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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Planesman
![]() Join Date: Oct 2009
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[Q] about adding periscope controllers
Is it possible to add the periscope raise/lower device from the german subs to the american periscope? I know that the pageUp and -down thing works, but what about a clickable version?
Sorry if that has been asked before but the site search produced too much results and i could not find any answers.
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#2 | |
Admiral
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It's possible to put any 2D image onto a 2D game screen but having the functionality is another matter.
You're asking if the toggle switch of the German periscope can be placed onto the American screen. Yes, it can. Will it have the same function? Nope, It won't have a function at all. The problem isn't in putting the image where you want, but linking the image to a command that the game recognizes. The game recognizes the German periscope toggle switch image from the menu_1024_768.ini file [G26 I42] & [G26 I43] entries as being linked to raising/lowering of the scope. But, this "link" is done in the main game engine files which we don't have access to. There is a file called Commands.cfg, found in the Data\Cfg\ folder, but look all you want, there is nothing in there that links the image from the menu_1024 file to the "Toggle_RiseLower_whole_periscope" command. The Commands.cfg file is mainly for linking "keyboard keys" to commands, not mouse captured commands. A long time ago, I tried to put the Navigation Tools onto the Attack Map so you could use the pencil or protractor as we do on the Nav Map. I could get them to appear as they do for the Nav Map, but nothing worked. There was no way of linking the function to the mouse control with the files we have access to. Lately, I tried to place buttons onto the American Torpedo Panel, with the hope of having them linked to the function of "Toggle_open_close_torpedo_tube" as their command. ![]() Nope, just been a waste of time. Ideas, we got plenty of. Allowable ways of doing them are limited or nonexistent.
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#3 |
Planesman
![]() Join Date: Oct 2009
Posts: 194
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Many many thanks, CapnScurvy, you saved me a lot of headaches and time! Before I read this I tried to give some buttons in the commandbar the raise_periscope function and had a tiny success, the button works ,but only for a splitsecond, one would have to click like 30 times to get the periscope up all the way.
![]() I even tried to use a double command in the commandbar.cfg e.g. raise_periscope;raise_periscope as the engine seems to understand two arguments in a IF case. Sadly the double command does not work. Would have been nice to also autolower the SD radar when crashdiving... oh welll. Anyway, thks again! ![]()
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#4 | |
Admiral
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As a follow up, I want to clarify that a 2D screen is different than a 3D modeled screen.
For instance, the periscope screen with the Position Keeper, Attack Data Tool, Torpedo Panel are a part of a 2D screen made up from entries in the menu_1024_768.ini file. It also has a "camera" image added to the screen to show the world outside, through the periscope view. This type of screen can be modded, but you have to work within the framework of what the game gives us. The images can be changed, but just adding a new function, all on its own, probably won't work. You have to take an already working function and transform it to whatever you create in order to get it to do something. That's how I have the Omnimeter in the Optical Targeting Correction mod workable. I'm actually using the "Message Box" stock game lighter/darker slider controls as the controls for the two Range and AoB scale sliders for the Omnimeter. I took a working game function and applied it to a new and different function to make the tool. A 3D screen image is different in that you can create a completely new object, and with new entries can make it function by adding new "nodes" & parameters. An example are the Sonar or Radar screens. These screens are made up of 3D models that have a lot more flexibility in where they are put and what you can add. There is still one drawback though. The commands to make an object function are still controlled by a specific number of commands. If the command doesn't exist, you can't pull one out of thin air and make it work. For instance, adding a range digital readout for the American radar unit (like the German side) would be a great improvement. It would allow us to receive range to a target, using radar (which was exactly what occurred during the war). The problem with the games German radar digital readout is that it only reads in meters! The Dev's didn't but the function of using the Imperial unit measurement with the German digital radar display!? So, we could easily put the German digital readout onto the American radar unit, but it will only read in meters, no matter what unit of measurement that's chosen on the options page. A lot of work for nothing.
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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:
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#5 | |
Ocean Warrior
![]() Join Date: Jan 2008
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![]() Quote:
TMO 2.2 has a US radar range unit, which displays the range to targets digitally. It's not automagic, like the German side (unrealistically) is, consequently it allows you to measure the distance to any target, not just the closest one, which is a flaw in the German side's implementation.
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#6 | |
Admiral
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Yes it does Nisgeis, the trouble with it (besides only reading in metric unit of measurements) is the digits are backwards.
In other words the target is at a 916 meter range (1000 yards if it read correctly). The digits read 0619. Can it be fixed, sure but why bother? It's reading in meters. Playing the American side, use the U.S. Customary unit of measurement (Imperial for you Europeans). OTC removed the readout for TMO.
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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:
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#7 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
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1.Two button solution: Leave the raise/lower button like it is, set to "toggle" but add a "Stop Periscope" button so you don't have to have the periscope go all the way up if you are being 'stealthy'. The problem there, if you do not get high enough, the second push on the raise/lower causes the scope to lower. 2. Three button solution: Second solution is to change the button to 'raise the whole scope' (NOT toggle as it is now.) add a button set to 'lower the whole scope', then between them have a stop button. So if the you stop the scope in the wrong place, you can go up or down a bit and stop it again. I know....NOT an ideal solution but it will work. Also on my monitor I would need to delete one of the buttons I don't use much since adding a button would push it under the fuel, Co2 indicator. Peabody
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#8 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
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Hold on boys. Time out. I think your two mods, 3D TDC and OTC, are the best thing since sliced bread. (My other favorite is MOBO.) Are these two mods compatible? (I don't see how?) They are both a little cumbersome, plus when I screw up a step with the 3D TDC and Radar Range Unit (which I can confirm is an accurate prototype as I saw one during the movie Run Silent, Run Deep) I have to start over which is a pain in the butt.
Anyway, there is no reason why Thomas Edison and Steve Jobs would go off on each other. Save your energy for something important. Now I have to go and do something important -- make Buffalo Chicken Wings with a brand spanking new recipe. Opps. I forgot the blue cheese dip!! |
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#9 | |
Planesman
![]() Join Date: Oct 2009
Posts: 194
Downloads: 339
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![]() Quote:
![]() I had thought of another solution for the controller buttons(not sure if it is feasible or even worth the huge amount of work): Change the US periscope screen to the german one and edit that one to an american look.... ![]() ![]()
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#10 | |
Admiral
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Radio, you know the stock keyboard allows you to raise/lower the attack periscope with just pushing the page-up or page-down buttons? Using the "Control" key with the same buttons puts the scope in full extension or full retraction. Pushing the page-up button will start the extension, releasing it on the way up will stop it's movement anywhere you want. Same with the downward movement, you can stop the retraction anywhere you want by releasing the page-down key.
Same with the observation scope. Just use the Insert/Delete keys for it.
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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:
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