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Old 02-28-15, 01:36 PM   #16
sublynx
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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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Old 03-01-15, 05:09 AM   #17
twgin
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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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Old 03-01-15, 06:36 AM   #18
sublynx
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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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Old 03-01-15, 02:13 PM   #19
twgin
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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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Old 03-01-15, 04:17 PM   #20
LGN1
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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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Old 03-02-15, 10:32 AM   #21
sublynx
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Quote:
Originally Posted by twgin View Post
1.
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.

2.
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 ?

3.
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.

4.
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 ?
Unfortunately I'm not much help here:

1. I don't remember how the weapon officer works. Is it so that when you ask the officer to id the ship, it gives you the range and the AOB of the ship at the same time? Something like "Coastal Merchant, range 2000 meters, AOB 49 port"? If the id goes like this, there probably is a configuration line of the following kind somewhere: "ship: %s %s! %s Range %03.0f! %s Aob %03.0f!;" or something like that. The problem is I have no idea if it really is like that, and if it is, in what file the command line can be found in.
2. Possibly by changing the zoom levels in file maps.cfg or termaps.cfg?
3. strange. I think they should be seen in NYGM, and TMT should not effect that AFAIK.
4. no idea, it's been years since I last saw something in the navigation map that I didn't draw myself.

Perhaps you could make a thread of these question in the main forum, so that more people would see your questions.

Quote:
Originally Posted by LGN1 View Post
here is my mine-field for Brest:
Thanks! There should be no problems, then. I'll try to mod the lighthouses, mine fields and mine escort points in as soon as I get some time
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Old 03-02-15, 05:18 PM   #22
twgin
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Thanks, will do !

Getting a bigger nav map in a wide screen GUI is so far a hard nut to crack. The .raw files are twice as wide as tall (for example 6000x3000 in pixels). Only the top third of the file is used for the map image, in the example the map would appear in a band 6000x1000 along the top of the image. The bottom two thirds appears empty. In the top band the worlds land masses appear 3 sequential times. Somehow this is mapped to the nav window and allows zooming to occur. Countless tweaks to maps.cfg and termaps.cfg and resizing of .raw files to no avail so far... most tweaks cause the nav map to be "tiled" i.e selecting different sections of the .raw file and pasting them into the map. Its all ok once you zoom into tiles but at high zooms its a mess !

thanks again,

terry
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Old 03-03-15, 12:10 PM   #23
sublynx
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Ok, I've now added the lighthouses and Entrance Points to the map, and minefields between the U-boat bases and entrance points.

It would be nice if someone could try the mod and report here if the thing works like it should. If it works I'll upload it to the downloads section.

The yet mostly untested mod can be found here:

http://www.2shared.com/file/J4DCyvAv...nce_Point.html

Should work in NYGM and with LGN1's hunter killer mod.
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Last edited by sublynx; 03-03-15 at 01:48 PM.
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Old 03-03-15, 09:54 PM   #24
CaliEs
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Link caused me to download a file named "Saveas.exe".
But as every child knows dont download any exe-files to your computer.
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Old 03-03-15, 10:48 PM   #25
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Quote:
Originally Posted by CaliEs View Post
Link caused me to download a file named "Saveas.exe".
But as every child knows dont download any exe-files to your computer.
Link tried to get me to download what Norton AV said was a " fake Flash update." Splash looked genuine, except no Flash logo. Checked, found I have latest Flash version installed. I'd like to try sublynx's mod, too.
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Old 03-04-15, 04:59 AM   #26
rowi58
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Hi,

i've got the same problem. But - if you click the "small" d/l button, the file is the correct 7z file (typical "problem" of free hoster ). Just look at this screenshot (o.k. it's Win 8.1):

http://www.mediafire.com/view/378w54vw6uzk6dp/snap.jpg#

Sorry for this - but MediaFire is a little bit "indisposed" today. .
BTW, www.mediafire.com is still a very good hoster (data files and pictures).

Greetings
rowi58
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Old 03-04-15, 09:14 AM   #27
sublynx
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Sorry about the trouble! I'll try using mediafire from now on...
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Old 03-04-15, 09:38 AM   #28
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You can also try downloading it from here:

ftp://hartmuthaas.no-ip.org/public/S...3.6F%20beta.7z

Username & Password in my Signature!!!


So Long

Maik
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Old 03-04-15, 10:23 AM   #29
BigWalleye
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Quote:
Originally Posted by Plissken_04 View Post
You can also try downloading it from here:

ftp://hartmuthaas.no-ip.org/public/S...3.6F%20beta.7z

Username & Password in my Signature!!!


So Long

Maik
Maik, you are faster than a speeding bullet. And your site is more powerful than a locomotive!
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Old 03-04-15, 10:43 AM   #30
sublynx
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For those of you having trouble with FTP, you can try if this link works (I'm a mediafire - file sharing noob):

https://www.mediafire.com/folder/wewlu658odmye/sublynx
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