the pc too much :)

-CA

Captain America
02-24-06, 01:11 AM
Ok, I know what you mean about the needles. Before I can correct the dive planes though I want to make sure I have a clear understanding on how they operate and to make sure we are in agreement about the way the gauges should look.

I noticed from some pictures off uboat.net that the Fore and Aft dive plane gauges have the red scale on the top for both gauges.

Fore Dive Plane Gauge
http://uboat.net/gallery/index.html?gallery=U995D&img=29

Aft Dive Plane Gauge
http://uboat.net/gallery/index.html?gallery=U995C&img=4

So based on the uboat pictures are we in agreement that the top scale for both gauges is red (meaning negative)?

Next..I observed the dive planes like you suggested from the exterior (Type II) and the picture below is my understanding of it. Let me know if it is correct.

http://img59.imageshack.us/img59/7180/diveplanediag0nt.jpg

If everything is ok then I'll go ahead and start to make the corrections needed.

-CA

LukeFF
02-24-06, 01:12 AM
Looking forward to this, CA!

A couple of questions:

-Is there any way your work could resolve the problem where the internal camera tilts in opposite directions when looking at either the charts or the depth gauges?

-With the radar wheel: besides the mirroring problem, would it be possible to limit the traverse of the FuMO-29? Historically, it could rotate only 10 degrees in either direction.

-There is a problem where the wrong periscope would be animated when raising it (e.g., Obs. scope would rise, when in reality it was the Attack scope one was using). In fact, the models for the two scopes are reversed. Any way to fix this?

-The red glow that shows up on the interior of the compass gauge when rigged for red lighting. Any way to correct that one?

Captain America
02-24-06, 01:26 AM
Looking forward to this, CA!

A couple of questions:

-Is there any way your work could resolve the problem where the internal camera tilts in opposite directions when looking at either the charts or the depth gauges?

-With the radar wheel: besides the mirroring problem, would it be possible to limit the traverse of the FuMO-29? Historically, it could rotate only 10 degrees in either direction.

-There is a problem where the wrong periscope would be animated when raising it (e.g., Obs. scope would rise, when in reality it was the Attack scope one was using). In fact, the models for the two scopes are reversed. Any way to fix this?

-The red glow that shows up on the interior of the compass gauge when rigged for red lighting. Any way to correct that one?

Hi,

Some answers...

1) Not quite sure what you mean but cameras.dat would handle that. Have you tried CCIP's camera mod?

2) Unfortunately no. There is only one radar wheel radius entry for each uboat type. I could limit it but it would then limit it for all the radars.

3) This is a model problem that can't be fixed presently.

4) I'll look into it....

-CA

LukeFF
02-24-06, 01:53 AM
Thanks, CA. I do use CCIP's camera mod, and unforunately it doesn't fix it (unless, I'm wrong here on this one. If so, please, someone correct me).

Shame about the radar wheel. Not only is it annoying that it can spin around all the way, but it also shows up in every boat, no matter the year!

lafeeverted
02-24-06, 02:34 AM
CAFFTDIGM v1.0

Captain America Finally Fixed The Damn Internal Gauges Mod :D

Sturm
02-24-06, 05:00 AM
Next..I observed the dive planes like you suggested from the exterior (Type II) and the picture below is my understanding of it. Let me know if it is correct.

http://img59.imageshack.us/img59/7180/diveplanediag0nt.jpg

If everything is ok then I'll go ahead and start to make the corrections needed.

-CA

Yes. That is the way they should work.

The Avon Lady
02-24-06, 05:20 AM
Question: what would happen if the aft plane was in the same position as the fore plane when diving or surfacing? :-?

Redwine
02-24-06, 06:19 AM
But any way, i have the Interior files modified, i have some back-ups into Types VII and IX, may be Sergbuto Mod....


I am confused now :o I have all of Sergbuto's mods and non of them alter the interior .sim files.


I know a manual editing guide may be long, but in this game it is needed.
If his work was extensive, may be we can add your changes over them to reduce the manual editing job.
Plus Sergbuto made not a editing guide.


Sorry, I am confused by this...why would you need to put my work over his since his work doesn't touch the work that I am doing?

-CA

Sorry Captain, may be i am wrong and was not sergbuto mods which change those files, i have some files stored as back up to roll back into the Interior folders, i cant remember which mod changes them, but the important is not wich mod changes them, the important is there is some mod or mods at any plavce wich changes them, then a compatibilization will be wellcome.

Redwine
02-24-06, 06:53 AM
Well.... about my back ups of interior files..... if i am not wrong they are due to your 400m Depth Gauge Mod :rotfl:

I am wrong ?



About the dive planes, pictures.

It is extrange what the pictures shows :

1]
One of the dive planes HAS NOT the narrow needle and the other HAS IT :hmm:


2]
The problem is we have the narrow needle in both.... into the game.


3]
In U-995 pictures both dive planes icons are pointing forward what NOT HAPPENS in some models in the game.

This is the problem to FIX


4]
Plus, one instrument uses the narrow needle as pointer, and the other uses the dive plane icon as pointer, very confuse. :hmm:


5]
The red scale is to indicate pith of the plane, may be negative, or.... the pitch reaction of the sub, may be pitch down......


6]
The picture 4 of 9, looks to be the After dive plane.
So when it has negative pitch the plane is pointing into the red part of the dial scale.


7]
The 29 of 30 picturte seems to be the forward dive plane....

Here it has a narrow pointer needle, the dial is inverted in comparison with the other dive plane instrument.
And the pointer is pointing in the red sacle....when the dive plane has POSITIVE pitch...... :hmm: i can understand it.


8]
I dont know wich standard folow the red dial, but may be two :

a]
Red is for negative or positive pitch in both planes..... or

b]
Red is for cause sub dive or surface in both, sure the risk is on dive, if this is the standard, then red must to be for the sub pith down, wich is risking.
Then to cause sub pitch down, the red dial in the stern dive plane must be when plane has pitch up.
And in the forward one, red must to be when dive plane has pitch down.

If we look the pictures the red are inverted..... red is when the planes forces the submarine to pitch up. :hmm:

I think so, when this sub, U-995, was rstored, the dive planes instruments was mounted "inverted" :hmm:

The forward is back, and the stern one is in front. :88)

I am crazy ? :rotfl:

Good to know your opinion.......... :up:



PD :

EDIT :

Sorry, my browser dont load up your dive planes graphics at first, but i can see them now....... there you can see what i attempting to explain..... the red part is used for sub surfacing , and red means danger, then the red must to be for the position wich causes the sub to dive.......not surface.

This brings me to soupose in the U-995 restoration they was mounted inverted....... :88) may be ?

I note this some time ago, when made my personalized interior textures, and fix it via textures, i eliminates the red part of the dial, i made all in black and same degrees for up or down.

Pablo
02-24-06, 08:22 AM
Question: what would happen if the aft plane was in the same position as the fore plane when diving or surfacing? :-?
Hi!

The submarine would descend and surface much more slowly, and would do so on a relatively even keel with no major up/down angle.

This would create a torque effect on the submarine as you rotate the front end and the back end of the submarine in the same direction at the same time. I don' t know how this stress would affect a submarine's hull, but if you use your fingers to reproduce the effect on a small stick you can break off the end of the stick.

Pablo

Sailor Steve
02-24-06, 01:11 PM
The dive planes in the external and internal (guages) views are all out of whack. The bow planes should point up (forcing the bow down) and the stern planes point down only when the sub is starting to dive. They should then level off, or the angle will continue to increase until the boat is upside-down (not a good thing). When the boat nears the assigned depth the planes should then reverse, causing the sub to level off. Of course this can be modified for different dive/surface angles and speeds. Just listen to the Chief's various commands in Das Boot: "Bow down ten, stern up ten"; "bow down fifteen, stern down five" etc.

Amazingly, Silent Hunter II got this right. Their external and dive guages views show the planes moving to start and stop the dives.

The Noob
02-24-06, 01:20 PM
Amazingly, Silent Hunter II got this right. Their external and dive guages views show the planes moving to start and stop the dives.

Thats the only thing thats correct in the wohle SH2 Game!
:rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl:

Captain America
02-24-06, 02:12 PM
Some comments:

First regarding the "look" of the gauges:

I believe the red scale on the top as depicted on the U-995 pictures and my diagram are correct.

1) I've seen a few other pictures as well that show it this way. I'll do some searching later and find the links.

2) The maker of the Bordinstrumente mod did a lot of research when making his textures. He was very thorough and if I am not mistaken he even used actual uboat plans/diagrams when designing it. His dive planes also depict the red scale on top.

3) I believe its logical for the red scales to be on top. Think about it, the dive planes only start to work when submerged...I believe its relative to depth. If the dive planes are in the "black", depth is increasing, hence you dive. If the planes are in the "red" depth is decreasing, hence you rise. Seems logical to me.

The dive planes in the external and internal (guages) views are all out of whack. The bow planes should point up (forcing the bow down) and the stern planes point down only when the sub is starting to dive....

I'm sorry but I have to disagree. Hydrodynamics and aerodynamics share a lot of the same physics. Afterall, when designing airplanes smaller scale models are tested underwater (besides wind tunnels) to ensure they're aerodynamically efficient.

The dive planes act just like a wing does on an airplane. If you pitch the wing down the airplane will descend as you are increasing the air pressure on top of the wing. If you pitch the wing up, the airplane climbs as you are increasing the air pressure on the bottom of the wing. You can test this by sticking your hand out of the window in a moving car....

The same goes for the dive planes, which is theoretically just like a wing...You pitch the planes down, water pressure increases on the top surface which causes the bow to dive. The opposite is happening on the stern because in order to dive faster we want the stern to rise. I agree though, when the sub is at/near its desired depth the dive planes would reverse to conteract the drop. Here's my diagram modified:

http://img54.imageshack.us/img54/2079/diveplanediag21jx.jpg

-CA

Tikigod
02-24-06, 02:34 PM
GENERAL DIVING OPERATIONS
Read About it here:
http://www.maritime.org/fleetsub/chap18.htm#18A
http://www.maritime.org/fleetsub/elect/chap11.htm

COMPLETE SUBMARINE OPERATIONS MANUAL w/illustrations c.1945
http://www.maritime.org/fleetsub/

http://www.maritime.org/fleetsub/img/fig18-2.jpg

http://www.maritime.org/fleetsub/elect/img/fig11-17.jpg

Other Photos on Net of Dive Plane Stations
http://i4.photobucket.com/albums/y147/Tikigod78/U-604.jpg

http://i4.photobucket.com/albums/y147/Tikigod78/U-604Binn23.jpg

http://www.ubootwaffe.net/u505/cr_ps1.jpg

http://www.ubootwaffe.net/u505/cr_ps2.jpg

http://i4.photobucket.com/albums/y147/Tikigod78/29a.jpg

http://i4.photobucket.com/albums/y147/Tikigod78/28a.jpg

Sailor Steve
02-24-06, 02:47 PM
@Captain America: I think we agree. In an airplane pitching the elevator up will cause the plane to climb. My comment was that if you leave the elevators pitched up, the climb will increase until the airplane loops. Same with the submarine: once the correct dive angle is reached the planes must be centered or the pitch will continue to increase.

Redwine
02-24-06, 02:55 PM
Some comments:

First regarding the "look" of the gauges:

3) I believe its logical for the red scales to be on top. Think about it, the dive planes only start to work when submerged...I believe its relative to depth. If the dive planes are in the "black", depth is increasing, hence you dive. If the planes are in the "red" depth is decreasing, hence you rise. Seems logical to me.

http://img54.imageshack.us/img54/2079/diveplanediag21jx.jpg

-CA


Your diagrams are correct in my opinion Capy, but it is not logical foe me as for you the "Red" portion is working when surface.

Red seems to be used for danger condition, or foir caution condition, and the dangerous is the dive planes wich cause a submarine negative pich, nose down, it is the dangerous zone, because is you puth nose down too much you can enter in risk to not be able to control the sub and rach an horizontal position and pass the crush depth.
It sound more logical for me, but may be i am wrong.

I made all dial sclaes in Black due to this fact...... and forget the red .....


But......

This is not the problem to be fixed...........

Look at my screen shots plese, it is hard to me to explain, be patient.

You wrote the dive plane is like as a wing, correct.

They works as a aeroplane horizontal stabilizer (stern dive plane) and as a canard (froward dive plane)

The problems are the simbols, the icons of this stabilizer and canard into the instruments.

As a little wing, they have an front border, and a rear border, i dont know the name in english, we call them

Attack Border, and Scape Border......

May be in english intake border and exaust border..........

The Attack Border must to be always pointing to bow......
The exaust Border must to be always pointing to stern......

Look at my screen shots, in Type IXC/40 they are right, but in Type VIIC one of them is inverted....... with the front or attack border pointing back.......

Thats the problem to be fixed...... not the dial scale. :up:

Redwine
02-24-06, 03:00 PM
Other Photos on Net of Dive Plane Stations
http://www.ubootwaffe.net/u505/cr_ps1.jpg


This is what i attempt to explain in my bad english........

Look at this picture of Tiki......

Both dive planes "wings" are pointing to the same place, bow.....

The little wings which represents the dive planes have a needle wich is pointing forward in both planes.

It is like this in Type IXC/40 screen shot i posted......

But not in the Type VIIC screen shot i posted......


http://img62.imageshack.us/img62/4010/diveplanesu9954ne.jpg

Salvadoreno
02-25-06, 12:44 AM
is it out yet?

Salvadoreno
02-25-06, 12:44 AM
::bump::

Captain America
02-25-06, 10:29 AM
Captain's, I have good news today....

Another screenshot you have never seen before:

http://img60.imageshack.us/img60/3104/radarfixed16ih.jpg

Another very annoying bug solved.

No more radar bearing wheel mirroring problems. As you can see from the screenshot the bearings on the wheel accuarately depict the proper bearing of the radar contact.

Also, if you had the radar station manned the crew member would scan from 360 to 0. This has been corrected, now he scans properly from 0 to 360.

It took me MANY aggrevating hours to fix this. I am so happy right now. :rock:

At this rate I'm gonna name the mod "SH3 Unofficial 1.5 Patch" :-j

-CA

Kpt. Lehmann
02-25-06, 10:58 AM
Captain's, I have good news today....

At this rate I'm gonna name the mod "SH3 Unofficial 1.5 Patch" :-j

-CA

You have my vote! :up: :up: :up:

Tikigod
02-25-06, 11:06 AM
At this rate I'm gonna name the mod "SH3 Unofficial 1.5 Patch"

-CA

What is next? an expansion pack? you know it would be nice to be able to go into the forward and aft compartments....I always wanted to see the rest of the boat... :up: Maybe you can get the anchor to drop too....or am I pushing it?

WolfyBrandon
02-25-06, 01:14 PM
At this rate I'm gonna name the mod "SH3 Unofficial 1.5 Patch" :-j


Well looking at your list of fixes its beginning to look like another patch for SH3. :D :rock:

Your work is really going to be appreciated by many members of this community :yep:

Wolfy

Sailor Steve
02-25-06, 01:26 PM
Cool stuff! :cool:

Redwine
02-25-06, 02:09 PM
Hi Captain..... we forget another important interior problem to fix.

The radar range swithc knob, it is invisible.

You can switch the range but the know is not visible.... can you take a look at this please ....

Captain America
02-25-06, 02:11 PM
Thanks for the nice comments guys...

Ok back to the annoying dive plane issue... :P

@Redwine: Your english is excellent..you should hear my spanish. :D

I totally understand what you are saying. I will correct the needles so that they point in the proper direction. I would really like to find where the needle graphics are stored so I can make them more realistic like in the various pictures. Thanks for your input.

@Tikigod: Thanks a alot for providing the links/info regarding the dive planes. I am going to look them over now. Although, I am not sure what the conclusion will be since each picture displays them differently.

The reason I am being such a pain about the dive plane issue is:

1) Since I have to change some of the needles I didn't want to mess up the operation of them. So I needed to make sure I understand how they work.

2) The dive planes are going to need a new texture. The stock versions and bordinstrument versions are incorrect in terms of precision. Any textures that are based of the vanilla version will carry this error over. So I'm going to make a new one.

- On some models dive planes should be at zero but they are not. The offset varies from 2 - 4 degrees.

- Also, the textures show a min/max radius of 25 degrees but the actual gauge movement goes up to +/- 90 degrees! I can fix this, we just have to agree what the true min/max radius for the dive planes should be...judging by the pictures 25 seems right. Let me know otherwise.

Lastly, we have to agree on what the proper texture should look like. i.e. red scale on top etc... I'm still not completely sold on leaving out the red portion of the scale. The pictures will be a good help.

Looking forward to some more input....


-CA

Captain America
02-25-06, 02:12 PM
Hi Captain..... we forget another important interior problem to fix.

The radar range swithc knob, it is invisible.

You can switch the range but the know is not visible.... can you take a look at this please ....

On which uboat? Unless I am mistaken they are all visible on my end.

-CA

Redwine
02-25-06, 06:14 PM
Thanks for the nice comments guys...

Ok back to the annoying dive plane issue... :P

@Redwine: Your english is excellent..you should hear my spanish. :D

I totally understand what you are saying. I will correct the needles so that they point in the proper direction. I would really like to find where the needle graphics are stored so I can make them more realistic like in the various pictures. Thanks for your input.

Thanks about my english level compliments :rotfl:

About the dive planes, if you do that i suggested, control room, shift+F2, put your sight infront of the dive plane instruments, order cash dive, periscope depth, crash dive, periscope depth....

I think so they works fine..... plus are in concordance with the external dive plane position and behaviour....

I think so the only to fix are the needles directions, not in all sub models, only in some ones, as Type VIIC.




Hi Captain..... we forget another important interior problem to fix.

The radar range swithc knob, it is invisible.

You can switch the range but the know is not visible.... can you take a look at this please ....

On which uboat? Unless I am mistaken they are all visible on my end.

-CA

Oooph... i cant see it at any submarine model :88) , the range knob is invisible for me, i can see if i have it adjusted to long or short range. :hmm:

I am not crazy......believe me.

Just look at your own screen shot at previous page, it is invisible in your screen shot too :rotfl:

Do not confuse with the On-Off knob, i am refering to the other knob just under this On-Off one, it is invisible, if you click there, the radar change range, but no knob movement is visible.

At your own screen shot, the visible knob is the On-Off one just over the sticker "ABFRAGEN/EINSTELLEN"

But under the other sticker "ENTFERNUNGSSKALE" there is another switching zone, if you put the mouse there, you change the radar range....... there is no knob or switch visible there, under the "ENTFERNUNGSSKALE" sticker.

May be the knob is not modelated, or may be it is too black and mimetized with the black background..... then a more light colour may be the solution, in example a grey knob.

Let me to know if you locate this problem if you can understand me and my "excellent" english..... :rotfl:

:up:

Captain America
02-25-06, 06:41 PM
Do not confuse with the On-Off knob, i am refering to the other knob just under this On-Off one, it is invisible, if you click there, the radar change range, but no knob movement is visible.

At your own screen shot, the visible knob is the On-Off one just over the sticker "ABFRAGEN/EINSTELLEN"

But under the other sticker "ENTFERNUNGSSKALE" there is another switching zone, if you put the mouse there, you change the radar range....... there is no knob or switch visible there, under the "ENTFERNUNGSSKALE" sticker.

May be the knob is not modelated, or may be it is too black and mimetized with the black background..... then a more light colour may be the solution, in example a grey knob.

:o There is a switch in my screenshot under the sticker "ENTFERNUNGSSKALE". :o

The screenshot is a little dark but the button is there:

http://img116.imageshack.us/img116/9982/radarfixed1a1jv.jpg

-CA

Captain America
02-25-06, 06:46 PM
About the dive planes, if you do that i suggested, control room, shift+F2, put your sight infront of the dive plane instruments, order cash dive, periscope depth, crash dive, periscope depth....

I think so they works fine..... plus are in concordance with the external dive plane position and behaviour....

I think so the only to fix are the needles directions, not in all sub models, only in some ones, as Type VIIC

I don't know which models right now off hand but they are not all accurate. To test it, do it on the surface where the dive planes should always read zero. You will notice some are offset. This error carries over to the needles when submerged.

-CA

Redwine
02-25-06, 10:21 PM
:o There is a switch in my screenshot under the sticker "ENTFERNUNGSSKALE". :o

The screenshot is a little dark but the button is there:

-CA

it is visible now, but it is a "tuoched" screen shot, into the game the knobis invisible.

It is good to know the knob is there, but it is black and the background is too dark, then it is imposible to see it, just look at your pervious page screen shot.

Good is we can found the knob or background texture to make one of them more clear or light colour.

:up:

Captain America
02-25-06, 10:34 PM
:o There is a switch in my screenshot under the sticker "ENTFERNUNGSSKALE". :o

The screenshot is a little dark but the button is there:

-CA

it is visible now, but it is a "tuoched" screen shot, into the game the knobis invisible.

It is good to know the knob is there, but it is black and the background is too dark, then it is imposible to see it, just look at your pervious page screen shot.

Good is we can found the knob or background texture to make one of them more clear or light colour.

:up:


I only slightly brightened it so it would stand out more for you. To be honest I can see it fine in the previous screenshot and in the game it is very clear just like the other buttons. I think other people would have complained about this by now...you are the first person I hear this from. :hmm: Something must be wrong on your end....or maybe your monitor brightness or gamma setting is too low.

-CA

Redwine
02-26-06, 06:15 AM
I only slightly brightened it so it would stand out more for you. To be honest I can see it fine in the previous screenshot and in the game it is very clear just like the other buttons. I think other people would have complained about this by now...you are the first person I hear this from. :hmm: Something must be wrong on your end....or maybe your monitor brightness or gamma setting is too low.

-CA

Yes..i agree with you, may be a gamma problem, but i cant increase the bright without ruins my view and loss colour quality.

Sure i am not the only one with some problems in this matter, remember the Vis Mod, and Night vison, there are many who can see nothing at night, i made my own night visibility changes starting up on Marhkimov one, there was many with this problem.

If you can identify the knob and change its colour will be great.

I was unable to identify the radar panel texture to make the same you done on the screen shot but into the texture.

Really it is a problem for us we have a dark monitor gamma.

:up:

WolfyBrandon
02-26-06, 06:58 AM
Yes..i agree with you, may be a gamma problem, but i cant increase the bright without ruins my view and loss colour quality.

Sure i am not the only one with some problems in this matter, remember the Vis Mod, and Night vison, there are many who can see nothing at night, i made my own night visibility changes starting up on Marhkimov one, there was many with this problem.


Yes Redwine you are not the only one! :nope:

I have my monitor’s brightness and Contrast up 100% and I have adjusted my video cards brightness as high as I can. It gets to a point where I can see things like my desktop just fine, and if I increase it I get color loss and it makes things look washed out.

When it comes to games that are dark, I can't see anything. Night in SH3 is pitch black to me and even with the "Brighter Night" mod I cannot see anything, not even a silhouette of a ship. I've gone through 2 different monitors and 2 different video cards and have been plagued with this problem just like you. The only idea I have is that the graphics cards that I'm using don’t have proper light rendering hardware so when there is a light source somewhere like above the radio operator in sh3, the light doesn’t illuminate everything around it like its suppose to. To tell you the truth, I never really noticed either of those two buttons! :damn:

Here is an example; these two pictures look exactly the same to me…

What You See
http://img118.imageshack.us/img118/3913/whatyousee3ci.jpg

What I See
http://img118.imageshack.us/img118/2390/whatisee5mm.jpg

:cry:
Wolfy

Redwine
02-26-06, 09:03 AM
Yes..i agree with you, may be a gamma problem, but i cant increase the bright without ruins my view and loss colour quality.

Sure i am not the only one with some problems in this matter, remember the Vis Mod, and Night vison, there are many who can see nothing at night, i made my own night visibility changes starting up on Marhkimov one, there was many with this problem.


Yes Redwine you are not the only one! :nope:

I have my monitor’s brightness and Contrast up 100% and I have adjusted my video cards brightness as high as I can.
:cry:
Wolfy

Yes ....me too..... :damn:

The Noob
02-26-06, 02:38 PM
Any progress on the interior stuff?

The Noob
02-27-06, 06:39 AM
::Bump::

Captain America
02-27-06, 10:57 AM
I've just updated the first post with all the XXI bugs I could find so far....and there are many. :o


-CA

Mast
02-27-06, 11:10 AM
Wow CA...that's quite a bit for the XXI. :o It was talked about in an earlier post about the radar bug (or radar detector). Find anything on that? Just curious.

Mast

Captain America
02-27-06, 01:10 PM
Wow CA...that's quite a bit for the XXI. :o It was talked about in an earlier post about the radar bug (or radar detector). Find anything on that? Just curious.

Mast

Yeah, I would like that bug to be fixed also...it would really complete the XXI. If I remember reading correctly, it had something to do with the placement of it on the exterior model. I remember reading that Sergbuto might be able to fix it when he has time...if anyone could do it, it would be him as he is a master with the exterior stuff (i.e. reflections). I will still take a look at it one day and make an attempt at.


I've just finished fixing all of the problems with the XXI on the list (see first post) with the exception of the clock. The entry for the hour hand was left out of the file. I can't even attempt to clone it from another uboat interior since the XXI is the only one that has this extra clock in the command room....so we are going to have to live with the one clock that has a broken hour hand. At least everything else was fixed....never realized how many things were messed up in there.

-CA

LukeFF
02-28-06, 01:39 AM
I've just finished fixing all of the problems with the XXI on the list (see first post) with the exception of the clock. The entry for the hour hand was left out of the file. I can't even attempt to clone it from another uboat interior since the XXI is the only one that has this extra clock in the command room....so we are going to have to live with the one clock that has a broken hour hand. At least everything else was fixed....never realized how many things were messed up in there.

Just consider that broken clock to be a problem with late-war German industrial quality control. :D

The Avon Lady
02-28-06, 04:31 AM
Captain, could you please edit the first post and modify the subject line to say "work in progress"?

Once you make it available, change the subject line to something relevant?

Thanks. ;)

NoLine
02-28-06, 08:00 AM
If I were able to extract the interior models to 3D studio Max I could correct them...as it stands, pack 3d only allows to export exterior models. So until there is a way to extract the interior models those few items can not be fixed.


you can, try an older version of pack3d, which will unpack the interior .dat
and include the cablefixes and atmosphere fixes, and you would have patch 1.5
keep up the good work

cheers

NoLine

Church SUBSIM
02-28-06, 07:09 PM
Question for you ....

This may not pertain to the work you are doing but I thought I would ask. Any chance the way the boat camera is wrong can be fixed in these files you are working with? When you dive it looks like you are surfacing, etc.

Thanks - can't wait for this release!

Captain America
03-01-06, 12:58 PM
Question for you ....

This may not pertain to the work you are doing but I thought I would ask. Any chance the way the boat camera is wrong can be fixed in these files you are working with? When you dive it looks like you are surfacing, etc.

Thanks - can't wait for this release!


Not sure I can fix that....I don't even know where it's located. I'll try to look into it when I get a chance.


-CA

Captain America
03-01-06, 12:58 PM
I just finished correcting the dive plane issues. This fix required editing the .sim file as well as a new texture.

Some uboats had the needles pointing in the wrong direction as discussed earlier. This has been corrected. Also, all of the dive plane gauges were inaccurate and didn't display the proper degrees of motion. Since the gauge tick marks were off, I had to create a new gauge texture.

The new scale has +/- 30 degrees in each position as seen in several uboat pictures. Also, the game simulates 30 degrees of motion in each way which is why I chose to scale it so. I did not make a portion of the gauge tick marks in red because some of you did not like this and many photos have it in black.


New Dive Plane Gauge:

http://img125.imageshack.us/img125/9161/dpclose5hm.jpg

Fore and Aft needles in correct position:

http://img125.imageshack.us/img125/9619/dpcomplete13el.th.jpg (http://img125.imageshack.us/my.php?image=dpcomplete13el.jpg)

The new gauges are now very accurate. The gauge will now coincide with the actual dive plane position. When the dive plane is at 30 degrees the gauge will display 30 degrees.


-CA

WolfyBrandon
03-01-06, 01:24 PM
Nice work C.A.!

Even the new dive plane textures look great! :up:

Wolfy

Kpt. Lehmann
03-01-06, 01:56 PM
Ohhhhhh I can hardly wait! :ping: :ping: :ping:

JonZ
03-01-06, 02:02 PM
:Vader voice:

Impressives!

:arrgh!:

If I look the page 1; IT ALMOST ALL GREEN! YAY! :rock:

Redwine
03-01-06, 03:43 PM
Fore and Aft needles in correct position:

http://img125.imageshack.us/img125/9619/dpcomplete13el.th.jpg (http://img125.imageshack.us/my.php?image=dpcomplete13el.jpg)

The new gauges are now very accurate. The gauge will now coincide with the actual dive plane position. When the dive plane is at 30 degrees the gauge will display 30 degrees.


-CA

Hi...Captain....

I think so the rear (stern) dive plane is inverted, the "wing" icon is positioned so it is pointing back.
Water Flow is the same and from same direction for both, bow and stern dive plane.

Look at this previous page picture....

Both needles are pointing forward....

http://img62.imageshack.us/img62/4010/diveplanesu9954ne.jpg

Any way, if you decide to let the chjanges in that way, can you made a little guide about how to mod it ?

I prefer my both, bow and stern dive planes icons in correct hydrodinamical position for incoming waterflow.

:up:

Captain America
03-01-06, 08:26 PM
Hi...Captain....

I think so the rear (stern) dive plane is inverted, the "wing" icon is positioned so it is pointing back.
Water Flow is the same and from same direction for both, bow and stern dive plane.

Look at this previous page picture....

Both needles are pointing forward....

Any way, if you decide to let the chjanges in that way, can you made a little guide about how to mod it ?

I prefer my both, bow and stern dive planes icons in correct hydrodinamical position for incoming waterflow.

:up:


Hi Red,

The problem is thats only one picture. Look at all the other pictures that show it the other way....they are real pictures too, are they not? This is whats frustrating about it....there's really no one real way. Some have it with red scales on top, others dont. Some have up to 25 degrees, others 30 degrees. etc....

The only thing I can do is find some middle ground so to speak....I based it on the majority of pictures that I've seen on the net (I've spend over an hour searching for photos). Then I took into consideration of the fact that the developers of the game had the scales positioned the same way. I even looked at SH2 screenshots and the scales are also this way: (there is an ad at first, just give it a moment to load)

http://www.gamekult.com/tout/jeux/images/ME0000141050

No one said back then that they were wrong.

If I make them the other way then someone might complain and say it should be the other way and show me a picture that proves their point. It is impossible to make everyone happy; I wish I could. So in the end I went the "safe" route and chose to depict the gauges in the way that was most common.

You do make a very good point though...it is more logical to depict the aft gauge in relation to the water flow over it. The problem is I already completed all the textures for all of the interior files (stock & bordinstrument). Also, I didn't keep the early version of the new gauge in photoshop where everything was in layers for easy editing. Too much work is involved to change them at this point and I really lack the time.

When the mod is completed I'll make a post here of where they are located in the .sim files so people can edit them to their preference.

-CA

JCWolf
03-01-06, 09:07 PM
Hi...Captain....

I think so the rear (stern) dive plane is inverted, the "wing" icon is positioned so it is pointing back.
Water Flow is the same and from same direction for both, bow and stern dive plane.

Look at this previous page picture....

Both needles are pointing forward....

Any way, if you decide to let the chjanges in that way, can you made a little guide about how to mod it ?

I prefer my both, bow and stern dive planes icons in correct hydrodinamical position for incoming waterflow.

:up:


Hi Red,

The problem is thats only one picture. Look at all the other pictures that show it the other way....they are real pictures too, are they not? This is whats frustrating about it....there's really no one real way. Some have it with red scales on top, others dont. Some have up to 25 degrees, others 30 degrees. etc....

The only thing I can do is find some middle ground so to speak....I based it on the majority of pictures that I've seen on the net (I've spend over an hour searching for photos). Then I took into consideration of the fact that the developers of the game had the scales positioned the same way. I even looked at SH2 screenshots and the scales are also this way: (there is an ad at first, just give it a moment to load)

http://www.gamekult.com/tout/jeux/images/ME0000141050

No one said back then that they were wrong.

If I make them the other way then someone might complain and say it should be the other way and show me a picture that proves their point. It is impossible to make everyone happy; I wish I could. So in the end I went the "safe" route and chose to depict the gauges in the way that was most common.

You do make a very good point though...it is more logical to depict the aft gauge in relation to the water flow over it. The problem is I already completed all the textures for all of the interior files (stock & bordinstrument). Also, I didn't keep the early version of the new gauge in photoshop where everything was in layers for easy editing. Too much work is involved to change them at this point and I really lack the time.

When the mod is completed I'll make a post here of where they are located in the .sim files so people can edit them to their preference.

-CA


Bud, be as acurate as you can be and , about complaining from us the players , forget it man, i doubt someone will complain about your hard work bro... :up:

It's too cool someone gives the trouble to share new graphics improvements with the community and we just apreciate any kind of effort to improve our game expirience, so critics it's ok as long as they are constructive and bring something relevante to your allready brilliante job brother... :rock: :up:

thanks for the time lost with the all building of graphics that you share with us we can have much more fun with SH III... :arrgh!: :up:

Captain America
03-02-06, 04:56 PM
Ok version 1.0 ready for download....see first post.

There are also 2 options available in the file:

1) Users of the Bordinstrumente 1.0 mod

2) Users of my 400m Depth Gauge Mod

Complete info in the readme. Enjoy and let me know what you think.

-CA

JonZ
03-02-06, 05:18 PM
Ok version 1.0 ready for download....see first post.

There are also 2 options available in the file:

1) Users of the Bordinstrumente 1.0 mod

2) Users of my 400m Depth Gauge Mod

Complete info in the readme. Enjoy and let me know what you think.

-CA


<3

JCWolf
03-02-06, 06:38 PM
Ok version 1.0 ready for download....see first post.

There are also 2 options available in the file:

1) Users of the Bordinstrumente 1.0 mod

2) Users of my 400m Depth Gauge Mod

Complete info in the readme. Enjoy and let me know what you think.

-CA



Yeah mate... :rotfl: :rotfl: :rotfl: :rock: :smug:

This one I was wayting for a time now!!! :up:

Downloading and will feedback a full reporte later on bro...

You're a cool dude! :up:
Thanks...

Average Joe
03-02-06, 07:19 PM
Thank you Capt'n! This mod (fix!) will be a very nice addition. DL'ing now.

I hate it when the gauges are/were(!) wrong :zzz:

It also makes me confused... I wonder if SH3 was rushed to retail -that- fast, they didn't even bother to check if the gauges, etc., were correct?

p.s. Wow, install options for Bordinstrumente mod, your 400-meter gauges, and stock gauges too. A 'slew' of fixes. Very impressive :up:

ZanRod
03-02-06, 07:28 PM
Thx for fixing all the dails and Gauges. :/\k:
going to try it out right away. :ahoy:

Edit: two extra mirrors for anyone that can't download it from fileplanet for some reason.
Mirror1: Rapidshare
http://rapidshare.de/files/14548206/CAs_UBoat_Instrument_Patch1.0.7z.html

Mirror2: Megaupload
http://www.megaupload.com/?d=8TI44QWF

Tikigod
03-02-06, 07:46 PM
THANK YOU CAPTAIN!!!!!! and such an easy install :up: and it works!! and looks great!!! woohoo!!!

WolfyBrandon
03-02-06, 07:53 PM
YES ITS RELEASED!!!!!!!!! :rock:

Now im on to see how many of my mods it conflicts with! :doh:

EDIT: Captian America, what dials did you modify? Im useing a dial pack Marhkimov made for me and I want to manually add only the dials I need.

:up:
Wolfy

baxter
03-02-06, 07:58 PM
Thanks!

LukeFF
03-02-06, 11:23 PM
Thanks a bunch, CA!

BTW, what cameras.dat file are you using? With the one I use, I can't make out the bearings on the radar wheel.

Tikigod
03-02-06, 11:35 PM
CA,

is there a way to slow down the depleting C02 when you vent at surface? the C02 rises continuously when submerged but, when you surface it drops from high C02 levels to 0 in less than a second...(you can see this easily in time acceleration) Is there a way possibly to slow the rate so it takes longer to vent or circulate the air in the uboat when surfaced? I don''t know what the historical amount of time is that a uboat took to vent but, I'm sure it wasn't instantaneous. I think the gauge should operate continuously down as it did up.... just like the battery gauge.....and since you mastered the gauges do you think its possible to change this behavior? and maybe it can be fixed so that the larger uboat you have the longer it takes to vent the air back to 0.

Thanks again for the great gauge fix

Captain America
03-02-06, 11:53 PM
YES ITS RELEASED!!!!!!!!! :rock:

Now im on to see how many of my mods it conflicts with! :doh:

EDIT: Captian America, what dials did you modify? Im useing a dial pack Marhkimov made for me and I want to manually add only the dials I need.

:up:
Wolfy

This mod does not conflict with any of the current mods that I know of. The only mod that it conflicts with is my 400m depth gauge mod and I've included an update to it in this mod.

The following textures were modified:

-cadrane_radio_7.tga: rotated bearing indicator counter clockwise by 42.2 degrees.

-cadrane_radio_9.tga: rotated bearing indicator counter-clockwise by 43 degrees.

-cadrane_radio_21.tga: rotated bearing indicator counter-clockwise by 41.5 degrees.

-CR9C_1.tga: added new dive plane textures.

-int_2.tga: added new dive plane textures.

-int_7.tga: added new dive plane textures.

-int_21.tga: added new dive plane textures.

Thanks a bunch, CA!

BTW, what cameras.dat file are you using? With the one I use, I can't make out the bearings on the radar wheel.


I am using a customised version of CCIP's camera mod. But it shouldn't matter....if you can't make out the bearings on the radar wheel then chances are you are using the default textures which are lower resolution. With the exception of the type 2, all textures for the radar bearing wheel are 512x512. If you resize them to 1024x1024 you will be able to make out the bearings on the radar wheel. I recommend using the Bordinstrumente mod which resizes them to 1024x1024 or ....if you are using a custom texture just resize it yourself.

Thanks for all the comments...I hope this makes your experiences more enjoyable when controlling the uboat from the interior as did for me.

-CA

Captain America
03-02-06, 11:57 PM
CA,

is there a way to slow down the depleting C02 when you vent at surface? the C02 rises continuously when submerged but, when you surface it drops from high C02 levels to 0 in less than a second...(you can see this easily in time acceleration) Is there a way possibly to slow the rate so it takes longer to vent or circulate the air in the uboat when surfaced? I don''t know what the historical amount of time is that a uboat took to vent but, I'm sure it wasn't instantaneous. I think the gauge should operate continuously down as it did up.... just like the battery gauge.....and since you mastered the gauges do you think its possible to change this behavior? and maybe it can be fixed so that the larger uboat you have the longer it takes to vent the air back to 0.

Thanks again for the great gauge fix

Hi Tikigod,

The CO2 refresh rate is not contained in the interior .sim files. I'll hunt around for it and see what I can find. I originally wanted to change this as well because in the XXI I think the rate at which the CO2 increases is VERY slow. I'll look into it.

-CA

JCWolf
03-03-06, 07:49 AM
Hell i Capt. And fellow on this community, been testing your Mod Capt. and it's ok apart from this detaille that you can see on the screene...


http://img85.imageshack.us/img85/3230/sh3img3320061170zz.th.jpg (http://img85.imageshack.us/my.php?image=sh3img3320061170zz.jpg)



This is my only report on errors bro... :rock: :up:


How can i fix this Capt., i'm using The Bordinstruments 1.0 and Real U-boat bro As whell as some fixes, maybe if I uninstall your Mod again and install 400 meters Gauge mod and the install your Mod again , maybe it corrects this ... :hmm: ...what you think bro??

Captain America
03-03-06, 11:12 AM
Hell i Capt. And fellow on this community, been testing your Mod Capt. and it's ok apart from this detaille that you can see on the screene...


http://img85.imageshack.us/img85/3230/sh3img3320061170zz.th.jpg (http://img85.imageshack.us/my.php?image=sh3img3320061170zz.jpg)



This is my only report on errors bro... :rock: :up:


How can i fix this Capt., i'm using The Bordinstruments 1.0 and Real U-boat bro As whell as some fixes, maybe if I uninstall your Mod again and install 400 meters Gauge mod and the install your Mod again , maybe it corrects this ... :hmm: ...what you think bro??


Hi jcwolf,

The texture that you are referring to is named cadrane_2.tga. My mod doesn't even include that texture.

I looked at your screenshot though and actually you aren't missing any parts. I just ran a test with my custom textures and then without and what I am getting is the same results like in your screenshot.

Here's a screenshot that I took which looks just like yours:

http://img520.imageshack.us/img520/3397/tdcdiag4hk.th.jpg (http://img520.imageshack.us/my.php?image=tdcdiag4hk.jpg)

- The blue/grey object that looks like a star on the TDC range wheel looks like that because the type VII interior uses a 3D object rather than a 2D one for the center of the range wheel. So this is by default.

- The other needles actually do have their centers and are fine. That is how the bordinstrumente textures look. Also, the last gauge in the diagram appears to have a missing center.....but you'll notice that there is a grey ring on the dial background. This is the same color as the needle center and makes the textures blend giving the illusion that its missing.

I think you might have the same problem as Redwine with low gamma settings on your monitor. If you turn up your brightness and use the free cam (shift+F2) and zoom in close you'll see that all the parts are there.

Lastly, if you are using the 400m depth gauge optional files make sure you have the original depth gauge mod installed first. The files I included are only and update to that mod.

-CA

basilio
03-03-06, 04:21 PM
Capitain America,
first of all THANK YOU for your geat mod! You did a avery good job, almost an official patch for the game.
A question.
I'm using the Bordinstrumente mod.
As you can see here
http://www.subsim.com/phpBB/viewtopic.php?t=46429&postdays=0&postorder=asc&start=150,
page 7 of the topic at the bottom (see my post there with the pictures), Oakgroove made available an additional file

http://rapidshare.de/files/9591674/T3PLL_Farbskala.rar.html
to add some colors tabs on the radar texture, which I consider, even if not 100% historically accurate, really nice.
Would it be possible to apply your mod to these textures also?
Apologize for my english!
Again very good work :rock:

Captain America
03-03-06, 05:52 PM
Capitain America,
first of all THANK YOU for your geat mod! You did a avery good job, almost an official patch for the game.
A question.
I'm using the Bordinstrumente mod.
As you can see here
http://www.subsim.com/phpBB/viewtopic.php?t=46429&postdays=0&postorder=asc&start=150,
page 7 of the topic at the bottom (see my post there with the pictures), Oakgroove made available an additional file

http://rapidshare.de/files/9591674/T3PLL_Farbskala.rar.html
to add some colors tabs on the radar texture, which I consider, even if not 100% historically accurate, really nice.
Would it be possible to apply your mod to these textures also?
Apologize for my english!
Again very good work :rock:

Its a very small detail but I kind of like the colors too. It's a simple cut and paste job.

Here's the download...
Updated radio room textures for Bordinstrumente mod to include color bands:
http://rapidshare.de/files/14622089/T3PLL_Farbskala_for_CA_UBIP.7z.html

-CA

Onkel Neal
03-04-06, 01:40 AM
Great work, added to Downloads per CA's instructions :rock:

U-4053
03-04-06, 04:36 AM
Ok, I have it, but how do I install it , and where does it go?
Do I have to remane it?
I have No Clue what to do with it ?
A little Help please.

Charlie

basilio
03-04-06, 06:17 AM
Capitain America,
first of all THANK YOU for your geat mod! You did a avery good job, almost an official patch for the game.
A question.
I'm using the Bordinstrumente mod.
As you can see here
http://www.subsim.com/phpBB/viewtopic.php?t=46429&postdays=0&postorder=asc&start=150,
page 7 of the topic at the bottom (see my post there with the pictures), Oakgroove made available an additional file

http://rapidshare.de/files/9591674/T3PLL_Farbskala.rar.html
to add some colors tabs on the radar texture, which I consider, even if not 100% historically accurate, really nice.
Would it be possible to apply your mod to these textures also?
Apologize for my english!
Again very good work :rock:

Its a very small detail but I kind of like the colors too. It's a simple cut and paste job.

Here's the download...
Updated radio room textures for Bordinstrumente mod to include color bands:
http://rapidshare.de/files/14622089/T3PLL_Farbskala_for_CA_UBIP.7z.html

-CA
thanks!!!!!!!!!!!

Redwine
03-04-06, 07:20 AM
Hi Red,

The problem is thats only one picture. Look at all the other pictures that show it the other way....they are real pictures too, are they not? This is whats frustrating about it....there's really no one real way. Some have it with red scales on top, others dont. Some have up to 25 degrees, others 30 degrees. etc....

Yes i know Captain, and in that way, i think so it looks better if the dive planes icons or simbols are oriented in hydrodinamical position in reference to the waterflow, just as a wing and a stabilizer are in a plane. :up:

I can understand the second mode..... any dive plane needle pointing down is dive condition, and any dive plane neeedle pointing up is surfacing condition, but in these dive planes form...... they had not.... dive plane icons (an hydrodinamic wing icon) (number 3, 7 and 8 of Tikigod)

And we have dive planes wings icons in SH3....

When you adds the "hydrodinamical wings icons" (as in SH3) they looks bad pointing int the wrong direction, with the back or exhaust edge to the incomming waterflow. :hmm: , it is hard for me to explain.....can understand my point ?

When you have the hydrodinamic wings, it looks better is the wings icons are well oriented respect to the waterflow.

Be ware with some pictures in past page, some seems to be from american subs, look at the sticker "Dive", it is english.... (number 2 of Tikigod) :hmm:

and one of them seems no showing the dive planes instruments (number 4 of Tikigod) :hmm:

And those are showing the inveted dial scales.... look at them, they have not dive plane wings icons (number 3, 7 and 8 of Tikigod) but we have wings icons in SH3.

SH2 can not be taked as a reference.... remember it was a disaster like this sim. :up: , do you remember what a quantity of job modding SH2 ? :up:


If I make them the other way then someone might complain and say it should be the other way and show me a picture that proves their point. It is impossible to make everyone happy; I wish I could. So in the end I went the "safe" route and chose to depict the gauges in the way that was most common.

Yes i know, Captain, i will give you a lot of thanks i you guide me how to invert the stern dive plane needle, i want to make it for my own installation. :up:


You do make a very good point though...it is more logical to depict the aft gauge in relation to the water flow over it. The problem is I already completed all the textures for all of the interior files (stock & bordinstrument). Also, I didn't keep the early version of the new gauge in photoshop where everything was in layers for easy editing. Too much work is involved to change them at this point and I really lack the time.

No problem Capy, i not request you to make a third option, if you teach me how to invert the neeedle i will make my own textures.
I only need all needles pointing forward as the dive planes attacking the waterflow.



When the mod is completed I'll make a post here of where they are located in the .sim files so people can edit them to their preference.

-CA

So good...... :up:

LukeFF
03-04-06, 03:21 PM
Ok, I have it, but how do I install it , and where does it go?
Do I have to remane it?
I have No Clue what to do with it ?
A little Help please.

It shows exactly where to install it in the zip file.

JonZ
03-04-06, 04:44 PM
CA,

Can I know why you rotate the Bearing Texture from the cadrane_radio_xx.tga ?


I ask because it doesn't make any sense to me that 0degrees Bearing is now 30 degrees bearing

:doh:


Re-Edit: nope, still offset :nope:

http://img405.imageshack.us/img405/8070/rad0fk.jpg (http://imageshack.us)


That was in a XXI

JonZ
03-04-06, 09:50 PM
Anyone have the same bearing error like me?

Captain America
03-04-06, 09:56 PM
CA,

Can I know why you rotate the Bearing Texture from the cadrane_radio_xx.tga ?


I ask because it doesn't make any sense to me that 0degrees Bearing is now 30 degrees bearing

:doh:


Re-Edit: nope, still offset :nope:

http://img405.imageshack.us/img405/8070/rad0fk.jpg (http://imageshack.us)


That was in a XXI

Give me a few min....gonna check it out now.

-CA

JonZ
03-04-06, 10:11 PM
If I put the old skin back , the Sonar compass go back to normal.

But Radar room compass has tilted too :doh: :doh:

Captain America
03-04-06, 10:23 PM
Thanks for bringing this to my attention JonZ.

WOW, I am really embarassed right now.....

I guess I got caught up with all the work and over looked one very simple detail: The radio room texture is shared with the sonar room. This means I fixed the radio room bearing indicator but messed up the sonar room bearing indicator. Everything was tested very thoroughly with the mod except this area because it was a simple texture tweak.

I apologize to everyone for this very stupid mistake.

I am not sure what to do now....this means for the type 7, 9 and 21 you either get a correct bearing indicator in the radio room with an offset one in the sonar room OR the default offset bearing indicator in the radio room with a correct one in the sonar room.

I guess it doesn't matter either way. I might just pull the mod offline and remove the fix and leave it the way it was regarding the messed up bearing indicator in the radio room. I now know I have to use a different approach to completely fix this. Since I have access to the models now I can attempt a go at this, but it won't be released until much later (v2).

-CA

Kpt. Lehmann
03-04-06, 10:33 PM
No worries Captain America, I am sure you will fix it in due time.

Besides, the last guy that was "perfect" got crucified.

Thanks for all the wonderful fixes elsewhere that you have already implemented.

The indicator may be tilted... but it gives correct information still does it not?

Three cheers for taking this difficult road! :up: :up: :up:

JonZ
03-04-06, 10:35 PM
Thanks for bringing this to my attention JonZ.

WOW, I am really embarassed right now.....

I guess I got caught up with all the work and over looked one very simple detail: The radio room texture is shared with the sonar room. This means I fixed the radio room bearing indicator but messed up the sonar room bearing indicator. Everything was tested very thoroughly with the mod except this area because it was a simple texture tweak.

I apologize to everyone for this very stupid mistake.

I am not sure what to do now....this means for the type 7, 9 and 21 you either get a correct bearing indicator in the radio room with an offset one in the sonar room OR the default offset bearing indicator in the radio room with a correct one in the sonar room.

I guess it doesn't matter either way. I might just pull the mod offline and remove the fix and leave it the way it was regarding the messed up bearing indicator in the radio room. I now know I have to use a different approach to completely fix this. Since I have access to the models now I can attempt a go at this, but it won't be released until much later (v2).

-CA

Embarassed huh, don't be :yep:

It is totally normal to overlook things, especially when you do it after works hours. I dealt with these things daily at work, the little details I forget to look when creating interface. Fortunately the QC department are always there to look the finest details :-j

You do an awesome great work for the community, keep the good work pal :sunny:

Captain America
03-04-06, 10:56 PM
@ Kpt. Lehmann & JonZ, thanks for the pep talk :)

What should I do? Do you think its better to make a new file that reverts back to the broken bearing indicator in the radio room or just leave it the way it is? I hate to make someone install something that claims to fix one thing but breaks another.

For the less technically inclined: the course indicator still displays the correct course. This just refers to the texture of the bearing indicator.

-CA

U-4053
03-04-06, 11:11 PM
Ok I have downloaded it but I have no Idea how to install it.
Is it supposed to be in a zip file?
Cause teh file I downloaded looks like a Note pad file.
Also where does it go in the game?

A littlle assistance please.


Charlie

Captain America
03-04-06, 11:17 PM
Ok I have downloaded it but I have no Idea how to install it.
Is it supposed to be in a zip file?
Cause the file I downloaded looks like a Note pad file.
Also where does it go in the game?

A littlle assistance please.


Charlie

You need winrar http://www.rarsoft.com/

or

7zip http://www.7-zip.org/

to extract the file. Full install details are in the readme once extracted.

The 7zip format was chosen because you get maximum compression compared to the other formats. This means a smaller file to host and a smaller file for you to download. Compressed this file is 7.69 mb, uncompressed its 28.7 mb...big difference.

-CA

JonZ
03-05-06, 12:34 AM
It your mess now, you must correct all the compass from scratch :D

Nah I don't know man, I discovered the bug only when I was tweaking the tga files when I realised the bearing compass was tilted and I did'nt know why it was tilted until I read your doc. Then I started the game to see the RR textures (Radio Room) and realised that on Sonar that the Bearing Compass was tilted :doh: wtf!

I put back the old compass over it and it did the job, but realised that the Radio man compass was tilted as consequences of my acts.

So it purely by coincidence I discovered this, I rarely paid attention to the bearing compasses on 3D display.

U-4053
03-05-06, 12:37 AM
I have Both WinRar and Winzip

It still looks like a Notepad, I download zip files and rar files all the time, any reason this one would download as a Notepad file ?
And I still dont knnow where it goes in the game

Average Joe
03-05-06, 12:45 AM
I have Both WinRar and Winzip

It still looks like a Notepad, I download zip files and rar files all the time, any reason this one would download as a Notepad file ?
And I still dont knnow where it goes in the game

If this is what I think you mean(?),

A .7z file (or .rar, etc.) must be associated/integrated into the file-exractor program you use (under 'options' usually) to accept a compressed format. Once that's done the icons on your downloaded files will look different.

Once opened just read the instructions on how to install.

p.s. Zip file icons should look specific, especially using Win-XP, as it has a built-in extractor for zip-files.

U-4053
03-05-06, 12:48 AM
Use Winrar 4.0
And Winzip 10

I upload and download hundreds of Rar and zip files monthly, this is really odd, this is the 3rd such file I have gotten from that download site

Average Joe
03-05-06, 12:50 AM
U-4053,

Sorry about my last post. I thought you were a fairly new user not familiar with zips, rars, etc.

U-4053
03-05-06, 12:56 AM
Ok it does say 7z file, but no where does it refer to or say this is associated with winrar.
I went into the PC settings and tried it and then even tried winzip but no luck.
As I said, this is the 3rd file I have gotten from this Download site that has done this.
Im going to try and stop my Add Blocker spyware programs they might be effecting its downloading ?

U-4053
03-05-06, 01:01 AM
I've downloaded it 4 times now I have turned everything off in reguards to spyware and Internet security, same results

U-4053
03-05-06, 01:36 AM
Ok, you have to use a Program Called 7zip to open it, I had never heard of this Program.
And its free very cool.
Thanks for the help.

Charlie

Captain America
03-05-06, 11:19 AM
@ U-4053, glad your problems are sorted out.


I think I'm just going to leave it the way it is. IMO, I'd rather have the radio room bearing indicator fixed since the gauge is much closer to your view when seated there then compared to the sonar room one which is higher up. No point in making a new download to fix one thing and break another. I'll just fix all of these issues in the next version whenever that may be.

Just in case though, for those of you that want to revert just delete the following 3 textures from my mod:

-cadrane_radio_7.tga

-cadrane_radio_9.tga

-cadrane_radio_21.tga



-CA

GT182
03-05-06, 01:41 PM
U-4053, you can also use Zip Genius. It's just as good and will extract the necessary files to the JSGME installer.

Average Joe
03-05-06, 08:59 PM
Ok it does say 7z file, but no where does it refer to or say this is associated with winrar.
I went into the PC settings and tried it and then even tried winzip but no luck.
As I said, this is the 3rd file I have gotten from this Download site that has done this.
Im going to try and stop my Add Blocker spyware programs they might be effecting its downloading ?

This may explain better than my last post. Things have to be set in your WinRar program.

Open WinRar, press CTL-S for 'Settings', then go to the 'Integration' tab. Check-mark '7-zip' in the 'Associate WinRar With' area. Then WinRar will compress/un-compress .7z files.

p.s. I bought the payware version of WinRar. If you have the demo/freeware(?) version, maybe 7-zip is not an option?

Soviet_Warlord
03-06-06, 04:48 PM
If you haven't downloaded a new version of WinRAR recently (like within the past 12 months) it won't yet have the 7zip capability. Just to let you guys know.

Anvart
03-10-06, 12:49 PM
Hi, CA!
Look plse.
SH3 v.1.4b. Test MODS: Bordinstrumente 1.0,
CAs_UBoat_Instrument_Patch1.0.
U-boot VIIc.
http://img208.imageshack.us/img208/6836/type7cclockmistakes5nl.jpg
http://img483.imageshack.us/img483/9066/type7ccompasdepth3kh.jpg

Anvart :huh:

JonZ
03-10-06, 01:39 PM
I solved that problem by replacing the Bordinstrument dials (bearing dial) by the stock SH3 dials. It was simply a cut and paste job.

As for the clocks, do you really think it important? I don't even look that close.


oh and that sonar thing you pointing out, check few posts above you.

Captain America
03-11-06, 12:06 AM
Hi, CA!
Look plse.
SH3 v.1.4b. Test MODS: Bordinstrumente 1.0,
CAs_UBoat_Instrument_Patch1.0.
U-boot VIIc.
http://img208.imageshack.us/img208/6836/type7cclockmistakes5nl.jpg
http://img483.imageshack.us/img483/9066/type7ccompasdepth3kh.jpg

Anvart :huh:

Hi Anvart,

Regarding the clocks: This is untouched by this mod...its there on the stock version too. Nothing I can do right now about this...but as JonZ stated...very minor. You have to stick your head right on it to notice it and to be honest I never noticed it myself.

Bearing Indicator in Radio Room: That grey object you see there is placed there by the model. It is just more noticeable because the Bordinstrumente texture has the scale more towards the center so it is clipping underneath the 3d object. If you use the stock bearing indicator which has the scale further away from the center you will not notice it. Anything regarding the Bordinstrumente mod I can't change as that is Oak_Groove's work, I merely included it there to be more user friendly for those of you that use these textures.

Command Room Shallow Depth Meter: The placement of the needle is done by the model, not touched by this mod. All I can change are the values and behavior of the needles, not their placement on the model. A possible reason could be the Bordinstrumente texture is slightly offset from the center making this noticeable...if you notice this with the stock textures too then blame it on the model. :(

Sonar Room Bearing Indicator: Please look a few posts back and you'll understand. Basically, the one is the radio is fixed which I felt was more important since when you are manning that station it is much more visible than when manning the sonar station.

Sorry if I wasn't much help but hopefully this answers your questions.

-CA

Anvart
03-11-06, 02:31 PM
Hi, CA.
Sorry me, but all what about you wrote i know.

Anvart
:hmm:

Captain America
03-11-06, 05:45 PM
Hi, CA.
Sorry me, but all what about you wrote i know.

Anvart
:hmm:

If you know all of that then what was the nature of your post/question?

I was just stating that a) this mod did not do that and b) this mod can not fix it.

-CA

The Noob
03-12-06, 06:44 AM
If i want to download it filefront says 404!HHHHHEEEEEEELLLPPPPPPP!!!!!!!

Krutztürken!!!!!!!!
:damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn:

Captain America
03-12-06, 01:20 PM
If i want to download it filefront says 404!HHHHHEEEEEEELLLPPPPPPP!!!!!!!

Krutztürken!!!!!!!!
:damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn:

Ok fixed it, new link provided at first post...for some reason filefront reset my account and made the file disappear. You can also always get the file right here at subsim.com's download section.

-CA

Vonotto
03-12-06, 02:10 PM
Filefront = 7.84 kb a second ---this may take 8 hours.

JCWolf
03-12-06, 04:26 PM
Nope in fact everything it's perfect C A.... :up:


I've downloaded one more time to check the download speed, and it took less then 1 minute... :up:


The fact is that even mi acount and when i'm uploading files gives me problems , somehow they are doing site maintenace... :up: