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Old 12-18-16, 08:29 AM   #1
willy81
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Default Show and hide chronometer in the attack periscope

Hi all, I'm new here. I have done some looking but can't find anything about how to hide the chronometer in the attack periscope in SH3. I would like to use my own stopwatch instead. Any help would be greatly appreciated.

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Old 12-18-16, 03:50 PM   #2
makman94
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Quote:
Originally Posted by willy81 View Post
Hi all, I'm new here. I have done some looking but can't find anything about how to hide the chronometer in the attack periscope in SH3. I would like to use my own stopwatch instead. Any help would be greatly appreciated.

Cheers
hello Willy and wellcome,

open the menu_1024_768 (with your notepad) and find the following entry:

[G26 I120]
Name=Chrono
Type=1026;Menu group
ItemID=0x26020000
ParentID=0x26000000
Pos=608,764,136,52
Color=0xFFFFFFFF

change the 'Pos' line to this:
Pos=608,1764,136,52

and save your file

(the entries ,if you want, to move out of screen the stopwatch at obs scope and uzo pages too are the [G2B I120] and [G28 I104] )
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Old 12-18-16, 07:24 PM   #3
willy81
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Thanks! That did the trick. Is there any way to mute the sound on the chronometer? It now can't be seen but it can still be heard.
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Old 12-19-16, 01:03 AM   #4
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Originally Posted by willy81 View Post
Thanks! That did the trick. Is there any way to mute the sound on the chronometer? It now can't be seen but it can still be heard.
Delete (or just rename) periscope_chrono_tick.wav in the data\Sound folder.
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Old 12-19-16, 01:24 AM   #5
willy81
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Delete (or just rename) periscope_chrono_tick.wav in the data\Sound folder.
Many thanks. That was very quick and easy to solve.

Cheers
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Old 12-19-16, 01:09 AM   #6
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One of the ways that I can think of ,is to open with S3d -Sh3\data\sound\sh3.sdll file periscope_chrono_tick,pull the slider to the volume left, save and closed Sh3.sdl
Another option is a program for processing audio files to mute file periscope_chrono_tick
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Old 12-19-16, 01:26 AM   #7
willy81
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Originally Posted by ivanov.ruslan View Post
One of the ways that I can think of ,is to open with S3d -Sh3\data\sound\sh3.sdll file periscope_chrono_tick,pull the slider to the volume left, save and closed Sh3.sdl
Another option is a program for processing audio files to mute file periscope_chrono_tick
Thanks for the suggestions!
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Old 12-20-16, 02:36 PM   #8
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I've noticed that in pretty much all cases, it takes a torpedo travelling at 30 knots 1 minute to cover 1 km. I use that as my baseline for most of my calculations involving distance, speed and time.
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Old 12-21-16, 02:40 AM   #9
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I've noticed that in pretty much all cases, it takes a torpedo travelling at 30 knots 1 minute to cover 1 km. I use that as my baseline for most of my calculations involving distance, speed and time.
926 meters in 1 minute, if you want it exact
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Old 12-22-16, 08:01 AM   #10
willy81
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A big thanks to all who replied! I have now figured out how to remove the stopwatch completely from the game and can now use my own to immerse myself more within the game.

On a side note, to remove the clock, I had to modify the file appropriate to the last GUI mod in the sequence and had to disable and re enable that mod for it to take effect. The sound file is part of stock sh3 so can be changed at any time.

Using the scale in map view to get estimated torpedo time to target is flawed because in my mod, max speed on the scale is 30 knots. Sometimes, I like to fire a type I at high speed (44 knots) and that calculation isn't available from that scale.

I did end up making a spreadsheet with the 3 main running speeds vs distance to come up with and eta to impact up to 7400m. I have tried it and as long as your range calcs are pretty spot on, it works. Maybe I can post a pic of it here??

Anyway thanks again to all who contributed to this discussion. It was greatly appreciated.

Cheers
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Old 12-31-16, 07:00 AM   #11
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Default What is the disk for in the obs periscope in the amc reloaded mod?

I have spent a while trying to find info on the obs periscope disk and the links to the tutorials are broken. If I was smarter I could probably figure it out myself but I guess I'm not...any working links or help would be great.

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Old 12-19-16, 06:44 AM   #12
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Thanks for the info, I will definitely check those links out!
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Old 12-19-16, 06:55 AM   #13
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Maybe a final question, I hope it's not annoying...is there a chart that outlines estimated time to target based on the 3 main torpedo speeds (44-40-30knts) ? I guess I could make one using excel but if somebody already has one then great! Am I a little nuts for wanting to do this by myself with my own stopwatch? The main reason torpedo run was timed is to see if they hit they target or missed albeit with a dud or missing the ship completely. Am I right?

On a side note I'm running acm reloaded olc with other associated mods on a very basic modification of sh3. Once again thanks to all who have commented and helped me pretend I'm a sub captain!

Cheers
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Old 12-19-16, 09:09 AM   #14
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Hi willy
The Stopwatch shows an impact time for the first torpedo.
F6 Attack Screen tracks your torpedoes.
Peter
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Old 12-19-16, 09:42 AM   #15
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Originally Posted by THEBERBSTER View Post
Hi willy
The Stopwatch shows an impact time for the first torpedo.
F6 Attack Screen tracks your torpedoes.
Peter
Thanks Peter, but I'm not using standard sh3 and now f6 doesn't track torpedos nor would I want it to. F6 in my mod has nothing more than a large TDC filling the screen. I figured out I can use the range/aob finder in periscope view to find impact time if I convert knots to meters/second. Problem is the reading only goes up to 90s. I know I can use the built in chronometer, but would like to immerse myself more in the game by using my own stopwatch and data tables.

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