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05-18-15, 10:50 PM | #16 |
Ace of the Deep
Join Date: Feb 2007
Location: Adelaide, Australia
Posts: 1,047
Downloads: 340
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Greetings CapnScurvy,
Is it possible to have some playable surface ships implemented in your super mod? I'm currently commanding the New_Mexico class BB as well as the Montana BB utilising TMO and RSRD and enjoying it very much.
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05-19-15, 12:27 PM | #17 | |
Saint of the seas
Join Date: Mar 2004
Location: Sorrento, Louisiana
Posts: 1,308
Downloads: 265
Uploads: 127
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If you need/want anything more, just ask!
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Frederick J. Barnett Radio Stations & Music Captain's Desk Photos FJB Camera Pre Pearl Harbor Career Start Office links, Info Boxes, & 50 cal Crew Rank Fix Sub Class Info Real Subs SH4 Randomizer Sub Images Office Images Sub Pinups & Pics 24 Hour Clocks Office Posters Nav Map Make-Over Add-ons FJB Navigation Maps Office Window Chronographs Someone's got to take the responsibility if the job's going to get done! Do you think that's easy?! - Gregory Peck, The Guns of Navarone. |
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05-19-15, 05:47 PM | #18 | |
Ocean Warrior
Join Date: Mar 2007
Location: Houston, TX
Posts: 2,726
Downloads: 393
Uploads: 12
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I never thought I'd see another attempt at a major Fleet Boat mod for SH4. The modding side of things always seems to focus more on the other side. I'm quite interested to see where this goes.
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My most wished for feature in the tracking/attack area of SH4 has always been a way to automatically mark the map when I take a bearing/range fix. If you found a way to add that, and that was all you added, I would be quite happy. Does this mean just changing the interiors, or are you planning anything to make them more alive or interactive? I really like the 3D radar and TDC that was created, and I would love to see that carried forward and even built upon.
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"Never ask a World War II history buff for a 'final solution' to your problem!" |
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05-19-15, 07:08 PM | #19 | |||
Admiral
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James_nix wrote earlier in this thread: Quote:
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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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05-19-15, 07:30 PM | #20 |
Ocean Warrior
Join Date: Mar 2007
Location: Houston, TX
Posts: 2,726
Downloads: 393
Uploads: 12
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I think what he is referring to are the message that pop up on the clipboard, not actual sound files that play on the radio.
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"Never ask a World War II history buff for a 'final solution' to your problem!" |
05-19-15, 08:00 PM | #21 |
What's happenin' Cap'n'?
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Yes, thanks. Sorry if I wasn't clear.
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USS COPPERFINS-05
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05-20-15, 09:07 AM | #22 | ||
Admiral
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A draw back to manually determining range with the periscope Telemeter Divisions with Optical Targeting Correction has been when you set the OTC Range dial and "Send" the data to the TDC. Where ever the periscope is fixed on a bearing....that relative bearing is used to determine the solution. Unless you remember to "Lock" back onto the target after determining range, the relative bearing of the target can be inacurate. I want to eliminate this by having a dial that sets a relative bearing, not just the scopes viewable position. The Ship Height Dial would be a new dial that would set a height figure for calculating the math equation of Height and Angle equals Range. The Angle comes from the Stadimeter reading taken of a reference point on the ship. The stock game has us using the ships mast as the reference point (some of these mast height figures are in error.....some ships don't even have masts?!). I plan to have the Recognition Manual give us a Height figure for several points on a target. It's up to you to chose which point of reference to use, set the Height Dial to the height of the reference, then take a Stadimeter reading from that reference point. If you can't see the mast, use the funnel, or some other point of reference. The idea of marking the map with a bearing/range fix. Isn't that what's done with the white checkmark on the stock games Attack Map? I know some mods remove the Attack Maps ability to show that mark, as well as other map indicators on both Attack/Navigation Maps (I don't plan to eliminate any of the stock games help features......it's my thought you can remove most help features as you see fit by using the various "Game Play Options".....you don't need a mod to eliminate them for you). Maybe I'm wrong in understanding what you're asking for? ========= Guess I was wrong in understanding what james_nix asked about......and yes, there can be added messages to the clipboard report. Although a lot of players don't like the extra chatter, especially if it slows down Time Compression while traveling. That can also be changed within the game too.
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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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05-20-15, 02:25 PM | #23 | ||
Gunner
Join Date: Apr 2011
Posts: 93
Downloads: 227
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Bravo Capn! I am really excited about this mod and the features you describe.
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For anybody interested, here is the link to the full IJN manual (ONI 222-J): http://archive.hnsa.org/doc/id/oni22.../index.htm#toc And here is the merchant manual (ONI 208-J-Revised): http://archive.hnsa.org/doc/id/oni20.../index.htm#toc |
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05-20-15, 04:29 PM | #24 |
Saint of the seas
Join Date: Mar 2004
Location: Sorrento, Louisiana
Posts: 1,308
Downloads: 265
Uploads: 127
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FTR, I did know what he was talking about. I've even done it a couple of times myself, so if you need help there too, I can.
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Frederick J. Barnett Radio Stations & Music Captain's Desk Photos FJB Camera Pre Pearl Harbor Career Start Office links, Info Boxes, & 50 cal Crew Rank Fix Sub Class Info Real Subs SH4 Randomizer Sub Images Office Images Sub Pinups & Pics 24 Hour Clocks Office Posters Nav Map Make-Over Add-ons FJB Navigation Maps Office Window Chronographs Someone's got to take the responsibility if the job's going to get done! Do you think that's easy?! - Gregory Peck, The Guns of Navarone. |
05-20-15, 06:19 PM | #25 | ||
Ocean Warrior
Join Date: Mar 2007
Location: Houston, TX
Posts: 2,726
Downloads: 393
Uploads: 12
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Here's my procedure that I've used for manual targeting: Obtain a contact. Determine target bearing and range, send it to the TDC, and write it down. Start the stopwatch. Go to the Nav Map, pause the game, plot target's position on the map. Unpause the game, wait a few minutes, get a new range and bearing, note it, pause to map it, unpause, wait, repeat the cycle a few times. Once I've got several fixes plotted, I can start determining his course and speed and begin my attack. It's the extra step of noting his position and pausing to draw it out. With the position keeper on, it will plot the target position from the range and bearing, but that's only on the attack map. If the drawing tools were available, I could mark the positions and use the tools to figure course and speed. If the position keeper mark appeared on the Nav Map, I wouldn't need to pause and plot out his position. (Also, if a speed is entered into the TDC, that mark is going to be moving.) My dream system would automatically plot the position fix with the stopwatch time on the Nav Map whenever I send the bearing/range to the TDC.
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"Never ask a World War II history buff for a 'final solution' to your problem!" |
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05-21-15, 04:02 AM | #26 |
Commander
Join Date: Aug 2004
Location: Linkoping, Sweden
Posts: 478
Downloads: 176
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Very cool initiative for a new mod indeed!!!
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SHIV:TMo 2.5, RSRD, SCAF OLC, Ralle's modpack SHIV: WDAD, Med Campaign SHIII: GWX3 GOLD, OLCII Gold, ACM-reloaded interface mod, SHIIIcmndr 3.2, Full Realism/DiD SHIII: LSH3 2015 Cold Waters with all bells and whistles Finally SHV but still unmodded and still a noob.... |
05-21-15, 10:52 AM | #27 | |||
Admiral
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================ pdiddy, that's just about what I'm thinking for the games Recognition Manual. A smaller version, yet a scaled image of a target ship that has multiple height reference points. Want to use the bow as a height reference point.....the illustrated Fubuki bow is about 25/26 feet high. Set a dial to that figure and use the Stadimeter to get a reading from the bow. ================ Quote:
I'll admit, years ago I had the Map Tools on the Attack Map (the menu_1024_768.ini file covers it) yet they didn't do a thing. They filled up the bottom corner of the Attack Map screen, but no mouse capture of the tools. The game engine doesn't recognize the tools there. The developers didn't write the script to make them function on anything other then the Nav Map. Again, we've got ideas, yet there isn't a way of implementing them.
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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; 05-21-15 at 12:15 PM. |
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05-21-15, 03:45 PM | #28 |
Seasoned Skipper
Join Date: Jan 2002
Location: Freeman Missouri
Posts: 1,744
Downloads: 1375
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Sounds Awsome Are You Going Have The Narwhal Class
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I'll tell you what bravery really is. Bravery is just determination to do a job that you know has to be done. Audie Murphy Last edited by les green01; 05-21-15 at 03:53 PM. |
05-22-15, 06:58 AM | #29 | |
Admiral
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I'm not going to add a Narwhal class (looking like the Porpoise) and just call it a Narwhal.
Nor am I going to take the Narwhal mod (that's a bonus mod from SubSim) and incorporate it into the Day of Infamy. That mod is a gift for those that donate to SubSim. No way I'm touching it. So no, unless I find a Narwhal model just hanging around out in cyberspace.
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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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05-22-15, 11:06 AM | #30 | |
A-ganger
Join Date: Feb 2015
Location: Northern KY
Posts: 80
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I am making a high definition S-Boat right now as well as several other projects (I work on them as the mood moves me). I can add it to the list if I can secure good reference images.
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Never argue with an idiot. First they drag you down to there level, then they beat you with experience. |
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