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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
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![]() Join Date: Sep 2003
Posts: 30
Downloads: 0
Uploads: 0
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Hi U-Bones,
Your points are well taken. Krupp's JP Ship Dimension Mod data was, in fact, used as the 'base' data for this. I did have it installed while making the changes, so there's no problem with overwriting those config files. I did put a thanks in the readme file but, after reading it again, you're right.....it could have been more explicit. The readme has been updated.....please check it out to make sure the wording does the proper job of giving credits. I wasn't sure where to put the readme (hence two folders). But, if everyone is used to seeing only one folder which includes both the mod and the readme, then that's no problem. The download file has been updated, and now contains a single 'mod' folder (which includes the readme). If I missed anything else, let me know. Appreciate your input.....keep me straight until I get my sea legs here. ![]() Hi Hitman, Excellent idea. I'll play around a little bit with the files and see if I can do that. I also wondered if the sinus scale in your tutorial could somehow be added to the tools on the Nav map ? I don't know anything about graphics stuff, so don't know if it's even possible. |
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#2 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
Uploads: 0
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Here is a point to consider however... if your mod is used standalone, then the *.sim files he modified to match the cfg files are missing... |
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#3 | |
Pacific Aces Dev Team
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One day I will return to sea ... |
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#4 |
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![]() Join Date: Apr 2011
Posts: 28
Downloads: 35
Uploads: 0
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This is great! Thanks!
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#5 |
Eternal Patrol
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You know, when people revive a thread after almost six years they usually add something to it. The guy who started it hasn't even looked at Subsim in five years.
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“Never do anything you can't take back.” —Rocky Russo |
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#6 |
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![]() Join Date: Apr 2011
Posts: 28
Downloads: 35
Uploads: 0
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My bad. I was going through the mods thread and thought I'd thank the creator of the mod. Thanks for implying I had something to do with the OP not being here for five years though. Clearly the mature choice
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#7 | |
Admiral
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These old threads show the concern we had for figuring manual targeting, and wondering why we didn't get the results we expected.
Back in 2007 (depending on which patched version was out then, 1.1 or 1.2) the guys using the metric system were getting manual targeting stadimeter readings that were in yards not meters!? Little did anyone suspect this error was a contributing factor to those using the metric system to getting inaccurate firing solutions. I see someone pointed out they should use Krupps Dimensions for ship mast height. The need for revising the measurements was really needed back in those days (and they still are today).....the measurements were terribly inaccurate! However, Krupp made his dimensions for the stock ships based on real life measurements. The only trouble with that was the measuring tools the game provided were just as inaccurate as the measurements. The idea of listing lengths in the Recognition Manual so the scope could measure a ships angled length compared to its true length is an excellent one for figuring AoB. However, we didn't know the scope telemeter divisions were not accurately scaled to measure the particular Field of View the scope provides. Nor did anyone suspect the particular resolution/aspect angle a player used with his system, would be different compared to someone else when looking at the same target, at the same distance!? Having accurate measurements are only as good as the accuracy of the yard stick you use with them. I'll admit one thing, as long as you allow the target to get so close you can see the "whites off their eyes", an average player will never know how far off his firing solution really was....his result of getting a hit is all that counts. Gut shots do wonders for a shooters ego. ![]()
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