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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 | |
Black Magic
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#77 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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I try to explain once more the idea behind this mod. In the stock game the stadimeter is useless and that was the biggest problem for all of us because it was impossible to read the range of the targets. TWD and Reaper worked out a solution for this, but booth are based more on a automated solution where the stadimeter will snap to the right place giving the exact distance to the target without any room for human error. That was the main issue that bothered me playing on high realism.
So what I did was to gather all the SH5 merchant and war flotilla and mark on the manual with a green line where the stadimeter should stay on the target to have the correct range. But correct range is something that will depend on player and not on the script/machine. You, the player, is who control these reading so closer the target is, better results you get. For long shots, for ex. more than 5km, it will be very difficult to get the correct range and is a bigger chance for a miss. No way to become Otto Kretschmer from day one. Also, the weather is another important issue... on stormy/fogy weather you will have hard time to get the right range even on close contacts, the machine/script will not help you to snap the stadimeter on targets even if is hardly visible. Looking in the manual you will know where you will have to align the stadimeter, but doing that will depend only on your skill and experience. And your mouse probably ... :P |
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#78 | ||
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
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second, is the info in Magnum's and Reaper7's RecManual the same? or does Magnum's have the more up to date info?
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![]() Last edited by Bilge_Rat; 01-24-11 at 04:50 PM. |
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#79 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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This particular mod does only 2 things:
- Stadimeter fix for those who dont like using an automated/scripted version, usable only with the stock game. - Skins and enhancement for Reapers original ERM. But here are 2 links/topics that might interest you: RAOBF Manos Scopes for SH5 |
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#80 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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I have just came back to Sh5, and have found out that Tonilo Coyote has since found out the correct stats for Mastr-Height and lenght for all the current Sh5 ship models. I will be using these to redo the info in the ship images of the recognition manual. These can then be updated for all 3 versions of the Rec Man.
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#81 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
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Thank you guys, I am just getting back into SH5 myself. So many new mods to check out..
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#82 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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In your ERM version that is in the UIs mod at some ships you do not have writed mast and lenght of the ship. It is OK is i will install Reaper7's original mod after your UIs mod? Thank's |
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#83 |
Swabbie
![]() Join Date: Feb 2011
Posts: 14
Downloads: 300
Uploads: 0
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Be sure to cross check aspect ratio and refresh rate of monitor to game setting
Any conflict will cause inf to not be shown!!! I know this is a little late but I had this problem and a it's a simple fix |
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#84 |
Swabbie
![]() Join Date: Jun 2013
Posts: 5
Downloads: 6
Uploads: 0
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All links in first post were broken. Can you share me this mod with v2.0?
I got v2.1 from here: http://www.subsim.com/radioroom/showthread.php?t=170292 But this mod doesn't show the height line for the stadimeter. I need v2.0 for this lines. Thank you. |
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#85 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#86 |
Swabbie
![]() Join Date: Jun 2013
Posts: 5
Downloads: 6
Uploads: 0
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#87 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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My pleasure
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Together with many other improvements, they also include completely new ship recognition manuals. If, nonetheless, for any reason you want to keep using the stock recognition manual (but with the improvements introduced by Reaper7 with his "Enhanced Recognition Manual"), you can use New UIs, and enable on top of it the version of "Enhanced Recognition Manual" included in the same package as optional mod. |
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#88 |
Swabbie
![]() Join Date: Jun 2013
Posts: 5
Downloads: 6
Uploads: 0
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I installed these multiple mods. Really thanks, this is very strange and looks better.
But still, in ship recognition manual, there are no height lines for ships. Is there any setting to enable for lines? I didn't find yet. Editing post because, I have a question more. How can i calculate ships distance from me instead of using stadimeter? Last edited by Ceranimo; 06-25-13 at 11:04 AM. Reason: Question asked |
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#89 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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For a start, you can use the "Range - Angle Of Bow Finder" (RAOBF) also featured in TDW's and in Dr. Jones UI mods. Refer for its usage to the readme included in New UI's package, to the in game tutorial made by Trevally (New UI's compatible) downloadable from this page, or to this other post by the same Trevally. If the target is out of sight and only detected as an hydrophone contact, you should use the four bearings method, for plotting its relative position and course on map. ![]() I am sure there are several other methods you can use for estimating target's range, but the ones described above are by far the most popular ones ![]() |
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#90 | |
Swabbie
![]() Join Date: Jun 2013
Posts: 5
Downloads: 6
Uploads: 0
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I am very appreciative, thank you for your effort to answer me.
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![]() In this fotograph, the green lines which are i mentioned before. This lines indicate "ghost" images bottom line or water line, if I don't misunderstand ![]() I gave up for searching this mod with lines. Now I'm looking your advices for calculating distance. Thank you again ![]() |
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