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Old 04-06-08, 04:12 PM   #16
jmr
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[quote=Nisgeis]
Quote:
Originally Posted by NonWonderDog
I might be able to add a digital range readout though.
That would be cool.
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Old 04-06-08, 07:19 PM   #17
LukeFF
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Quote:
Originally Posted by Nisgeis
I don't think there a way to do that... the game engine controls how fast the dots fade, the size of the dots has a small part to play, but not a very large one. The smaller contacts fade faster (low flying aircraft).
Actually, there is a way to set how fast the radar contacts fade. In /Data/Interior open up the SIM files that have the _CT line of text in them (such as NSS_Gato_CT; the S-class won't have such a file). Open up the RadarView sections of the file and look for PPIContactTTL. This tells the game how long the contact will stay on the screen before completely fading out.
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Old 04-07-08, 04:28 AM   #18
Nisgeis
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Quote:
Originally Posted by LukeFF
Actually, there is a way to set how fast the radar contacts fade. In /Data/Interior open up the SIM files that have the _CT line of text in them (such as NSS_Gato_CT; the S-class won't have such a file). Open up the RadarView sections of the file and look for PPIContactTTL. This tells the game how long the contact will stay on the screen before completely fading out.
Thanks for the tip , I haven't got to look at those files yet, I wonder what else is hidden away. There you go NonWonderDog.
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Old 04-07-08, 06:53 AM   #19
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The contacts should fade slowly on the PPI, but not take too long as it creates confusions on short range with a fast closure speed.

The tubes used for radar had a longer persistence phosphorous coating than tha ascope which was basically similar to an oscilliscope.

Don't know about the exact duration on the WWII radar. Will look at the fleet boat manual and see if there is some info. From the radar sets I saw in school in the 70's, the contacts should stay on the screen either slightly less than the time it takes for a full revolution of the radar, or just be a tiny pinpoint as the radar sweeps over again.

Now if we could get the devs to add a command where you can get a range report from the radar for either the closest contact or one you are focused on, that would be great. Was surprised no such report commands existed when skwasjer posted the list of all commands he'd found.
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Old 04-07-08, 04:16 PM   #20
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Works like a charm! Much easier to determine range, and coarse. This was much needed. SWDW, any chance of this makeing its' way into RFB?
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Old 05-05-08, 09:13 AM   #21
JoeCorrado
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Nice. Always looking for a mod like this- helps to make adjusting to more difficult game setting a little easier. A nice compromise that eases the transition between no map contact updates being checked and leaving it unchecked.
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Old 05-05-08, 10:03 AM   #22
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Anyone try this at 1280 by 960 resolution? Was it visually correct?
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Old 05-05-08, 10:56 AM   #23
Nisgeis
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Quote:
Originally Posted by Wilcke
Anyone try this at 1280 by 960 resolution? Was it visually correct?
It's effectively a 3d skin mod, so it should be resolution independent.
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Old 05-05-08, 01:05 PM   #24
capt_frank
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I'm sure this is a moroon question, but I do have to ask since I don't know.

"The second mod will add the bearing lines and also a set of 25%, 50%, 75% and 100% range rings."

What does this mean in terms of distance as it relates to the range rings...

Thanks!
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Old 05-05-08, 01:20 PM   #25
Nisgeis
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Quote:
Originally Posted by capt_frank
"The second mod will add the bearing lines and also a set of 25%, 50%, 75% and 100% range rings."

What does this mean in terms of distance as it relates to the range rings...

Thanks!
Hi Capt_Frank, the range selected is either 8km, 20km or 80km, so the smallest inner circle is the 25% ring and is approximately 25% of the 8 / 20 / 80km range, or 2km, 4km or 20 km. So, if you switched to the 20km range settings, as a pip touches the second largest ring, the target will be at approx half the range setting, 4km, 10km or 40km.

I hope I explained that OK.
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Old 05-05-08, 01:24 PM   #26
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Yepper, I got it now, thanks!!
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Old 05-05-08, 02:09 PM   #27
Wilcke
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Thank you, sir!
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