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-   -   [REL] Solution Solver 1.3 (https://www.subsim.com/radioroom/showthread.php?t=156698)

Rockin Robbins 10-07-09 02:25 PM

Hehehehehehe! The hazards of modding: you don't get to play much. Time to get this thing in a temporary parking position and take a break to keep your interest in the game sharp! Love what you've done and can't wait to check it out in detail.

FIREWALL 10-07-09 02:30 PM

Quote:

Originally Posted by FIREWALL (Post 1185397)
@ Hitman I love that black U-boot one.

Can you make a download of all shown versions please so I can make my own ?

Thx in advance Firewall :salute:

@ Gutted Thx as well. :salute:


bump

again

I'm goin' down 10-07-09 02:55 PM

I meant the speed dial
 
I was referring to the speed wheel. Not the AoB dial, which I got straight once I got over spinnng the dial so the arrow was on the bottom. That had me stumped for awhile, until I stood on my head and looked at it upside down. I think you assumed I was referring to the AoB dial, which is my friend and lives under my pillow.:DL

FIREWALL 10-07-09 02:58 PM

Quote:

Originally Posted by FIREWALL (Post 1185507)
again


and again :DL

gutted 10-07-09 07:44 PM

the integrated speed/distance/time & distance conversion calculator tool is finished. its snazzy. when you get a distance from teh SDT calculator portion.. you can "Send" the distance down to the conversion portion... convert it and "Send" it back up (along with the new format) to the SDT calculator..


one less thing.


next up is finishing the pretty manual, and making the program remember all it's settings.

Onkel Neal 10-07-09 07:57 PM

Thread renamed, per request. :salute:

gutted 10-07-09 08:44 PM

Just a heads up... theres a pretty serious glitch i missed.

It has to do with the persicope view rotation. If you turn on the AoB readout in that view.. you'll see the AoB readout start showing wrong values, and pretty soon your Target Dial in the AoB Finder will start getting out of sync with its actual heading.

The dial will look oriented right, but it's heading will be wrong (sometimes being negative).

it was a small number "wrapping" issue that i completely missed for that view.


Everything works fine until you start rotating in the periscope view itself... so avoid that for the time being, Until i get a new update out.

which looks like i'll just have to finish what im currently doing, fix that snafu, and release an emergency 1.31.


keep your eyes open for things like this.. the project is starting to get alittle big now, and im only human.
:cry:

I'm goin' down 10-07-09 10:20 PM

the navy will bill you
 
We're screwed. Let's sue for peace and give up Hawaii (they own it now anyway!) in exchange for the right to surf there in perpetuity (i.e. forever).

Hitman 10-08-09 08:39 AM

Quote:

@ Hitman I love that black U-boot one.

Can you make a download of all shown versions please so I can make my own ?

Thx in advance Firewall :salute:
Hmmm I think that it would need modifications to work with the wiz wheel as it is now. But anyway, here you go: http://rapidshare.com/files/29027715...lates.rar.html

The only thing I request from you in exchange is that you make your adaptation available, so that everyone else can also enjoy it :up:

I'm goin' down 10-08-09 04:51 PM

asked before and no answer.
 
The speed dial has four partial circles on the inside the dial. I think these represent different size ships. However the number on the partial circles run counter clockwise. What do those numbers represent? How are those inner circular lines related the outer ring where you time the ship as it crosses the periscope view?

gutted 10-08-09 09:21 PM

Basic instructions for the speed solver:

For this to work with any accuracy, you need to be able to CLEARLY see the tips of the Bow & Stern of the target. You are going to time it takes for the ship to travel a distance equaled to it's length. It's best done when the target is at a 90AOB (+/- 30 to 40 degrees).

So as a rule of thumb.. say between 50-140 AoB (60-130 would be better). Best accuracy will be at 90AoB, but if this ship is at 90AoB he's usually directly infront of you and you should have fired already. :DL

Note: You can do the steps below while moving, but the scope needs to be at bearing 000 for the entirety of this process to cancel out any relative movement of your ship.

so here we go...


1. Stop the sub.
2. Put the vertical line of the periscope on the tip of the targets nose.
3. Start the in-game stopwatch and dont move the periscope.
4. Stop the watch when the rear of the schip crosses the vertical line.
5. Put the second's hand on the speed solver at the time taken with the right mouse button.
6. Read the speed in knots off the scale that best represents the length of the ship.

or...

If target ship's exact length is known, enter it into the length entry box, and read the speed of the ship to the right of that box. Yuo can also enter the length guesstimate into the entry box to get a digital readout if you so choose to.

If you have a second PC, you can ignore the in-game stop watch to get the number of seconds, and instead use the Speed Solver itself by left+clickomg to start and stop the timing.

or...

If you prefer.. you can use the speed solver's timer and just ALT-TAB back and forth to start/stop it at the right intervals. you will however have to shave a second or two off the time using the right mouse button to account for the time lost in the ALT-TAB's. If the target is slow enough, you won't see much speed difference from second to second.

gutted 10-08-09 09:24 PM

1.3.2 is pretty much ready.

Has the periscope bug fix, plus two more tools and a few improvements.

But I'm right in the middle of trying to finish the 1st draft of the picture friendly manual. And will probably wait to release it when im done with that.

Either some time later tonight or tomorrow (Hopefully)

In a few minutes i'll try to upload the full attack demonstration video i recorded onto youtube. And will post here when/if it's ready.

gutted 10-08-09 10:48 PM

Ok i've uploaded the first 5 parts of the tutorial on you tube. There's no in-game sound as i had problems with getting the capture software to record both me talking and the game.

Also, im not the best at explaining things in detail while im talking.. because for some reason it's hard wired in my brain to assume people are smarter than they actually while trying to teach them something. And it may reflect in the video. .ie What's obvious to me may not be obvious to others. I went into it with the intent to explain everything, and just found myself being casual as it was happening. So im sorry if i wasn't detailed enough in some aspects. Maybe someone with abit more finesse in teaching will make a video.

Anyway... consider it more of a hands on demonstration, with abit of explaining here and there.

Part 6 (the bonus alternate ending) will be up whenever i finish compressing it and upload it.

Note: if the video has a green bar just above it and says still processing the quality will be bad.

Part1:
http://www.youtube.com/watch?v=FTt2GsHDCjw

Part2:
http://www.youtube.com/watch?v=01W5m--k15Y

Part3:
http://www.youtube.com/watch?v=yvNknv8r2eQ

Parr4:
http://www.youtube.com/watch?v=XFcyWH_fZlg


Part5:
http://www.youtube.com/watch?v=xKlThc8wCpI


Part6 (Bonus Alternate Ending)
--- NOT UPLOADED YET----



i'll update the first post of this thread when part 6 is up.

I'm goin' down 10-09-09 09:05 AM

Post 90
 
no answer posted. I may not need it or use it. I would like to understand the answer to the questions in the post.

gutted 10-09-09 10:18 AM

Quote:

Originally Posted by I'm goin' down (Post 1186473)
no answer posted. I may not need it or use it. I would like to understand the answer to the questions in the post.

i did answer you.

"6. Read the speed in knots off the scale that best represents the length of the ship."

those numbers are the speed in knots.

if you take just alittle time of playing with it.. it will become VERY clear.

input the length of 150m in the ship length entry window... and then move the seconds hand around wih the right mouse button. as you are doing this... watch the digital readout and compare it to the red 150m scale ring.

you will see that when the speed is at 10kts in the digital readout.. the watch hand crosses the red scale ring at the number 10. When it's at 8kts in the digital readout.. the seconds hand crossess the red scale ring at the number 8.

the numbers go backwards on the scale rings (atleast they appear to be backwards to you) because the longer it takes the ship to move from point A to point B... it's moving SLOWER.. not FASTER.

its not rocket science.. curiousity and intuition goes a long way to understanding the things around you. It's how science itself evolved.

I'm goin' down 10-09-09 11:37 AM

easy to understand
 
thanks. I needed the concept spelled out unfortunately.

Oh. sank and conte verde liner with your dial so I must be doing something right.

I'm goin' down 10-09-09 12:03 PM

one more issue
 
I alt tab the game. Open the dials and do my thing. Return to the game. alt tab the game to revisit and adjust the dials, which I have left open so I can adjust the bearings.

I keep getting the following exception. I tried to reinstall the dials but got the same result. Is it my computer or your program? Should I delete my mods and reinstall TMO 1.8. Yesterday it was working fine until in downlaoded and installed the latest version of the wheel. The problem now exists if use the original wheel, too. How do I fix this?

Error in the application.
-2005530520 (D3DERR_DEVICELOST)
at Microsoft.DirectX.Direct3D.Device.PresentInternal( tagRECT* sourceRectangle, tagRECT* destRectangle, IntPtr overrideWindow)
at Microsoft.DirectX.Direct3D.Device.PresentInternal( tagRECT* sourceRectangle, tagRECT* destRectangle, Control overrideWindow)
at Microsoft.DirectX.Direct3D.Device.Present()
at SolutionSolver.Controls.AngleOnBowWheel.Render()
at SolutionSolver.Controls.AngleOnBowWheel.AngleOnBow Wheel_Paint(Object sender, PaintEventArgs e)
at System.Windows.Forms.Control.OnPaint(PaintEventArg s e)
at System.Windows.Forms.Control.PaintWithErrorHandlin g(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
at System.Windows.Forms.Control.WmPaint(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.ContainerControl.WndProc(Mess age& m)
at System.Windows.Forms.UserControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3082 (QFE.050727-3000)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Fra...7/mscorlib.dll
----------------------------------------
Solution Solver
Assembly Version: 1.3.0.0
Win32 Version: 1.3.0.0
CodeBase: file:///C:/Documents%20and%20Setting...n%20Solver.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)

gutted 10-09-09 01:11 PM

No it's not the game.. it's the program. Thanks for that crash info.

I'll look into it when i get home. It didn't do that before because it wasn't using DirectX to render the wheel... and that is clearly a DirectX draw error. more specifically when its trying to flip the next frame to the display (the call sequence is read from top to bottom in your log).

looks likethe device got lost durning the ALT-TAB, and wasn't re-acquired properly. I haven't seen this on my pc thus-far.. and is why it probably slipped through.

i'll keep you updated.

i may private message you a test version to try out before posting the actual fix to the public.

gutted 10-09-09 01:16 PM

Quote:

Originally Posted by I'm goin' down (Post 1186601)
The problem now exists if use the original wheel, too. How do I fix this?

that shouldn't be the case.. ensure that you didn't accidently overwrite the previous version (look in it's about box to verify that it's not version 1.3).

in version 1.2 it wasn't using directX and hence there was no direct3d device to be lost.

gutted 10-09-09 01:28 PM

ok.. i pondered on the crash your experiencing for a short time and think i know the reason why (though im not at home and can't check for certain).

but...

Is your desktop resolution different than the resolution you use in the game by chance?

If so this could be the reason why you are experiencing it and i didn't.

my desktop is 1680x1050 and is the same resolution i use in-game. So when i ALT-TAB, there is no display mode change when jumping back and forth.

that could be whats causing the problem. if so.. i know how to fix without even looking at the code.

I just never coded it to be aware of display mode changes (because when the program was still "pre-DirectX".. they didn't matter). A simple oversight that i will correct at the first oppurtunity.

also, could you change desktop resolutions while the program is open for me and see if it crashe then as well?


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