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Old 08-03-10, 11:04 AM   #301
razark
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Alright, first try at tracking a target with map contacts off. This really makes an approach take a lot more time than it used to.

The plot beginning to take shape:


More points, now entering data into the TDC:


About 45 minutes into it:


At this point, I had a visual on the target, almost exactly where it was supposed to be. Since I could see the target, I waited a couple more minutes and took another radar range. I jumped to the periscope, swung to the bearing, and watched him fire the first starshell of the night.

Now I get to practice evasion tactics.
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Old 08-03-10, 11:28 AM   #302
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Shouldn't this topic be Stickied?

Nisgeis-Will these two mods conflict with this?
TGT DIALS TO PK FIX-TMO
HiRes PPI-Radar
I wanted to finish a career before using this but I have been following the 2 3D TDC and Radar threads and I can't stand it any longer. I'm going to install TMO2 and the 3D TDC and Radar mod and have at it. I know I'm losing some eye candy with this but I'll switch to the TMO compatible version when it comes out since I've been wanting to try TMO2 also(currently running TMO1.7).

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Old 08-03-10, 11:38 AM   #303
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You won't regret it.

When you have a working solution in, sitting in front of the TDC watching the solution develop, watching the range count down, watching the positional relationships change, checking that your sonarman is listening on the same bearing as what you have in the solution, watching the range indicator on the radar to see if your solution matches the generated range...

simply amazing.

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Old 08-03-10, 11:39 AM   #304
Nisgeis
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Quote:
Originally Posted by razark View Post
I jumped to the periscope, swung to the bearing, and watched him fire the first starshell of the night.

Now I get to practice evasion tactics.
What was it? A lone destroyer? *thinks* merchies don't fire starshells do they?

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Shouldn't this topic be Stickied?
Nah, if the likes of TMO and RFB aren't stickied, then there's no need for this to be. If it becomes unpopular, then it'll sink. If it stays active then it will stay on the front page.

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Nisgeis-Will these two mods conflict with this?
TGT DIALS TO PK FIX-TMO
HiRes PPI-Radar
I don't know about the TGT DIALS one, not sure what that mod does.
The HiRes PPI-Radar is definately not compatible.
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Old 08-03-10, 12:12 PM   #305
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What was it? A lone destroyer? *thinks* merchies don't fire starshells do they?
I believe it's a Type D Escort. 900 tons of angry warship, last seen with an AoB of zero degrees, making 20 knots. I don't know that I've ever seen a merchant firing starshells.

I've got the external camera on, so I knew what it when I started tracking it. I didn't figure on actually taking the shot, but he detected me a lot sooner than I expected.
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Old 08-03-10, 12:35 PM   #306
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Nisgeis wrote...
Quote:
I don't know about the TGT DIALS one, not sure what that mod does.
WHAT THESE MODS DO:
These mods will add functionality to the position keepers (PK) AOB, RANGE and SPEED dial. You can now drag the AOB, RANGE or SPEED dial on the TGT DIAL and, the AOB, RANGE and TORP GYRO angle associated with the your targets will move accordingly.
This will give you greater accuracy on the data you input.
Using the AOB fix you determine the targets course and enter the AOB on the TGT DIAL while being able to see the PK move to the targets exact heading.
Using the SPEED fix you can see the gyro angle of your torpedo and the speed changing as you set the targets speed on the TGT DIAL.
Using the RANGE fix will make it so you can also see the numbers for range and the gyro angle move while you change the range on the TGT DIAL.
In order to enter this data your PK needs to be off and then started once the data is inputted.
Please keep in mind if you install these mods you DO NOT LOSE any functionality of the game. You can continue to use your own attack methods with the additions of these tools even if you decide to use them or not.
Look at it this way. You can determine your targets speed and course from 9 km away, enter it in the TGT DIAL, and as you get close refine your solution and take shots from distance with a higher probability of hits. No realism lost, just a gain on tools available.

I am thinking that it won't work but I hope that it does because I use it all the time.
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Old 08-03-10, 12:57 PM   #307
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I tried something similar last year using the set_tgt_speed etcetera commands in the game, but I decided against putting them into the mod, as you still have to send the updates to the TDC to get them into the solution and it only works when the PK is Off, which is kind of not the point of the mod. I thought it would get confusing having the AoB and associated dials update in real time when the PK was off, but doing something different when the PK was on. The only way round that would be to turn the PK off mid solution, but then that's just odd and adds extra steps into the process. You can already see the target course update as you change the AoB on the 3D TDC.

There is no benefit in updating the target's speed or range in real time that I can see either.
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Old 08-03-10, 05:27 PM   #308
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Quote:
Originally Posted by Urge View Post
Will these two mods conflict with this?
TGT DIALS TO PK FIX-TMO
This one works with it. I'm running it on mine.
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Old 08-03-10, 07:13 PM   #309
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Quote:
Originally Posted by Urge View Post
Shouldn't this topic be Stickied?

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I already wrote Admiral Stevens and demanded he do so (heh!) I can't understnad it. He has failed to abide by my order.
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Old 08-05-10, 09:38 AM   #310
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Hi Nisgeis,

I have Uboats installed right now and copied your files in. But the game crashes when getting into the boat to start the mission. (in careermode 1943)

I found that after crashing I have this new playersettings.cfg file it says:

TextureName=data/Submarine/NSS_Gato/NSS_Gato_T01.tga
LightmapTextureName=data/Submarine/NSS_Gato/NSS_Gato_O01.tga

But in those dirs I have .dds files and no tga's! Is that maybe a problem?

(Just checked with my old files, this is not the problem I saw.)

Last edited by Cpt.Kool; 08-05-10 at 10:09 AM.
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Old 08-05-10, 10:06 AM   #311
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DDS files are what should be in the directory, so that's fine. This mod doesn't alter those files at all though, as they are the external skin of the sub, whereas this mod only changes the interior. I'm a bit concerned you are copying files in, rather than enabling them with JSGME. You might want to do a fresh install and then put any mods in with JSGME instead, as it's much safer and easier to undo any mod installs.
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Old 08-05-10, 11:48 AM   #312
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OK, I did that, using JSGME. It's indeed easier to switch between a working installation and the one saying having a critical error! I have a very fresh install as I downloaded the uboat pack last weekend. Before installing that I uninstalled SHIV 1.4 and reinstalled it. (Don't remember installing the 1.4 patch, but that should be the problem. I think. Uboat patches everything, or not to 1.5?)

The only thing I didn't remove was the docandsettings/me/etc/sh4 dir entries.
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Old 08-05-10, 01:07 PM   #313
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As far as I know the U-Boat add on patches the game to 1.5, regardless of the version you had before.
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Old 08-05-10, 01:35 PM   #314
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Then for the moment I' clueless. Maybe I'll try a complete new install this weekend. (you never know, you maybe have to do it twice)
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Old 08-05-10, 04:37 PM   #315
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I am still here. I have been busy fighting off a gopher attack in my yard, and some business matters that pulled the Barbarinna off the line. I am stuck on pracitce exercise no. 3, but will be on it tonight.
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