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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#91 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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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. ![]() 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. |
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#92 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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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. |
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#93 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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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: Part2: Part3: Parr4: Part5: Part6 (Bonus Alternate Ending) --- NOT UPLOADED YET---- i'll update the first post of this thread when part 6 is up. Last edited by gutted; 10-08-09 at 11:28 PM. |
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#94 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
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no answer posted. I may not need it or use it. I would like to understand the answer to the questions in the post.
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#95 | |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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"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. |
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#96 |
Ocean Warrior
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Location: Notify command we have entered the Grass Sea
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thanks. I needed the concept spelled out unfortunately.
Oh. sank and conte verde liner with your dial so I must be doing something right. |
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#97 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
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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) |
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#98 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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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. |
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#99 | |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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![]() Quote:
in version 1.2 it wasn't using directX and hence there was no direct3d device to be lost. |
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#100 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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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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#101 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
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take the afternoon off. You solved the problem. Different screen resolutions existed.
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#102 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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as suspected.
im putting the finishing touches on the formal manual (with pretty pictures ![]() im starting to get sick though, so work may slow abit on the program in the coming days. |
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#103 |
Mate
![]() Join Date: Apr 2005
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Gutted this is really a cool program. I can't wait to get the updated version. There are so many options in this game on how to target and hit ships, this just adds to the bag of tricks. Keep up the good work. Sink 'em all.
__________________
TASK FORCE STRANGERS |
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#104 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
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I decided to return to Nicolas' Easy AoB and waste a few ships. Lined one up, and hit it with 5 out of 6 shots. Each turned out to be a dud. Time to return to the wheel!
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#105 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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1.3.2 is finished, and will be uploaded very soon. It was 1.3.1 but a very last minute new "feature" after i fixed the Alt-Tab crash pushed it to 1.3.2.
Let's just say... You will be surprised. just waiting on Part 6 of that video tutorial to finish uploading to youtube so i can get the link for it and put it in the manual. Then i will upload the program here and update the initial post. |
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