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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
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...that is basically my own personal standalone electronic mo-board. It started as a course intercept computer but has since grown to include a few other items. I had an idea for a redesign, so started totally rewriting it to utilize a retained mode graphics system, so I can drop plots on the map and then directly manipulate them by clicking and draggin em around.
The general idea behind the tool is that there are some gadgets, tools, measurements and so forth I wanted to be able to do more easily in the game. But there's no programmer's interface that would allow me to create addin-style tools for the nav map. Sooo.... What I did was, create a tool that pulls a screen print of the in game nav map along with maybe my initial plots of a contact or two, and then I have my own toolsets that I can use on the contacts to determine anything I want. So, I'm playing the game, press the print screen button and Alt-tab switch over to my app to determine a proper intercept course for instance, or AoB, or speed, or whatever. Anyhow... I also know how to create electronic standalone versions of whiz wheels and so forth. I was considering adding a few to my app, but so far, it's already giving me all the info that those wiz wheels are meant to provide, so it would be novelty more than anything I s'pose. Is there any interest in this sorta stuff or are you all basically just modding skins, config files, etc. Last edited by XLjedi; 04-20-07 at 09:14 PM. |
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#2 |
Torpedoman
![]() Join Date: Apr 2007
Posts: 119
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Sounds overly complex to me, but dont let that discourage you. Im sure someone would like it.
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#3 |
Commander
![]() Join Date: Sep 2004
Posts: 462
Downloads: 62
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Sounds groovy.
In case you haven't already seen it there's a program by Kim Ronoff called the Electronic Plot Officer PTC which was written for SH1. It does pretty much what your program does although it doesn't do it off of screen grabs - you have to enter your data into it. Pretty nifty program. |
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#4 |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
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Nah... mine works pretty well off the screen images. I try to limit the manual data entry as much as possible so it's usable. If you have some base values in there for sub speed and target speed it will remember the last
Here, I've got a screenie from the old version of it with an SH3 map loaded that I can show. But it wasn't the retained mode graphics version, so you could draw the lines with the tools and get the answers easily. But the new version will let you click-n-drag the objects around and add multiple contacts and so forth. ![]() In this shot above, I was using the "Intercept" tool to figure out a proper heading to catch the radio contact. The intercept course is the bright red line. Notice it also gives you the proper AoB on that intercept too. Three clicks and it gives you the 64° intercept course. Notice the only inputs are target speed and your sub speed, it reads all the other headings and calculates angles dynamically based on the bearing and course lines you draw by clicking points on the map. It's not too complex, you press prn screen then Alt-Tab over to it... two button mashes gets you the nav-map background as a sandbox to play in. |
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#5 |
Commander
![]() Join Date: Sep 2004
Posts: 462
Downloads: 62
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Hell I'd love to give it a go. Upload it to filefront maybe?
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#6 |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
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I have my own website... hosting the file isn't a problem.
I'll have the new build working shortly. Presently I'm done with the logic that allows me to plot mouse draggable contacts and sub. The vector logic to calculate the intercept was something I've had knocked out for a while. Tell ya what, I can do this... Gimme a few days to hook up the Interceptor tool to the new graphics engine and polish it up a bit and then you can play with it a little. I'm developing it in the latest visual studio 2005, so you would need to install the latest .net framework to run it. The .net framework comes preinstalled on Vista, but for non-vista machiens you'd need to visit MS and download it. If you're willing to install the .net framework, I don't mind letting you try it. |
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#7 |
Commander
![]() Join Date: Sep 2004
Posts: 462
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Cool. I'll just hang tight until you get it polished up. I do have .net framework installed on my XP machine so I'll be good to go. Looks like a really cool program, I'm looking forward to giving it a go.
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#8 | |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
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![]() Quote:
Well, I guess I could let you look at the old working copy that I posted the screenie on... I had most of the tools working in that version, but none of the menu stuff does anything. I just got to a point where I wanted to click and drag the graphics and that's when I began writing the new graphic engine. I posted a working copy version of the old MoBo app here: MoBo Proof of Concept If you've got the framework loaded, you should just be able to unzip this to its own directory and run the mobo.exe right from there. No setup or installer wizard. If you don't have anything in your PrnScreen buffer it will just display a beige background. When it loads, it reads the prnscreen image automatically. But if you've got one image loaded and you're playing the game and prn screen a new image you don't have to turn off MoBo and turn it back on, just click the get map button and it will update with the latest prn screen image. Try the Intercept tool. Sorry for the half-built working version... but hey, were Silent Hunter fans, we're use to beta testing half-cooked apps for free right? ![]() |
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#9 |
Bosun
![]() Join Date: Apr 2007
Location: Atlanta, Ga
Posts: 68
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I've been looking for something like this so the interest is certainly there on my part. Thanks for posting. I'll keep an eye out for when you release.
EDIT: I just tried it out a bit and seems to have great potential. This is simply perfect for a person like me because I use 2 monitors. I've been doing all my nav/plotting on 2nd monitor while I am playing the game on the first monitor. This would be a welcome addition to my 2nd monitor. Last edited by greekfire; 04-20-07 at 10:07 PM. |
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#10 |
Swabbie
![]() Join Date: Apr 2005
Location: Cairns, Australia
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looks very impressive!!! Look forward to your release of this.
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#11 | |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
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#12 |
Grey Wolf
![]() Join Date: Mar 2007
Location: Scotland
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This looks like a pretty good idea certainly one of the more intresting things ive seen so far clever idea i like it
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#13 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
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Cor blimey... me try it too..
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#14 | ||
Bosun
![]() Join Date: Apr 2007
Location: Atlanta, Ga
Posts: 68
Downloads: 16
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#15 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
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Looks very nice Aaron.
![]() Is this also useable with SHIII/GWX? If so post it in the SHIII Mods section too. I'm sure the guys running SHIII/GWX might like it give it a go too.... I know I would.
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