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Old 05-07-07, 09:46 PM   #1
CaptainHunter
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Brigs,

I extracted it to my MOD folder and it showed up in JSGME so I enabled it but still not working, I'm am running a lot of other mods tho.

Thanks
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Old 05-07-07, 10:37 PM   #2
U-Bones
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The reason folks are having a hard time with this is it is not properly set up for JSGME

It has this path in the rar file
RecogManualShipLength\RecogManualShipLength\Data\f iles and such
It needs to have
RecogManualShipLength\Data\files and such

Also Brigs, reading your readme.txt, you state
"If you have the JP Ship Dimension mod installed (thanks Krupp), JSGME will give you conflict messages....it's ok to install over top of that mod. "

Unless you used his MOD as your starting point this is not true. You will overwrite his ship.cfg files that contain "draft, widht and lenght dimensions. Plus some displacements and speeds" with your cfg files that have presumably only length fixes. So basically, unless you used his mod as a basis for further correcting length, your mod completely wipes his cfg files out, and further probably make them no longer match the sim file corrections he made, and that are still in effect.

If someone wants to use your idea, but base it on Krupps's data, all they need is your menu.txt tweaks. Pretty sweet and simple. If you and he have major differences and cant agree on lengths, so be it, but maybe you two should hash out the data since you are both interested and motivated. Between you, there is good data, plus an optional menu.txt that allows players choice of two styles of RecManuals.

As it stands though, the mods are not compatible. You should repackage, update the readme to reflect this, and correct the path issue for JSGME.

Now if you did in fact use his data, pardon me and brilliant job, except you should explicitly credit the use.

And welcome, this is a really good idea, and you did put a lot of work into it. Hats off.
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Old 05-08-07, 07:52 AM   #3
Hitman
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The really nice thing of the Aspect Ratio method is that it works equally weel with yards or metres, feet or decimetres.... So I would suggest that you modify the manual to actually replace the mast height (Unless it breaks the stadimeter) with the aspect ratio. So you can have the aspect ratio directly for AOB, and the length for the speed measurement. If that fails, could the AR be added behind the lentgh in the same line? F.e. in the Mogami example, you would read something like this:

Length = 656 ft (AR 5.77)
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Old 05-08-07, 08:51 AM   #4
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That's a good suggestion by Hitman, having the AOR on screen would simplify matters, I hate having to pause the game to do MATH calculations... .


On the whole imperial/meters feature/bug, I still have problems figuring it out the correct answer, if the game reads yards as meters and all distances are off about 10%, the PK should also give us a speed which is off since it is based on the wrong distance (elementary TMA 101), so wrong distance/speed, when shooting at a target 100-150 yds long which is 1,000+ yds away should result in a large percentage of misses.

As noted above however, I am now getting 90-100% hit ratio at 1,000 yds when the correct range/AOB/speed are fed into the PK, so something does not add up.

The manual states that the measurements on the NAV map have a "fudge" factor built in to simulate RL 1940's conditions, I am wondering if this might not be the answer.
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Old 05-08-07, 09:39 AM   #5
Brigs
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Hi U-Bones,

Your points are well taken.

Krupp's JP Ship Dimension Mod data was, in fact, used as the 'base' data for this. I did have it installed while making the changes, so there's no problem with overwriting those config files.

I did put a thanks in the readme file but, after reading it again, you're right.....it could have been more explicit. The readme has been updated.....please check it out to make sure the wording does the proper job of giving credits.

I wasn't sure where to put the readme (hence two folders). But, if everyone is used to seeing only one folder which includes both the mod and the readme, then that's no problem. The download file has been updated, and now contains a single 'mod' folder (which includes the readme).

If I missed anything else, let me know. Appreciate your input.....keep me straight until I get my sea legs here.



Hi Hitman,

Excellent idea. I'll play around a little bit with the files and see if I can do that.

I also wondered if the sinus scale in your tutorial could somehow be added to the tools on the Nav map ? I don't know anything about graphics stuff, so don't know if it's even possible.
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Old 05-08-07, 09:58 AM   #6
U-Bones
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Quote:
Originally Posted by Brigs
Hi U-Bones,
Krupp's JP Ship Dimension Mod data was, in fact, used as the 'base' data for this. I did have it installed while making the changes, so there's no problem with overwriting those config files.
Beautiful ! It was not clear to me in the original readme that his data was being used. Thanks for the clarification, and for the JSGME repackage.

Here is a point to consider however... if your mod is used standalone, then the *.sim files he modified to match the cfg files are missing...
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Old 05-08-07, 02:02 PM   #7
Hitman
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Quote:
I also wondered if the sinus scale in your tutorial could somehow be added to the tools on the Nav map ? I don't know anything about graphics stuff, so don't know if it's even possible.
I *think* it *could" eventually be added to the attack map in the same way the nomograph was added to the normal map in mods like RFB:hmm: Since the sinus scale is a read-only device and you do not need to plot lines across, it could well fit there. Another alternative would be to modify the cover of the manual, or if the size allows it, add it in the lower part of the default background page so it is visible in all targets (The rec. manual uses only one archive as background, that is also the one darkened in some mods).
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Old 04-15-13, 04:41 PM   #8
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This is great! Thanks!
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Old 04-15-13, 04:48 PM   #9
Sailor Steve
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You know, when people revive a thread after almost six years they usually add something to it. The guy who started it hasn't even looked at Subsim in five years.
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Old 04-15-13, 09:31 PM   #10
mr. whukid
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Quote:
Originally Posted by Sailor Steve View Post
You know, when people revive a thread after almost six years they usually add something to it. The guy who started it hasn't even looked at Subsim in five years.
My bad. I was going through the mods thread and thought I'd thank the creator of the mod. Thanks for implying I had something to do with the OP not being here for five years though. Clearly the mature choice
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