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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Torpedoman
![]() Join Date: Mar 2010
Posts: 112
Downloads: 1474
Uploads: 0
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@ sublynx: Great, Great work. It´s fantastic....thanks very much.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
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#2 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Nice work, sublynx!
Now add a mine-field between point "o" and the base and you will have a thrilling start and end of each patrol because you have to cross a mine-field before you can go hunting and before celebrating a safe return. Regards, LGN1 |
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#3 |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
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The mine fields are definitely worth learning how to randomize things with SH3Commander. They need to be randomized to simulate the Germans keeping on clearing the routes again and again.
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[SIGPIC][/SIGPIC] NYGM+H.sie v16+Stiebler 4C+MaGui WS |
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#4 |
Swabbie
![]() Join Date: Apr 2012
Posts: 13
Downloads: 62
Uploads: 0
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sublynx, you mention working with the .raw files directly. How is this done, i.e. what program do you use to get into those files ? I ask because I have a recent install of SH3 where I used Ahnenerbe's beautiful wide screen GUI; I thought the nav map too small so I have been tinkering with it. I have succeeded in enlarging it, moving the tools, etc. but to get the background right I think requires getting into the .raw Map1 and Map2 files. Any suggestions ?
Thx, twgin |
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#5 |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
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My old Corel Paint Shop Pro Photo X2 is able to open the map. One needs to feed the correct pixel size when it demands them. It's really slow with my computer, or is it about the old Paint Shop Pro. Some other picture editors that open RAW files might do the trick as well.
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[SIGPIC][/SIGPIC] NYGM+H.sie v16+Stiebler 4C+MaGui WS |
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#6 |
Swabbie
![]() Join Date: Apr 2012
Posts: 13
Downloads: 62
Uploads: 0
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Thanks ! That did the trick; I was able to find a 30 day free trial of the Corel program and it opened up the .raw files. I use Gimp, but even with the .raw extension it didn't like SH3's files for some reason. Should be able to adjust .raw now to fit larger nav map (and eventually larger attack map).
Off topic, but I am trying to tweak some targeting characteristics. I like doing manual plotting and solutions but... I hate target ID (looking in the ref book, clicking right and left to find ship), ideally my WO would ID locked targets after some delay, say 20 seconds or so. No target solutions, just a ship ID. I realize this might be "pie in the sky" thinking. I would like to adjust zoom levels that the "circles" show up on the map, I don't understand (realism wise) why they would appear at some zoom levels and not be visible at higher zoom levels. Where to tweak ? My torpedo solution tracks don't show up on the attack map (only targeting mod in place is TMT v2, nygm, which I think only affects ship characteristics). Would like torpedo tracks to show on attack map (and nav map for that matter if possible). Helps to see effects of targeting changes like spread angle, etc. I've seen you tube videos where the torpedos have moving icons when in free camera view. Nice for training purposes. Finally, when boring in on a convoy with scope up or on surface, convoy ships show up but escorts only show at "circles", never turn into ship symbols, even when UZO or scope locked on to them. How to change ? Thanks again, I'll post some pics of ahnenerbe wide screen with larger nav map if I can get the .raw files whipped into the correct shape... Who knows, maybe a mod in my future ! twgin |
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#7 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi sublynx,
here is my mine-field for Brest: [OrdnanceUnit X] Name=Minefield#4 Class=Minefield Type=500 Origin=British Side=1 GameEntryDate=19410101 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 Long=-560699.000000 Lat=5791101.000000 Height=0.000000 Heading=0.000000 RandStartRadius=0.000000 Density=0.500000 HeightIntervalMin=-2.000000 HeightIntervalMax=-1.000000 NextWP=0 [OrdnanceUnit X.Waypoint 1] Speed=0.000000 Radius=5.000000 Loop=-1 LoopProbability=100 Long=-560699.000000 Lat=5796841.000000 Height=0.000000 It's just one big circle with a mine density of 0.5 (you can check the density via the Missioneditor. Just choose 'View'-->'Show minefield distribution'). Since the game randomly puts mines in this area, I don't use any randomization by SH3Commander. The crucial parameter here is the mine density. I have chosen a quite low number because already this one forces me to follow the escort. Regards, LGN1 |
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