![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#16 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
|
![]()
I think it must be SHIII compatible.. hint: look closer at the screenshot he posted
I suppose Imperial / metric units dont matter if all distances are in nm |
![]() |
![]() |
![]() |
#17 |
Sonar Guy
![]() Join Date: Apr 2005
Location: People's Republic of Cambridge
Posts: 379
Downloads: 118
Uploads: 0
|
![]()
that's really nifty, arron.
thanks! 'looking forward to the "more polished" version. ![]() cheers hc
__________________
my diminutive mod contributions new chronometer thermalizer Japanese wartime radio pack Japanese traditional radio pack new radio new ordnance what color is your torpedo aye, sir! sound mod |
![]() |
![]() |
![]() |
#18 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
Uploads: 0
|
![]()
Thanks Jace, I'll give it a try soon.
__________________
Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
![]() |
![]() |
![]() |
#19 |
Mate
![]() Join Date: Jul 2005
Posts: 52
Downloads: 27
Uploads: 0
|
![]()
An electronic Mo Board? OH YEAH!!!!!
|
![]() |
![]() |
![]() |
#20 |
Bosun
![]() Join Date: Apr 2007
Location: Atlanta, Ga
Posts: 68
Downloads: 16
Uploads: 0
|
![]()
Yes, It's compatible with SH3/GWX. In fact, I'm using it to play Star Wars
......it doesn't interface with this game other than accessing a screen shot so it should work with any sub sim that uses vector plotting and can take a screen shot. EDIT: Hey aaronblood I found this on ubisoft SH4 forums. Its a similar plotting program running off net.framwork. check it out. http://www.ispeedonthe405.com/downloads/SpeedSolver.zip Last edited by greekfire; 04-21-07 at 12:54 PM. |
![]() |
![]() |
![]() |
#21 | |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#22 | |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
|
![]() Quote:
I'll check it out... for whatever reason, it's not downloading right now. What's it do solve for speed? Yeah, I'll have full TSD-calc capability, those calcs are easy. Actually I started with the hardest first, calculating constant bearing intercepts. I'll have some updated screen shots later today to at least show how the new graphics engine will function. |
|
![]() |
![]() |
![]() |
#23 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
Uploads: 0
|
![]()
Thanks for the info Aaron.
BTW... the http://www.ispeedonthe405.com/downloads/SpeedSolver.zip link is working now. I just downloaded it .
__________________
Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
![]() |
![]() |
![]() |
#24 | |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
|
![]() Quote:
Since I'm trying to emulate mo-board operations, there will be a method for marking the distance a contact travels over a specified time. With that it will measure distance and calculate the speed. You'll basically have to mark two points on the mobo and then input a time and it will then know the speed of the contact. The graphic "contact" objects in the new engine retain information about the contact as you use the tools to solve for different things. So once you solve for speed, the contact object will remember it as you continue to acquire more info. Here's a shot of the graphic engine. ![]() Notice above, 3 contacts (yes you can name them whatever you want) the contact with the big red circle around it is the selected contact and whatever tools you choose to use at this point will apply to that contact. You can click-n-drag the 4 objects above around the map without having to redraw anything. There's no limitation on the number of contacts, you can plot as few or as many as you want. I was not planning to include any data file references that were specific to any game. I wanted it to remain a standalone app that I can use for any game, and I don't want to get hung up with trying to keep up with modders and/or patches that might change things that I would reference. |
|
![]() |
![]() |
![]() |
#25 |
Helmsman
![]() Join Date: Apr 2007
Location: Gilbert, AZ
Posts: 104
Downloads: 9
Uploads: 0
|
Amazing program, made my life a bit easier. How long have you been working on this program? Sounds like a lot of complicated work to me.
Excellent work though |
![]() |
![]() |
![]() |
#26 | |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
|
![]() Quote:
It's a bit of a hobby... been working on the logic for a long time. It actually started over a year ago when I thought I could easily build a course intercept calculator with Excel. I ported it to visual studio a few months ago and kept tinkerin with it on and off... and in the last week I had some free time so I decided to revamp the graphics engine. |
|
![]() |
![]() |
![]() |
#27 | |
Swabbie
![]() Join Date: Apr 2002
Location: California
Posts: 6
Downloads: 0
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|