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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#661 |
GLOBAL MODDING TERRORIST
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You found it faster then me.
![]() There's also his JSGME Validator. |
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#662 | |
Navy Seal
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This is a gold mine! Yes we have a very few errors that can be fixed. Any reported errors that also occur in the stock game can be ignored. We still have a couple type 103 Conte_Verdes lurking out there. A warship is missing an .sns file. There's more in there that I didn't catch, I'm sure:
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#663 |
Navy Seal
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Now here's where it gets interesting. Run those two reports through WinMerge to highlight differences and you get https://drive.google.com/open?id=0B_...mpWUkdaRTJUakE
Problems with Graf Spee of all ships! A very short list of gotchas. But look at the ship rosters! There are actually ships in stock that don't appear in FOTRS, usually because the AOTD crew actually fixed an erroneous ship type in the stock game. Sometimes there isn't an explanation that I can see. Anyway this is our homework! Thanks Jeff Groves--when you speak we should listen! You've been down this road before.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#664 | |
CTD - it's not just a job
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I don't know where my brain has been. I'd downloaded the validator weeks ago, and then forgot about it...
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"The Sound" testing I've done with .6Alpha so far have basically been the same as all previous versions. Without "the fix", I could get "The Sound" rather easily. This time, I tried several times to get and then to prevent getting "The Sound". It occurs anytime after the "Submarine_CrashDive_INT.wav" file plays. The file plays for 23 seconds, and the last bit of the bell ringing of it is what makes "The Sound" sound. Where the timing comes from, I don't know, but it has been documented before that it co-incides with every other tick of the clock. Other sound anomalies will have the same "timing". Other sound anomalies, such as "The Tick", can occur after a radar contact has been announced, but it's erratic, and doesn't always occur. "The Sound" will come about after a crash dive, anytime you do TC of 2x or greater (on both of my machines). There are just a few sounds that "disappear" at 2x, and "The Sound" is one of them. Other sounds will keep going until 8x (when the animated crew disappears) or higher. Near as I can tell, there's no "hooks" into Time Compression to see what goes on there, and why some sounds do not restore afterwards, such as some of the speech files, which are ogg vorbis... Any comments or pointers or other info from anyone else?
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"...and bollocks to the naysayers" - Jimbuna |
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#665 |
GLOBAL MODDING TERRORIST
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Glad I could help in some small way Mate.
![]() Thank TDW for his fantastic work. |
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#666 |
Officer
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Great, GREAT work Max-Peck !!
![]() Cheers, Billy. |
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#667 | |
Admiral
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I've uploaded two mods to the Google site.
The "FOTRS Ultimate Optical Correction_Interior Update" is in the main "FOTRS 2.0 for Subsim" folder. It's in .rar format. Once downloaded, extract it to your JSGME "MODS" folder to activate after the FOTRS Alpha. This modification is extensive, starting with correcting the Optical Views found in-game. For those that don't know, the American periscope lens Field of View should be 32 degrees wide/tall at low magnification. At High Magnification the FoV is 8 degrees wide/tall. The two magnificaions, x1.5 and x6 are multiples of 4, making it easy to switch between the two for same measurements. Each Telemeter Division (the hash marks on the lens) subtends 1 degree. At 1000 yards distance, one degree of angle is equal to 52.333 feet (the Navy calls it 52.5 ft for brevity). A ship placed at 1000 yards from the beam of a sub (looking port or starboard) will now measure correctly. Any length or height can now be checked of objects placed at this position. For further understanding, the "Discussion" part of the Optical Targeting Correction thread should be read. The second mod is an additional resolution/aspect ratio correction for those using a 5:4 aspect ratio. The "FOTRS Optical Correction 5 to 4 Aspect Ratio" can be found in the "Plugin" mods folder. For those using an aspect ratio of 5:4, which usually is for resolutions of 1280x1024, activate this additional mod after the "FOTRS Alpha"; and the "OC_Interiors Update" mods. Either of these two mods will correct the Periscope's and TBT views for accurate measurement. However, issues with the various other resolution/aspect ratios are yet to be corrected in regards to the TBT. Although the Periscope's all have a common measurement within the various resolutions (except for the 1280x1024), the TBT is different in most other resolutions. For instance, if you're using the 1920x1080 resolution (a 16:9 aspect ratio), you will find a difference in Telemeter Division counts between the TBT and the Periscope's over the same two objects. This will require me to make specific Aspect Ratio modifications as "Plugin's" for other resolutions to correct the TBT. Within these additional "plugin's" I'll be placing a corrected "Navigation Map Submarine Bearing Compass" which will provide a corrected measurement for the Nav Maps range/bearing wheel that surrounds the sub. A corrected Bearing Compass is included in the "OC_Interiors Update" for the default 1024x768 resolution. When you pull out the ruler from the center of the sub, the bearing range lines will now be correctly measured. This will allow the target "dot" to be measured accurately within the 1500 yard Bearing Compass. One question, what's the numbering system for the type of mod I'm using as a plugin? Optical Corrections should use what group? Where can I find the other numbering headings and for what type of mod grouping?
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
Last edited by CapnScurvy; 07-13-16 at 11:40 AM. |
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#668 |
Navy Seal
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Great work Capn! And now I have to tweak the numbering system for your mod. I'm going to incorporate the basic mod into the core, but for the various resolution plugins, lets use the 200 series. Since nobody is supposed to use more than one, give them the same number, say 210. Since they share a common number that means users should use only one and they are not compatible with each other.
I have a 1600x900 monitor but usually play the game in an 1152x864 window. Looking forward to the plugins! I'll get the core mod ready to go this evening. Capn, will your existing 3000 yard bearing compasses work with no problems?
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#669 |
Grey Wolf
![]() Join Date: Jun 2011
Location: UK
Posts: 752
Downloads: 445
Uploads: 0
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I am so impatient to see CapnScurvy's work I decided I cannot wait for RR to roll this into the base FOTRS, I just had to download and take a look.
Mind. Officially. Blown. As well as all the excellent optical work (which the Capn has shown us screenies of), check these additional features out The radio has this fantastic Convoy Routing map attached I have seen a few convoy route map mods in the past, this looks like one of the best ![]() The new radar screens are absolutely beautiful Check out the PPI ![]() And the A Scope Shows my contact at a shade under 3000 yards ![]() Both screens are not just beautifully textured, they add a level of functionality and ease of use just not available in the stock game Finally some interior shots Before dive ![]() During dive - the board is green ![]() And the camera is tilting - and look at these dials ![]() ![]() I read through your readme CapnScurvy. You do not mentions Vickers interiors, but it looks as if this mod does include them ![]() Loving your work mate ![]()
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-------------------------------------------------- Authority should derive from the consent of the governed, not from the threat of force If the only tool you have is a hammer, pretty soon everything starts to look like a nail FOTRS Ultimate http://www.subsim.com/radioroom/showthread.php?t=226270 The future of SH4 - coming to a PC near you soon ![]() |
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#670 |
Navy Seal
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Wow! I'm impressed! I have a minor quibble with the convoy map because no sub captain knew convoy routes during the war unless he got an ultra message about a single convoy. These routes were totally fluid and changed to meet conditions and the presence of submarines.
But you don't have to look at it, so that's fine. I agree it's the finest convoy map I've seen! I'll be melding it in with the core mod tonight and releasing v.1Beta! Anybody running down those validator errors I posted? I won't have time to do that tonight, so I guess if it's still on the menu Thursday I'll take a look at it.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#671 | ||||
Admiral
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Ok, 200 series it is. I'll re upload the 5:4 Aspect Ratio with the 210 designation.
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1920x1080 16:9/ periscope=8 divisions; TBT=21 1/4 1792x1344 4:3 / periscope=8 divisions; TBT=16 1680x1050 8:5 / periscope=8 divisions; TBT=19 1600x1200 4:3 / periscope=8 divisions; TBT=16 1440x900 8:5 / periscope=8 divisions; TBT=19 1360x1024 85:64 / periscope=8 divisions; TBT=16 1360x786 85:48 / periscope=8 divisions; TBT=21 1280x1024 5:4 / periscope=7 1/2 divisions; TBT=16 1280x960 4:3 / periscope=8 divisions; TBT=16 1280x800 8:5 / periscope=8 divisions; TBT=19 1280x768 5:3 / periscope=8 divisions; TBT=20 1152x864 4:3 / periscope=8 divisions; TBT=16 1024x768 4:3 / periscope=8 divisions; TBT=16 The above shows why there only needs to have one additional Aspect Ratio Mod for the Periscopes view (the 1280x1024), but there needs to have six total to correct the TBT view. Besides the 4:3 aspect already addressed in the OC_Interiors Update, the following will need to be offered as a Plugin: OTC for 5 to 3 Aspect Ratio.......Correcting the 1280x768 resolution, 5:3 aspect ratio OTC for 5 to 4 Aspect Ratio.......Correcting the 1280x1024 resolution, 5:4 aspect ratio OTC for 8 to 5 Aspect Ratio.......Correcting the 1680x1050; 1440x900; 1280x800 resolution, 8:5 aspect ratio OTC for 8.5 to 4.8 Aspect Ratio..Correcting the 1360x768 resolution, 8.5:4.8 aspect ratio OTC for 16 to 9 Aspect Ratio......Correcting the 1920x1080 resolution, 16:9 aspect ratio I wish there were some other way to do the correction but this is what the Dev's left us. Quote:
![]() Anyway, I'll still make some smaller ones for those living on the edge of video card melt down. Quote:
Yes, the base interiors are from Vickers03, I corrected some things with his dials not working as they should, making other dials "command able", adding a radio room to all sub interiors, not just the Gato. Changed a lot of his Alert Light system to include many more objects. Yep, used his base ideas, but took it well beyond his modifications. ================ Regarding the Radar, don't forget to use the mouse wheel or TAB key to zoom your view for better read ability. Also, the A-Scope has the Bearing Compass indicator above the scope on the wall. The stock game couldn't raise high enough for you to realize it was there! Made new dials for it, with the following description to what the rotating dials do: ![]() Your "Relative Bearing" never changes (its the same as reading the Periscopes Compass bearing at the top of the view) Zero is at the bow, 180 degrees is at the stern. The subs "True Heading" is the present course the subs on (it will change as the course changes). The "Radar Indicator" shows where the radar is pointing. If its set to sweep, it will constantly revolve. Finding a "spike" on the A-Scope you'll check the range selector to know which 3 Range Scales to use. Centering the spike on the correct Range Scale by using the manual Focus, then looking at the Bearing Compass on the wall will give you the targets Relative Bearing. These changes will finally give you a way to use the Radar much as they were used (they used wax pencils on the PPI screen to mark range lines when knowing what Range Scale the unit was set).
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
Last edited by CapnScurvy; 07-13-16 at 03:48 PM. |
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#672 | |
Grey Wolf
![]() Join Date: Jun 2011
Location: UK
Posts: 752
Downloads: 445
Uploads: 0
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__________________
-------------------------------------------------- Authority should derive from the consent of the governed, not from the threat of force If the only tool you have is a hammer, pretty soon everything starts to look like a nail FOTRS Ultimate http://www.subsim.com/radioroom/showthread.php?t=226270 The future of SH4 - coming to a PC near you soon ![]() |
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#673 | |
Sink'em All
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![]() Bravo Zulu, Capn. Great work. ![]() On my end, I now have about 5 single missions completed, just basic ones at the moment, because I'm remembering things as I play with the ME again. I figure maybe on doing between 10 and 15 missions by the time fOTRS Ultimate is finally released. Others can follow as the need strikes me. ![]() ![]()
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Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines |
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#674 | ||
Admiral
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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#675 |
GLOBAL MODDING TERRORIST
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In a case like that I can offer a suggestion.
Do a search and replace of all the Campaign and Mission files. I use 010 Editor myself and have for a few years. May be the best $20.00 I spend every other year or so. Say you change a ship Class in just it's folder. Instead of all the editing nightmares? Search and replace. You can have it search subfolders and files. If you want to get fancy and ignore files or folders? It scriptable. You can write your own search and replace routine. I use 010 to rip the animations from SH4. ![]() Last edited by Jeff-Groves; 07-13-16 at 05:01 PM. |
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