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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#226 | ||||
Hellas
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so it is better to have a moving ship and take ranges periodically . what i do is this : put the ship (about 4km away) and set its curse at 270 and make itso that when it pass in front of our nose (we are stationary and our course is set at o degrees) to be at a distance about 1km then i run the mission with auto targeting enabled and start write down the given distances from the sh4 (these are the real distances) at 60,55,50.....,5,0 bearing. then run the mission again but with the manual targeting enabled and start taking ranges via stadimeter at 60,55,50......,5,0 bearing(these are the fake distances) then use this formula for each bearing : realmast=(fake mast x real range)/fake range where fakemast=the mast value that the game is currently using then you have the 'realmasts' for each bearing and you calculate the middle one of these Quote:
yes, this method is absolutely correct...i checked it to some ships and works fine !
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Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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#227 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
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No. The "0" on the y axis is the "start" position, If it was the keel it would have a "negative" value. In the case of the Bismarck it is -1.03 As far as your "moving" ship test, your basically using an old surveyor's trick of moving the "level rod" back and forth as he looks through the "level", When the level rod reaches its lowest point that will be the "height" above the ground. However the procedures I have outline are accurate for determining "mast height" |
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#228 | ||
Hellas
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when the draught=0 at .sims then all you have to do is to measure the mast height with a node attached to hull and no need to measure the keel (i couldn't get it becuase i was using a node attached to the mast). for the other ships ....just a thought for you Lurker .when we see at a ship ,for example, draught=9 does the sh4's engine is putting the hull of ship 9m into water or the box of ship ? Quote:
if the mast values you are getting via s3d are acurrate then everything is ok (and for sure you are saving a lot of time),it was about time to be made some fixes to ship's dimensions for sh4 the irony is that all these good things for sh4 (and was exactly some of the things that kept me away from sh4-ubm) are happening one day before sh5 ubi must understant one day that the priority is the gameplay and not only the graphics anyway, i would for sure use this mod (i have allready said that this is the best mod ever made for sh4) when and if ever play the sh4
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Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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#229 |
The Old Man
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God I'm so excited right now, I just have to share this. I've just finished moving the last item and I only have 3 more tga's to remake
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#230 |
The Old Man
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#231 |
Commodore
![]() Join Date: May 2007
Location: Sneek, The Netherlands
Posts: 635
Downloads: 43
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Looks great... but will the half aob wheel not mess up our solutions
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#232 | |
The Old Man
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![]() ![]() What I wanted to show there was that I had to add a black padding around the aobf which reduced visibility to 30 miliradians wide. It's more of an issue on 4:3 resolution. |
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#233 |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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#234 |
The Old Man
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#235 | |
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
Uploads: 0
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__________________
Wilcke ![]() For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php Check out: A Brief Introduction to the Pacific Submarine War by Ducimus http://www.subsim.com/radioroom/showthread.php?t=128185 Operation Monsun plus OMEGU, the #1 ATO Solution for SH4! Signature Art by Gunfighter |
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#236 |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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#237 |
The Old Man
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Roger that, I've updated the first post...
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#238 |
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
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Awesome work! Just downloaded the Patch for OMEGU, and your work is perfect. Running 1920 by 1080, 16:9 aspect ratio. It works! Thank you!
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Wilcke ![]() For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php Check out: A Brief Introduction to the Pacific Submarine War by Ducimus http://www.subsim.com/radioroom/showthread.php?t=128185 Operation Monsun plus OMEGU, the #1 ATO Solution for SH4! Signature Art by Gunfighter Last edited by Wilcke; 12-07-09 at 04:33 PM. |
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#239 |
Lieutenant
![]() Join Date: Jun 2008
Location: The system might fail you. But dont fail youself...................
Posts: 252
Downloads: 36
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Work without a glitch and looks great. Thanks
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#240 |
Watch
![]() Join Date: Apr 2005
Location: Spain
Posts: 28
Downloads: 118
Uploads: 2
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works superb also in 1280*1024.....At last! Thanks another time!
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