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Old 10-07-08, 10:23 AM   #16
Nisgeis
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Quote:
Originally Posted by Sailor Steve
Is there a date listed for that device? I can picture a rotating-drum type reader like the one in the game, but that red window looks an awful lot like an LED readout, and those didn't exist until the 1970s, if I remember rightly.
That pic has two extras that aren't mention in the manual for SJ, so it may be a later version of the range counter. I assumed though, that the red was a filter. The range dials are underneath and are as you might expect them to be. There is a control for the range dial illumination and having the dials enclosed wouldn't be out of the question and as red filters were used on other things... why not.

I've yet to get a good picture of the range dials, as the people who take the pics of the working sets only aim at the pretty glowing bits, not the dull auxilliary units right next to them, just out of shot. I assume they are of the same type as in the TDC range readout, just enclosed.

I'd welcome and pics though.
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Old 10-07-08, 10:36 AM   #17
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I'm very happy that you ended this work and I'm produ of having been able to colaborate a bit. If you need further help to enhance the mod, I'll be ready

A new, higher resolution graphic of the bearing indicator thata lso allows true bearing plotting, and some alternative solution for the 10000+ ranges readout would be the ice for the cake

P.S.

Can you post here which value you tweaked in the cameras.dat? I asume the tweak is very small, and so I (and others) could easily update our custom cameras.dat

Thank you
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Old 10-07-08, 02:18 PM   #18
Nisgeis
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Quote:
Originally Posted by Hitman
Can you post here which value you tweaked in the cameras.dat? I asume the tweak is very small, and so I (and others) could easily update our custom cameras.dat
From my notes:

Changing the cameras file:
==========================
\library\Cameras.dat
_Dummy_Cam_RadioRoom_Radar.AxisRotation.AxisRotati on.Angles.Max (for X Axis) = 90 (was 20)
Above for X Axis rotation restriction, to enable the player to look at the bearing train indicatior. In stock, you can only see the lower half of the train bearing indicator, which is fine if you only want to plot things you are running away from.
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Old 10-07-08, 02:29 PM   #19
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Cheers!!!
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Old 10-07-08, 06:13 PM   #20
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Quote:
Originally Posted by Nisgeis
Quote:
Originally Posted by Dr. Evil
Two questions:

Is this and the Range Rings/Bearing mod compatible with 1.5/RFB?
Range rings are OK with RFB, as far as I know. The range dials are for SH4 1.5, but won't work with RFB without overwriting some changes they have made. The interior files for the submarine have been changed and it will destroy anything they have changed in the interiors (which is a lot).
Only difference I have noted is that the ObScope constantly rotates, and is thus unusable.
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Old 10-08-08, 03:24 PM   #21
keltos01
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The Oldest Working Radar (1943) - USS COBIA SJ-1 s/n 37

http://usscobia.com/sj-1.html
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Old 10-08-08, 04:11 PM   #22
Nisgeis
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Quote:
Originally Posted by Dr. Evil
Only difference I have noted is that the ObScope constantly rotates, and is thus unusable.
I downloaded and installed RFB, then installed the range ring mod, then the range dial mod. The observation periscope was fine. What sub were you using and what other mods? Perhaps you have some corrupted mod configuration?
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Old 10-08-08, 04:13 PM   #23
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Here's a version for TMO 1.52:

http://files.filefront.com/Radar+Ran.../fileinfo.html
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Old 10-09-08, 01:43 AM   #24
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Thanks Nisgeis for making a version compatible with Trigger Maru I will have to try this out later tonight.

Steve
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Old 11-22-08, 12:46 AM   #25
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Great work! But is there any way to get it to display the ten-thousand meter's place? That would definitely help targetting calculations. Radar picks up a target at around 30 km, and until it gets within 10 km, I'm forced to guess the range. It seems to be a whole lot of extra and unnecessary work.

My idea:

Retain the original 4 digits, but have them cover:

[Ten Thousands] [Thousands] [Hundreds] [Tens]

Instead of the current:

[Thousands] [Hundreds] [Tens] [Ones]

Being off by a couple of meters isn't a big deal, being off by a whole mile is.


Idea 2:

Keep the current: [Thousands] [Hundreds] [Tens] [Ones]

But instead of having the [Thousands] dial stop at 9000 m, have it roll over. That is, 12530m would be [2][5][3][0], the same as 2530 m, but it's pretty easy to tell which range it actually is.
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Old 11-22-08, 04:15 PM   #26
Nisgeis
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Quote:
Originally Posted by cleverusername
Great work! But is there any way to get it to display the ten-thousand meter's place?
Unfortunately, there's no provision for it in the game engine, presumably because the German radar doesn't have great range. There is no way that I know of to get it to display a ten thousand placeholder.
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Old 11-22-08, 06:39 PM   #27
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Quote:
Originally Posted by Nisgeis
Quote:
Originally Posted by cleverusername
Great work! But is there any way to get it to display the ten-thousand meter's place?
Unfortunately, there's no provision for it in the game engine, presumably because the German radar doesn't have great range. There is no way that I know of to get it to display a ten thousand placeholder.
What about having the thousands place roll-over like the hundreds and ten's places do currently.

e.g. Right now, 2340m is displayed as [2][3][4][0], and 22340m is displayed as [9][3][4][0].

Basically the hundred and ten-meter digits keep rolling even after 9999m, while the thousand-meter digit stops at 9.

Could we have the thousand-meter digit behave similarly? That is after it goes to [9], have it roll back to [0] for 10,000 meters, [1] for 11,000 meters, etc?

so basically:

Actual range: 32,320 meters.

Current display: [9][3][2][0]
My idea: [2][3][2][0].

It's easy to tell it's around 30,000 meters from the A-scope or PPI, and now we know it's at 32320m, instead of guessing: is it 30320? 31320? 32320? 33320? 34320? 35320?

With my new system, the possible ranges are 2320m, 12320m, 22320m, 32320m, etc. It's easy to tell which one you're at because there's 10,000m difference in ranges.
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Old 11-23-08, 12:46 PM   #28
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I understand what you are asking for, but the game engine does not allow for rolling over of the thousands. It stops at 9. There's nothing I know of that can change it.
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Old 11-24-08, 10:48 AM   #29
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Totally awesome Nisgeis! Any news on the RFB 1.5.2 version? I cant wait!

Pretty please...
.
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Old 11-24-08, 02:51 PM   #30
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Quote:
Originally Posted by Quagmire
Totally awesome Nisgeis! Any news on the RFB 1.5.2 version? I cant wait!

Pretty please...
.




Waiting for this as well!
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