First radar mod seems to have worked OK, but there are a few issues with it, which I wanted to fix but thought I would release a workable version, before trying anything more dramatic. I have ideas about how to do all of what is below, but I haven't tested the concept yet, as at the moment I don't have the skills to do this yet. I'll learn as I go. I understand from reading the very long post about the bearing line / range ring mod that was released for patch 1.2 was pretty much killed by patch 1.3. This patch hid the grid texture used somewhere inside the engine so it couldn't be fiddled with and the stock bearing numbers were a permanent feature. This broke peoples custom grids which they had all worked very hard on. They also decided that it was not possible to add in arced contacts, due to the way the radar contact graphics were stored. I hope to make some good progress with this and here's what's planned for version 2 of my radar mod.
- Increase resolution of the radar screen. (Complete)
- Remove stock bearing numbers. (Complete)
- Add high resolution circular bearing numbers round the outside of the scope (needs above completed).
- Add a zoom function to the radar screen for easy viewing of the scope). (Complete)
- Add high resolution bearing lines in 10 degree increments.
- Add high resolution range rings, steps to be determined 10%?
- Stop contacts appearing ahead of the sweep.
- Remove sweep line?
- Change the contacts so that they appear arced, instead of blobs.
- Add a digital range readout.
- Add a digital bearing readout.
- Change max range from 80,000 yards to 40,000 yards.
- Leave A-Scope Unaffected. (Failed so far)
I know the range change isn't historically accurate, but from testing it seems you can only pick up targets within the 20 nm (approx 37km) viewing sphere, I used the biggest radar return I could get my hands on, the Yamato, parked them all at set distances and the greatest range I got was just over 37,000 yards, which I could maintain up to just under 39,000 whilst backing off the target. I think it makes more sense to use a maximum range that is workable and useful.
As far as I can tell, the radar beam was 5 degrees wide, so any target should be at least an arc of 5 degrees. targets at the same range and with less than 5 degrees seperation should appear as an arc of greater than 5 degrees. I was pleasantly surprised to see that the game appears to model ships being obscured by other ships between you and the ship in question, so it does not appear on the scope.
I don't currently know if the radar sets had a beam sweeping the scope as currently depicted. All the pictures of WW2 era sets I have seen do not appear to have a sweeping beam visible. If someone could shed light on this, it would be appreciated.
I decided to include a digital bearing readout (if possible) in lieu of a bearing train indictaor easily visible. There is one on the wall above the A-Scope, but it's not easy to get at, as if you move to the A-Scope from the PPI, the radar man starts sweeping and you have to be really quick to get a halg decent bearing reading. Digital range readout to hopefully be accurate to within 0.2% of actual distance. Range and bearing info may be diffult to read at extremely close ranges, due to radar lobes.
I'm hoping to make these changes and leave the A-Scope undisturbed, but it might not be possible. It might not be possible to get all of my hoped for changes active, but one has to have goals right?