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-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   [REL] OLC GUI v1.2.7 (https://www.subsim.com/radioroom/showthread.php?t=124639)

Badger Finn 12-11-07 06:02 PM

Quote:

Originally Posted by donw
Its working for me

Thanks mate :up:

@ cuervo111 Awesome!

:up:

The Butcher 12-11-07 07:05 PM

Still curious
 
I would still like to know what program you use to edit these files. Just so I can be a danger to myself. Thanks cuervo111 for doing the heavy lifting. I am definately hooked on this mod.

cuervo111 12-11-07 07:55 PM

Butcher, you can use any text editor, for example notepad. Just open the file, change what you please and save.

Let us know if you come up with something good! :up:

The Bad Wolf 12-12-07 05:17 AM

Have been looking at U-jagd v1.2 for GWX and OLC's GUI AOB disc mod and noting the differences. I assume that OLC changed it to measure distance. For historical reason's, I would like to replace OLC's AOB for the U-jagd v1.2 which will get rid of the Mast x2.

Does anyone know how they worked out distance i.e. Tables, Slide Rule.

Help would be most appreciated.

cuervo111 12-12-07 06:22 AM

Hi Bad Wolf

I don't really understand your question as I didn't know U-jagd before. But as far as I can see, the tools are the same, aren't they? I've been looking in thes posts trying to understand your question but I don't see any significant differences...

http://www.subsim.com/radioroom/showthread.php?t=123323
http://www.subsim.com/radioroom/showthread.php?t=123373

Pisces 12-12-07 07:13 AM

Quote:

Originally Posted by The Bad Wolf
Have been looking at U-jagd v1.2 for GWX and OLC's GUI AOB disc mod and noting the differences. I assume that OLC changed it to measure distance. For historical reason's, I would like to replace OLC's AOB for the U-jagd v1.2 which will get rid of the Mast x2.

Does anyone know how they worked out distance i.e. Tables, Slide Rule.

Help would be most appreciated.

If I remember correctly OLC and/or Hitman said that the original UBoot scope had a split-sprism mechanism just like SH4 has. Where the light entering the optics is split in two, one continueing it's path normally, but the other is deflected vertically by turning some (thumb?) wheel to tell the object's angular size. And as the ratio of mastheight over range is proportional to the tangent of that angle, range can be deducted. Which was probably also done mechanically with a range dial as output somewhere.

Stock SH3's solution with a horizontal line moving up and down the scope isn't actually very far off the truth from what I understand. You just have to imagine the thin line is actually the bottom of the second image of the target. OLC or Joegrundman's solution seem both to be a solution that is a strep backwards technology wise (IMHO), but appearantly required because of the limitations sh3 has. If you want to do without the notepad. They had to resort to measuring the objects size relative to a fixed scopemarks in the optics. Joegrundman then seems to separate range measurements from the AOB calculation, where as OLC tried to integrate them as best as possible. I prefer the latter, but whether either was historically correct I don't know.

Anyway, I think OLC had to use doubled mastheight values because range calculations are done with the full observed mastheight, whereas he did AOB based on only halve the ship's observed length. So he needed to stuck a factor of 2 somewhere. This must have been the easiest solution to him, a modder's perogative. If one used a procedure using all the horizontal marks from bow to stern this would not have been neccesary. However, it's tricky counting marks that way, and the inside marks on the middle wheel are not enough in most 'near' situations.

But I stand ready to be corrected if I am wrong in any of my assumptions.

The Bad Wolf 12-12-07 09:02 AM

Hi cuervo111

http://img262.imageshack.us/img262/8...2gwxdiyxd7.jpg

This is the basisradGWX.TGA that you get with U-jagd1.2 GWX DIY.

Although the two scales on the inner ring are the same in your 2 links, they are both different to the inner ring in picture above. (line up 2 scales on inner ring)

But I can see why my question seemed strange.

joegrundman 12-12-07 09:22 AM

In the original scope, the stadimeter was attached to the ZielkurswinkelRad (AOB finder). All you had to do was to set the mast height on the basis ring and then the range ring was rotated as you adjusted the angle using the split prisms.

Then for the AOB, you set the known or estimated length of target to match the range, and you physically rotated the optical system of the periscope by 90 degrees. The split prisms then measured the apparent length. Again, this automatically rotated the tool so that it now showed you the AOB. The resulting AOB even showed up in the periscope view, so the kaleun didn't even need to take his eye off the target in order to see the result of his measurement.

Unfortunately we were unable to rotate the stadimeter function, hence we have used the measuring system using the reticule marks. I assume it's what they were there for, anyway, as a backup incase the stadimeter malfunctioned.

As for the doubled mastheight, this is so that the lower part of the AOB finder isn't used, which OLC considered important as it is often obscured by the recog manual and TDC

joe

joegrundman 12-12-07 09:27 AM

@the bad wolf

The scales for the U-jagd GWX AOB finder and the OLC GWX AOB finder are different.

This is because U-jagd did not alter the GWX 1.03 scope magnification. It is 10x on high power.

OLC returned the GWX scope magnification to the stock value of 6x.

Hence different scales are needed.

The U-jagd tool for stock SH3 will fit OLC's mod.

The Bad Wolf 12-12-07 09:44 AM

Thankyou Pisces.

Your assumptions sound very logical.

I wanted to know how they calculated distance, because I would have made a mod to go with it.
If it was done mechanically (didn't think of that), then you would have to dial in 2 numbers the Mark and actual Mast height, which more or less is what OLC has done.

Sounds probable. I think I saw a movie were they set torpedoes from dials displayed, which probably was all interlinked back. (could be wrong)

I shall have a further look, must get away from the mast x2.

GOZO 12-12-07 09:53 AM

<Smiling in a silly way>:D

Thanks OLC! Just what I wanted for x-mas.:up:

/Per

The Bad Wolf 12-12-07 10:10 AM

Thankyou joegrundman,
That information is excellent, it enlightens me on the problems encountered.

Means I can concentrate on trying to solve the lower part of the AOB obscurity without mast x2.

Wilcke 12-12-07 11:05 AM

Quote:

Originally Posted by The Bad Wolf
Thankyou joegrundman,
That information is excellent, it enlightens me on the problems encountered.

Means I can concentrate on trying to solve the lower part of the AOB obscurity without mast x2.

Yes, Joe did an excellent job on the UJagd Tools, and I even incorporated them into FTT for GWX as a combo MOD for my own personal use.

I have gotten hooked on OLC's GUI though, man that is just sleek and deadly. What a difference from the old interface. Both these guys deserve many thanks as I thing their contribution has added a lot of realism to the sim. These are the mods I just cannot do without.

Friedl9te 12-12-07 04:52 PM

Played again a little bit with the clockfaces.
Here are the results.
http://img144.imageshack.us/img144/4...ture001lf6.jpg

The Bad Wolf 12-13-07 04:14 AM

This is a roughly the idea I have come up with.

The screen of view is now completely clear, unless you open the recognition manual. I left this because you don't usually look at the manual and through the periscope at the same time in reality.

This should allow full access to the AOB dials, thus getting rid of the mast x2.

I can see that a lot of work will be needed and also a few problems that will arise.

I am no mod programmer and have started at the "deep end", but if any modder wants to take over, help would be appreciated.

I thank everyone involve in the mods used. Permission will be sought "IF" the mod is made available and persons will be mentioned.

I take no recognition, it goes to the modders concerned.
http://img84.imageshack.us/img84/7784/pk11qg4.jpghttp://img84.imageshack.us/img84/2284/pk10gs5.jpg

Friedl9te 12-13-07 06:31 AM

Good idea,

I prefer the right one with all the Torp setting Instruments, which means that the watch has to be placed somwhere other.
Maybe in the upper left corner.

The Bad Wolf 12-13-07 08:59 AM

Hi Friedl9te,

The chronometer is toggled between either top picture or bottom picture for Torp Setting Instruments via the button to the bottom right of the chronometer. At the moment I can't see it causing a problem. If you wanted the watch you would have to replace the TGA.

Thankyou for your reply as pointing out problems now is better as these can be implemented into the project.

I was also thinking of moving the fire button to the right side. (number of times I've nearly hit this instead of the Lock button)

Also add more integrated orders especially "Rudder Amidship"

cuervo111 12-13-07 09:46 AM

This is getting interesting!!

Bad Wolf, your shots look good. Sorry to say I've got no idea how to implement it :roll:

donw 12-13-07 10:23 AM

Bad Wolf
What happened to the "own sub's current heading" dial in the lower left corner?

Friedl9te 12-13-07 10:24 AM

Quote:

Originally Posted by The Bad Wolf
Hi Friedl9te,

The chronometer is toggled between either top picture or bottom picture for Torp Setting Instruments via the button to the bottom right of the chronometer. At the moment I can't see it causing a problem. If you wanted the watch you would have to replace the TGA.

Thankyou for your reply as pointing out problems now is better as these can be implemented into the project.

I was also thinking of moving the fire button to the right side. (number of times I've nearly hit this instead of the Lock button)

Also add more integrated orders especially "Rudder Amidship"


Yeah, thats great. Recently I thought about the position of the fire Button. Maybe in the center of the lower four instruments.

Integrated orders are good for immersion, you can dimm the ambient lights. But on the other hand nothing is so quick as keyboard commands. I am an old man and grew up with MSDOS :)

I thought also what about using game controllers like a throttle from CH Products, they have a wonderful software to program all this controllers.

http://www.chproducts.com/retail/throttles.html


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