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Old 04-21-07, 10:21 AM   #16
Jace11
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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
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Old 04-21-07, 10:28 AM   #17
castorp345
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that's really nifty, arron.
thanks!
'looking forward to the "more polished" version.

cheers
hc
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Old 04-21-07, 10:47 AM   #18
GT182
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Thanks Jace, I'll give it a try soon.
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Old 04-21-07, 12:01 PM   #19
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An electronic Mo Board? OH YEAH!!!!!
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Old 04-21-07, 12:10 PM   #20
greekfire
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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.
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Old 04-21-07, 01:46 PM   #21
XLjedi
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Quote:
Originally Posted by GT182
Looks very nice Aaron.

Is this also useable with SHIII/GWX? If so post it in the SHIII Mods section too. I'm sure the guys running SHIII/GWX might like it give it a go too.... I know I would.
It's a standalone app. Doesn't interface with anything and it's not really a mod either so sure GWX or whatever. It just works off screen shots, I was using the older version of it with SH3... but there's no reason why you couldn't fire up Fleet Command and use it for that too if you want.
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Old 04-21-07, 01:52 PM   #22
XLjedi
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Quote:
Originally Posted by greekfire
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

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.
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Old 04-21-07, 01:54 PM   #23
GT182
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Thanks for the info Aaron.

BTW... the http://www.ispeedonthe405.com/downloads/SpeedSolver.zip link is working now. I just downloaded it .
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Old 04-21-07, 02:22 PM   #24
XLjedi
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Quote:
Originally Posted by GT182
Thanks for the info Aaron.

BTW... the http://www.ispeedonthe405.com/downloads/SpeedSolver.zip link is working now. I just downloaded it .
Ah... OK thanks, got it now. I'll check it out later. I looked at the readme and looks like it's pulling some ship data from the SH4 specific mdb file.

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.
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Old 04-21-07, 04:15 PM   #25
AFRIKAKORPS
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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
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Old 04-21-07, 08:02 PM   #26
XLjedi
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Quote:
Originally Posted by AFRIKAKORPS
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
Thanks.

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.
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Old 04-21-07, 09:16 PM   #27
Scott Bruno
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Quote:
Originally Posted by aaronblood
What's it do solve for speed?
Yeah, it's just a simple thing. This plotter of yours however is awesome. Good stuff.
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