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

razark 02-03-11 10:48 PM

Bump!
(Because this just really deserves it.)

See also:
http://www.subsim.com/radioroom/showthread.php?t=172535
(for the excellent training guide)

Nisgeis 02-04-11 10:45 AM

Hmmm... maybe I could do that range to track indicator now...

Wilcke 02-04-11 11:35 AM

Quote:

Originally Posted by Nisgeis (Post 1590465)
Hmmm... maybe I could do that range to track indicator now...

Would be well received I am sure! There are still a few of us out here who are quietly enjoying this mod! Awesome!

How is the Sea Venom coming along?

razark 02-04-11 11:47 AM

Quote:

Originally Posted by Wilcke (Post 1590501)
Would be well received I am sure! There are still a few of us out here who are quietly enjoying this mod! Awesome!

Yes, it would be well received indeed.

Oh, and Post #376 would be great, too! :D

Hitman 02-04-11 01:38 PM

I'd also like to see it all ported to the rest of the boats :up: Adding all the TMO/RFB later should be possible, even if a hard work. But not as hard as adding this TDC/Radar to TMO/RFB :88)

razark 02-04-11 01:59 PM

Quote:

Originally Posted by Nisgeis (Post 1590465)
Hmmm... maybe I could do that range to track indicator now...

Does the range to track show the distance from the boat to the track's closest point of approach, or does it show the distance from the boat to the point where the boat's course intersects the track?

Nisgeis 02-04-11 03:42 PM

Closest Point. E.G. the point that is perpendicular to the track and goes through your boat.

razark 02-04-11 06:21 PM

Quote:

Originally Posted by Nisgeis (Post 1590659)
Closest Point. E.G. the point that is perpendicular to the track and goes through your boat.

That's what I figured it would be. It would be nice to have a distance to track on current course display, but if it's not something they had, then I can live without it.

John Channing 02-09-11 05:50 PM

Quote:

Originally Posted by Nisgeis (Post 1590465)
Hmmm... maybe I could do that range to track indicator now...

Ahem...

I repeat...

AHEM.



And if you are wondering how to make amends for leaving us hanging so long, the modification to the air search radar would be a good start.

JCC

Ducimus 02-09-11 06:03 PM

*groan*

I forgot about this mod. I'd like to... and i know alot of other people would like to have it incorporated into TMO. (may I? ... Eventually..... :shifty: )

But I have to admit, i CRINGE at the amount of work its going to take. (not sure i have the patience to do it honestly) I'm also unsure of resource issues. System performance. At the very least id love the radar ranging unit, ideally the TDC as well, but im worried about lag/performance issues. It really pushed the game engine to its limits the one time i looked at it many moons ago.

Bubblehead1980 02-10-11 12:22 AM

Oh I hope they say yes to your request ducimus.If cant get the TDC in, radar range unit/display would be amazing in TMO

Mescator 02-10-11 01:22 AM

Quote:

Originally Posted by Ducimus (Post 1594434)
System performance. At the very least id love the radar ranging unit, ideally the TDC as well, but im worried about lag/performance issues. It really pushed the game engine to its limits the one time i looked at it many moons ago.

I didn't realize it used so much system =o I'll keep an eye on my usage charts next time I'm playing now!

Nisgeis 02-10-11 03:19 AM

Quote:

Originally Posted by John Channing (Post 1594426)
the modification to the air search radar would be a good start.

The problem with the air search radar is that it isn't modelled seperately, so it will always be wrong. You can have a range only version, but then when SV radar comes out you won't be able to have a PPI scope, so do you have a PPI scope all the time - the radar man will shout out a contacts bearing anyway. Also the 'air' radar will still pick up ships. I think it might all just be a bit too much of a muddle to make much sense of, when trying to use it. There's not really enough flexability in the engine to make it easy to use. I can see problems with any of the ways to get round any of the issues.

Quote:

Originally Posted by Ducimus (Post 1594434)
But I have to admit, i CRINGE at the amount of work its going to take. (not sure i have the patience to do it honestly) I'm also unsure of resource issues.

Quote:

Originally Posted by Mescator (Post 1594592)
I didn't realize it used so much system =o I'll keep an eye on my usage charts next time I'm playing now!

After I realised it was going to be such a large amount of controllers, I started to set them up in a nested way, so there are only a few key nodes, apart from a few of the TDC things which are all over the place. It should be relatively easy to single out the Radar node and then everything else is set relative to the main placeholder node, so you can just move it about and all the other things move with it. The TDC controllers are a bit trickier, as I started out by putting the dial nodes in the sim file and the objects nodes in the .dat, but that's not good for easily picking them out. I'll sort through it and make it easy to extract when I p[ut it in the other interiors (soon(ish)).

My PC isn't that modern - it was new (and a good speed, but not blinding) a year after SH4 was released (as my previous PC couldn't play SH4 at more than 10 seconds per frame) and my PC doesn't show any signs of slowing down. I've only heard one person - IGD - saw that it slowed his system down and he's using a laptop from the time of the Pharoahs. Is anyone else having slowdowns? PE4 had a much more dramatic effect on my system.

John Channing 02-10-11 06:25 PM

Never even a hiccup.

JCC

Ducimus 02-10-11 07:48 PM

My memory is probably off. I only looked at it once, a long time ago. I was preoccupied with some thing or another at the time. (I usually am)


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