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Old 03-12-10, 07:53 PM   #121
gutted
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nice!

im ready to give it a workout
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Old 03-12-10, 07:55 PM   #122
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Quote:
Originally Posted by gutted View Post
nice!

im ready to give it a workout

uploading.....
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Old 03-12-10, 07:57 PM   #123
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WEEEE!

Time to bust out the beer!
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Old 03-12-10, 08:04 PM   #124
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Quote:
Originally Posted by TheDarkWraith View Post
that's easily changed in your menu.txt file (\data\Menu\)
Thanks for the tip, I changed it
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Old 03-12-10, 08:36 PM   #125
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version 1.0.2 released. See post #1 for changes.
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Old 03-12-10, 09:17 PM   #126
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Nice
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Old 03-12-10, 09:27 PM   #127
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that's a big step forward ! well done TheDarkWraith

one suggestion : would be better,imo, all dials to be at the right side ! i mean ...can you make a version with the tdc'dials under the torpedo's setting dials ?
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Old 03-12-10, 09:34 PM   #128
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Originally Posted by makman94 View Post
that's a big step forward ! well done TheDarkWraith

one suggestion : would be better,imo, all dials to be at the right side ! i mean ...can you make a version with the tdc'dials under the torpedo's setting dials ?
the problem lies in users with varying screen resolutions. I have to accomodate for everyone using different resolutions (and even 1024 X 768 ) thus they are placed where they are for that reason. But if you have suggestions as to how to improve the layout please let me know.
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Old 03-12-10, 10:35 PM   #129
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Originally Posted by TheDarkWraith View Post
the problem lies in users with varying screen resolutions. I have to accomodate for everyone using different resolutions (and even 1024 X 768 ) thus they are placed where they are for that reason. But if you have suggestions as to how to improve the layout please let me know.
ok TheDarkWraith,

here is my suggestion

of course at the future it would be better some parts to be on sliding panels (or clicable panels)like the torpedo's setting dials in order not to block at all the view and there will be no need to move the reri view to the left.

for the torpedo's depth dial you can keep only the one dial (no need to have both) .at the pic i 'kept' the left one becuase i like this new idea by the devs that is showing the ship's hull after you identified it

then a small rearrangment to all dials need (i can make an edited pic for you if you like this idea) and then remove all tabels from dials (everybody in the sub is a trained sailor and knows each dial for what is for)

as for the resolutions: i don't think that there will be anyone that will use 1024x768 (world moving forward) .but Kara knows these things very good and he can enlight us for what can be done with resolutions and dials's sizes


pic( at 1280x1024):
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Old 03-12-10, 11:55 PM   #130
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@makman

he made a slicker/neater version:
http://www.subsim.com/radioroom/showthread.php?t=164612
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Old 03-13-10, 04:27 AM   #131
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OK, let's see if I can clarify this once and for all

The construction of a firing solution is based upon a firing triangle. That triangle is made up of three corners, which are:

1) Target
2) Torpedo (And not our uboat, because we want the torpedo and not our sub to collide with the target, you know)
3) Intersect point between torpedo and target tracks

Three corners are three angles, and all three of them are represented with dials in the TDC. You only need to know where to look for them.

What we will input into the TDC is:

Dial 1) Target position: Automatically done by training our optics to the target. That's the bearing from OUR submarine, but not from the torpedo (Which is some 30 metres forward of the periscope/uzo in its tube). But the TDC will automatically correct that by calculating the parallax, based on the distance to target we input (Dial nº 4). This is measured with two black dials side by side, one for 0-360º (As in our periscope/UZO) and another with 0-10º that acts as vernier.

Dial 2) Target course: Manual input of the Angle on the Bow by us. Will be shown in the red/green dial (0-180º at each side) with a small vernier inside.

Dial 3) Note that we will NOT input the third corner of the triangle, i.e. the corner at which torpedo and target will come together and collide. The reason is that any triangle's angle can be calculated as long as we have the value of the other two angles, and the TDC will do it for us and show the result in the Track Angle (Auftreffwinkel) dial. Again it will be shown in a dial divided in green/red with 0-180º scale at each side.

NOTE NOW THAT BOTH DIALS THAT ACTUALLY HAVE DATA RELATING TO TARGET GEOMETRY ARE DIVIDED IN GREEN/RED. Whereas dials referring to own Uboat data are black, in 0-360º divisions. Why? Because sitting in our uboat we have a 360º view around, but when looking at the target we will see either side of it, the front or the rear. Never a full pan around.

Now, the output of the TDC, i.e. the result for the firing solution, in short: How much the torpedo must turn right or left after leaving the tube, in order to get into a collision course with the target, is the Gyro Angle, indicated in the very same centre of the TDC by two dials. Again, because the torpedo is in OUR Uboat, the dials are one for 0-360º and another with 0-10º that acts as vernier.

The TDC will also tell us the torpedo run until reaching the target, so that we can see if it is in reach, and estimate the seconds to impact.

A scheme of the firing triangle:



And how it looks like in the TDC: (The three corners are connected with green lines to make the firing triangle easily visible):

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Old 03-13-10, 04:57 AM   #132
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Wow, the TDC showed the torpedo run lenght? Simply WOW. DEEEEEEVS

Ok, let's get things straight before TDW looses his patience:

1. If you don't like the spread angle (I don't) or other parts in the interface, simply load up the Menu Editor, find the TDC page, select in the list the main group of any dial you wish to move and input an offset of 4000 (OffX). That will get it out of the screen. No need whatsoever for 10 versions

2. I know that TDW can't fix the AOB thing, that's why I said DEEVS!!!

3. Only allowing you to input chages while Autoupdate is OFF (I mean the periscope is linked to the TDC Bearing dial which in turn is ALWAYS linked to the AOB), is STUPID!!!!! Since the devs decided not to go with the SH2 method of clicking on a button and getting a solution 3 seconds later, at least allow us to manually change things all the time. I can see absolutely NO reason why this shouldn't happen. Leave the Autoupdate just for the periscope link. Even better, maybe even link the AOB to the course (although I'm still not sure if all TDC models had this feature, from a US report I see that a later model didn't). I also know that TDW can't fix this either so... DEEEEEEEEEVS!

4. As for resolutions, I've already posted a comprehensive tutorial on how snaping and positioning works in the Menu Editor. The thread is called "[TEC] Menu Editor". I'm sure you can work that out.... But TDW has so far avoided scaling altogether and, since all pages fill up the screen by default, his positions are actually fine. If however he decides to let the dials scale up with resolution, then he "might" have a problem. I'm at your disposal if you need furter tips on how to glue stuff to the sides of the screen.

But in essence...

To glue stuff to the left of the screen: ARX = 0, DRX = 0, to glue stuff to the right of the screen, ARX = 1, DRX = -1. Practice by making a group first and rescaling it to see how all the items inside move about... The same rules apply for verticals. But no need yet, the interface looks fine as it is

There's one main reason I didn't get involved into interfaces YET. I'm still waiting for patches. If the devs include those voice pipes we've seen in some files, we'll be able to rethink this entire puppy around
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Old 03-13-10, 05:20 AM   #133
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hey kara...

what about the dial in a single screen like you did for sh4?! i like your interface mod very much...! nice work...

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Old 03-13-10, 05:29 AM   #134
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these tdc gfx looks better than my gfx from sh3. could we use these for the mod? where is the *.dds located?
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Old 03-13-10, 05:41 AM   #135
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Thank you very, very much for clarification, Hitman!!! Now we know how the TDC worked and how all dials looked like. Great -even if it cannot be implemented this way. But I hope you can get as close to it as possible. Putting the right dial graphics to the right functions shouldn't be a problem now. Don't know if the missing dials "exist" or can be created. But there is enoug space on the screen, so you could implement them all -even without an single TDC screen. Linking the periscope/UZO to the TDC for bearing input would be cool.

Last edited by H.B.; 03-13-10 at 06:15 AM.
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