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Old 07-06-09, 02:36 PM   #1
Munchausen
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  • 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.
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Old 07-06-09, 02:42 PM   #2
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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.
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Old 07-06-09, 02:45 PM   #3
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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.
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Old 07-06-09, 04:51 PM   #4
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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.
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Old 07-06-09, 08:33 PM   #5
AVGWarhawk
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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.
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Old 07-06-09, 11:34 PM   #6
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Originally Posted by AVGWarhawk View Post
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.
Ok, I understand avoiding confusion, but my mods are seperate from Nicolas's, its not called Easy AOB, because its more than that.

This thread was how to manually change the dials.cfg, it did not have a JSGME compatible mod, different versions for each super mod, range and speed dial fix. This thread was a simple copy and paste into the dials, genious as it was its not the mod I made.

There are 2 different ways to use these mods, the way Nicolas presented it and the mod improved by me to be compatible with JSGME and all super mods.

I think a simple link on Nicolas original post to my link would have changed the confusion as there is two different verions. \

I sugged this thread be renamed to [REL] TGT DIALS TO PK FIX (the name of the mod), although I think Nicolas would start to feel the same way I do now. That is why I made a seperate thread and didnt just add my copy to the bottom.

Maybe this thread conversision should have been brought to my attention, maybe I could have avoided having my thread and mod release deleted.

Whats even stranger is that the original text on how to this presented by Ncolas is gone, without a few posts below, I'm not sure someone will understand how to do this manually.

Right now to me, I feel kind of shafted.

Regards,
Peter
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Old 07-07-09, 01:58 AM   #7
I'm goin' down
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Default ddgrn - advice please.

Meanwhile, back on the farm, I tried the TGT mod fix for TMO, which I play with RSRDC. If it is all three mods comobined, it doesn't work as my speed dial and AoB don't change on the TBT when I spin the dials on the stadimeter (ddrgn refers to as the TGT). So I am playing with the combined AoB and speed mod, which is fine. Am I doing something wrong with the TGT fix, as I was lead to believe that it combined all three mods.

I paused my game. I am waiting for a task force to approach. Four dds are on my case, and I am patiently waiting for them to stopp depth charging my boat. Then I will take on the task force with my combined speed and AoB mod.
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Old 07-07-09, 04:57 PM   #8
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Originally Posted by I'm goin' down View Post
...it doesn't work as my speed dial and AoB don't change on the TBT when I spin the dials on the stadimeter (ddrgn refers to as the TGT).
I think you're still a bit confused by the term "TGT." It isn't a name ddrgn gave to the stadimeter. "TGT" is shorthand for "target" ... he was using it in reference to the top dial on the TDC (the target dial). The TDC has two dials: the target's (TGT) dial and the sub's dial. Most of the changes made to the "Input" dials (in the upper right corner of the screen) affect the target dial on the TDC.
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Old 07-07-09, 09:53 PM   #9
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Quote:
Originally Posted by I'm goin' down View Post
Meanwhile, back on the farm, I tried the TGT mod fix for TMO, which I play with RSRDC. If it is all three mods comobined, it doesn't work as my speed dial and AoB don't change on the TBT when I spin the dials on the stadimeter (ddrgn refers to as the TGT). So I am playing with the combined AoB and speed mod, which is fine. Am I doing something wrong with the TGT fix, as I was lead to believe that it combined all three mods.

I paused my game. I am waiting for a task force to approach. Four dds are on my case, and I am patiently waiting for them to stopp depth charging my boat. Then I will take on the task force with my combined speed and AoB mod.
Hello, I did test the mod with TMO running RSRDC, RSRDC does not do anything to the dials.cfg so there should be no problem there.

Just make sure (if you want all 3 mods working) you use this folder:

TGT DIALS TO PK FIX - TMO
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