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04-14-16, 04:25 PM | #16 |
Navy Seal
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Cyclops (AC-4) is a "Easter Egg" ghost ship like "The Flying Dutchman" found somewhere in the Bermuda Triangle as I understand it.
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04-14-16, 04:56 PM | #17 |
Sea Lord
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Well that does sound like a possibility although stories like Bermuda triangle mysteries tend to make me irrate and move on to something else. Incidentally, Proteus and 1 other sister, Nereus also disappeared in that area so it would still work IMHO to keep both the Proteus class and the hint to bizarre stories heard from drunken sailors. Nereus disappeared during WW2 so I might use that for the Cyclops and then there is the AC9 group for Proteus.
EDIT: Finally done converting all 300++ images for identification and editing. That took a while but that is still little compared to the upcoming identification of all the images. EDIT 2: After conciderations and looking at Sailor Steve's list, I decided to keep Cyclops as a class if it is indeed an easter egg. Steve has already included Proteus and her other sisters alongside other ships unknown to me. I'll stick to his list for now. Last edited by Von Due; 04-15-16 at 06:59 AM. |
04-14-16, 05:25 PM | #18 | |
Silent Hunter
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And you're doing a great job of matching up the auxiliaries to plausible ship classes - when I first built them, I pretty much designed generic, modern-looking cargo ships instead of going off blueprints. There were only a few exceptions, like the Liberty Ship and T-2 tanker auxiliaries.
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04-14-16, 05:40 PM | #19 | ||
Sea Lord
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Quote:
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04-16-16, 08:10 AM | #20 |
Sea Lord
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Status:
Done converting all sil.tga files, and made an index of all ships, classnames and displayed names. Made a test slide out sheet. Started looking at the mechanics. Managed to create a slide-out for the main page. Experimenting with menu groups within menu groups and coordinates both for trigger zones and images. Managed to have a 2nd slideout from the slide out main page but the positioning is all wrong. This is confusing to say the least. One thing: I've read the MenuIniGuide11 and I'm looking at code but I can't for the life of me see how the buttons' functions are defined. I see groups of type 1032 with an ID that is not referred to anywhere else as far as I can tell, with a Menu Group as parent. Can someone shed some light on how one can make custom made buttons for toggling on and off an image? Another thing: Is there a document on the various types used in menu_1024_768.ini? Some types are commented but their functions are often unclear while other groups I have no idea what do. Last edited by Von Due; 04-16-16 at 10:43 AM. |
04-18-16, 01:38 AM | #21 |
Sea Lord
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Stumbled across a possible issue with at least one of the ships in the MFM v3.2.
With map updates enabled, I measured with the ruler the distance to an M32X freighter with a listed mast height of 16m to about 3000m. Reading the mast angle by the a. scope marks (x12) then first using a calculator, then MaGui's scope wheel both giving the same result, gave me a distance about a 500-1000m short of the real distance. Running the calculations in reverse it gave me a mast height of closer to 12m. Again, running the calculations in reverse, I calculated where on the scope's markings the mast should have been to match and the result was that no part on the ship matches the result I got. Closest was the top edge of the stripe on the chimney. Now I was pretty tired and errors can be made but I'm pretty darned sure I got it right, doing the measurements over and over and doing the calculations each time. This is a problem for any rec manual and I need to set up a test on all the MFM ships to find out what's going on. This will take a good while. |
04-18-16, 04:06 AM | #22 |
Sonar Guy
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Your calculations are wrong or the mast height in recognition manual is wrong, do not believe on the ships .cfg files from where rec manual take its values.
Measure the ship dimensions on the 3d model with S3D, in engine units. 1 engine unit is 10 meters. I did that for all ships in my installation, some time ago. For mast height, take in mind the ship draught in the ship .sim file.
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04-18-16, 04:15 AM | #23 |
Sea Lord
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Thanks, Tycho. This is what worries me a great deal that these values can be arbitrary numbers with no ties to what we see in game. This isn't MFM specific then so I would need to check all 300+ ships now... after learning what S3D is and how to use it.
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04-18-16, 05:12 AM | #24 |
Sonar Guy
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04-18-16, 05:22 AM | #25 |
Sea Lord
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Appreciated.
Methinks this project is becoming a very long term project far more involving than just creating a rec man. EDIT: The S3D requires a DirX 9 "with Managed Extensions". DirX9 is deprecated and any search on MS's site for managed extensions come up emtpy. A google search revealed a Managed Extensions for C++ however but I am in the dark as to if this is what I need. In any case, that too is deprecated. I think if I'm to make any headway here then I have no other choice but brute force and lots of time, getting useable data for the rec man by playing the game. Last edited by Von Due; 04-18-16 at 05:51 AM. |
04-18-16, 01:23 PM | #26 |
Engineer
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I recently changed from my legacy XP PC to a quadcore optiplex Windows 7 64-bit. I totally forgot about what I needed for S3D. It is Direct X 9.0c SDK ( develpers kit ) that you need and microsoft still has it for download just got it. S3D is important to any subsimmer even if you just want to inspect a mod to know why/how it works. That is key to new modders continuing work or introducing new ideas that keep this game living. I am busy now if you require a direct link let me know.
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04-18-16, 01:34 PM | #27 |
Sea Lord
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A link would be MOST appreciated, perhaps with a bit of elementary info on what that SDK involves and if any programming skills are needed and if so, which language? I have only a slightly better than Hello World grasp on C, C++ I know next to nothing about and other languages I know absolutely nothing about except that Moo is a ridiculous language.
Anyway, a resounding yes please to any link and although as of now I'm already swamped with new stuff to learn so any learning how to use that SDK and S3D will have to wait, they're on my radar now. |
05-03-16, 06:00 PM | #28 | |
Swabbie
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Quote:
"Anyone interested in joining in on creating such a handbook for SH3+supermods like GWX and others?" DEUTSCHE REICH: Weyers Taschenbuch der Kriegsflotte 1940: (96 mb size) http://www.mediafire.com/view/8fat2n8a1m7m4ga/Weyers_Taschenbuch_der_Kriegsflotte_1940.pdf ALIED FORCES: Jane Fighting Ships 1942: (49 mb size) http://www.mediafire.com/view/4pjvc39uaoik5kz/janes_fighting_ships_1942.pdf Ahoy |
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05-03-16, 06:04 PM | #29 |
Sea Lord
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