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-   -   [REL] 3D TDC and Radar Range Unit (https://www.subsim.com/radioroom/showthread.php?t=170944)

Mescator 08-24-10 03:48 AM

Quote:

Originally Posted by Nisgeis (Post 1475772)
I didn't really touch the PPI scope, so it must be like that in stock, I'll have a look at it for the next version.

Yeah, i can confirm that for you. I noticed the behavior before i started using mods. Never thought much of it until i turned map contacts off though :up:

razark 08-24-10 08:37 AM

Quote:

Originally Posted by Nisgeis (Post 1475401)
There's two ways, first way is to make it so that you play with map contacts on, but all the ship icons are removed, leaving you to look at the map and see if its an aircraft, but not being able to see the ship. This has probelms with unexpected ships (e.g. new ships that you have added) and you'll also be able to see the aircraft's direction, which is not realistic.

Had a try at this last night. I removed all of the black spot marks for ships at high zoom levels in TMO, and removed the box that marks ships at lower zoom levels from both merchants and warships. I added back in the triangle marker for airplanes. Turned contacts back on and fired up a training mission.

Results:
Ships were not visible on the map at all. Airplanes were visible as the triangle symbol when within visible range, but did not appear beyond visible range. The game uses the square box for airplane radar contacts, so I didn't see a way to make them appear without also showing the ships.

Roger Dodger 08-24-10 04:51 PM

Just for the curious
 
In my campaign game, I've just been given command of a Gato class sub, upgraded from a Porpoise class. My new Gato has no radar (yet), but the 3D TDC does show up, and is working. At least the TDC screen is there and the dials are spinning round and round.

Just to let the folks doing early war campaigns with S-boats, Porpoises, etc. the mod will work when you get the Gato or Balao class subs.

Good Hunting

razark 08-24-10 10:07 PM

Quote:

Originally Posted by razark (Post 1475901)
Had a try at this last night.

Results:
Failure.

Ok, thinking about this again after looking further into the files. I need a sanity check and some possible knowledge before I proceed.

What I was trying last night didn't work, so I poked into the files, and I found Maps.cfg. It has entries for SymbolZoom and GroupsZoom, SymbolZoom is commented as "units are drawn as symbols from this zoom up".

I'm thinking:
-If I remove the black spot *_shp.dds for ships, as well as the box symbol, ships will not show up.
-If I replace the blank TMO airplane *_shp.dds with the black spot, airplanes will only show up as the spot, without the little airplane drawing.
-If I change the SymbolZoom value to the maximum, contacts will always display the *_shp.dds graphic, which would be blank for ships and the black spot for airplanes, instead of the triangle and square symbols.

Intended result:
Ship contacts will not be seen on the map. Airplanes will always show up as the black spot, no matter the zoom level.

Questions:
-Would this work?
-Does anyone have any information regarding the Maps.cfg file?
-Am I crazy?

I'm goin' down 08-24-10 10:36 PM

Crazy?
 
Of course. You are certifiably nuts.:D

Me. I am going to wait until someone crazier makes a "Remove ships contacts Mod, TMO2.0." Calling all crazy MFs! Come See if you can handle it.

razark 08-24-10 11:44 PM

Quote:

Originally Posted by I'm goin' down (Post 1476419)
Of course. You are certifiably nuts.

I've got a few co-workers who'd probably agree with you. Probably a few tourists, too.

Quote:

Originally Posted by I'm goin' down (Post 1476419)
I am going to wait until someone crazier makes a "Remove ships contacts Mod, TMO2.0."

I waited. No one has done it yet, so I'm going to take a crack at it, and see if I can work something out.

Nisgeis 08-25-10 04:29 PM

Quote:

Originally Posted by razark (Post 1476411)
I'm thinking:
-If I remove the black spot *_shp.dds for ships, as well as the box symbol, ships will not show up.
-If I replace the blank TMO airplane *_shp.dds with the black spot, airplanes will only show up as the spot, without the little airplane drawing.
-If I change the SymbolZoom value to the maximum, contacts will always display the *_shp.dds graphic, which would be blank for ships and the black spot for airplanes, instead of the triangle and square symbols.

Intended result:
Ship contacts will not be seen on the map. Airplanes will always show up as the black spot, no matter the zoom level.

Questions:
-Would this work?

If those are the files that are used and that is the location that the zoom is controlled from, then yes that should work. Reading the instructions on how to get the map contacts back in TMO would tell you for sure which things to alter.

Quote:

Originally Posted by razark (Post 1476456)
I waited. No one has done it yet, so I'm going to take a crack at it, and see if I can work something out.

Good man! :salute:.

razark 08-25-10 05:29 PM

Quote:

Originally Posted by Nisgeis (Post 1477191)
If those are the files that are used and that is the location that the zoom is controlled from, then yes that should work.

Ok, just got a chance to test this. :D

Good news:
It seems to be the right track. I think this might just work.

Bad news:
-It needs cleaned up.
-It's not really a clean mod to install. I have some ships that other people won't have. They'll have ships I don't have. It'll work, but it will need some mucking with files to get it to work for each individual setup.

Hopefully I'll get a chance to clean it up a bit more tonight, and run a few tests.

Quote:

Originally Posted by Nisgeis (Post 1477191)
Reading the instructions on how to get the map contacts back in TMO would tell you for sure which things to alter.

:damn:
Yeah, I wish I'd thought of that before. It should help me with the cleanup, though.

razark 08-25-10 07:23 PM

Who do I need to talk to to be able to upload files here?

I'd like to at least get the framework of this out so people can take a look at it once I get to the point where I'm mostly satisfied.

I'm goin' down 08-25-10 07:39 PM

Quote:

Originally Posted by I'm goin' down (Post 1476419)
Me. I am going to wait until someone crazier makes a "Remove ships contacts Mod, TMO2.0." Calling all crazy MFs! Come See if you can handle it.

Quote:

Originally Posted by razark (Post 1476456)
I waited. No one has done it yet, so I'm going to take a crack at it, and see if I can work something out.

Quote:

Originally Posted by Nisgeis (Post 1477191)
Good man! :salute:.

Three comments re the above
razark re IGD: If that ain't calling the kettle black,...:haha:
IGD to razark: Now, for sure, the inmate is loose and running the asylum:har:
IGD to nisgeis. A classic mod enabler. Teasing us with his unsophisiticated, easy to master and play 3D TDC, whilst leaving the difficult mod work to the unwary gamer.:D
EVERYONE TO IGD: Shut the hell up. "Give 'em hell, razark!" (adapted from "Give 'em hell, 54th," shouted on the spur of the moment by a veteran, white union soldier in the movie Glory as the 54th Mass. Inf. marched through the dunes to the beach to lead an assault on a Confederate fort.)

Nisgeis 08-26-10 02:41 AM

Quote:

Originally Posted by razark (Post 1477396)
Who do I need to talk to to be able to upload files here?

Sailor Steve. Ask him to become a 'modman'.

razark 09-03-10 11:46 AM

Ok, finally got around to getting this out. My company lost the bid for the followup to the contract I'm on, so I've been a bit busy getting my resume updated and other such things.

Take a look at it, and let me know how it is. It's not perfect, but I've found it does pretty much what I want it to.
http://www.subsim.com/radioroom/down...o=file&id=2787

Nisgeis 09-03-10 12:11 PM

Quote:

Originally Posted by razark (Post 1484168)
Take a look at it, and let me know how it is. It's not perfect, but I've found it does pretty much what I want it to.

Look good to me. Friendly subs show up on the map still, but let's call that IFF :DL. That could open up some possibilities.... Start a release thread and I'll put a link to it in the first post. Nice work Razark!

I did have an idea about how to get the radar to work in 'air search' mode, which I will investigate when time permits.

sergei 09-03-10 01:06 PM

Good job razark :up:
I did start to try and make something similar myself, but gave up when I couldn't get it to work properly.
I'll give this a go.

I'm goin' down 09-03-10 02:42 PM

razark
 
thanks!


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