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-   -   [WIP] SJ Radar Mod version 2 (https://www.subsim.com/radioroom/showthread.php?t=135080)

CaptainNemo 05-02-08 05:11 AM

In the movie "Below" where I think they had a fairly historically correct setting the radar screen was green.

http://ecx.images-amazon.com/images/...TL._SS500_.jpg

http://www.aotd-flottille.de/Bilder/greenradar.jpg

Nisgeis 05-02-08 05:21 AM

Quote:

Originally Posted by CaptainNemo
In the movie "Below" where I think they had a fairly historically correct setting the radar screen was green.

They also said 'Blow Negative' when they wanted to dive quickly, bless them. I'll take a look at my copy this evening. Those range rings don't look right, as far as I have found, built in range rings were not a feature of the SJ radar.

CaptainNemo 05-02-08 05:24 AM

@Nisgeis

:rotfl:

You are right, the movie Below was okay but in detail...oh well. But I had the impression that the setting was historically correct.

The question is: If the radar on the cobia hasnīt been updated after the war.

Nisgeis 05-02-08 05:31 AM

Quote:

Originally Posted by CaptainNemo
Awesome! Can we ask how the state of the development is?

Regarding the question if green or red radar:

You have to consider that after the war the submarines had been updated with new technology. So it is unsure if the actual pictures are historically correct.

You're right about the updates, though I think for claims of authentic WWII sets, they would check the serial numbers before making such a claim. State of development is me trying to work out if the radar bearings are all screwy, or if I just can't read them of the bearing indicator accurately enough. The bearings given by the radar are between 10 and 1 degrees to the left of the target, as if the radar has been lobed off to the left hand side by 5 degrees. This appears to be why the radar blips jump onto the screen well ahead of the sweep reaching them.

Does anyone actually use the radar to track targets? U.S. or German radar sets? Can you get an accurate bearing with the german sets, ie one that matches the periscope bearing.

As for red versus blue, sorry, I mean green. It's not a problem to change the colours. I think I've seen two sets of pic with the 'A' scope being green and the PPI scope being Orangey/Red. The one pic of a 'B' scope I saw, it was purple.

@M. Sarsfield, SJ 'A' Scope was apparently 5 inches and the SS 'A' Scope was 3 inches, so they are different scopes. The SS set also had a 'B' Scope, which was 3 inches, with a 4,000 yard range and was a bearing indicator. How big is the one on the Batfish and does it have a 'B' Scope?

M. Sarsfield 05-02-08 08:10 AM

Quote:

The question is: If the radar on the cobia hasnīt been updated after the war.
I correspond with the Cobia museum frequently and thy swear up and down that they own the original radar scopes from the war years. So, I'll take their word for it.


Quote:

@M. Sarsfield, SJ 'A' Scope was apparently 5 inches and the SS 'A' Scope was 3 inches, so they are different scopes. The SS set also had a 'B' Scope, which was 3 inches, with a 4,000 yard range and was a bearing indicator. How big is the one on the Batfish and does it have a 'B' Scope?
The Batfish has about a 2 1/2 ft high cabinet that's about 2 feet wide and a foot deep. I think the scope diameter is 5 inches - only PPI. The knobs and dials are smaller on it than the old SJ sets. There are two doors on the front to access the electronics. Currently the rotating motor for the antenna is removed for repairs, but they wan't to at least get it rotating and then some day we'll get the cabinet/scope working.

CaptainNemo 05-02-08 08:20 AM

Hmm, then why is there always a green radar? Be it in movies or games...Very strange...

M. Sarsfield 05-02-08 08:42 AM

Most game researchers probably go off of black and white historic photos and compare them to modern radar/ATC equipment. They make the incorrect assumption that all radar [PPI] screens have always been green. It won't be the first time that something in a game, movie, TV show, etc. has been wrong.

Another thing that I have discovered being around sub vets is that 20 vets in a room will sometimes give you 20 different memories. Small details escape a lot of peopel over time - especially 60+ years.

CaptainNemo 05-02-08 10:08 AM

Assumedly you are right..So the big question has been answered. The radar screens were red.

akdavis 05-02-08 04:15 PM

Wartime SG Radar imagery:

http://www.history.navy.mil/photos/i...000/i00391.jpg
Quote:

USS Denver (CL-58) SG radarscope image, showing the situation at time 0138, shortly before the U.S. force ceased its bombardment of Vila.

Denver is the bright spot in the scope center, with other the U.S. ships steaming north, ahead of her. The large white patch at left is Kolombangara, with Vila at its southern end. Very faint patches offshore, to the west of the U.S. ships, are the wreckage of Japanese destroyers Murasame and Minegumo, sunk earlier in the action. At the lower left is Arundel Island. New Georgia is in the lower right.

M. Sarsfield 05-12-08 09:12 AM

Batfish SS-2 radar
 
I took pictures of the Batfish SS-2 radar, BUT most software developers have not developed a way for my LG Trax camera phone to talk to Winblows XP :nope: . So, I will have to use my Fuji digital camera when I go back in two weeks.

The unit does have two scopes. The PPI is about 5 inches in diameter and the screen looks like it is orange. There is also a small 2 or 3 inch A-scope to the right of it that is probably green. There are two range dials that use the odometer wheels. One is in yards and the other one is in miles. They had red lenses and the wheels were white with black numbers.

Hitman 05-12-08 02:28 PM

In SH1 -and I think that was a very well documented game- the PPI was orange and the A-scope green. :hmm:

Nisgeis 05-12-08 02:32 PM

Quote:

Originally Posted by Hitman
In SH1 -and I think that was a very well documented game- the PPI was orange and the A-scope green. :hmm:

Yep, that seems to be the way the evidence is pointing.

Thanks M.Sarsfield for the info, can't wait to see the pics.

Nisgeis 05-17-08 01:34 PM

The range dials, though still in meters only are ready for testing. Would anyone like to be involved in the testing? I just got four hits at 6,500 yards whilst just testing this.

This will just be a test of the digital range readouts in all subs. It shouldn't matter whether you are running version version 1.4 or version 1.5, or any of the big mods. But we'll see about that when we test it.

The pixel shader work isn't ready yet, as it doesn't work with 1.5 the same way as with 1.4, so the PPI scope isn't ready yet, but in the mean time if you are interested in testing the digital readouts with range rings and bearing lines, you can use the previous version here:

http://www.subsim.com/radioroom/show...=radar+bearing

If you are interested in testing, please post here. Thanks.

akdavis 05-17-08 01:40 PM

Glad to help test Nisgeis. Also, I was pondering last night whether there might be a way to cause at least large-caliber shell splashes (i.e. "Particles.P01_&Big_Shell_water_explosion") to return a radar contact, if not all calibers.

Nisgeis 05-17-08 01:56 PM

Quote:

Originally Posted by akdavis
Glad to help test Nisgeis. Also, I was pondering last night whether there might be a way to cause at least large-caliber shell splashes (i.e. "Particles.P01_&Big_Shell_water_explosion") to return a radar contact, if not all calibers.

I haven't looked at what causes an object to give a radar echo, it may be a property of the object. It was removed from sampans in one of the patches, so may be possible. Either it's hard coded into the radar routine, or there's a sim controller in the .dat file for the ship - it's on my to do list, to try to see if I can get ship contacts longer.

akdavis 05-17-08 08:13 PM

Well, I have tested with stock 1.5 so far. Took me a few tries to understand the dial readings above 10,000m, but quite effective once I figured it out! Deck gun hits on a large target at 10,000m and over the horizon at 13,000m using radar for range (visual bearing on superstructure). Hits on a moving target at 7,000m (bearing obtained by visual). Interestingly enough, hits are not consistent, which seems to indicate the guns are not entirely gyro-stabilized as they might seem (but the variation is not apparent until you fire at these extreme ranges). Seems that there actually is a tiny bit of pitching up and down with the guns. Gun bearing seems to stay constant. Obviously shooting truly BVR (with true bearing unknown) will be much more challenging.

Noticed two things so far:

1. Correct bearing seems to be on the counter-clockwise side of the contact (i.e. rotate clockwise through the target until you lose the return, then rotate back until you first pick up the return, that is the accurate bearing (AI seems to return bearing on the edge of the return first reached rotating clockwise).

2. In the Gato, the range dial on the A-scope is reversed from the range dial on the PPI display (which has the correct range).

http://img215.imageshack.us/img215/3787/gato1ls6.jpg

Here, PPI dial shows correct range of 9659m, but A-scope has this number reversed (9569m).

More obvious here:
http://img215.imageshack.us/img215/3559/gato2wq5.jpg
A-scope reads 5109, PPI reads 9015 (once again, PPI is correct).

Porpoise in training school missions does not have this, but I have not tested any other subs yet.

akdavis 05-17-08 09:53 PM

Okay, tested the other classes. A-scope range dial has reversed value on:

Gato
Gar
Tambor
Balao

Okay on:

S-18
S-42
Porpoise
Salmon
Sargo

Nisgeis 05-18-08 07:09 AM

Quote:

Originally Posted by akdavis
Well, I have tested with stock 1.5 so far. Took me a few tries to understand the dial readings above 10,000m, but quite effective once I figured it out!

What method are you using? Guestimating with the range rings how many thousand meters away they are and then fine tuning with the readout, or using the A-Scope to get the thousands? Inetersting, as I only thought it would be useful below 10 km.

Quote:

Originally Posted by akdavis
Deck gun hits on a large target at 10,000m and over the horizon at 13,000m using radar for range (visual bearing on superstructure). Hits on a moving target at 7,000m (bearing obtained by visual).

Blimey, that's extreme shooting :o - are you using one of the playable BB mods?

Quote:

Originally Posted by akdavis
Noticed two things so far:

1. Correct bearing seems to be on the counter-clockwise side of the contact (i.e. rotate clockwise through the target until you lose the return, then rotate back until you first pick up the return, that is the accurate bearing (AI seems to return bearing on the edge of the return first reached rotating clockwise).

Very observant! This is an issue I have been struggling with and I don't think there is a way round it. It makes no practical sense, but may be fine operationally. The hydrophone also has an arc of detection, but the hydrophone has the arc either side of the contact, with the correct bearing being the middle of the two bearings where the contact is lost. The radar has an arc that abruptly ends right on the leading edge. It's as if the radar beam is lobed out to the side, but that doesn't make any sense, as if that were the case, you wouldn't pick up the contact before the sweep got to it and lose it right on it. I can only ssume this is a bit of stock game weirdness.

Out of interest, how are you measuring bearing? The stock camera doesn't allow you to look at the radar antenna bearing indicator properly and it's also not accurate in itself - the bearings are only marked in 5 degree increments and even these aren't accurate - sometimes off by 2 degrees. I am working on a high res accurate bearing indicator, but with this I have noticed that targets directly infront and directly behind are accurate, but ones to the sides are off consistently by half a degree.

The bearing indicator problem may be a game measuring error, as the antenna apparently goes between 0 and 360 degrees, which is 361 degrees in a cirlce, or due to the measurement errors, it's possible it's a 3d model placement problem in the interior, the indicator being position a touch too high/low, and therefore being accurate at 0 and 180, but innacurate at the sides.

Quote:

Originally Posted by akdavis
2. In the Gato, the range dial on the A-scope is reversed from the range dial on the PPI display (which has the correct range).

That's a bonehead mistake by me. I tested it all before packing it up, but must have packed one of the wrong files in. Thanks for spotting and I PMed you a new link to the (hopefully) corrected file.

Would anyone else like to test this?

akdavis 05-18-08 10:25 AM

Quote:

Originally Posted by Nisgeis
Quote:

Originally Posted by akdavis
Well, I have tested with stock 1.5 so far. Took me a few tries to understand the dial readings above 10,000m, but quite effective once I figured it out!

What method are you using? Guestimating with the range rings how many thousand meters away they are and then fine tuning with the readout, or using the A-Scope to get the thousands? Inetersting, as I only thought it would be useful below 10 km.

I haven't played a version with range rings yet. Above 10k, I use the A-scope to determine thousands (i.e. 13k etc.) and the range dial for hundreds (i.e. 13150m). At 10k or greater, the left number on the dial remains at 9 while the other three continue to rotate through the numbers, i.e. dial reading as such:

500m = 0500
1000m = 1000
5000m = 5000
9000m = 9000
10000m = 9000
10500m = 9500
11000m = 9000
11750m = 9750

Quote:

Originally Posted by Nisgeis
Quote:

Originally Posted by akdavis
Deck gun hits on a large target at 10,000m and over the horizon at 13,000m using radar for range (visual bearing on superstructure). Hits on a moving target at 7,000m (bearing obtained by visual).

Blimey, that's extreme shooting :o - are you using one of the playable BB mods?

No, but with the stock 3" gun, you can get 5 shells in the air at once at 13,000m. Had about a 20% hit rate on a very large target (CV).

However this was with known and observable bearings. I tried a practice shoot against large tankers at various unknown bearings and ranges from 4-13k at night with rain and heavy fog. This was much more difficult because even if you have the correct bearing, you won't know until you achieve a hit, and the slight pitching/rolling in the gun means you could fire many times on the correct bearing with the correct range and still miss. Add a slow reload time like RFB, and it is a real bitch.

Quote:

Originally Posted by Nisgeis
Quote:

Originally Posted by akdavis
Noticed two things so far:

1. Correct bearing seems to be on the counter-clockwise side of the contact (i.e. rotate clockwise through the target until you lose the return, then rotate back until you first pick up the return, that is the accurate bearing (AI seems to return bearing on the edge of the return first reached rotating clockwise).

Very observant! This is an issue I have been struggling with and I don't think there is a way round it. It makes no practical sense, but may be fine operationally. The hydrophone also has an arc of detection, but the hydrophone has the arc either side of the contact, with the correct bearing being the middle of the two bearings where the contact is lost. The radar has an arc that abruptly ends right on the leading edge. It's as if the radar beam is lobed out to the side, but that doesn't make any sense, as if that were the case, you wouldn't pick up the contact before the sweep got to it and lose it right on it. I can only ssume this is a bit of stock game weirdness.

Out of interest, how are you measuring bearing? The stock camera doesn't allow you to look at the radar antenna bearing indicator properly and it's also not accurate in itself - the bearings are only marked in 5 degree increments and even these aren't accurate - sometimes off by 2 degrees. I am working on a high res accurate bearing indicator, but with this I have noticed that targets directly infront and directly behind are accurate, but ones to the sides are off consistently by half a degree.

The bearing indicator problem may be a game measuring error, as the antenna apparently goes between 0 and 360 degrees, which is 361 degrees in a cirlce, or due to the measurement errors, it's possible it's a 3d model placement problem in the interior, the indicator being position a touch too high/low, and therefore being accurate at 0 and 180, but innacurate at the sides.

With stock, it is very difficult. You are too far away from th display, the contacts are too large and the degree markings to sparse. I found getting a rough bearing (within 1-2 degrees) using RFB much easier. The camera allows you to get close, there are more bearing markings and the contacts are much smaller. Although you still have the contacts giving range returns over a large arc, if you place the update line over the RFB size "blips," you will have a close to correct bearing.

RFB+radar mod:
http://img215.imageshack.us/img215/5240/rfbradarik7.jpg
Here you can see there are actually two long range contacts fairly close together. The sweep line is merged with the closer, more southerly contact, giving both range and a fairly accurate bearing. However, it should be noted that return "arc" of the closer contact is wide enough to mask the second contact, so you can get an accurate bearing off the second contact by moving the sweep line on top of it, but the range returned is still for the closer contact until you move the sweep line significantly closer to 90 degrees, at which point you will get a range return on the second contact, but the bearing of the sweep line will be off the contact.

I have also now tested it with PE3 alone, RFB alone and PE3 + RFB. PE3 works okay, but the cameras make it a bit more difficult to use the range dials. RFB or PE3 + RFB works like a charm, as noted above.

I'll download the new file and test shortly.

Nisgeis 05-18-08 11:25 AM

akdavis, you seem to be an advanced radar user.:D . I need to make up a little mini manual of how to use the scopes, like how to differentiate targets on the same bearing with different ranges and all the stuff like that in the proper radar manual.

Stock game's bearing resolution on the SJ radar sets is 9 degrees, which is ahistorical. Actual bearing resolution was 5 degrees and makes it easier to distinguish targets on the A-Scope. The PPI stock scope is too good, with the contacts being dots rather than arcs.

Using the antenna bearing indicator, which is loacted above the A-Scope and a high res texture marked accurately, you can get bearing to within half a degree of the leading edge. As part of my testing, I set up a mission in heavy fog, rain and at night with no moon - it's what Radar Training Part 3 used to be like before I moved the submarine closer and have made 3 hits out of 4 with a three degree from 6,000 yards. If I take the time to plot a track and get the correct course and speed, I'm fairly confident I'll get some hits.

I've also used the antenna bearing indicator above the A-Scope to plot tracks from radar depth and that works very well too.


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