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Old 12-17-10, 03:28 PM   #151
I'm goin' down
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I play TMO2.0. Easy Aob works on my version. It should work on yours. If you are really worried send a PM to nicolas or ddrgn, who both were involved in it perfecting it, but I do not think it is necessary.

Last edited by I'm goin' down; 12-19-10 at 08:54 PM.
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Old 07-22-11, 08:59 PM   #152
noren859
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Sorry to bump this rather old thread, but I'm wondering about a few things. Firstly, I'm after a small confirmation about what this mod does. I think the OP explains it fairly well, but in the rest of the thread there's a lot of talking up about what seems like such a simple change, and there are people who appear highly knowledgable about this yet can't agree on terminology, and overall it's not very encouraging.

So am I correct in concluding that the only thing this mod does is make it so that, while using the periscope or TBT, any adjustments made in the attack data tool (the changeable dial on the upper right) are reflected in the top dial of the Position Keeper column on the left side without the player needing to press the "Send data to TDC" button?

If this is accurate, then there's a slight problem. If the Position Keeper is activated after changing the speed or AoB dials, the readings on it will go back to what they were before adjustment. This can only be fixed by pressing the "Send data to TDC" button before activating the PK. AVGWarhawk pointed out this issue on page 5, and the solution he was recommended was to use the attack data tool as if he were playing the unmodded game. That seems to nullify any benefit this mod would have. Am I missing something?


Secondly, when manually adjusting (i.e. without the stadimeter) the range dial, is it meant to be so janky? I'm not talking about the included "Manual Range and Mast Height Dial Fix", as I can tell the difference between the unmodded range dial and this fixed one. What I mean is that even with the fix it's still rather dodgy.

For example, turning the dial clockwise until it stops will leave it in the following position: the metal arrow (the height marker?) will be aligned with the markings on the outer ring at 130, and aligned with the inner "range in yards" dial at 220. However, the range displayed on the (disengaged) Position Keeper will be 241 until the "Send range and bearing to TDC" button is pressed, at which point it will change to 220.

I can replicate this with any measurement. Another example: identify a ship as an American Bogue Escort Carrier (5 right in the Rec Manual). The height indicator will be set to around 110ft, and the range circle will align with it at just over 2000yds. Adjusting the height indicator to around 30ft will bring the range circle in alignment at around 8000yds. The range on the PK will read around 7700yds. Pressing the TDC button will set the PK reading to around 7100yds. I can continuously click back and forth between the TDC button and the dial (without adjusting it) to switch between the two readings. Can anyone else replicate this?

The game manual doesn't go into much detail about setting the range manually, but I don't think this is how it's meant to act (even if I'm not using the dial correctly). Any clarification would be welcome.


Leading on from that slightly, the readme says the Manual Range Dial Fix is included in all versions of this mod apart from the GFO version. However, the only things which have been changed in the GFO version in comparison to the others are a couple of spaces at the end of lines. Nothing that would (or should) have any effect on the game.

And beyond that, it's a bit odd that the fix would be excluded from the GFO version at all. The readme claims this is because the fix is already included in the GFO mod, but that wouldn't work out. The file which contains the fix (Dials.cfg) would be overwritten by the file in this mod, removing the fix from a game with the GFO mod previously installed.

For what it's worth, the fix has been included in all versions of this. Ignoring that for a second though, why was the GFO version meant to exclude the Range Dial Fix? Did the maker of this mod just not know how it was implemented?


Right, I think that's it. Oh also, hi.

Last edited by noren859; 07-22-11 at 09:08 PM. Reason: typos
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Old 07-23-11, 03:45 PM   #153
I'm goin' down
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Quote:
Originally Posted by noren859 View Post
Sorry to bump this rather old thread, but I'm wondering about a few things. Firstly, I'm after a small confirmation about what this mod does. I think the OP explains it fairly well, but in the rest of the thread there's a lot of talking up about what seems like such a simple change, and there are people who appear highly knowledegable about this yet can't agree on terminology, and overall it's not very encouraging.

So am I correct in concluding that the only thing this mod does is make it so that, while using the periscope or TBT, any adjustments made in the attack data tool (the changeable dial on the upper right) are reflected in the top dial of the Position Keeper column on the left side without the player needing to press the "Send data to TDC" button?

If this is accurate, then there's a slight problem. If the Position Keeper is activated after changing the speed or AoB dials, the readings on it will go back to what they were before adjustment. This can only be fixed by pressing the "Send data to TDC" button before activating the PK. AVGWarhawk pointed out this issue on page 5, and the solution he was recommended was to use the attack data tool as if he were playing the unmodded game. That seems to nullify any benefit this mod would have. Am I missing something?
I will address the first three paragraphs of your post. I need a large cup of coffee before I concentrate on the remaining issues.

The Easy Aob was a major advancement is attack technique. It allows one to input the target course via the attack dial Aob interface. Once input, the course will appear on ship's dial on the TDC screen. However, when the PK is activated (i.e. the red button is lit) for some reason the ship's dials readjust themselves slightly. The solution (i.e. the fix) is to deactivate the PK and input the course a second time on the attack dial Aob screen. Then reactivate the PK. You refer to the change as being the "only change" made by the mod, implying that that the change is not significant. It is the only change made by the mod; but it was not insignificant. It was a revolutionary advancement to the attacking aspect of the simulation, as confirmed by the thousands of hits in the original thread and the decision by the community to award it runner up mod of the year (mod of the year was awarded to Ducimus for TMO 1.9.)

Lurker used the Easy Aob mod in his excellent OM mod. However, you do not need to reset the Aob after activating the PK. I do not know how he did it.

The most recent version of TMO (2.2) incorporates the Easy Aob I believe.

And finally, for your edification, nicolas is computer programmer from south america (Uruguay, if my memory serves me correct) and ddrgn is from Canada. nicolas invented the mod. ddrgn modified it so that it could be used with various supermods and fixed it so it could be implemented via JGSME.

Alternative to Easy Aob: The OTC (optical targeting correction) mod by CapnScurvy, which is a masterpiece.

Alternative to both: gutted's Solution Solver program, a stand alone program. It is also a masterpiece.

Last edited by I'm goin' down; 07-23-11 at 03:56 PM.
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Old 07-23-11, 08:52 PM   #154
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Quote:
Originally Posted by I'm goin' down View Post
The Easy Aob was a major advancement is attack technique. It allows one to input the target course via the attack dial Aob interface. Once input, the course will appear on ship's dial on the TDC screen. However, when the PK is activated (i.e. the red button is lit) for some reason the ship's dials readjust themselves slightly.
Isn't all of this is already available in the ummodded game? You just enable manual targeting. That'll also stop the TDC dials adjusting automatically.

Thanks for the information about the authors. I'm not sure how it's relevant to any of my issues though.
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Old 07-23-11, 09:12 PM   #155
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Quote:
Originally Posted by noren859 View Post
Isn't all of this is already available in the ummodded game?
No.
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Old 07-23-11, 09:37 PM   #156
noren859
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Quote:
Originally Posted by virtualpender View Post
No.
He's saying that this mod makes it so that you can turn the AOB dial in the attack data tool, right? Well, you can do that in the unmodded game. So, not no. The opposite of no.
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Old 07-23-11, 10:38 PM   #157
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The AOB wheel adjusts the target's angle off the bow ... which changes constantly. The TDC target wheel uses target heading. Witout the mod, there is no method for setting target heading without making one adjustment after the other with the AOB wheel. In the default game, you end up "chasing the AOB" to get a proper heading. And, if you take another stadimeter fix, it all goes wanky again.

The mod gives you the option to adjust AOB and, while doing so, adjust the target heading in the TDC ... both at the same time. Without continually readjusting and then sending AOB.
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Old 07-23-11, 11:13 PM   #158
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Quote:
Originally Posted by I'm goin' down View Post
I will address the first three paragraphs of your post. I need a large cup of coffee before I concentrate on the remaining issues.

The Easy Aob was a major advancement is attack technique. It allows one to input the target course via the attack dial Aob interface. Once input, the course will appear on ship's dial on the TDC screen. However, when the PK is activated (i.e. the red button is lit) for some reason the ship's dials readjust themselves slightly. The solution (i.e. the fix) is to deactivate the PK and input the course a second time on the attack dial Aob screen. Then reactivate the PK. You refer to the change as being the "only change" made by the mod, implying that that the change is not significant. It is the only change made by the mod; but it was not insignificant. It was a revolutionary advancement to the attacking aspect of the simulation, as confirmed by the thousands of hits in the original thread and the decision by the community to award it runner up mod of the year (mod of the year was awarded to Ducimus for TMO 1.9.)

Lurker used the Easy Aob mod in his excellent OM mod. However, you do not need to reset the Aob after activating the PK. I do not know how he did it.

The most recent version of TMO (2.2) incorporates the Easy Aob I believe.

And finally, for your edification, nicolas is computer programmer from south america (Uruguay, if my memory serves me correct) and ddrgn is from Canada. nicolas invented the mod. ddrgn modified it so that it could be used with various supermods and fixed it so it could be implemented via JGSME.

Alternative to Easy Aob: The OTC (optical targeting correction) mod by CapnScurvy, which is a masterpiece.

Alternative to both: gutted's Solution Solver program, a stand alone program. It is also a masterpiece.
Quote:
Originally Posted by noren859 View Post
Isn't all of this is already available in the unmodded game? You just enable manual targeting. That'll also stop the TDC dials adjusting automatically.

Thanks for the information about the authors. I'm not sure how it's relevant to any of my issues though.
Quote:
Originally Posted by Munchausen View Post
The AOB wheel adjusts the target's angle off the bow ... which changes constantly. The TDC target wheel uses target heading. Without the mod, there is no method for setting target heading without making one adjustment after the other with the AOB wheel. In the default game, you end up "chasing the AOB" to get a proper heading. And, if you take another stadimeter fix, it all goes wanky again.

The mod gives you the option to adjust AOB and, while doing so, adjust the target heading in the TDC ... both at the same time. Without continually readjusting and then sending AOB.
noren859- Captain Manchausen (where have you been for the last couple of years?) has it precisely right. It is a certainty that the target's Aob changes as it approaches unless the target is steaming directly at your boat. (Pause while I watch Run Silent Run Deep on television - oh - I just saw the 3D TDC Radar Range Unit that Nisgeis modded!) By setting the target's course using the ships' dials on the TDC and activating the PK, you have matched the target's course and Aob at that moment. Since the PK is activated the TDC will track the target's course and update the Aob automatically. You can verify the Aob by hovering the cursor at the bottom of the target dial on the ships' dials screen. You cannot do this without the Easy Aob. (Now, back to Run Silent Run Deep. Tokyo Rose is broadcasting now.)

The OTC mod will allow you to set the Aob and match the target's course, so it is relevant also.

Last edited by I'm goin' down; 07-24-11 at 05:58 AM.
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Old 07-23-11, 11:24 PM   #159
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Quote:
Originally Posted by noren859 View Post
Isn't all of this is already available in the ummodded game? You just enable manual targeting.
Quote:
Originally Posted by virtualpender View Post
No.
virtualpender has it right for the reasons explained in manchausen and my posts, which are quoted above. (Back to Run Silent Run Deep. The US boat just sunk the akakasi! Now they are getting radio signals which they cannot make out. Clark Gable just sat up in bed. Hmmm?)
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Old 02-17-12, 06:36 PM   #160
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sounds juicy and good....ill give a try soon.i hope this mods will be my answer to my convoy problem.thanks in advance
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Old 07-01-12, 01:07 AM   #161
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is this download dead cant get it to work ?
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Old 11-05-12, 08:32 PM   #162
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Originally Posted by jason8888 View Post
is this download dead cant get it to work ?
No update on a new download link? I'm coming back from a break from SH4 and I've considered this to be a must have mod in the past, but no longer have a downloaded copy.
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Old 11-05-12, 08:52 PM   #163
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I have a version for TMO and RSRDC of the Easy Aob mod. Isn't it included in the Subsim download link (I forgot the name of the link to all the mods, etc.)? Also, I do not know how to upload a mod for copying, and prefer not to have to do so.
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Old 03-10-13, 11:37 PM   #164
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Is this Mod compatible with the 'we dive at dawn mod'? because i am using TGT DIALS TO PK FIX-1.5...but i'm not sure if this is the right one too use...
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Old 03-11-13, 09:41 AM   #165
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I have not played for awhile. If the mod to which you refer is uses a British submarine, and the missions are centered in the southeast Pacific, then the answer is "no," I believe.
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