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, 12:33 PM   #1
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, 04:25 PM   #2
ddrgn
Korvettenkapitän
 
Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
Default

Quote:
Originally Posted by Urge View Post
So, does this mod play well with the clickable range mod incorporated in TMO 1.7?

Urge
I was unaware of this until I edited the TMO dials.cfg.

With the mod, the clickable range is no more. You have sliding dials on the TGT DIAL with the mod when using the TMO version.
ddrgn is offline   Reply With Quote
Old 07-06-09, 01:19 PM   #3
AVGWarhawk
Lucky Jack
 
AVGWarhawk's Avatar
 
Join Date: Jun 2005
Location: In a 1954 Buick.
Posts: 28,274
Downloads: 90
Uploads: 0


Default

Quote:
Originally Posted by Urge View Post
So, does this mod play well with the clickable range mod incorporated in TMO 1.7?

Urge
Yes.
__________________
“You're painfully alive in a drugged and dying culture.”
― Richard Yates, Revolutionary Road
AVGWarhawk is offline   Reply With Quote
Old 07-06-09, 01:58 PM   #4
CapnScurvy
Admiral
 
CapnScurvy's Avatar
 
Join Date: Apr 2005
Location: Dayton, Ohio
Posts: 2,292
Downloads: 474
Uploads: 64


Default

Hi AVG, long time since we've talked!!

Quote:
Originally Posted by AVGWarhawk
I turn on the PK to start keeping the position. This is were it gets screwy. Once I turn on the PK the AOB and speed I just dialed in returns to zero. Not a big issue I just but them back to my findings and update. All set.
I've not tried this particular mod (sorry Nicolas, RL has a hold on me this summer) BUT I do know this will happen when using any other dial(s) to set range besides the stock pair (the stock dial #58 TorpedoSolution_Mast_Height; and it's counterpart dial #59 TorpedoSolution_Temporary_Range). These two work with each other to set the Position Keeper range. In doing so, the PK can be turned on and will keep a good track on the target, PROVIDING the Speed and AoB are set correctly as well.

I've played about with having different dials input a range and the problem I've encountered is that a correct range can be inputted (say it's gleaned from a radar reading) but when the Position Keeper is turned on it won't keep track of the inputted range figure unless it comes through the two dials named above. What I've found is the range can be set for that particular moment manually but, the PK won't update itself correctly when turned on.

So, am I to assume there is a way to have the PK use a manually inputted range that will accurately keep track of a target with the PK running?
__________________


The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813

USS Chesapeake Captain James Lawrence lay mortally wounded...
Quote:
.."tell the men to fire faster, fight 'till she sinks,..boys don't give up the ship!"
CapnScurvy is offline   Reply With Quote
Old 07-06-09, 02:36 PM   #5
Munchausen
Commodore
 
Join Date: Jul 2002
Posts: 608
Downloads: 25
Uploads: 1
Default

  • If you take your first stadimeter reading before getting a target ID, and your second reading after getting a target ID, you'll be lucky if you get an accurate target (tgt) heading and/or speed. Namely because your second plot will be fairly accurate but your first plot will probably be way off ... unless the default mast height just happens to correspond with your target's actual mast height.
  • This mod changes the way the TDC dials work ... it disables some of the original functions and adds new ones. Some of the newer options aren't actually necessary ... and might be the reason Warhawk sees his TDC resetting to zero when PK is enabled. Additional tests might be necessary to determine if the original mod (AOB fix) causes the PK problem ... or if it's one of the later add-ons.
Munchausen is offline   Reply With Quote
Old 07-06-09, 02:42 PM   #6
AVGWarhawk
Lucky Jack
 
AVGWarhawk's Avatar
 
Join Date: Jun 2005
Location: In a 1954 Buick.
Posts: 28,274
Downloads: 90
Uploads: 0


Default

Quote:
So, am I to assume there is a way to have the PK use a manually inputted range that will accurately keep track of a target with the PK running?
Yes, it works. Manual input of range has worked for quite some time. This new addition here allows AOB and speed to done manually as well. Then turn on the PK.
__________________
“You're painfully alive in a drugged and dying culture.”
― Richard Yates, Revolutionary Road
AVGWarhawk is offline   Reply With Quote
Old 07-06-09, 02:45 PM   #7
AVGWarhawk
Lucky Jack
 
AVGWarhawk's Avatar
 
Join Date: Jun 2005
Location: In a 1954 Buick.
Posts: 28,274
Downloads: 90
Uploads: 0


Default

Quote:
Originally Posted by Munchausen View Post
  • If you take your first stadimeter reading before getting a target ID, and your second reading after getting a target ID, you'll be lucky if you get an accurate target (tgt) heading and/or speed. Namely because your second plot will be fairly accurate but your first plot will probably be way off ... unless the default mast height just happens to correspond with your target's actual mast height.
  • This mod changes the way the TDC dials work ... it disables some of the original functions and adds new ones. Some of the newer options aren't actually necessary ... and might be the reason Warhawk sees his TDC resetting to zero when PK is enabled. Additional tests might be necessary to determine if the original mod (AOB fix) causes the PK problem ... or if it's one of the later add-ons.

Definitely take the two range on the stadi using the same point of reference chosen by the player. If the player does ID the ship then use what the ship ID manual states as the point of reference for the two stadimeter readings.

As far as my issue with the AOB and speed returning to zero when I do turn on the PK is probably attributed to me not updated all the information obtained THEN turning on the PK after the accuruatly ID vessel range is taken. I can confirm this line of thinking of mine tonight.
__________________
“You're painfully alive in a drugged and dying culture.”
― Richard Yates, Revolutionary Road
AVGWarhawk is offline   Reply With Quote
Old 07-06-09, 04:51 PM   #8
ddrgn
Korvettenkapitän
 
Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
Default

Hi Warhawk,

I wish you didn't combine the threads as my mod is not the Easy AOB fix by Nicolas. It is his mod with my additions with his permission.

I included Nicolas Easy AOB as a separate download in the mods as he requested.

Now to me there is no listing for my REL. As far as I'm concerned this thread belongs to Nicolas so I will leave him to answer further questions regarding his mod here.

For questions about my mod TGT DIALS TO PK FIX, I guess people can PM me.

My intention was to add the functionality to the whole dial not just the AOB. This thread was the discusion on how to manually edit the dials. My thread was the clear JSGME compatible mod with my additions.

Hopefully you understand my points as I do appreciate you trying to make it easier for all of us.

Last edited by ddrgn; 07-06-09 at 05:51 PM.
ddrgn is offline   Reply With Quote
Old 07-06-09, 08:33 PM   #9
AVGWarhawk
Lucky Jack
 
AVGWarhawk's Avatar
 
Join Date: Jun 2005
Location: In a 1954 Buick.
Posts: 28,274
Downloads: 90
Uploads: 0


Default

Well, I have two threads by two different people working on their own dials then collaborating together on one mod to encompass all. The numerous PM's from members with mass confusion concerning this mod, what it works with and were to get it was growing exponentially. So you can understand my points of having to direct folks here and there for what looks to be a combined mod in the end.
__________________
“You're painfully alive in a drugged and dying culture.”
― Richard Yates, Revolutionary Road
AVGWarhawk 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 08:05 PM.


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.