SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 07-05-09, 02:23 AM   #1
ddrgn
Korvettenkapitän
 
Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
Default

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.
ddrgn is offline   Reply With Quote
Old 07-05-09, 02:42 AM   #2
jmr
Commander
 
Join Date: Sep 2004
Posts: 462
Downloads: 62
Uploads: 0
Default

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!
jmr is offline   Reply With Quote
Old 07-05-09, 02:48 AM   #3
ddrgn
Korvettenkapitän
 
Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
Default

Quote:
Originally Posted by jmr View Post
What's the max range you can enter? Is it 11,000 yards/meters as shown on the stadimeter range dial?
Yes it is the same as the stadimeter max 11,000 metres or yards.

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.
ddrgn is offline   Reply With Quote
Old 07-05-09, 02:49 AM   #4
ddrgn
Korvettenkapitän
 
Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
Default

Quote:
Originally Posted by jmr View Post
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!
Sweet! ;]
ddrgn is offline   Reply With Quote
Old 07-05-09, 04:13 AM   #5
I'm goin' down
Ocean Warrior
 
Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
Default manual entering range

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.
I'm goin' down is offline   Reply With Quote
Old 07-05-09, 05:38 AM   #6
ddrgn
Korvettenkapitän
 
Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
Default

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!
ddrgn is offline   Reply With Quote
Old 07-05-09, 09:11 AM   #7
AVGWarhawk
Lucky Jack
 
AVGWarhawk's Avatar
 
Join Date: Jun 2005
Location: In a 1954 Buick.
Posts: 28,281
Downloads: 90
Uploads: 0


Default

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.
__________________
“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.
AVGWarhawk is offline   Reply With Quote
Old 07-05-09, 12:33 PM   #8
Urge
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

So, does this mod play well with the clickable range mod incorporated in TMO 1.7?

Urge
  Reply With Quote
Old 07-05-09, 04:17 PM   #9
ddrgn
Korvettenkapitän
 
Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
Default

Quote:
Originally Posted by AVGWarhawk View Post
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.
Hi Warhawk,

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.

Last edited by ddrgn; 07-05-09 at 05:26 PM.
ddrgn is offline   Reply With Quote
Old 07-05-09, 09:11 PM   #10
I'm goin' down
Ocean Warrior
 
Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
Default you need to Id the ship

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.
I'm goin' down is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:48 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.