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Another thing: impacttimemins is int or float/double? If float - then you will always get zero seconds. |
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EDIT: updated menu.txt file for v5.7.2 for French uses by pfeillant: http://www.filefront.com/17670290/v5...-pfeillant.7z/ |
Good day gentleman. A quick question if I may?
Must i disable the mod in JSGME to make changes to TDWuseroptions.py? I know, i know, i should search, but I'm bad at that. |
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just finishing up v5.8.0. This version adds the ability to add supermarks to the navigation map. Supermarks are identical to navigation fixes except that no navigation information is stored in them (you have the whole thing to add text to). They are also different in that they can be used without real navigation enabled. As with navigation fixes, supermarks can only be placed and viewed on the navigation map. Supermarks are like the regular map tools marker except that you get to add text to it. I've also included a small 'X' to the navigation fixes and supermarks so you can definitively see where the actual position of it is:
http://www.subsim.com/radioroom/pict...pictureid=3429 If toolhelper is enabled then supermarks are available (if navigation map is open). v5.8.0 will be releasing here soon :|\\ |
Real Navigation questions
Hi TDW,
I noticed something curious whilst using the real nav mod in your NewUI 5.7.2. The digital clock top right shows updated local time yes? This is very cool but in reality our ability to fix longitude would be the only way to guess exact local time - in fact knowing exact local time is unimportant unless trying to guess when local noon is to make a sun fix. What I noticed however was that the stopwatch also keeps time, but it is seemingly set to GMT. I loaded a saved game and the Navigator fixes my position at start, showing my longitude to be 1.5 degrees East or 1 degree, 2 minutes East, roughly. (for longitude 1 degree = 4 minutes or 240 seconds of arc) Therefore my local time should be 6 minutes ahead of GMT and sure enough, the digital clock reads 16:48 while the stopwatch reads 16:42 Here is a screenshot to describe it better : http://img255.imageshack.us/img255/3...1012191828.jpg So is the stopwatch actually keeping GMT, or is this just a coincidence? I hope it is though, the stopwatch has a second hand (small dial bottom) for accuracy of seconds and longitude measurements are commonly made east or west from 0 degrees (Greenwich Meridian) I think if this is the case then the digital clock should keep Base Time while the stopwatch should keep GMT. Having the clock update itself to local time constantly makes it hard to time long journeys. The digital clock is currently not suitable for measurements as no seconds are displayed. It should remain purely as a quick travelling time reference. Anyway, I hope that explains my query. Other thoughts on real navigation :- Sun and moon angular size should be 0.5 degrees rather than 2.5 or whatever they are at now. The trouble is they will look very small so perhaps decrease the angular value of the camera to offset. The bonus would be that the sunrise sunset times (time from start to rise - end to rise and start to set - end to set) would be accurate and sun measurements could be tested. Navigator could have an extra 'dead reckoning' style fix with no weather or time limits, smaller errors (+-500m?) but always works from last fixed position including any error. Phew I bet you wish you never added that real nav mod!:D but I gotta tell you it is totally making the game for me, SH4 inadequacies in this department were frustrating. Thankyou TDW and contributors for your outstanding work. Regards, Sam. |
Hi TDW
I am using the following in a tutorial file to check user TDC setting on multipule target AOB using the TDC dial:- Operation|mov|<<aob_delta>>|15.0f|0|0|0 ;blah blah (whole tutorial here) ; Functions: Label|SetTargetAOB|0|0|0|0|0 GetAngle|3|None|0|0|0|0 Operation|mov|<<aob_min>>|<g_TR1>|0|0|0 Operation|-|<<aob_min>>|<aob_delta>|1|0|0 Operation|int|<<aob_min>>|<aob_min>|0|0|0 Operation|mov|<<aob_max>>|<g_TR1>|0|0|0 Operation|+|<<aob_max>>|<aob_delta>|1|0|0 Operation|int|<<aob_max>>|<aob_max>|0|0|0 CheckGUIDialValueInRange|SOL_ANGONBOW|<aob_min>|<a ob_max>|None|0|0 Operation|rtrue|None|0|0|0|0 DisplayText|Your AOB is more than 15 Deg out!|0|0|0|0|5 Jump|WrongAOB|0|0|0|0|0 I have set the + - operations to 1 for dials 180 to -180. Some target check work fine and others dont. The ones that dont are out by 180 deg.:hmmm: Any ideas:06: |
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I've been flaowing your mod here for some time and have been enjoying it very much when I find the time to play. One thing I noticed in the mod is the in-scope targeting wheels; like those form the OLC and MaGUI mods from SH3. I realy liked these tools from those mods and was wondering if they worked in the same way in your mod? As it stands now I have trubble hiting things useing the tools provided in the game, it is mostly a speed and AOB thing and that in-scope wheel is marvolus for figureing that stuf out.
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Yep that sounds like the thing. Now all I have to do is remember exactly how to use the damn thing :haha: But I am sure I can figure that out.
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It also only works with some targets. |
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