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#1 |
sim2reality
![]() Join Date: Jun 2007
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Hi Guys working on a project and need some info on how the Real TDC worked to see its possible to implement into my project.
![]() 1: I think this is the Impact Angle (Not implemented in SH3) How does this dial work, that is from what data does it get its calculations does it use a formula to calculate the angle the torp will hit a target from the torpedo track and the targets bearing and course? The reason I ask is I'm going to try to simulate this dial from values known to us from other dials etc if possible. 2. Any idea what this dial is and its function? 3. The Salvo Angle - here appears to use a 0 to 25 degree angle for both Port and starboard - How did this work compared to SH3 implementation of just 0 to 20degrees? Thanks Guys ![]() Last edited by reaper7; 08-23-11 at 06:19 PM. |
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#2 |
The Old Man
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1 looks like the AOB angle. It is used and can be set in SH3.
2 looks like the target speed dial. It is also settable in SH3. ![]()
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#3 | |
sim2reality
![]() Join Date: Jun 2007
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![]() Quote:
No 1 is definitely the Impact or Track Angle - but I'm unsure as to how it works, anyone got a diagram of what this does in relation to the Torpedo Solution. The Target Speed is the dial between 1 and 3 with the Torpedo speed Inner dial. I'm unable to find any info on the bottom left dial (2 in pic) it appears to go from 0 to 60 and have a continuous rotation needle. ![]() |
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#4 |
Grey Wolf
![]() Join Date: Apr 2011
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Salute Reaper.
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#5 | |
Hellas
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![]() Quote:
the impact angle is calculated through two angles the (Aob at bearing 0) and the (Gyroangle) in the case that is drawn at the following pic we have : (Aob at bearing 0) = (Gyroangle) + (Impact Angle) ![]()
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#6 |
Grey Wolf
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Sweet stuff Makman
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#7 | ||
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
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![]() Quote:
![]() Deatils will be a few months away yet though. On a bit of a break from ship building - Have one 1/2 finished and hope to get back to it soon. Also trying to get my SH5 Mod finished up too ![]() Quote:
Easier than I expected using the law of the triangle being 'all angles equal 180' the Impact angle can easily be worked out. Cheers Mate, I'll see whats possible to get this working in SH3. ![]() |
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#8 |
Grey Wolf
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Reaper you TEaSE.............
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#9 |
Ace of the Deep
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#10 |
sim2reality
![]() Join Date: Jun 2007
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Cheers LGN1. Another question is there a list of Dial types anywhere ?
I'm looking in the dial.cfg file eg: Type=1; DIAL_SPEED Type=4; DIAL_THROTTLE ...... ......... Type=42; DIAL_TGT_ANG_ON_BOW There is no dial type 2 or 3 and many more are not listed. Anyway to find out if all values are hardcoded and if so can these be used? I'm trying to find a dial type thats not used ingame to use for the Impact Angle Dial. |
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#11 | |
Hellas
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ALL types (till type 80) for dials exists.you can view the whole list of them and what each one does through the super tool s3d . open ,for example,the NSS_Uboat7_CR .sim (in interior folder) and go at a dial and clic on its type (look at pic). see all types listed there (with each 'number' in front and what it does after) . the dial for track angle is the type 66 BUT the code for this dial doesn't exist in sh3's code (must be added in order to make this dial type fuctional for sh3) ![]()
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#12 | |
sim2reality
![]() Join Date: Jun 2007
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![]() Quote:
![]() So the dial type is there already, I'm going to see what I can achieve with this new info. I believe I will be able to bring you a working solution to the non existent Impact Angle dial in Sh3 ![]() Still its just theory in my head for the moment - but using what I've learnt with my current project I think I can make it reality ![]() EDIT: Well no go on my Idea - Can't get the needle to rotate at all. Seems that the dialtype has no memory location assigned to that variable, never mind not having code for it. So no way for me to hook onto its value, even if I got code working to calculate the Impact Angle - there's nowhere to put the value for the dial to read ![]() Last edited by reaper7; 08-25-11 at 02:58 PM. |
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#13 |
Silent Hunter
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Judging by the German text labels (I'm of Dutch origin so it's not my native language, but I think it's enough):
1 is indeed impact-angle (auftreffwinkel= angle of collision) 2 is some sort of vernier dial (feinanzeige= fine display) of an angle that represents a bearing, or AOB. Hitman I think once said that (based on his extensive studies) "lage" was used often in both contexts of bearing on ownship, or AOB on the target. I'm betting on AOB. The dictionary that I have at home translates "Lage" as: situation, location, pose, position, state. The dial to the right of 2 seems to be the AOB dial (Gegner = opponent ), as the 2 dials on the far right can be clearly translated to be to be the crude and fine dial for the target bearing (Schiffspeilung= Ship bearing ) Dial 2 shows a value of 30, which could mean 30 minutes of arc, or halve of a degree. The same fractional value as is shown on the small inset dial of "Gegnerlage". 4.5 degrees starboard AOB ("Bug Rechts" = Bow Right) 3 seems to me to be the gyro angle or lead angle. (Schusswinkel= shooting angle) It makes no sense if this is the spread angle. How is a red (port) spread of 2 degrees any different than a green (starboard) spread. Spreads are symmetric. Besides ... The 2 dials below 3 are probably the torpedo course (Torp. Kurs) and spread dial ("spreizung" means spread, and my dictionary says "Fächer" means "fan") But "Kurs" means course, so it is probably the "True" shooting bearing. IOW, there might be a compass correction involved that is hard to notice on this dial.
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#14 | |
Hellas
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the code for track angle is allready written in sh4's and in sh5's code . as i am not familiar with executables at all, i am only guessing here that MAYBE all that is needed is to copy the code lines for TrackAngle from sh4's code to sh3's code (if possible). this dial (track angle) is ONLY for reading (i mean that player is not interacting with it) so MAYBE the code will not be so extensive or hard to locate. just guessing...no idea at all about the code ![]()
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#15 | |
sim2reality
![]() Join Date: Jun 2007
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![]() Quote:
But I have another idea, going to test now to see if it works ![]() Last edited by reaper7; 08-26-11 at 08:47 AM. |
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