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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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Admiral
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[REL] Imperial Range Correction Updated June 11,'07
I wish to release the third updated version of the mod Imperial_Ship_Fix, now version 2.0. Since I realeased the mod 'Imperial_Ship_Fix-1.0' in the thread https://www.subsim.com/radioroom/showthread.php?t=116221several hundred of you have downloaded it. I hope you have seen the abillity to accurately find range to target with the Manual Target System enabled, and have seen an improvement in using the Navigation Map ruler to check distances. Manual plotting of ship bearings are now possible with accurate range finding.
The file can be downloaded from: http://hosted.filefront.com/capnscurvy/ or: http://www.mediafire.com/?dufneg92slx The newest version has reset the position on the target ships for placement of the Stadimeter's second image. This will help in accuracy along with the changes to mast height for over 50 ships. Two additional ships have been added bring the total to 55. One additional upgrade is to the Recognition Manual (RM). All ships that were reworked have their image marked to point to the spot the Stadimeter should use for range finding. The below picture shows the Hiryu with the flag mast colored in red. ![]() Using the Stadimeter, move the waterline of the second image to the top of the flag where it is fastened to the flag mast. Take the reading there. The changes to the ship positions were necessary to make the range finding more accurate. The RM will have the new positions color coded with: Red > for highlighting the use of the TOP of the flag Blue > for using the TOP of the highlighted mast Orange > for using the particular ship structure to mark range (an example would be the use of the TOP of the smokestack funnel to mark range) The top of the flag and the top of the masts are self evident. However, the orange structures may need to be explained. The small, med, large tankers have their smokestacks at the rear of the ship. This is not the best place to mark range since in-game distances are made between the center of the ships involved. If the ship is coming toward you and you use the rear position of the vessel to mark range. The range will be increased more than it should be when calculated, giving an inaccurate finding. Think of a surveyor team with one marking distance with the transit and the helper holding the rod. The rod is held straight up, and a reading is made for the point the rod is held over. NOT 5 paces to the left but directly at the bottom point of the rod. In the tanker ship's center is its bridge, so that is where we will set the Stadimeter's image, at the TOP of the bridge or pilothouse. Most other merchant ships will have the top of the smokestack funnel as the marked point. Several of the Jap Warships will also have their smokestacks marked for range finding. The example below shows the Light Cruiser Agano with the correct placement of the second image. You will note that like the Agano, several ships have a round shaped guard over the top of the funnel. I did not take its position into account for range finding, so do not use the guard for marking range on any of the ships that have them. Also note, on ships funnels that are tapered, use the highest point of the angle. ![]() Several of the Jap Warships will use the top of the pilothouse for marking range. They are all marked in the RM. Only the Allied Warships, fishing boats, tugs, sampans are not included in the fix. With the abillity to find accurate range, the manual map plotting of targets will become a reallity that we have, as of yet, not enjoyed. May I shamelessly offer another thread that can help in manually plotting target bearing. https://www.subsim.com/radioroom/showthread.php?t=110949 this previous post is linked to my website that has several tools, worksheet, and guides. Cheers
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
Last edited by CapnScurvy; 06-12-07 at 11:10 AM. |
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#2 |
Planesman
![]() Join Date: May 2007
Location: San Francisco, California
Posts: 185
Downloads: 1
Uploads: 0
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Awesome! I've been playing with this since you released it, and I've been doing much better with manual targetting ever since. Before I could barely hit anything at all and I thought it was just me doing something wrong, even though I was being incredibly careful and meticulous with my measurements and calculations. I still miss a fair amount 'cause manual targetting is pretty difficult, but I'm scoring a lot more hits now than I was before.
Thanks so much! The changes to the recognition manual are a great idea, make it easier to remember which points to use for each ship. Now if I can just figure out a way to get the 'length' values displayed in the recog. manual too so I can estimate speeds through the periscope. (There's another mod that supposedly does that but it doesn't seem to be compatible with this or Trigger Maru 1.2, plus I'm not sure if it might have different 'length' values than this. Actually, have you made any changes to the ship lengths, or just the mast heights?) I'll start playing w/ the new version and will let you know how it goes. Three cheers for CapnScurvy! ![]() nomad_delta |
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#3 | |
Admiral
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Thank you Nomad for the kind words!!!
![]() My mod only changes the .cfg files for the ships mast height. The length, width, displacement etc. are all stock. I would suppose the other mods just change whatever they are into and leave stock the rest. Thats the problem we get into when two different mods are working within the same file folder, the last one to be loaded is the one the computer uses. You could look in the mod files and see what dimensions are different and in notepad change them yourself. Just make a copy of the original so you can go back to it if need be. As time goes on, like the Trigger Maru mod, bits and pieces of good mods will be put together to make an incorporated edition to the game. Thanks again for trying my work!!!
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
Last edited by CapnScurvy; 06-12-07 at 08:39 AM. |
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#4 |
Watch Officer
![]() Join Date: Dec 2005
Location: Melbourne, Australia
Posts: 331
Downloads: 75
Uploads: 0
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This is fantastic downloading now
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#5 |
Pacific Aces Dev Team
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This keeps getting better and better
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One day I will return to sea ... |
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#6 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
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Dear Captn,
I've been using this since day one and I am happy to report some hits at max dist. I do not use map updates anymore, my AOB calcs are made by using the protractor (very very handy tool indeed) and speed calcs by plotting. Ever since using this mod I feel more secure to fire my torpedoes from greater distance. Hats off for you, you're the man of the day. Thanks alot ![]() Bando |
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#7 | |
Seaman
![]() Join Date: Apr 2005
Posts: 32
Downloads: 82
Uploads: 0
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![]() Quote:
: With yours "AOB finding circles" ![]() ![]() I tried Hitman's tutorial and JP's ship dimension fix, and I always have some inacurancies when I put data into TDC (checked with posision of ships at "on" on maps). But... i find that every ship have an exact position of stadimeter to find good measurement of distace for her (instead of top of mast measurement , which is almost always incorrect). And i almost start to find every of this factor but I find now that CapnScurvy already did IT!!!! ![]() So ... Capn.. thank You for my time! ![]() You made a great work!!!! Regards and best wishes! Ad |
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