SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL] Easy AOB (https://www.subsim.com/radioroom/showthread.php?t=152945)

Nicolas 06-29-09 11:08 AM

Look, my english it's not good enough, the video it's self explanatory if someone (you?) want to help me write refined instructions it will be good!
The mod ins't hard to install, and it's working. :hmmm::hmmm:

I'm goin' down 06-29-09 12:56 PM

test report
 
Utilizing the TBT mod fix, I ran a mission using the submarine school mission re torpedo attack to test Mr. Nicolas' mod.

The target is a Mogami cruiser with a draft of 19.5 feet on a course of 95 degrees, traveling at 9.5 kts. My boat is brought to a heading of 30 degrees to test the mod.

Two shots at Mogami's starboard side at over 4,600 yards, topedo speed of 31 kts. miss the target's bow by a ship length. I had adjusted the Mogami's course to 93 degrees, which may have resulted in the missed shots.

Two shots at 2,500 yds; torpedo speed 46 kts. Mogami's course is reset to 95 degrees. One hit and one miss. The missed shot was set to run at depth of 21 feet, and it must have passed underneath the Mogami whose draft is around 19 feet.

My boat is stocked with 4 four forward torpedoes and 2 aft torpedeos, and contains a reserve as well. I have expended the the four forward torpedoes with one hit and three misses. Now the crew is reloading the forward torpedoes.

The Mogami lies is dead in the water as a result of the single torpedo impact, and its speed is 0.0 kts. My boat crosses its bow and proceeds approximately 4,000 yds., comes around, and begins a torpedo run on the Mogami's port side. Target's course is still 95 degrees. At 3,000 yds I fire the two aft torpedoes; torpedo speed speed set at 46 kts. The sonarman announces a torpedo impact, but there is no explosion. It must have been a dud. Inspection reveals no damage on the port side of the Mogami. The other aft torpedo detonated prematurely. My boat has expended its two aft 2 after torpedoes and the crew is reloading them.

I continue to close on the Mogami from its port side.

The crew has reloaded one torpodo in the forward compartment. Target's course is still 95 degrees. A shot at 2,500 yds hits the Mogami.

Conclusion: Seven shots. Three hits, four misses. [Two close misses via forward tubes at long range (by less than 100 yds.) One hit via forward tubes at mid range (approximatley 2,500 yds). One miss via forward tubes at mid range (approximately 2,500 yds.) because torpedo depth was likely set too deep. One hit via aft tubes at at mid range (approximatley 3,000 yds.) but no explosion (dud?). One miss via aft tubes due to premature detonation. One hit via forward tubes at 2,500 yds. 3 for 7 or 42 percent contact ratio. 3 close misses and one dud.
Eliminate the premature detonation and ratio of hits is 50 percent (3 for 6).

The AoB mod seems to work well. Even though the target was dead in the water for some of the shots, my boat was moving at an angle. Note, once the AoB is set to the target's course, I turn on the PK to follow the target as this ensures that changes to the AoB are maintained. Before turning the PK on, I check the attack map to ensure the topedo's angle intersects the tarpet, as this verifies course, speed and AoB. If your seting are right, if you miss the shot it won't be by much.

p.s. I quit FOTRS. Too many airplanes. Way too many. And too many messages. Great graphics though.

Munchausen 06-29-09 01:01 PM

Okay, nice video. The viewer especially needs to watch that last part where PK is running and you attempt to change target heading ... it clearly shows that PK must be "off" for the mod to work.

I like it. I just can't get it to work. I'll try again by loading an "in port" save and see if that makes any difference.

I'm goin' down 06-29-09 04:29 PM

Quote:

Originally Posted by Munchausen (Post 1125856)
Okay, nice video. The viewer especially needs to watch that last part where PK is running and you attempt to change target heading ... it clearly shows that PK must be "off" for the mod to work.

I like it. I just can't get it to work. I'll try again by loading an "in port" save and see if that makes any difference.


Refer to post 13 in this thread. That may help. I have the mod working in TMO/RSRDC and FOTRS.

Nisgeis would like this mod I'll bet.

Munchausen 06-30-09 02:17 PM

Quote:

Originally Posted by I'm goin' down (Post 1126004)
Refer to post 13 in this thread. That may help.

:hmmm: I think I've tried everything ... no soap. I suspect it's simply a glitch in my install (please don't send me the "how to uninstall SH4" link ... I already used it once ... and then discovered it wasn't specifically for Windows XP ... but that's another story).

:-? It isn't the first glitch ... when I cursor over a torpedo on the loadout page, the data window only gives me the type of torpedo ... none of the other data your supposed to get. So this could be something similar. Evidently, another promising career (2nd patrol) down the tubes ... time to clean 'er up, from stem to stern (uninstall SH4 again) then start from scratch.

:cool: 'Cause this mod is too good to pass up.

I'm goin' down 06-30-09 04:48 PM

Manchausen
 
I changed the data file in FOTRS per Mr. Nicolas. In TMO/RSRD there was not a data file to change so I changed the stock game. I quit FOTRS for tjhe time being because of the number of planes, which was too much to deal with. But the visuals in FOTRS are terrific.

I am still missing some shots, but I have hit a few in the middle of the night in a dark sea at 1000 yds, firing at around +/-30 degrees off heading, and I nailed a tanker as it crossed my stern with aft tubes firing.

I am sold. I like the fact that once you find course and speed, you can play with the TDC dial for AOB and verify the corresponding TBT result on the attack map. Oce you do that, turn on the PK and sit back and relax until the target changes course. Destroyers often alter course, so they are tough to track.

This mod is right up there with Nisgeis' torpedo angle calculator, and aaronblood's MoBo. Just to be able to tackle thes types of mods requires math and computer skills beyond most skipper's capabilities.

ddrgn 07-01-09 12:41 AM

Not much of poster here mainly a reader and mod leech ;), but the problem others are having not getting this to work is easily solved and my mouth refuses to stay silent (no pun intended).

Dial 14 is loading the command "Cmd=Set_TDC_angle_on_bow" first on some configs, i play GFO atm not sure if this fix applies to TMO or RFB, ill let others take a look. Just comment out that command on dial 14 (as below) before you apply post #13s step by step.

[Dial14]
Name=Sol_Angonbow
Type=27; DIAL_SOL_ANGONBOW
;Cmd=Set_TDC_angle_on_bow
Dial=0x3B0F00FF
CrtVal=0x3B0F0001
NewVal=0x0
DialVal=-180,180
RealVal=-180,180; degrees
Circular=Yes
CmdOnDrag=Yes
SndStep=5
SndList=1,Menu.TDC.AngleOnBow,360



Thanks for finding this gents, truly awesome find

-depthdragon

I'm goin' down 07-01-09 12:43 AM

Wow, what a mod!
 
I have had mixed luck until yesterday, having made careless errors in my attack including forgetting to set the target's speed, setting the torpedo run depth way to deep and not adjusting it, etc. But tonight was another story. I fired two 46 kt. torpedoes at a medium old split freighter at an AoB of less than 10° and a range of 4,403 yds. Both hit the freighter! My speed was 1 kt., as I had slowed to maintain a distance of 1,000 yds from the target's course to preserve the opportunity for a Dick O'Kane 90° degree shot in case the two shots missed. 4,403 yds. blows away my longest torpedo contact by 1,500 yds. Nicolas, your mod has changed the balance of power in the Pacific vis a vis the SS Barbarinna. Frankly, I couldn't believe that I whacked the freighter at an incredibly steep angle and from a mega distance! I did not think such a thing was possible unless luck played a big part. I was wrong on that account. I saved the mission, so I can watch a replay.

How can we corner the market on this mod?

Nicolas, the girl on the rigth wants to go out with you.

ddrgn 07-01-09 01:37 AM

I was bored and intrigued by this quick fix which has gone unnoticed for 2 years, and as I was looking at the dials page noticed you can change the speed the same way as Nicolas's AOB fix. So here is steps to change the targets speed which will move the gyro angle on the PK as well.

1) Add another dial to your dial number as the same with the AOB fix above, in my case its was 75

[DIALS]
DialsNo=xx

--------------

2) Replace or comment out "Cmd=Set_tgt_sel_value;" shared between dials and add Cmd=Set_TDC_target_speed, on dial 57.

[Dial57]
Name=TorpedoSolution_Temporary_Speed
Type=69; DIAL_TGT_SPEED
Cmd=Set_TDC_target_speed
;Cmd=Set_tgt_sel_value; shared between dials
Dial=0x43020002
CrtVal=0x43020003
NewVal=0x0
DialVal=0.01,-8.78; 360/41
RealVal=0,40; knots
Circular=Yes
CmdOnDrag=Yes
RelativeDrag=Yes
SndStep=5
SndList=1,Menu.TDC.AngleOnBow,360

--------------

3) Comment out "Cmd=Set_TDC_target_speed" in dial #15

[Dial15]
Name=Sol_Speed
Type=28; DIAL_SOL_SPEED
;Cmd=Set_TDC_target_speed
Dial=0x3B1000FF
CrtVal=0x3B100001
NewVal=0x0
DialVal=15,345
RealVal=0,55; knots
Circular=Yes
CmdOnDrag=Yes
SndStep=1
SndList=1,Menu.TDC.Speed,55

--------------

4) Add (paste) this new dial to the end with xx being your new number in my case it was 75.

[Dialxx]
Name=TorpedoSolution_Temporary_Speed
Type=69; DIAL_TGT_SPEED
;Cmd=Set_TDC_target_speed
Cmd=Set_tgt_sel_value; shared between dials
Dial=0x43020002
CrtVal=0x43020003
NewVal=0x0
DialVal=0.01,-8.78; 360/41
RealVal=0,40; knots
Circular=Yes
CmdOnDrag=Yes
RelativeDrag=Yes
SndStep=5
SndList=1,Menu.TDC.AngleOnBow,360

*You can comment or replace the commands as you see fit. I prefer to comment out as if i need to revert back i have the command there already.

Enjoy! And thanks again Nicolas for getting my mind going on this one, may open some doors to opening some new functionality sorely missing from SH4.

-depthdragon

Nicolas 07-01-09 07:56 AM

Im going down: what you mean 'corner the market'?:88)
Next time try firing at a convoy 2 or 3 ships in 1 attack :03:
:DL

-----
About the install, i checked with stock game and tmo, works as described in post 1.

I'm goin' down 07-01-09 11:44 AM

corner the market
 
[quote=Nicolas;1126891]Im going down: what you mean 'corner the market'?:88)
Next time try firing at a convoy 2 or 3 ships in 1 attack :03:
:DL]

It is a joke. In stock market parlance it refers to controling all sources of supply. When the holders of stock options haves to exercise them or let the options lapse, they must be purchased from the individual who controls the sources (ie. has cornered the market), meaning the seller can set the price. Thus, the persons holding the options are "in a corner" because they must purchase from the seller at whatever price he asks or they lose their options to buy. If you corner the market for the mod, you could sell it for a handsome profit.

Munchausen 07-01-09 01:20 PM

Quote:

Originally Posted by ddrgn (Post 1126793)
Not much of poster here mainly a reader and mod leech ;), but the problem others are having not getting this to work is easily solved and my mouth refuses to stay silent (no pun intended).

Dial 14 is loading the command "Cmd=Set_TDC_angle_on_bow" first on some configs, i play GFO atm not sure if this fix applies to TMO or RFB, ill let others take a look. Just comment out that command on dial 14 (as below) before you apply post #13s step by step.

[Dial14]
Name=Sol_Angonbow
Type=27; DIAL_SOL_ANGONBOW
;Cmd=Set_TDC_angle_on_bow
Dial=0x3B0F00FF
CrtVal=0x3B0F0001
NewVal=0x0
DialVal=-180,180
RealVal=-180,180; degrees
Circular=Yes
CmdOnDrag=Yes
SndStep=5
SndList=1,Menu.TDC.AngleOnBow,360



Thanks for finding this gents, truly awesome find

-depthdragon

:-? Not sure if I should cry or celebrate. This, indeed, is probably what I had wrong (I say "probably" because I uninstalled the game and have yet to reinstall it to test this change). I assume the correction is to disable the "Cmd=Set_TDC_angle_on_bow" command for dial 14 by adding the semi-colon ... something I needed to do.

ddrgn, I also noticed your post below ... not sure if it means you can now make the target heading change even with PK on. Or does it mean you can now insert target heading and speed directly to the TDC after getting an estimate (clicking on the little stopwatch)?

Nicolas 07-01-09 01:50 PM

I see, well i corner this way: Anyone can use this mod or part of it, if it given proper credit to the author. Should be enough cornering?, just thinking about many mods that came out after someone had an idea, i think stole ideas is worst than copy code. If you have an idea you can make it code, if you do not have the idea, well, code/mod can't be done.
So, i corner more adding: if someone make a mod based on this work must give proper credit..
Just talking... because for the good of the comunity i dont care much, along many other people that work hard making the games better :cool:

SteveUK 07-01-09 02:39 PM

Hi this is most likely a totally stupid question but how do I open the dials.cfg file? I dont get an option to open it and i really need the help of this mod :cry:. Thanks

ddrgn 07-01-09 03:14 PM

Quote:

Originally Posted by Munchausen (Post 1127080)
:-? Not sure if I should cry or celebrate. This, indeed, is probably what I had wrong (I say "probably" because I uninstalled the game and have yet to reinstall it to test this change). I assume the correction is to disable the "Cmd=Set_TDC_angle_on_bow" command for dial 14 by adding the semi-colon ... something I needed to do.

ddrgn, I also noticed your post below ... not sure if it means you can now make the target heading change even with PK on. Or does it mean you can now insert target heading and speed directly to the TDC after getting an estimate (clicking on the little stopwatch)?

With the speed dial fix I added to the AOB fix by Nicolas, you can drag the speed dial and the gyro angle will change at the same time on the PK. Basically you can now see the gyro angle move as you set the solution.

You will need to enter range or aob data in the TDC before you will see the PK gyro angle move.

Just a truly awesome find by Nicolas!

Oh and the dials.cfg can be found in at:

C:\Program Files (x86)\Ubisoft\Silent Hunter 4 Wolves of the Pacific\Data\Menu\cfg

edit it with notepad

-depthdragon

I'm goin' down 07-02-09 02:05 AM

To Mr. Niclolas.
 
How is this for a convoy attack? I attacked a task force convoy during a single mission. It was at night, and very low visibility. I could not get close enough to correctly measure the aspect ratio using the stadimeter, so I spun the stadimeter dial to what I approximated (e.g. guessed) was the closest position to line up the respective shadow target's keel with the target's mast (I am playing TMO/RSRDC.) I believe the targets were roughly 1,000 yards away, at various torpedo angles. As soon as I fired at the first target I pivioted the periscope to my next target, and so on. I fired in the following order: two shots at a light cruiser, two shots at a heavy cruiser and two at a Kongo. I could not see the torpedoes running, and as soon as I shot at the light cruiser, I moved om to the to the heavy cruiser and then to the Kongo. I hit the heavy cruiser and the Kongo. I did not see the torpedoes hit or see any explosions on impact, but the heavy cruiser blew up after it sunk, and then I heard a loud explosion. The Kongo did not sink. It was darn near shooting blind, as I never had a good look at the targets.

I was being bombarded with depth charges when I spied a Yamato and shortly thereafter, I saw a Ise. I swung around to take shots with my aft torpedeos, but it was all for naught because depth charges had knocked out the aft torpedoes.

Summary: Task force attack, very dark and no moon, after midnight, weather clear, calm seas; visibility was poor at 1,000 yds. 6 shots on three boats; two shots sunk a heavy cruiser weighing over 9,000 tons, and two hit a BB. Two missed shots directed at a light cruiser. Task force course determined by Nicoloas's easy AoB, and its speed was approximatley 16.5 kts.

SteveUK 07-02-09 02:51 AM

Thanks depthdragon for the heads up on how to open the file can't wait till I get home to try this :DL. And thanks to Nicolas of course for modding this :salute:
Steve

Munchausen 07-02-09 07:33 PM

Quote:

Originally Posted by ddrgn (Post 1127174)
With the speed dial fix I added to the AOB fix by Nicolas, you can drag the speed dial and the gyro angle will change at the same time on the PK. Basically you can now see the gyro angle move as you set the solution.

:hmmm: I'm still not sure how this works ... but I've copied your instructions and will mod the "Dials" file accordingly. In game, I should be able to figure out what's what. And thanks, again, for pointing out the problem with Dial 14 ... I, too, needed to disable it. (I'm not sure why it was already disabled for other players.)

I'm goin' down 07-03-09 03:00 AM

Quote:

Originally Posted by ddrgn (Post 1126804)
I was bored and intrigued by this quick fix which has gone unnoticed for 2 years, and as I was looking at the dials page noticed you can change the speed the same way as Nicolas's AOB fix. So here is steps to change the targets speed which will move the gyro angle on the PK as well.

1) Add another dial to your dial number as the same with the AOB fix above, in my case its was 75

[DIALS]
DialsNo=xx

--------------

2) Replace or comment out "Cmd=Set_tgt_sel_value;" shared between dials and add Cmd=Set_TDC_target_speed, on dial 57.

[Dial57]
Name=TorpedoSolution_Temporary_Speed
Type=69; DIAL_TGT_SPEED
Cmd=Set_TDC_target_speed
;Cmd=Set_tgt_sel_value; shared between dials
Dial=0x43020002
CrtVal=0x43020003
NewVal=0x0
DialVal=0.01,-8.78; 360/41
RealVal=0,40; knots
Circular=Yes
CmdOnDrag=Yes
RelativeDrag=Yes
SndStep=5
SndList=1,Menu.TDC.AngleOnBow,360

--------------

3) Comment out "Cmd=Set_TDC_target_speed" in dial #15

[Dial15]
Name=Sol_Speed
Type=28; DIAL_SOL_SPEED
;Cmd=Set_TDC_target_speed
Dial=0x3B1000FF
CrtVal=0x3B100001
NewVal=0x0
DialVal=15,345
RealVal=0,55; knots
Circular=Yes
CmdOnDrag=Yes
SndStep=1
SndList=1,Menu.TDC.Speed,55

--------------

4) Add (paste) this new dial to the end with xx being your new number in my case it was 75.

[Dialxx]
Name=TorpedoSolution_Temporary_Speed
Type=69; DIAL_TGT_SPEED
;Cmd=Set_TDC_target_speed
Cmd=Set_tgt_sel_value; shared between dials
Dial=0x43020002
CrtVal=0x43020003
NewVal=0x0
DialVal=0.01,-8.78; 360/41
RealVal=0,40; knots
Circular=Yes
CmdOnDrag=Yes
RelativeDrag=Yes
SndStep=5
SndList=1,Menu.TDC.AngleOnBow,360

*You can comment or replace the commands as you see fit. I prefer to comment out as if i need to revert back i have the command there already.

Enjoy! And thanks again Nicolas for getting my mind going on this one, may open some doors to opening some new functionality sorely missing from SH4.

-depthdragon


I was able to install Mr. Nicolas' mod, but not your speed dial fix. I can only do basic reprogramming, i.e. cut and paste stuff. Here are my questions. Replace means "remove and replace." What does "comment out" mean? I am not familiar with that term.

Are you instructing us to replace Dial 57 with the data included in your post re that dial?

What does comment out Dial 15 mean? After it is commented out, do we replace Dial 15 by copying from the data re that dial that is included in your post? What is the difference between replacing and commenting out?

Adding Dial74 does not appear to be a problem.

Do we make these adjustment before or after installing Nicholas' mod?

The first time I tried you mod, the speed dial worked but Nicholas' mod stopped working? Both mods should work, right? I play TMO/RSRDC.

Nicolas' mod works on FOTRS.

Hopefully, someone should combine both of your mods into one - A Super Easy AoB/Speed dials mod, and provide us with step by step instructions on installing it.

Nicolas 07-03-09 03:08 AM

I made a version that can be downloaded, with a tool that make the changes in the file for you, it's only needed to copy the new Dials.cfg created. See the 'Readme' file:
http://www.megaupload.com/?d=SBN3NQ0D
I hope it helps Munchausen.


All times are GMT -5. The time now is 02:16 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.