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-   -   [REL] In-game plot helper (Plotter scale) (https://www.subsim.com/radioroom/showthread.php?t=138514)

Hitman 06-23-08 04:38 PM

[REL] In-game plot helper (Plotter scale)
 
I still see many people doing complicated things to make a plot in the game's map, so I decided to create a little graphic add-on (Essentially compatible with all mods around) that makes plotting in SH4 using my personal system and the game's tools a joyful experience. :D

Like to the file with tutorial on how to use it:

http://files.filefront.com/SH4+Plott.../fileinfo.html

In-game example of a plot (Described in detail step-by-step in the tutorial), click on it for bigger image:

http://s1.screenshots.cc/thumb/thumb_9a7c29ae.jpg

WARNING: It works well in my 1400x1050 monitor and apparently also in all 4:3 sapect ratio resolutions, but I can't guarantee 100% it will in all other cases. You will need to test for yourself.

Happy hunting :up:

Captain America 06-23-08 08:26 PM

Looks interesting...I like the nice compact graphic. They say simplicity is genius.

Going to try this out later. :up:

MONOLITH 06-23-08 10:32 PM

I love the concept.

I'm confused by the image I see though. The lines that you drew from the tool to the left are not horizontal exactly, but sort of haphazardly angled. Wouldn't that seem to defeat the purpose of the tool, by skewing the plotting results?


I'll go through the tutorial again. Perhaps I misunderstood something. My apologies if I did.


I'm rooting for this to work out well though, for sure. :up:

Hitman 06-24-08 12:53 AM

Quote:

The lines that you drew from the tool to the left are not horizontal exactly, but sort of haphazardly angled
They go out in the bearing of the target, thus not horizontally except when the target is exactly at your 270º bearing :)

Of course, if you managed to adjust your speed to have a constant bearing of the target at 270º then all lines would be horizontal and paralell :yep: but it is unnecessary to get a good solution.

MONOLITH 06-24-08 01:04 AM

Actually.... I got it now. I misunderstood something before. Sorry.

Definately an interesting tool/method.

It's 2:11 am for me right now, so I'll do a lot of testing tomorrow. And I'm on a widescreen 1680x1050. I'll let you know if it skews the image/results any.

geosub1978 06-24-08 01:56 AM

PLOT
 
:rock:
AT LAST!

Does this work with SH3?

Hitman 06-24-08 06:42 AM

Quote:

Does this work with SH3?
No, but I'm doing another for SH3 also :up:, it's even easier than for SH4 :D

geosub1978 06-24-08 02:51 PM

TMA
 
Quote:

Originally Posted by Hitman
I'm doing another for SH3 also :up:,

It is desperitely needed believe that!

Topo65 06-24-08 10:40 PM

Gracias, Hitman!!! :up:

ALTEN 06-25-08 05:22 AM

HM
Does this work with the map in metric?

Pisces 06-25-08 06:55 AM

Neat idea. I just hope people realise that this way north (top) on the map doesn't mean north anymore, but is really their bow. And thus the plot they made of their contact looses it's meaning when they turn. Because the endpoint of the bearing lines starts to drift in another direction. Quite different from Dantenoc's The Hunt tutorial for SH3.

bruschi sauro 06-25-08 07:17 AM

many tks for the well done job mate.........:up:

Hitman 06-25-08 08:13 AM

Cheers

version 2 coming soon, with graded circle to facilitate even more locating the bearing when plotting, inverted speed scale -so you can drag the plotter forward i.e. upwards until it aligns with your previous plotting start to make the next- and nomograph to allow quick and easy speed/distance calculations :D This is beginning to look like a real in-game maneuvering board :up: which is probably what I will end up with :)

http://s1.screenshots.cc/thumb/thumb_b55a644c.jpg

Hitman 06-25-08 08:16 AM

Quote:

HM
Does this work with the map in metric?
Never tested it, but it shouldn't. It has been calculated for the space in yards travelled each 3/5 minutes, however given the small difference, the lack of precission of the map scale at that zoom and such, it *could* more or less work as long as you don't want the ultimate exactitude.

A quick and easy way to check this is as follows: Put the map in the proper scale, set your submarine's speed to f.e. 12 knots and course exactly to the north. Drag the plotter over the submarine so that the 0 mark aligns with the current position of it and start the in-game chronometer. If the submarine arrives at the proper marks (6 knots, 12 knots or whatever speed you selected) after 3 or 5 minutes (Depending on the scale you chose, left or right) then it is also good for metric users. :up:

denny927 02-22-09 05:44 AM

hi all guys,

my question is: the link to image and link to download dont works...for the image say error file dont found and for the file is deleted...i dont know maybe is too old...

i try on google but nothinghttp://www.subsim.com/radioroom/images/icons/icon9.gif

where i can download this file??thanks
cheers from mexico city

pd.....estamos bien jodidos....


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