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-   -   [REL] Easy AOB (https://www.subsim.com/radioroom/showthread.php?t=152945)

AVGWarhawk 07-06-09 01:19 PM

Quote:

Originally Posted by Urge (Post 1129219)
So, does this mod play well with the clickable range mod incorporated in TMO 1.7?

Urge

Yes.

CapnScurvy 07-06-09 01:58 PM

Hi AVG, long time since we've talked!!

Quote:

Originally Posted by AVGWarhawk
I turn on the PK to start keeping the position. This is were it gets screwy. Once I turn on the PK the AOB and speed I just dialed in returns to zero. Not a big issue I just but them back to my findings and update. All set.

I've not tried this particular mod (sorry Nicolas, RL has a hold on me this summer) BUT I do know this will happen when using any other dial(s) to set range besides the stock pair (the stock dial #58 TorpedoSolution_Mast_Height; and it's counterpart dial #59 TorpedoSolution_Temporary_Range). These two work with each other to set the Position Keeper range. In doing so, the PK can be turned on and will keep a good track on the target, PROVIDING the Speed and AoB are set correctly as well.

I've played about with having different dials input a range and the problem I've encountered is that a correct range can be inputted (say it's gleaned from a radar reading) but when the Position Keeper is turned on it won't keep track of the inputted range figure unless it comes through the two dials named above. What I've found is the range can be set for that particular moment manually but, the PK won't update itself correctly when turned on.

So, am I to assume there is a way to have the PK use a manually inputted range that will accurately keep track of a target with the PK running?

Munchausen 07-06-09 02:36 PM

  • If you take your first stadimeter reading before getting a target ID, and your second reading after getting a target ID, you'll be lucky if you get an accurate target (tgt) heading and/or speed. Namely because your second plot will be fairly accurate but your first plot will probably be way off ... unless the default mast height just happens to correspond with your target's actual mast height.
  • This mod changes the way the TDC dials work ... it disables some of the original functions and adds new ones. Some of the newer options aren't actually necessary ... and might be the reason Warhawk sees his TDC resetting to zero when PK is enabled. Additional tests might be necessary to determine if the original mod (AOB fix) causes the PK problem ... or if it's one of the later add-ons.

AVGWarhawk 07-06-09 02:42 PM

Quote:

So, am I to assume there is a way to have the PK use a manually inputted range that will accurately keep track of a target with the PK running?
Yes, it works. Manual input of range has worked for quite some time. This new addition here allows AOB and speed to done manually as well. Then turn on the PK.

AVGWarhawk 07-06-09 02:45 PM

Quote:

Originally Posted by Munchausen (Post 1129771)
  • If you take your first stadimeter reading before getting a target ID, and your second reading after getting a target ID, you'll be lucky if you get an accurate target (tgt) heading and/or speed. Namely because your second plot will be fairly accurate but your first plot will probably be way off ... unless the default mast height just happens to correspond with your target's actual mast height.
  • This mod changes the way the TDC dials work ... it disables some of the original functions and adds new ones. Some of the newer options aren't actually necessary ... and might be the reason Warhawk sees his TDC resetting to zero when PK is enabled. Additional tests might be necessary to determine if the original mod (AOB fix) causes the PK problem ... or if it's one of the later add-ons.


Definitely take the two range on the stadi using the same point of reference chosen by the player. If the player does ID the ship then use what the ship ID manual states as the point of reference for the two stadimeter readings.

As far as my issue with the AOB and speed returning to zero when I do turn on the PK is probably attributed to me not updated all the information obtained THEN turning on the PK after the accuruatly ID vessel range is taken. I can confirm this line of thinking of mine tonight. :yeah:

ddrgn 07-06-09 04:51 PM

Hi Warhawk,

I wish you didn't combine the threads as my mod is not the Easy AOB fix by Nicolas. It is his mod with my additions with his permission.

I included Nicolas Easy AOB as a separate download in the mods as he requested.

Now to me there is no listing for my REL. As far as I'm concerned this thread belongs to Nicolas so I will leave him to answer further questions regarding his mod here.

For questions about my mod TGT DIALS TO PK FIX, I guess people can PM me.

My intention was to add the functionality to the whole dial not just the AOB. This thread was the discusion on how to manually edit the dials. My thread was the clear JSGME compatible mod with my additions.

Hopefully you understand my points as I do appreciate you trying to make it easier for all of us.

AVGWarhawk 07-06-09 08:33 PM

Well, I have two threads by two different people working on their own dials then collaborating together on one mod to encompass all. The numerous PM's from members with mass confusion concerning this mod, what it works with and were to get it was growing exponentially. So you can understand my points of having to direct folks here and there for what looks to be a combined mod in the end.

I'm goin' down 07-06-09 08:41 PM

AVG Warhawk merger
 
Thanks for merging the threads!

Note, I did not see ddgrn's deletion. I see his point, but it was getting too confusing, and I since both mods deal with the stadimeter and TBT, I thought one thread would be less confusing. Let's not let this detract from the great work you and Mr. Nicolas collaborated on.

ddrgn 07-06-09 11:34 PM

Quote:

Originally Posted by AVGWarhawk (Post 1129954)
Well, I have two threads by two different people working on their own dials then collaborating together on one mod to encompass all. The numerous PM's from members with mass confusion concerning this mod, what it works with and were to get it was growing exponentially. So you can understand my points of having to direct folks here and there for what looks to be a combined mod in the end.

Ok, I understand avoiding confusion, but my mods are seperate from Nicolas's, its not called Easy AOB, because its more than that.

This thread was how to manually change the dials.cfg, it did not have a JSGME compatible mod, different versions for each super mod, range and speed dial fix. This thread was a simple copy and paste into the dials, genious as it was its not the mod I made.

There are 2 different ways to use these mods, the way Nicolas presented it and the mod improved by me to be compatible with JSGME and all super mods.

I think a simple link on Nicolas original post to my link would have changed the confusion as there is two different verions. \

I sugged this thread be renamed to [REL] TGT DIALS TO PK FIX (the name of the mod), although I think Nicolas would start to feel the same way I do now. That is why I made a seperate thread and didnt just add my copy to the bottom.

Maybe this thread conversision should have been brought to my attention, maybe I could have avoided having my thread and mod release deleted.

Whats even stranger is that the original text on how to this presented by Ncolas is gone, without a few posts below, I'm not sure someone will understand how to do this manually.

Right now to me, I feel kind of shafted.

Regards,
Peter

I'm goin' down 07-07-09 01:58 AM

ddgrn - advice please.
 
Meanwhile, back on the farm, I tried the TGT mod fix for TMO, which I play with RSRDC. If it is all three mods comobined, it doesn't work as my speed dial and AoB don't change on the TBT when I spin the dials on the stadimeter (ddrgn refers to as the TGT). So I am playing with the combined AoB and speed mod, which is fine. Am I doing something wrong with the TGT fix, as I was lead to believe that it combined all three mods.

I paused my game. I am waiting for a task force to approach. Four dds are on my case, and I am patiently waiting for them to stopp depth charging my boat. Then I will take on the task force with my combined speed and AoB mod.

Munchausen 07-07-09 04:57 PM

Quote:

Originally Posted by I'm goin' down (Post 1130085)
...it doesn't work as my speed dial and AoB don't change on the TBT when I spin the dials on the stadimeter (ddrgn refers to as the TGT).

I think you're still a bit confused by the term "TGT." It isn't a name ddrgn gave to the stadimeter. "TGT" is shorthand for "target" ... he was using it in reference to the top dial on the TDC (the target dial). The TDC has two dials: the target's (TGT) dial and the sub's dial. Most of the changes made to the "Input" dials (in the upper right corner of the screen) affect the target dial on the TDC.

ddrgn 07-07-09 09:53 PM

Quote:

Originally Posted by I'm goin' down (Post 1130085)
Meanwhile, back on the farm, I tried the TGT mod fix for TMO, which I play with RSRDC. If it is all three mods comobined, it doesn't work as my speed dial and AoB don't change on the TBT when I spin the dials on the stadimeter (ddrgn refers to as the TGT). So I am playing with the combined AoB and speed mod, which is fine. Am I doing something wrong with the TGT fix, as I was lead to believe that it combined all three mods.

I paused my game. I am waiting for a task force to approach. Four dds are on my case, and I am patiently waiting for them to stopp depth charging my boat. Then I will take on the task force with my combined speed and AoB mod.

Hello, I did test the mod with TMO running RSRDC, RSRDC does not do anything to the dials.cfg so there should be no problem there.

Just make sure (if you want all 3 mods working) you use this folder:

TGT DIALS TO PK FIX - TMO

mainexpress 07-09-09 04:44 PM

Hi enabled the TGT DIALS TO PK FIX-RFB via JSGME and in game i cannot see the AOB dial in the P.K. move,did i miss something here:hmmm:or do i enable the folder that says TGT DIALS TO PK FIX?so again i cannot see the AOB dial move in the pk,when i move the AOB dial on the right.I am currently running RFB 1.52

ddrgn 07-09-09 11:20 PM

Quote:

Originally Posted by mainexpress (Post 1131618)
Hi enabled the TGT DIALS TO PK FIX-RFB via JSGME and in game i cannot see the AOB dial in the P.K. move,did i miss something here:hmmm:or do i enable the folder that says TGT DIALS TO PK FIX?so again i cannot see the AOB dial move in the pk,when i move the AOB dial on the right.I am currently running RFB 1.52

Check to see if you have the mods folder in the right place.

In the rar the file structure goes like so:

\TGT DIALS TO PK FIX\TGT DIALS TO PK FIX - RFB\TGT DIALS TO PK FIX - RFB

Make sure the folder in your MOD directory is TGT DIALS TO PK FIX - RFB/ and has the data folder as the next folder, f you want all three mods to work at the same time

mainexpress 07-10-09 02:12 AM

Quote:

Originally Posted by ddrgn (Post 1131732)
Check to see if you have the mods folder in the right place.

In the rar the file structure goes like so:

\TGT DIALS TO PK FIX\TGT DIALS TO PK FIX - RFB\TGT DIALS TO PK FIX - RFB

Make sure the folder in your MOD directory is TGT DIALS TO PK FIX - RFB/ and has the data folder as the next folder, f you want all three mods to work at the same time

Thanks ddrgn,I just tried installing the mod exactly as you said,and went into the game to try it in the submarine school,torpedo training,and still no luck getting the AOB dial to move in the P.K.,when i rotate the AOB on the right,JSGME isnt even asking me if i want to overwright any files when i activate the mod.

mainexpress 07-10-09 02:21 AM

Quote:

Originally Posted by mainexpress (Post 1131758)
Thanks ddrgn,I just tried installing the mod exactly as you said,and went into the game to try it in the submarine school,torpedo training,and still no luck getting the AOB dial to move in the P.K.,when i rotate the AOB on the right,JSGME isnt even asking me if i want to overwright any files when i activate the mod.

Nevermind i got it working now thanks ddrgn:yeah:

I'm goin' down 07-10-09 02:33 AM

not a great shot
 
I am not the most patient skipper so I miss a lot, or my boat is spotted ruing my attack, but today, on my eigth shot, I hit a midium slit tanker at over 5,000 yds with the easy AoB mod. I set the torpedoes on slow run speed and had to wait a long time to see if one hit.

Armistead 07-16-09 04:10 PM

Took out a DD leading a carrier and then the carrier....such a great tool,
Using M18's at 2500 yards. Both targets hit seconds apart.

ddrgn 07-16-09 06:57 PM

Quote:

Originally Posted by Armistead (Post 1135407)
Took out a DD leading a carrier and then the carrier....such a great tool,
Using M18's at 2500 yards. Both targets hit seconds apart.

its a beautiful thing ;)

Armistead 07-18-09 02:15 PM

Made these hard shots with this mod. Coming from the rear, ships were zigging. I track the zig measurements then split the difference in half for
course and works well.

http://i651.photobucket.com/albums/u...103813_765.jpg

http://i651.photobucket.com/albums/u...104150_953.jpg


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