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Old 03-14-10, 05:15 AM   #1
TheDarkWraith
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Quote:
Originally Posted by gutted View Post
ewwww....

DEATH TO THE NOTEPAD LOL!!!!!!!
why? It has it's purpose. I'm trying to bring it back to see if the SH3 version of the stadimeter will work or not. I also see that the SH4 style TDC is available so it could be possible to implement the SH4 style TDC into my UIs.
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Old 03-14-10, 06:07 AM   #2
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Quote:
Originally Posted by TheDarkWraith View Post
why? It has it's purpose. I'm trying to bring it back to see if the SH3 version of the stadimeter will work or not. I also see that the SH4 style TDC is available so it could be possible to implement the SH4 style TDC into my UIs.
Good idea, even if devs would surely make a patch to correct this.

If you succed, you would have brought back all the SH4 interface... I love your mods but I have a question: Why are we playing at a buggy version of SH5 if we can play at a good version of SH4?...

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Old 03-14-10, 09:50 AM   #3
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Quote:
Originally Posted by Maltro View Post
Good idea, even if devs would surely make a patch to correct this.

If you succed, you would have brought back all the SH4 interface... I love your mods but I have a question: Why are we playing at a buggy version of SH5 if we can play at a good version of SH4?...

For me it's simply Atlantic v Pacific. I like the new features in SH5, now. I didn't like them buggy before and I wouldn't be playing it but the mods here are making everything better.
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Old 03-14-10, 12:07 PM   #4
TheDarkWraith
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Quote:
Originally Posted by Maltro View Post
Good idea, even if devs would surely make a patch to correct this.

If you succed, you would have brought back all the SH4 interface... I love your mods but I have a question: Why are we playing at a buggy version of SH5 if we can play at a good version of SH4?...

well I see it this way: by bringing back the SH3 interface we stay with the german sub theme. By bringing back some of the SH4 interface (the buttons on the new UI) we still stay with the german sub theme. If I were to bring back the TDC used in SH4 then we have strayed into an american sub theme and that's not realistic. The TDC used currently most accurately portrays the german sub.
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Old 03-14-10, 12:25 PM   #5
mr chris
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Ah and i thought it was just me who kept getting a range of 2000m or 500m from the stadimeter.
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Old 03-14-10, 06:08 AM   #6
gutted
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Quote:
Originally Posted by TheDarkWraith View Post
why? It has it's purpose. I'm trying to bring it back to see if the SH3 version of the stadimeter will work or not. I also see that the SH4 style TDC is available so it could be possible to implement the SH4 style TDC into my UIs.
IMO, accessing the stadimeter more like this (at time 0:45-1:00):


Would be a million times better IMO. What would be even better, is if there was alittle faint stopwatch next to it as well. So you could access the course/speed estimation after two readings.

I dunno maybe it's just me.. but whats the point of the notepad? Other than being in the way (even if it WERE a sliedout)

What i hated about the notepad (especially the SHIV notepad, SH3's was slightly better) was that it forced you to enter everything. You couldn't just enter one thing and pass it onto the TDC. Maybe i dont want to compute a new AOB, or get a speed.. maybe i just want to get the range? I already have the convoy's AOB and speed set.. i just need to get the range to each ship. Notepad sucks for that.
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Last edited by gutted; 03-14-10 at 07:15 AM.
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Old 03-14-10, 07:11 AM   #7
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OK, so just editing the "mast height" in the CFG files is not a temporary work around?

I was hoping a quick mod could be made based on the length/funnel height ratios for enemy ships.

Updated map contacts just doesn't seem right even when factoring in the Dev's fark ups.
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Old 03-14-10, 12:44 PM   #8
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Yeah I agree with the premise of this thread. There's something nutty with the stadimeter. Also I'm uncertain sometimes if I'm supposed to measure to the top of the ship flag, or slightly below that at the mast, or below that at the chimney.
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Old 03-14-10, 01:25 PM   #9
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I have done something, waiting for the patch (I hope there will be a fix for that! )

I often see the same ships (petrolier Cimarron, Liberty ship...) so I have done on a paper a little drawing of each ship silhouette I have seen I have noticed the correct point to make my statement by comparing my stadimeter statements with the data I have found with the ruler on the map. Now I know where to move the stadimeter to have good results.

Waiting for better...
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Old 03-14-10, 06:58 PM   #10
TheDarkWraith
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okay found a dial that might help with this: DIAL_TGT_RANGE

Something I'm going to try: I'll see if I add this dial if it will tell me the exact range to the target. If it does then people can figure out how to use the stadimeter for each ship to see if it's really messed up or what's the problem.
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Old 03-14-10, 07:36 PM   #11
TheDarkWraith
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first off apologies for such large screen shot but I needed you all to see details:



I added another dial, DIAL_TGT_RANGE, which uses the SH4 style TDC dial. I measured the distance from my ship to the other ship using the ruler - distance was 700m. I clicked on the XOs use stadimeter - immediately it was saying distance was 500m.....I checked the new dial and it wasn't registering, yet. So I used the stadimeter - the top distance dial did not move while I was moving the stadimeter. The new distance dial moved in real time to show me the distance - and it was showing the incorrect distance. Once I aligned the images and clicked the mouse button the top distance showed around 500 (incorrect) and the bottom showed around 700m (correct - it snapped from around 500 to 700). I used the tallest mast for height on the ship (which was the very front one). I did not have manual control enabled when I did this (autoupdate was on)

SH3 style TDC distance dial:
[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


New dial added:
[Dial75]
; will be changed by code
Name=TorpedoSolution_Temporary_Range
Type=68; DIAL_TGT_RANGE
;Cmd=Set_tgt_sel_value;
Dial=0x3B1A0001
CrtVal=0x3B1A0003
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

now I wonder if because this is a 'Temporary range' if this is why? Maybe it has to be sent to TDC (like SH3/4 notepad)

Last edited by TheDarkWraith; 03-14-10 at 08:01 PM.
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Old 03-14-10, 08:10 PM   #12
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So is it just a matter not knowing which mast/funnel the "mast height" relates to or are some of these mast values just wrong?

I'm not in a position to check for the next 12 hours or so but couldn't we just work out the length/mast height ratio using Reaper7's enhanced recognition manual and from there work out which object the "mast height" refers to?

Using the Pengiun Auxiliary in his first post seems to work out pretty well..on paper at least.

Link to his thread

http://www.subsim.com/radioroom/showthread.php?t=164855
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Old 03-15-10, 04:25 AM   #13
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Quote:
Originally Posted by Maltro View Post
I have done something, waiting for the patch (I hope there will be a fix for that! )

I often see the same ships (petrolier Cimarron, Liberty ship...) so I have done on a paper a little drawing of each ship silhouette I have seen I have noticed the correct point to make my statement by comparing my stadimeter statements with the data I have found with the ruler on the map. Now I know where to move the stadimeter to have good results.

Waiting for better...
Any chance you could PM me a scan of your findings for stadimeter points. I could include the markings into the Ship Recognition Manual Mod.
.

Is there a easy way to find what points the stadimeter is taking its reading from for each ship. Or would manualy creating a user mission and placing an indivdual stationery ship at say 1000m and using the stadimeter to find at what point it reads 1000m's be the easiest method.
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Old 03-15-10, 04:57 AM   #14
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Quote:
Is there a easy way to find what points the stadimeter is taking its reading from for each ship. Or would manually creating a user mission and placing an individual stationery ship at say 1000m and using the stadimeter to find at what point it reads 1000m's be the easiest method.
i have done alot of tests using only the attack periscope with stationary ships in harbors, what i have found that works as a good rule of thumb..

destroyers and escort ships ALWAYS the tippy top of the mast

Large warships and large troopships BB carrier ect, top of the superstructure..not the funnel,

most merchants and medium sized tranportships, top of the funnel

tankers.. don't know yet

I THINK i know the reasons behind the discrepancies... some ships have destructible objects on them.. actually most ships do... it appears these destructible objects are ignored by the stadimeter and not counted as part of the ship, interstingly some masts are destructible some arnt, same with smokestacks, so if you think the object your mesasuring you have seen flying off a boat when it explodes, dont use it.. hint WATCH BOATS when they blow up watch the objects flying off
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Old 03-15-10, 03:12 PM   #15
Maltro
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Quote:
Originally Posted by reaper7 View Post
Any chance you could PM me a scan of your findings for stadimeter points. I could include the markings into the Ship Recognition Manual Mod.
.

Is there a easy way to find what points the stadimeter is taking its reading from for each ship. Or would manualy creating a user mission and placing an indivdual stationery ship at say 1000m and using the stadimeter to find at what point it reads 1000m's be the easiest method.

According with your post, it would be the better and surely the most simply mean to use actual stadimeter.

I have done this little drawing (as I said) but there is not enough ship to be useful for a good mod... and my drawing would be improve (it was a personal use!... )



If I make a complete statement of all of ship, are you really interesting by making a recognition manual mod ? It would be nice...

PS : (in French: "AV" means "Front", for front of the boat)
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