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-   -   Show and hide chronometer in the attack periscope (https://www.subsim.com/radioroom/showthread.php?t=228910)

willy81 12-18-16 08:29 AM

Show and hide chronometer in the attack periscope
 
Hi all, I'm new here. I have done some looking but can't find anything about how to hide the chronometer in the attack periscope in SH3. I would like to use my own stopwatch instead. Any help would be greatly appreciated.

Cheers

makman94 12-18-16 03:50 PM

Quote:

Originally Posted by willy81 (Post 2452980)
Hi all, I'm new here. I have done some looking but can't find anything about how to hide the chronometer in the attack periscope in SH3. I would like to use my own stopwatch instead. Any help would be greatly appreciated.

Cheers

hello Willy and wellcome,

open the menu_1024_768 (with your notepad) and find the following entry:

[G26 I120]
Name=Chrono
Type=1026;Menu group
ItemID=0x26020000
ParentID=0x26000000
Pos=608,764,136,52
Color=0xFFFFFFFF

change the 'Pos' line to this:
Pos=608,1764,136,52

and save your file

(the entries ,if you want, to move out of screen the stopwatch at obs scope and uzo pages too are the [G2B I120] and [G28 I104] )

willy81 12-18-16 07:24 PM

Thanks! That did the trick. Is there any way to mute the sound on the chronometer? It now can't be seen but it can still be heard.

allievo 12-19-16 01:03 AM

Quote:

Originally Posted by willy81 (Post 2453099)
Thanks! That did the trick. Is there any way to mute the sound on the chronometer? It now can't be seen but it can still be heard.

Delete (or just rename) periscope_chrono_tick.wav in the data\Sound folder.

ivanov.ruslan 12-19-16 01:09 AM

One of the ways that I can think of ,is to open with S3d -Sh3\data\sound\sh3.sdll file periscope_chrono_tick,pull the slider to the volume left, save and closed Sh3.sdl
Another option is a program for processing audio files to mute file periscope_chrono_tick

willy81 12-19-16 01:24 AM

Quote:

Originally Posted by allievo (Post 2453131)
Delete (or just rename) periscope_chrono_tick.wav in the data\Sound folder.

Many thanks. That was very quick and easy to solve.

Cheers

willy81 12-19-16 01:26 AM

Quote:

Originally Posted by ivanov.ruslan (Post 2453132)
One of the ways that I can think of ,is to open with S3d -Sh3\data\sound\sh3.sdll file periscope_chrono_tick,pull the slider to the volume left, save and closed Sh3.sdl
Another option is a program for processing audio files to mute file periscope_chrono_tick

Thanks for the suggestions!

willy81 12-19-16 06:44 AM

Quote:

Originally Posted by THEBERBSTER (Post 2453155)

Thanks for the info, I will definitely check those links out!

willy81 12-19-16 06:55 AM

Maybe a final question, I hope it's not annoying...is there a chart that outlines estimated time to target based on the 3 main torpedo speeds (44-40-30knts) ? I guess I could make one using excel but if somebody already has one then great! Am I a little nuts for wanting to do this by myself with my own stopwatch? The main reason torpedo run was timed is to see if they hit they target or missed albeit with a dud or missing the ship completely. Am I right?

On a side note I'm running acm reloaded olc with other associated mods on a very basic modification of sh3. Once again thanks to all who have commented and helped me pretend I'm a sub captain!

Cheers

THEBERBSTER 12-19-16 09:09 AM

Hi willy
The Stopwatch shows an impact time for the first torpedo.
F6 Attack Screen tracks your torpedoes.
Peter
https://s24.postimg.org/6epme9785/ls...oad_banner.gif

willy81 12-19-16 09:42 AM

Quote:

Originally Posted by THEBERBSTER (Post 2453174)
Hi willy
The Stopwatch shows an impact time for the first torpedo.
F6 Attack Screen tracks your torpedoes.
Peter
https://s24.postimg.org/6epme9785/ls...oad_banner.gif

Thanks Peter, but I'm not using standard sh3 and now f6 doesn't track torpedos nor would I want it to. F6 in my mod has nothing more than a large TDC filling the screen. I figured out I can use the range/aob finder in periscope view to find impact time if I convert knots to meters/second. Problem is the reading only goes up to 90s. I know I can use the built in chronometer, but would like to immerse myself more in the game by using my own stopwatch and data tables.

Cheers

Aktungbby 12-19-16 01:18 PM

Welcome aboard!
 
willy81!:Kaleun_Salute:

McDonnel 12-19-16 03:29 PM

For time of impact, use the linear scales on the right of the navigation map - simply protract speed (in knots) over distance of target (in km) and you get estimated time eel will need to travel the distance.

Also, if you really want to know you hit / did not hit the target, you can use your hydrophone instead of the periscope. Eels have very distinct sound and you can compare the heading of target with heading of your eel and estimated time to impact.

If correct, the target will overlap with eel sound just before you hear a proper "boom!" :Kaleun_Wink: then you know you hit it.

THEBERBSTER 12-19-16 05:09 PM

Hi willy
I use a digital one that counts both up and down.
I use it for getting 3 minutes and 15 seconds.
Peter
https://s28.postimg.org/60qet67d9/ls...oad_banner.gif

willy81 12-19-16 06:47 PM

Quote:

Originally Posted by McDonnel (Post 2453247)
For time of impact, use the linear scales on the right of the navigation map - simply protract speed (in knots) over distance of target (in km) and you get estimated time eel will need to travel the distance.

Also, if you really want to know you hit / did not hit the target, you can use your hydrophone instead of the periscope. Eels have very distinct sound and you can compare the heading of target with heading of your eel and estimated time to impact.

If correct, the target will overlap with eel sound just before you hear a proper "boom!" :Kaleun_Wink: then you know you hit it.

Thanks mate! Those are some solid tips!! :Kaleun_Thumbs_Up:


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