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Old 09-08-14, 04:10 AM   #1
banryu79
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Join Date: Feb 2014
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Wow Nobon, I don't know how I could have miss this thread... and I think your idea is great! Really!

I'd like to be able to conduct attacks standing in the conning tower and consulting from there the navigational map, that would be extremly fun & useful!

This will add a lot to the "immersion" factor of the game, I'm amazed that you didn't received many answers or other kind of posts by other users/modders in this thread. Again, I think your idea is simple & great and will add much to the gameplay in terms of immersion.

Btw I play this game from February (current year) and I never felt the need to use the "Attack map" a single time so for me will be no problem at all to sacrifice this feature in change for what your mod delivers.

Kudos to you!
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Old 09-09-14, 12:46 PM   #2
Nobon
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Default :)

Thank you for the kind words without any exaggeration, it made me hold on to this idea a little longer

Well, currently the situatuion is this: (we may call it an alpha)

-Reinvented the "back button" as right click, it works as:

From UZO to the bridge,
from attack periscope, after a brief show of the periscope close-up to the conning tower, from the conning tower nav. map to the conning tower, from the observation periscope to the control room, from the control room nav. map to the control room.

-now the map at the conn. tower is a second nav. map.

-Conn tower now has a shortcut: shift+f1.

-Control room nav. map: F5.

-Conn. Tower nav. map: shift+F5.


Known bugs:
-I can't reimplement the Attack map (as F6)... As this step need a THIRD command, that recognised and validated by the system as a valid map command...

-Now the back button does nothing at the bridge, and at the conning tower, it wont let you step down a level. This is because a weird bug that otherwise would put you right down to the last station in the "back chain", to the control room. This bug also produces a nice animation, as you press back at attack periscope, then a close up view of the periscope tube will flash up, and then you back up to the control room. Kind of an outzoom XD

-Now as the back button is implemented to the nav. map, you cant order to start course, or exit from tools properly. The workaround is to use ctrl+right click, or shift+right click, this way the backstep doesnt happen, but the map recognises it as a legal right click. A little annoying, Ive got used to it, but it would be nice to solve this.

-The conn. tower TDC shows the speedometer of the target differently than the attack map one: (stock bug) at the attack map, the little lines from 5 to 10 knots represent 1 knot steps. At the conning tower's wall, theres four lines in equal distances, not 5... So you have to approximate, where is, for example, 8 knot...

If someone can help me out how to switch the texture of the speedometer to the Attack map's speedometer texture, we can solve this.

Please help ^^

Without any professional help, either with the texture swap, and how to implement a THIRD valid map show command, and how to work around the backstep bug, Im stuck at this point. So, yes, I know it's annoying but I need help with this. For example, from the creators of GWX, or the New Interiors mod both are masterpieces.


Good news is, Im working on an easy MANUAL method, usable in every version of the game, which add up nicely to this idea, to determine the target's speed when you run at full speed, or any speed, and the other good side of this, is you can draw the necessary sketch all in one step AFTER you made the two observations...
So far I had time to test it once in practice, in a convoy follow-up, it produced exact results- but I can't really rely on this, until several succesful measurements is taken.

So far the only thing is changed is the commands.cfg file. (commands_en.cfg of course)- The drawback is that I need to make plugins for every mod that changes this file, and alot changes it. I have material for the GWX 3.0 mod, and the NewInteriors 1, 2.
But If someone can send me a stock 1.4b commands.cfg, when the mod is releasable, then I can make one for that too. Or, in a future, for several mods, if someone send me the files.
__________________
Oberleutnant z. s. Daniel Wolf

87% realism (100%-Cams to watch burning targets, and torpedoes run for fun..)
SH5 The Wolves of Steel Megamod- Realnav+Full manual targeting. -no contact updates, no map help.
U-50 forever - still a Smiling bastard
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Old 09-10-14, 07:47 AM   #3
banryu79
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I really hope you can release this mod soon (at least the GWX3.0 version, as I'm using this!! ) I would like very much to try!

Quote:
Originally Posted by Nobon View Post
Known bugs:
-I can't reimplement the Attack map (as F6)... As this step need a THIRD command, that recognised and validated by the system as a valid map command...
For me this is not a problem... As I already said I have never used the Attack Map for two reasons:
1) I never really felt the need of it.
2) I don't like the visual clues it gives away about enemy sensor cones.

Quote:
Originally Posted by Nobon View Post
-Now as the back button is implemented to the nav. map, you cant order to start course, or exit from tools properly. The workaround is to use ctrl+right click, or shift+right click, this way the backstep doesnt happen, but the map recognises it as a legal right click. A little annoying, Ive got used to it, but it would be nice to solve this.
For me this too is not a problem at all, I will just have to take a different habit.

Quote:
Originally Posted by Nobon View Post
-The conn. tower TDC shows the speedometer of the target differently than the attack map one: (stock bug) at the attack map, the little lines from 5 to 10 knots represent 1 knot steps. At the conning tower's wall, theres four lines in equal distances, not 5... So you have to approximate, where is, for example, 8 knot...
This could be a small problem but to tell you the truth I never tried to use the TDC "3D interface" in the conning tower... I really never give it a thought

But considering what your mod would deliver, the use of the conning tower TDC interface is obviusly "part of the game" so IMO of all the bugs/problems you spoke about I would consider this issue top priority.

I'd like to help you but I'm not a modder at all so I haven't the slightes idea of where to start to look for a possible solution... or if a solution is possible in the first place

Quote:
Originally Posted by Nobon View Post
Good news is, Im working on an easy MANUAL method, usable in every version of the game, which add up nicely to this idea, to determine the target's speed when you run at full speed, or any speed, and the other good side of this, is you can draw the necessary sketch all in one step AFTER you made the two observations...
So far I had time to test it once in practice, in a convoy follow-up, it produced exact results- but I can't really rely on this, until several succesful measurements is taken.
The description of this method would be most interesting... I think that if you are able to realese as soon as possible a pre-alpha version of your mod (even in the current state it would be usefulf) people could try it and give you some feedback, maybe about this method too so you will have more test case run for you by other users... I think it would be useful for your mod effort!
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Old 09-23-14, 09:00 AM   #4
banryu79
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*bump*

Hey Nobon!
Any news about your project? Is it still alive in your intentions or did you change your mind?

I ask because, obviously, I like your idea very much!
I can not do anything mod-wise to help you, but I volunteer myself as a beta tester (for your early mod concept and/or method to conduct an attack).

I hope to hear from you soon!
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Old 09-24-14, 07:05 PM   #5
Nobon
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Posts: 103
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Im on my mobile now,and tje darn thing erased my reply, but i will write a heads up tomorrow! Thanks for keeping the flame
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Oberleutnant z. s. Daniel Wolf

87% realism (100%-Cams to watch burning targets, and torpedoes run for fun..)
SH5 The Wolves of Steel Megamod- Realnav+Full manual targeting. -no contact updates, no map help.
U-50 forever - still a Smiling bastard
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Old 09-29-14, 01:40 PM   #6
Nobon
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Posts: 103
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Uploads: 2
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Well, that wasn't one day, but four... I wish I'd know when Im awake, and when asleep...

So, the good news is, that I have the beta up and running for

newinteriors 2.0.

As soon as I have time, I can add the required entries to the newinteriors 1.0 and GWX 3.0 Gold commands.cfg.

Another good news is that I was able to run a few more tests for my "target speed calculation while you are moving fast" method in gwx 3.0 gold, and the results was 80-90% accurate. To tell the truth, my dead stop calculations are only a tad better, if better at all, so it isn't a bad result.

Advice is that to do the calculations at least three times, as close as you can, in a parallel, or almost parallel course, and then stick to the most propable. It shouldn't be worse than 1-1- knot differences anyway.



In maximum three days I will upload the first beta version of the mod (only for newinteriors 2.0 yet) for testing, and I will create a new topic for the "manual speed calculation while moving" method.

The mod will need a decent readme, AND a troubleshooting... Not mutch work left, but I can't rush this, without a few hours more testing.

Thank you for the patience!

Good winds, and Godspeed

P.S.:
The testing occured on a (real time) three day (SHIII time: only half a day) convoy pursuit, when I managed to destroy 11 ships, including all four destroyers. 4 ships of the convoy left burning, and continued course, as I ran out of even the AA rounds... Managed to abandon the convoy, survive depth charging, finish off the stopped, sinking targets, and catch up again with the convoy in three attack runs.

I noticed some serious... superhuman Mis(?)behavior of the 1940 british destroyers, but I still need to clear, and write down properly for a GWX 3.0 troubleshooting question, if they going to answer at all.

Either I'm right, or Im releasing an oilslick only visible to the british, since I left port, AND british destroyers have ASDIC installed not only in their fore area, but on the two sides aswell... 330 degree coverage. God is clearly with them, as Buchheim wrote XD
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Oberleutnant z. s. Daniel Wolf

87% realism (100%-Cams to watch burning targets, and torpedoes run for fun..)
SH5 The Wolves of Steel Megamod- Realnav+Full manual targeting. -no contact updates, no map help.
U-50 forever - still a Smiling bastard

Last edited by Nobon; 09-29-14 at 01:52 PM.
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Old 10-04-14, 06:01 AM   #7
Nobon
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Join Date: Sep 2012
Location: 1939-09-13. U-50 ran into a 10+ ship british convoy- I'm planning the approach
Posts: 103
Downloads: 75
Uploads: 2
SHO

Edited the first post, link is there.

So, the first beta is out. Only for FM NewInteriors 2.1 mod yet, but as soon as I have time, I do some more versions.

Also I start the targeting method thread soon.
__________________
Oberleutnant z. s. Daniel Wolf

87% realism (100%-Cams to watch burning targets, and torpedoes run for fun..)
SH5 The Wolves of Steel Megamod- Realnav+Full manual targeting. -no contact updates, no map help.
U-50 forever - still a Smiling bastard
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