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#1 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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Good thing this mod isn't released yet.
I found something else. There is a third addition to the dials mod making it so you can also see the numbers for range move while you change the range on the TBT or TGT whatever you prefer to call the dial that enters data to the TDC. Very sweet, Ill update the files. TGT DIAL to PK DIALS FIX will include: AOB dial fix SPEED dial fix RANGE dial fix Here is the code to do it manually (use the same directions above): 1) Add another dial to your dial#, mines 77 now: [DIALS] DialsNo=77 2) Comment out the command "Cmd=Set_TDC_target_range" or paste the code below in Dial13 [Dial13] ; will be changed by code Name=Sol_Range Type=26; DIAL_SOL_RANGE ;Cmd=Set_TDC_target_range Dial=0x3B0E00FF CrtVal=0x3B0E0001 NewVal=0x0 DialVal=0,330 RealVal=300,10000; meters CmdOnDrag=Yes RelativeDrag=Yes Circular=Yes Logarithmic=30 SndStep=100 SndList=1,Menu.TDC.Range,10000 3) Add this text to the bottom of the dial.cfg before. Keep in mind my dial is Dial76 3 more additions than stock 73. [Dial76] ; will be changed by code Name=TorpedoSolution_Temporary_Range Type=68; DIAL_TGT_RANGE Cmd=Set_TDC_target_range Dial=0x431A0001 CrtVal=0x431A0003 NewVal=0x0 DialVal=10,0 RealVal=11000,220; range Circular=Yes CmdOnDrag=Yes Logarithmic=-0.98;51.0 RelativeDrag=Yes ;SndStep=5 ;SndList=1,Menu.TDC.AngleOnBow,360 Why is this useful? Well for starters you can see precisely the range as you enter it in manually on the TDC. You can also get more precise with your targets range when using the RCM (digital radar readout) mod by hitman. I just tested on a foggy map with a BB and used only radar and was able to enter the range precisely as it readout on radar. Also when entering the range manually, unless your using some grotesquely huge resoultion its almost impossible to see those little numbers. I play at 1920x1200 so seeing the range change and entering it via this mod is very nice addition to my attack procedures. Ill pack this all up into one nice mod. There will be versions for TMO 1.7, RFB 1.52, GFO and stock 1.5.
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#2 |
Commander
![]() Join Date: Sep 2004
Posts: 462
Downloads: 62
Uploads: 0
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What's the max range you can enter? Is it 11,000 yards/meters as shown on the stadimeter range dial?
EDIT: Yup, it's 11,000 units. Great find, ddrgn! |
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#3 | |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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![]() Quote:
Working on getting this set up and uploaded to filefront. See how much I can get done before I pass out. Would like to hear peoples comments on the working mods.
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#4 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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Sweet! ;]
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#5 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
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I am confused. To manually enter range on the stadimeter you line up the shadow ship with the target. This is what Hitman used to describe when he explained targeting with 100 percent realism. What are you talking about? How will the mod be different.
Range set by the sooundman can also be sent to the TDC. Somewhere I am getting confused. If we know the speed, range, AoB, and course of the target, do we need the aspect ratio? Won't is become superflous? Or do we need the aspect ratio to ensure our boat's position to the target will support the firing solution? Goodnight all. Last edited by I'm goin' down; 07-05-09 at 11:27 AM. |
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#6 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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The range fix also drags the gyro angle on the torpedo. Kind of neat to have a fully functional target dial
![]() Anyhow, I released the JSGME version of the mod on this page: http://www.subsim.com/radioroom/show...99#post1129099 Enjoy all!
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#7 |
Lucky Jack
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Range ring moved manually has been usuable for a while and works great with Rockin Robins O'Kane Method, but your other two movable rings for AOB and speed are new. This brings the PK full circle. I worked the PK as you described.
1. Identify the vessel. 2. Obtain range/bearing (wait a minute or more before next reading...in the mean time, set up your torpedoes for speed, depth, etc.) 3. Obtain second reading of range/bearing 4. Click stop watch for speed. 5. Obtain AOB 6. One last range/bearing reading 7. Turn on PK Now, this is were it gets a bit dicey for me, when you turn on the PK the AOB and speed returns to 0 (zero). The player needs to update immediately so the PK is accurate. Is this correct? It is the only way I see to get all the information into the PK so tracking can be accurate. Other than that, it works very well. EDIT: It looks like you do not have to identify the ship at all. Just pick a spot for the stadimeter reading. Wait a good 2-3 minutes(the longer the better for more accurate read on speed) and take another reading from the stadimeter from that exact same spot then click the stop watch for speed. I'm thinking this is OK as not all ships in the identfication manual were present. Some ships had a mast increased with antennas and such. Some ships had a mast removed for whatever reason.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road Last edited by AVGWarhawk; 07-05-09 at 10:10 AM. |
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#8 |
Stowaway
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So, does this mod play well with the clickable range mod incorporated in TMO 1.7?
Urge |
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#9 | |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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Not sure what you mean here. My idea is that the player can enter the data while PK is off and once inputted start the PK. I don't see the same problem with the speed. When PK is off I can enter the speed in the TGT DIAL and send to the PK. Then start the PK after all the data entered. EDIT: Also, the draggable range ring is not the mod here, its the fact that dragging the range ring will also change on the PK.
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 Last edited by ddrgn; 07-05-09 at 05:26 PM. |
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#10 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
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If you do not id the ship you cannot be sure the run depth for the torpedoes is correct. Na Na Na Na, Na Na Na Na, Hey, Hey, GOODBYE.
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