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-   -   [REQ] no one wants a working stadimeter?... (https://www.subsim.com/radioroom/showthread.php?t=164727)

TheDarkWraith 03-15-10 06:15 PM

Quote:

Originally Posted by reaper7 (Post 1317684)
Whats needed to open and edit .sim files?

Tried it with note pad and found this:
ratio����?���put_on_water�M���Surfaced����displacement��ÀZF
���draught�š™é@���drag� ���LR����? ���UD�š™™>N���Submerged����displacement��°þF
���draught���ˆA���drag� ���LR����? ���UD�š™™>���Propulsion�,���Propellers� ���NAGC_C 2Appalachian_propeller����max_speed�33ƒA���max_f orce��������eng_power��`ÑE

Maybe its here.

hex editor or if you don't like that probably the S3D tool

Maltro 03-15-10 06:23 PM

Quote:

Originally Posted by reaper7 (Post 1317651)
I have tried to create a mission to get the readings my self, but cant get my mission to appear in the game for selection.

mmm... I have discovered the missioneditor tonigh so it still a lot of things I ignore but I could sent you my mission if you wants to see how I have done? It is a little file (27ko). My mission appear in the "Historical mission" menu of the game without name, at the end of the list.

But if you want I can do statements and sent you the screenshots if you are sure to want to follow this way (cause it is a big work).

What are you thinking about :
Quote:

Originally Posted by reaper7 (Post 1317651)
I have another idea to show the point on silhouette once I know one of the points I can do up a version for that ship to try.

Go to sleep... see you tomorrow! Maybe someone will find a mean during this time! :)

reaper7 03-15-10 06:39 PM

Quote:

Originally Posted by Maltro (Post 1317707)
mmm... I have discovered the missioneditor tonigh so it still a lot of things I ignore but I could sent you my mission if you wants to see how I have done? It is a little file (27ko). My mission appear in the "Historical mission" menu of the game without name, at the end of the list.

Thanks Maltro that would be great, I know its something I'm doing wrong.
So it would be grat to have a simple working one. :up:
Please PM the file. Thanks

This is what I was thinking off! Ship Image would match whats on Scope Stadimeter (Just without the Ghost Image).
http://i236.photobucket.com/albums/f...tadimeter2.jpg

makman94 03-16-10 08:16 AM

hi guys,

i finally managed to figure out how to create a single mission (thank you Kylania) in order to test the stadimeter.

the stadimeter itself is working fine. the 'problem' with it is that is taking data (for mast) from NOWHERE ! you can understand this by putting a ship at a given distance (say 1km) and aim it with stadi....
NO MATTER what ship you mark (at recmanual)... it is always showing the same (wrong)distance.
it is a fault by devs during programming and 'forgot' to give at stadi a route to ships's .cfgs
once this is fixed by devs, and the stadi starts getting data from cfgs then there is the need to create a mod similar to 'TMT mod' that will choose a specific 'hot' point for each ship(funnel or whatever is more vissible) and show it on .sils.also ALL lengths must be checked....
bottom line is that at its current stage....the stadi is useless untill devs do something for it !
( i am wondering....if they tested-played it at all during development.....:down:)

bye

Bilge_Rat 03-16-10 08:32 AM

Makman94,

good find. I am wondering if this would be a easy workaround:

http://www.subsim.com/radioroom/showthread.php?t=164985

there were many such mods made for SH3. If we could get one into SH5 and as long as the figures in the recognition manual are accurate, it should be simple to work out the range.

orangewhale 03-16-10 09:15 AM

what about olc's mod for sh3
 
If anyone here remembers olc's wonderful gui mod that gave us the circular slide rule on the scopes, well then what about that,I guess if he were so inclined he'd make a mod similar to the one in sh3 that he made. From when i played sh3 with that mod i remember that it gave the range excellently made calculating aob speed etc very realistic whilst still making it easy to use even for newbies like me. So what if that mod were somehow revived? could it solve a lot of the problems of the stadimeter in other words would it work in sh5 i don't see why not though im not a modder.

TheDarkWraith 03-16-10 09:19 AM

Quote:

Originally Posted by orangewhale (Post 1318447)
If anyone here remembers olc's wonderful gui mod that gave us the circular slide rule on the scopes, well then what about that,I guess if he were so inclined he'd make a mod similar to the one in sh3 that he made. From when i played sh3 with that mod i remember that it gave the range excellently made calculating aob speed etc very realistic whilst still making it easy to use even for newbies like me. So what if that mod were somehow revived? could it solve a lot of the problems of the stadimeter in other words would it work in sh5 i don't see why not though im not a modder.

don't see why not. Just need to see his files so I can see what he did. Once I understand how he did it I should be able to implement in SH5.

reaper7 03-16-10 09:26 AM

Quote:

Originally Posted by makman94 (Post 1318377)
hi guys,

i finally managed to figure out how to create a single mission (thank you Kylania) in order to test the stadimeter.

the stadimeter itself is working fine. the 'problem' with it is that is taking data (for mast) from NOWHERE ! you can understand this by putting a ship at a given distance (say 1km) and aim it with stadi....
NO MATTER what ship you mark (at recmanual)... it is always showing the same (wrong)distance.
it is a fault by devs during programming and 'forgot' to give at stadi a route to ships's .cfgs
once this is fixed by devs, and the stadi starts getting data from cfgs then there is the need to create a mod similar to 'TMT mod' that will choose a specific 'hot' point for each ship(funnel or whatever is more vissible) and show it on .sils.also ALL lengths must be checked....
bottom line is that at its current stage....the stadi is useless untill devs do something for it !
( i am wondering....if they tested-played it at all during development.....:down:)

bye


I finally got the same to work last night. Likewise a placed a ship at 1KM at 90 degrees dead in the water.
On checking the draft on eash ship with the torpedo dept guage they matched the depths in the cfg file as shown in my Recognition Manual Mod, so they have that part reading from the cfg file ok.
Hopefully they fix the stadimeter soon. As manual TDC is a mess without it. :)

emtguf 03-16-10 12:39 PM

Quote:

Originally Posted by reaper7 (Post 1318467)
I finally got the same to work last night. Likewise a placed a ship at 1KM at 90 degrees dead in the water.
On checking the draft on eash ship with the torpedo dept guage they matched the depths in the cfg file as shown in my Recognition Manual Mod, so they have that part reading from the cfg file ok.
Hopefully they fix the stadimeter soon. As manual TDC is a mess without it. :)


I tried that yesterday (at work dont remember what ship I used) and the depth value in the cfg was 3 and on the torp depth screen it showed 6+
Ill take a look later and see what ship it was.
So not all values may be correct.

Bilge_Rat 03-16-10 02:33 PM

Quote:

Originally Posted by TheDarkWraith (Post 1318453)
don't see why not. Just need to see his files so I can see what he did. Once I understand how he did it I should be able to implement in SH5.

I found the OLC mod mentioned above:

http://www.subsim.com/radioroom/showthread.php?t=147667

http://farm4.static.flickr.com/3635/...327d24d1_o.jpg

I would personally rather have a historically accurate periscope such as this:

http://i687.photobucket.com/albums/v...tPeriscope.jpg

http://www.subsim.com/radioroom/show...ight=periscope

since once you have the correct range/bearing, figuring out the speed and AOB is relatively easy. However, any improvement in thsi area would be much appreciated.

reaper7 03-16-10 04:08 PM

Quote:

Originally Posted by emtguf (Post 1318852)
I tried that yesterday (at work dont remember what ship I used) and the depth value in the cfg was 3 and on the torp depth screen it showed 6+
Ill take a look later and see what ship it was.
So not all values may be correct.

Ok, thats possible only just tried around 20 here's a pic of the Hog-Island.
If you find out which one it was let us know, would like to check it out abit.

http://i236.photobucket.com/albums/f...%205/Draft.jpg

Clacker 03-18-10 03:38 AM

Nice investigating guys...I assume Ubi must have put the Devs under *tremendous* pressure for so many of these bugs to make it through not only the release but also the first patch.

I was a massive fan of that OLC mod and loved how versatile those 3 dials were so that would be great if someone could port that over.

Having said that, I don't think a working range solution is too much to ask for in a vanilla sub simulation!!

Maltro 03-18-10 11:08 AM

ubi doesn't think useful to test the game before it was out To make fast money... but in a "normal commercial relation", they could inform us when the next patch will be realise and what they are working on...
That would permit to moders to don't loose time.

Maybe they think we take fun to repair their game?... Or maybe they don't take care about us at all!...

:salute:

glabit 04-16-10 05:35 AM

Hi,

I've found something interesting using the mission editor and plotting different ship at different distances: The stadimeter doesn't use the real mast length in the cfg file, it use every time the same value regardless the ship you choose.

Buy measuring several ships distances, I have found that the value used is exactly 20m. Thus you can use the stadimeter buy correcting the distance:

Real distance = Mast length in cfg file/20 * Measured distance in the stadimeter

This gives me an average good precision (around +-5%) by measuring the highest mast (the one with the flag)

java`s revenge 04-17-10 02:04 PM

I am begging for the olc / ma / kamakarov gui. That will be the solution.

In SH3 i only use the Magui and i never use the map or stadimeter for
calculations. With SH5 i must use the map for the right calculations...:88)


This mod stays my favorite.


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