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-   -   [WIP] Real Navigation - maps with lighthouses (https://www.subsim.com/radioroom/showthread.php?t=218422)

sublynx 03-02-15 10:32 AM

Quote:

Originally Posted by twgin (Post 2292638)
1.
I hate target ID (looking in the ref book, clicking right and left to find ship), ideally my WO would ID locked targets after some delay, say 20 seconds or so. No target solutions, just a ship ID. I realize this might be "pie in the sky" thinking.

2.
I would like to adjust zoom levels that the "circles" show up on the map, I don't understand (realism wise) why they would appear at some zoom levels and not be visible at higher zoom levels. Where to tweak ?

3.
My torpedo solution tracks don't show up on the attack map (only targeting mod in place is TMT v2, nygm, which I think only affects ship characteristics). Would like torpedo tracks to show on attack map (and nav map for that matter if possible). Helps to see effects of targeting changes like spread angle, etc.

4.
Finally, when boring in on a convoy with scope up or on surface, convoy ships show up but escorts only show at "circles", never turn into ship symbols, even when UZO or scope locked on to them. How to change ?

Unfortunately I'm not much help here:

1. I don't remember how the weapon officer works. Is it so that when you ask the officer to id the ship, it gives you the range and the AOB of the ship at the same time? Something like "Coastal Merchant, range 2000 meters, AOB 49 port"? If the id goes like this, there probably is a configuration line of the following kind somewhere: "ship: %s %s! %s Range %03.0f! %s Aob %03.0f!;" or something like that. The problem is I have no idea if it really is like that, and if it is, in what file the command line can be found in.:-?
2. Possibly by changing the zoom levels in file maps.cfg or termaps.cfg?
3. strange. I think they should be seen in NYGM, and TMT should not effect that AFAIK.
4. no idea, it's been years since I last saw something in the navigation map that I didn't draw myself.

Perhaps you could make a thread of these question in the main forum, so that more people would see your questions.

Quote:

Originally Posted by LGN1 (Post 2292675)
here is my mine-field for Brest:

Thanks! There should be no problems, then. I'll try to mod the lighthouses, mine fields and mine escort points in as soon as I get some time :arrgh!:

twgin 03-02-15 05:18 PM

Thanks, will do !

Getting a bigger nav map in a wide screen GUI is so far a hard nut to crack. The .raw files are twice as wide as tall (for example 6000x3000 in pixels). Only the top third of the file is used for the map image, in the example the map would appear in a band 6000x1000 along the top of the image. The bottom two thirds appears empty. In the top band the worlds land masses appear 3 sequential times. Somehow this is mapped to the nav window and allows zooming to occur. Countless tweaks to maps.cfg and termaps.cfg and resizing of .raw files to no avail so far... most tweaks cause the nav map to be "tiled" i.e selecting different sections of the .raw file and pasting them into the map. Its all ok once you zoom into tiles but at high zooms its a mess !

thanks again,

terry

sublynx 03-03-15 12:10 PM

Ok, I've now added the lighthouses and Entrance Points to the map, and minefields between the U-boat bases and entrance points.

It would be nice if someone could try the mod and report here if the thing works like it should. If it works I'll upload it to the downloads section.

The yet mostly untested mod can be found here:

http://www.2shared.com/file/J4DCyvAv...nce_Point.html

Should work in NYGM and with LGN1's hunter killer mod.

CaliEs 03-03-15 09:54 PM

Link caused me to download a file named "Saveas.exe".
But as every child knows dont download any exe-files to your computer.

BigWalleye 03-03-15 10:48 PM

Quote:

Originally Posted by CaliEs (Post 2293553)
Link caused me to download a file named "Saveas.exe".
But as every child knows dont download any exe-files to your computer.

Link tried to get me to download what Norton AV said was a " fake Flash update." Splash looked genuine, except no Flash logo. Checked, found I have latest Flash version installed. I'd like to try sublynx's mod, too.:/\\!!

rowi58 03-04-15 04:59 AM

Hi,

i've got the same problem. But - if you click the "small" d/l button, the file is the correct 7z file (typical "problem" of free hoster :/\\!!). Just look at this screenshot (o.k. it's Win 8.1):

http://www.mediafire.com/view/378w54vw6uzk6dp/snap.jpg#

Sorry for this - but MediaFire is a little bit "indisposed" today. :hmm2:.
BTW, www.mediafire.com is still a very good hoster (data files and pictures).

Greetings
rowi58

sublynx 03-04-15 09:14 AM

Sorry about the trouble! I'll try using mediafire from now on...

Plissken_04 03-04-15 09:38 AM

You can also try downloading it from here:

ftp://hartmuthaas.no-ip.org/public/S...3.6F%20beta.7z

Username & Password in my Signature!!!


So Long

Maik

BigWalleye 03-04-15 10:23 AM

Quote:

Originally Posted by Plissken_04 (Post 2293719)
You can also try downloading it from here:

ftp://hartmuthaas.no-ip.org/public/S...3.6F%20beta.7z

Username & Password in my Signature!!!


So Long

Maik

Maik, you are faster than a speeding bullet. And your site is more powerful than a locomotive!

sublynx 03-04-15 10:43 AM

For those of you having trouble with FTP, you can try if this link works (I'm a mediafire - file sharing noob):

https://www.mediafire.com/folder/wewlu658odmye/sublynx

BigWalleye 03-04-15 10:50 AM

Quote:

Originally Posted by sublynx (Post 2293733)
For those of you having trouble with FTP, you can try if this link works (I'm a mediafire - file sharing noob):

https://www.mediafire.com/folder/wewlu658odmye/sublynx

@sublynx, how do I remove the sub symbol from the nav map?

sublynx 03-04-15 10:57 AM

You make the tga of the boat invisible (delete everything from the tga) and then you mod the map in ways I've forgotten about. I don't remember all the steps anymore, but you'll get the idea from this minimod:

http://www.mediafire.com/download/vl...7/hide_VIIc.7z

This mod hides type VIIc U-boats (which is my current boat, probably until the end of the war, if i ever make it that far :ping:)

Plissken_04 03-04-15 10:31 PM

Quote:

Originally Posted by BigWalleye (Post 2293725)
Maik, you are faster than a speeding bullet. And your site is more powerful than a locomotive!


I know,but thanks for your kind words :salute:


So Long

Maik

JeromeHeretic 08-13-15 04:26 AM

Look to this thread: http://www.subsim.com/radioroom/showthread.php?t=193974

Problem is, that i don't know how to paint lighthouses to the map.
In my project is about 2000 lighthouses and lightships around whole world, so some map addons in chart view is unusable. I need somehow paint marks for lighthouses to .raw map file, but i don't know how.

Fahnenbohn 08-13-15 06:10 AM

Hey Sublynx !

Have you finished your mod with lighthouses ? Is it possible now to sail without your U-Boot's mark on the nav map ??

F.

sublynx 08-13-15 08:27 AM

Lately my interests have been in other games so I haven't done any modding lately.

Taking your u-boat off the navigation map is very easy though. You just find the tga picture that represents your boat, open it with a picture editor and change it to transparent.

Fahnenbohn 08-13-15 08:34 AM

Quote:

Originally Posted by sublynx (Post 2336063)
Lately my interests have been in other games so I haven't done any modding lately.

Taking your u-boat off the navigation map is very easy though. You just find the tga picture that represents your boat, open it with a picture editor and change it to transparent.

Yeah, sure, but when you don't have your U-Boot's mark on the map anymore, I guess it's more difficult to orientate yourself on the vast ocean !

:DL


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