SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REL] Multiple UIs for SH5 with TDC (https://www.subsim.com/radioroom/showthread.php?t=166093)

d3vnu11 04-13-11 10:49 AM

Quote:

Originally Posted by stoianm (Post 1641922)
in my opinion is verry realistic... errors is human... so in real life you can do error when you try to calculate your position celestial... starting from this error after you mouve is logical that you are all the time in error if you are making calculation from dead recoign ... so until next celestial fix you keep doing errors:)

I've toned down error margins in Real Navigation based off some loose research on Celestial Fix Navigation I did. Don't remember values off the top of my head but a bit lower. Dead Rec fix should be more accurate but still based on the errors inherent in the Celestial Fix. What would be real cool is thinking about how to make land based navigation better what would be nice would be able to take range readings for landmarks not just ships. If you know the height of a lighthouse you can really tune in a fix. I guess you could use the mils method but does anyone know the height of the light houses in game ? The only other thing would be to add more details to the map. or a map.
Kev

d3vnu11 04-13-11 11:02 AM

Think I found my new first mod project I'll need to pick TDW's brain on how super marks work but if it works how I think, I'll write some python code with a database of nav marks then just post them to the Nav map with what it is and heights and other useful for navigation info.
Kev

stoianm 04-13-11 11:09 AM

Quote:

Originally Posted by d3vnu11 (Post 1641988)
I've toned down error margins in Real Navigation based off some loose research on Celestial Fix Navigation I did. Don't remember values off the top of my head but a bit lower. Dead Rec fix should be more accurate but still based on the errors inherent in the Celestial Fix. What would be real cool is thinking about how to make land based navigation better what would be nice would be able to take range readings for landmarks not just ships. If you know the height of a lighthouse you can really tune in a fix. I guess you could use the mils method but does anyone know the height of the light houses in game ? The only other thing would be to add more details to the map. or a map.
Kev

you can find the exact value of the lighthouses in game using the tonilocoyote tool... i guess:hmmm:

http://www.subsim.com/radioroom/show...=179718&page=3


http://www.subsim.com/radioroom/show...61&postcount=3

Silent Steel 04-13-11 11:30 AM

Quote:

Originally Posted by MiTon (Post 1641365)
Hi TDW!
Crew inside the boat behaves like this!





MiTon

I've seen this too once some time ago but after a re-boot everything was fine again. Don't know what was the matter.

http://www.subsim.com/radioroom/pict...pictureid=3621

Maybe some secret drill. Spooky anyway. :o

//

harag 04-13-11 11:47 AM

Would be even more spookier if the Dambusters theme was playing as well... :haha:

MiTon 04-13-11 12:24 PM

Quote:

Originally Posted by Silent Steel (Post 1642023)
I've seen this too once some time ago but after a re-boot everything was fine again. Don't know what was the matter.



Maybe some secret drill. Spooky anyway. :o

//

Rebooted several times, disabled all mods and now all of the crew behave like scarecrows!!! This is realy driving me mad!!

stoianm 04-13-11 12:28 PM

Quote:

Originally Posted by MiTon (Post 1642063)
Rebooted several times, disabled all mods and now all of the crew behave like scarecrows!!! This is realy driving me mad!!

i wish to have this in my computer... it is very rare eveniment.. you are lucky to see this... is so rare like an sun eclipse:)... maybe is the time to reinstal again the game:hmmm:

gap 04-13-11 12:49 PM

Quote:

Originally Posted by MiTon (Post 1641365)
Crew inside the boat behaves like this!



I've seen a picture like this in the forum, but can't remember where!

Anybody a clue??

C'mon guys, everything seems plain to me. Dont'cha recognize people doing yoga?

MiTon, apparently lately you have overstressed your zombie crew (too many vocal commands :D), and they are just trying to relax a bit...
Give them a leave or send them to martial court :rotfl2:

MiTon 04-13-11 01:19 PM

Quote:

Originally Posted by gap (Post 1642080)
C'mon guys, everything seems plain to me. Dont'cha recognize people doing yoga?

MiTon, apparently lately you have overstressed your zombie crew (too many vocal commands :D), and they are just trying to relax a bit...
Give them a leave or send them to martial court :rotfl2:


Maybe the cook forgot to wash his hands and venomed the soup??

Sent the hole crew to hell (reinstalled) and now the new crew behaves like expected, at leas for the stockgame.

Activating my modsoup right now, let's hope for the best!

sirbum69 04-13-11 04:32 PM

Quote:

Originally Posted by gap (Post 1642080)
C'mon guys, everything seems plain to me. Dont'cha recognize people doing yoga?

MiTon, apparently lately you have overstressed your zombie crew (too many vocal commands :D), and they are just trying to relax a bit...
Give them a leave or send them to martial court :rotfl2:

Actully for the people who have ever done 3D rendering for a game, that is the pose that the 3d char are in when they are set into a game. Then the code takes over and makes them move are look normal. So i would say that you have some code messed up somewhere so its not rendering there movement correctly

MiTon 04-13-11 04:40 PM

Quote:

Originally Posted by sirbum69 (Post 1642261)
Actully for the people who have ever done 3D rendering for a game, that is the pose that the 3d char are in when they are set into a game. Then the code takes over and makes them move are look normal. So i would say that you have some code messed up somewhere so its not rendering there movement correctly

That's what I would have guessed too, but which codes? And how to solve it without reinstalling, that would have been the question!
If anybody knows, I'm still curious!

Anyway, problem solved!

Dignan 04-13-11 06:52 PM

"Target icon" still showing with
 
I have "map contact updates on" in the options menu but am using NewUIs_TDC_6_4_0_No_contact_shapes_or_colors to turn off all surface contacts. For some reason I still see a little "target icon" on the map when I select a target with my peri.

Why do I have "map contact updates" on? Because I still want to see sonar contact lines. I think not having them is not totally realistic in the sense that your sonarman would be giving you costant updated and your target tracking team would be drawing them or calling them out. The lines represent this assistance. So, anyone know how I can mod out the "selected target icon" on the navmap?

sirbum69 04-13-11 07:18 PM

Quote:

Originally Posted by Dignan (Post 1642338)
I have "map contact updates on" in the options menu but am using NewUIs_TDC_6_4_0_No_contact_shapes_or_colors to turn off all surface contacts. For some reason I still see a little "target icon" on the map when I select a target with my peri.

Why do I have "map contact updates" on? Because I still want to see sonar contact lines. I think not having them is not totally realistic in the sense that your sonarman would be giving you costant updated and your target tracking team would be drawing them or calling them out. The lines represent this assistance. So, anyone know how I can mod out the "selected target icon" on the navmap?

There is a mod in 6.4 that does no contact_dashed line or no contacts colored line etc....you want to install that one instead of the no contact or colors one...

Dignan 04-13-11 07:19 PM

Quote:

Originally Posted by sirbum69 (Post 1642345)
There is a mod in 6.4 that does no contact_dashed line or no contacts colored line etc....you want to install that one instead of the no contact or colors one...

I'll try that. Thanks.

stoianm 04-14-11 07:57 PM

Quote:

Originally Posted by Dignan (Post 1642338)
I have "map contact updates on" in the options menu but am using NewUIs_TDC_6_4_0_No_contact_shapes_or_colors to turn off all surface contacts. For some reason I still see a little "target icon" on the map when I select a target with my peri.

Why do I have "map contact updates" on? Because I still want to see sonar contact lines. I think not having them is not totally realistic in the sense that your sonarman would be giving you costant updated and your target tracking team would be drawing them or calling them out. The lines represent this assistance. So, anyone know how I can mod out the "selected target icon" on the navmap?

if you install what sirbum69 was thinking at you will take out what you think is realistic... the lines from hydro... in my opinion the lines are not realistic... you can draw them from what the sonar guy report or from listening the hydro by yourself... but here is about taste and if you like more like this than i have no comment (but is not realistic:O:)


All times are GMT -5. The time now is 10:58 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.