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Old 04-06-25, 03:05 PM   #1
ElCid97
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Default Lawrence 10-B Slideruler/USN S495-S505

Greetings!

I'm hoping someone can at least answer this question -- if it's even able to be answered: "Can I add a working slide ruler to the US side that a user can use along the lines of the Omnimeter by Capt Scurvy or the RAOBF on the German side as done by the Dark Waters Team?"

I'm asking because I came across some nice pictures of a Navy S495/S505 slide ruler from about 1939 or so. Maybe later. It's basically a "Manheim" style instrument which was a liscenced version of the Lawrence 10-B slideruler.

I've made a "game" graphic as well as a "practice" graphic I'm using in GIMP with moving parts. I'm planning on adding a "manual" of sorts with pages you can print to make your own "real" S505 as well as some basic instructions for getting things like range, speed, etc.

Here are the images I have so far:

This is in-game in the S-Boat control room/conning station. I've attached it to the clock since it's draggable and can be turned on and off. This may or may not be a game-stopper, but that's why I'm asking.


https://www.mediafire.com/view/m391r...50405.jpg/file

This is the basic image to get the pieces from which are displayed on the ruler. As you can see, the "B-C1-C" slider is at the bottom for ease of cropping. Same with the curser at the top-left.


https://www.mediafire.com/view/d71ks...-10-B.jpg/file

Finally, this is what I'm hoping the thing will look like when finished. This is the image I'm using in GIMP to practice with. The printed version will have the scales only and the rest will be to "fold over" or in some way make it possible to have the curser slide back and forth.


https://www.mediafire.com/view/i86zm...Ruler.jpg/file

This is the code so far:

;================================================= ====
;================ USN L10B-Slideruler ================
;================================================= ====

[G29 I20]
Name=L10B-SliderulerGroup
Type=1026 ;Menu group
ItemID=0x29030001 ;Tentative (next number)
ParentID=0x29020000 ;Clock page
Pos=0,0,1500,446
Zone=0 768 1500 446 2 1 0x29020000 0.5 -1 0x29030001 0 0 0 0

[G29 I21]
Name=L10B-SliderulerBCSlideImage
Type=1031 ;Static bmp array
ItemID=0x29030002 ;Tentative (next number)
ParentID=0x29030001 ;L10B-SliderulerGroup
Pos=0,0,1500,79
Zone=0 768 1500 79 2 1 0x29030001 0 -0.104287 0x29030002 0 0 0 0
Materials=1
Display=2 ;Linear
Mat 0=data/menu/skins/american/gui/USN_L10-B.dds
Crop 0=0.080543,0.837864,0.914838,0.162136
MatFlags=0x1
TexFmt=0x0
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0

[G29 I22]
Name=L10B-SliderulerBackground
Type=1030 ;Static bmp
ItemID=0x29030003 ;Tentative (next number)
ParentID=0x29030001 ;L10B-SliderulerGroup
Pos=0,0,1500,446
Zone=0 768 1500 446 2 1 0x29030001 0 0 0x29030003 0 0 0 0
Materials=1
Display=2 ;Linear
Mat 0=data/menu/skins/american/gui/USN_L10-B.dds
Crop 0=0.083718,1,0.916282,0.837864
MatFlags=0x1
TexFmt=0x0
Drag=false
BmpState=0
NeedFocus=true
SelOne=false
IdGroup=0

;================================================= ====
;================================================= ====

I can upload to my Mediafire and you guys can take a crack at it or, at least, let me know what you did so I may duplicate on my end.

If anyone can help on this, I'd really appreciate it. S-Boats didn't have a TDC, so everything was manual. A "banjo" and "is-was" were the tools on-hand, but the slideruler was also on-board and could be used instead.


From what I understand, many S-Boat captains would just use the regular slide ruler. The Omnimeter, for example, was actually made by crews on the fleet boats (USS Cod, for example).


This, at least, is something that ALL ships would have available since it was "GI" from the start. At the very least, a sailor would be able to go to the nearest store (stateside, anyway) and buy one cheap since they were the "ancient" version of the modern calculator! LOL!

Thanks again!

ElCid97

PS: There was a slideruler made a long time ago that apparently worked and was posted on the forums here, but the link has been dead a LONG time now. If anyone still has that file, please let me know since we can probably do some forensic work (hopefully) and try to figure out how they did it several years ago.

Last edited by ElCid97; 04-06-25 at 03:14 PM.
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Old 04-06-25, 03:36 PM   #2
KaleunMarco
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Quote:
Originally Posted by ElCid97 View Post
Greetings!

I'm hoping someone can at least answer this question -- if it's even able to be answered: "Can I add a working slide ruler to the US side that a user can use along the lines of the Omnimeter by Capt Scurvy or the RAOBF on the German side as done by the Dark Waters Team?"

I'm asking because I came across some nice pictures of a Navy S495/S505 slide ruler from about 1939 or so. Maybe later. It's basically a "Manheim" style instrument which was a liscenced version of the Lawrence 10-B slideruler.

I've made a "game" graphic as well as a "practice" graphic I'm using in GIMP with moving parts. I'm planning on adding a "manual" of sorts with pages you can print to make your own "real" S505 as well as some basic instructions for getting things like range, speed, etc.

Here are the images I have so far:

This is in-game in the S-Boat control room/conning station. I've attached it to the clock since it's draggable and can be turned on and off. This may or may not be a game-stopper, but that's why I'm asking.


https://www.mediafire.com/view/m391r...50405.jpg/file

This is the basic image to get the pieces from which are displayed on the ruler. As you can see, the "B-C1-C" slider is at the bottom for ease of cropping. Same with the curser at the top-left.


https://www.mediafire.com/view/d71ks...-10-B.jpg/file

Finally, this is what I'm hoping the thing will look like when finished. This is the image I'm using in GIMP to practice with. The printed version will have the scales only and the rest will be to "fold over" or in some way make it possible to have the curser slide back and forth.


https://www.mediafire.com/view/i86zm...Ruler.jpg/file

This is the code so far:

;================================================= ====
;================ USN L10B-Slideruler ================
;================================================= ====

[G29 I20]
Name=L10B-SliderulerGroup
Type=1026 ;Menu group
ItemID=0x29030001 ;Tentative (next number)
ParentID=0x29020000 ;Clock page
Pos=0,0,1500,446
Zone=0 768 1500 446 2 1 0x29020000 0.5 -1 0x29030001 0 0 0 0

[G29 I21]
Name=L10B-SliderulerBCSlideImage
Type=1031 ;Static bmp array
ItemID=0x29030002 ;Tentative (next number)
ParentID=0x29030001 ;L10B-SliderulerGroup
Pos=0,0,1500,79
Zone=0 768 1500 79 2 1 0x29030001 0 -0.104287 0x29030002 0 0 0 0
Materials=1
Display=2 ;Linear
Mat 0=data/menu/skins/american/gui/USN_L10-B.dds
Crop 0=0.080543,0.837864,0.914838,0.162136
MatFlags=0x1
TexFmt=0x0
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0

[G29 I22]
Name=L10B-SliderulerBackground
Type=1030 ;Static bmp
ItemID=0x29030003 ;Tentative (next number)
ParentID=0x29030001 ;L10B-SliderulerGroup
Pos=0,0,1500,446
Zone=0 768 1500 446 2 1 0x29030001 0 0 0x29030003 0 0 0 0
Materials=1
Display=2 ;Linear
Mat 0=data/menu/skins/american/gui/USN_L10-B.dds
Crop 0=0.083718,1,0.916282,0.837864
MatFlags=0x1
TexFmt=0x0
Drag=false
BmpState=0
NeedFocus=true
SelOne=false
IdGroup=0

;================================================= ====
;================================================= ====

I can upload to my Mediafire and you guys can take a crack at it or, at least, let me know what you did so I may duplicate on my end.

If anyone can help on this, I'd really appreciate it. S-Boats didn't have a TDC, so everything was manual. A "banjo" and "is-was" were the tools on-hand, but the slideruler was also on-board and could be used instead.


From what I understand, many S-Boat captains would just use the regular slide ruler. The Omnimeter, for example, was actually made by crews on the fleet boats (USS Cod, for example).


This, at least, is something that ALL ships would have available since it was "GI" from the start. At the very least, a sailor would be able to go to the nearest store (stateside, anyway) and buy one cheap since they were the "ancient" version of the modern calculator! LOL!

Thanks again!

ElCid97

PS: There was a slideruler made a long time ago that apparently worked and was posted on the forums here, but the link has been dead a LONG time now. If anyone still has that file, please let me know since we can probably do some forensic work (hopefully) and try to figure out how they did it several years ago.
are you referring to the circular slide ruler?
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Old 04-06-25, 05:14 PM   #3
ElCid97
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Well, for the German side of things, yes. In that sense I'm referring to the one on the periscope that you drag the ring around in order to get an answer.

My question would also apply to the "Angriffshreib" (sp?) which is the German "wiz-wheel" device as well.

In the omnimeter case, the graphics were "parented" to the sliders already used on the message toolbox. That made them "slide" as opposed to "rotate" onscreen, which is what I'm trying to determine. Is is possible to do the "linear" as opposed to "rotational" aspect?

The omnimeter works "as-is" very well. Unfortunately, when I tried to "splice" the USN505 slideruler graphics to it things didn't work out too well. The left/right movement is somewhat limited, so you can't really use the slideruler like you can use the omnimeter.

That's why I'm trying to see if there is a way to "repurpose" some of the other stuff in-game to make a "linear" as opposed to a "circular" slide ruler.

If there was a guide on the different meanings of materials or things (for example, the difference between Mat=0x0, Mat=0x1, Mat=0x9, Mat=-0x29, etc.) to see what could possibly be chosen to get something you can drag.

Or is that just something we don't have any control over?

ElCid97
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Old 04-08-25, 10:39 PM   #4
ElCid97
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Well ...

So far I've been able to get the background to work, but not the other stuff. It "crops" to an extent, but the cropped areas for parts other than the background are not showing properly or working, much less moving.

I've exhausted everything I can think of, so I'm hoping someone may have an idea what I might be missing.

Here is a guide I put together to help myself along with cropping and making the groups for the ini file:





And here is what I have so far in the ini file:

;================================================= ====
;================ USN L10B-Slideruler ================
;================================================= ====

[G29 I20]
Name=L10B_SliderulerGroup
Type=1026 ;Menu group
ItemID=0x29020048 ;hex number
ParentID=0x29020000 ;Clock page
Pos=0,0,1500,446
Zone=0 768 1500 446 1 1 0x29020000 0 -1 0x29020048 0 0 0 0 ;Drop the slide ruler below the clock.
Color=0xFFFFFFFF

[G29 I21]
Name=L10B_SliderulerBCSlideGroup
Type=1026 ;Menu group
ItemID=0x2902004A ;hex number (next number)
ParentID=0x29020048 ;L10B_SliderulerGroup
Pos=0,0,1375,225
Zone=0 768 1375 225 1 1 0x29020048 0 0.168889 0x2902004A 0 0 0 0 ;Move group slightly down to try and place where slide should be.
Color=0xFFFFFFFF

[G29 I22]
Name=L10B_SliderulerBCSlideImage_Value ;"_Value" must be part of name "as-is"????
Type=1031 ;Static bmp array
ItemID=0x2902004B ;hex number (next number)
ParentID=0x2902004A ;L10B-L10B_SliderulerBCSlideGroup
Pos=0,0,1367,73
Zone=0 768 1367 73 1 1 0x2902004A 0 0 0x2902004B 0 0 0 0 ;Moves with parent group.
Color=0xFFFFFFFF
Materials=1
Display=2 ;Linear
Mat 0=data/menu/skins/american/gui/USN_L10-B.dds
Crop 0=0.080667,0.000000,0.911333,0.163677
;Mat 0=data/menu/skins/american/gui/blank.tga ;Blank image for testing.
;Crop 0=0,0,1,1
MatFlags=0x9
TexFmt=0x0
Drag=false
BmpState=0 ;"0" or "1"
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G29 I23]
Name=L10B_SliderulerBCSlideImage_Border ;"_Border" must be part of name "as-is"????
Type=1031 ;Static bmp array
ItemID=0x2902004C ;hex number (next number)
ParentID=0x2902004A ;L10B_SliderulerBCSlideGroup
Pos=0,0,1375,75
Zone=0 768 1375 75 1 1 0x2902004A 0 0 0x2902004C 0 0 0 0 ;Moves with parent group.
Materials=1
Display=2 ;Linear
Mat 0=data/menu/skins/american/gui/USN_L10-B.dds
Crop 0=0.083333,0.327354,0.916667,0.168161
;Mat 0=data/menu/skins/american/gui/blank.tga ;Blank image for testing.
;Crop 0=0,0,1,1
MatFlags=0x9
TexFmt=0x0
Drag=false
BmpState=1 ;"0" or "1"
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G29 I24]
Name=L10B_Slideruler Background ;must use word "Background"????
Type=1031 ;Static bmp array
ItemID=0x29020049 ;hex number (next number)
ParentID=0x29020048 ;L10B_SliderulerGroup
Pos=0,0,1375,225
Zone=0 768 1375 225 1 1 0x29020048 0 0 0x29020049 0 0 0 0 ;Moves with parent group.
Color=0xFFFFFFFF
Materials=1
Display=2 ;Linear
Mat 0=data/menu/skins/american/gui/USN_L10-B.dds
Crop 0=0.083333,0.000000,0.916667,0.504484
MatFlags=0x9
TexFmt=0x0
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

;================================================= ====
;================================================= ====

Here is the Dials.cfg entry I added at the end, with the changed number of dials at the top to match (76 since the last one I added is 75) along with the notes I made to myself trying to explain to myself what was going on:

[Dial75]
Name=Clock_Temporary_AngleOnBow ;Name for dial (anything)
Type=42 ; DIAL_TGT_ANG_ON_BOW ;Type of dial (function)
Cmd=Set_TDC_angle_on_bow ;What to command.
Dial=0x2902004C ;_Border;defines draggable area????
CrtVal=0x2902004B ;_Value;Control Value????
NewVal=0x0 ;hex for "0"
DialVal=0.1,-0.1 ;percent????
RealVal=180,-180 ;degrees;units based on "Type"
Circular=No ;Yes=Rotate;No=Linear
CmdOnDrag=Yes ;"Dial=0x" can be dragged????
RelativeDrag=Yes ;Same????
SndStep=5 ;"Clicky" noise like German????
;SndList=1,Menu.TDC.AngleOnBow,360 ;"Clicky" noise like German????

The basis for the sections is just seeing other sections in the ini file since I haven't found much by way of "making" new stuff. Not sure how the AOB graphics and dials work together, but I'm definately missing something since it has been done before.

Right now I'm just trying to get the different "parts" to "play nice" together and show properly. The "moving" of the parts can come later, but if I can't get the things to show properly, then it's a moot point.

I've gone through the forums and have made PDF's of various tutorials on the "Zone" line, but I think I may be missing something. Either that, or it's something to do with the Hex code which I'm still trying to learn and have been using the internet to create "new" or "next" numbers from other numbers in the section/page (clock in this case). Maybe the "auto" created numbers are messing things up?

Heigharchy issue with the different parts? Maybe just save the parts as different files like Karamazov did and make the "Crop" line just 0,0,1,1 for the different parts?

Any ideas?

Thanks!

ElCid97
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Old 04-09-25, 02:42 AM   #5
mazzi
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Quote:
Originally Posted by ElCid97 View Post
Well ...
All this was done a long time ago in the mod 'Optical Targeting Correction 1.5' - called 'Omnimetr'.
The 'omnimeter' there is tied not to a clock like yours, but to a message window (Name=Group messages 2).
Everything between 'Name=Group messages 2' and 'Name=E-mail Address' in G3F is ALL 'omnimeter'.
A few lines of code plus .dds - it is very easy to transfer it to other mods.
The 'omnimeter' works not through the dials as you do, but in some other way.
The 'omnimeter' does not work well, but I advise you not to touch the dials in Dials.cfg yet.
I didn't try it, but I don't believe that this mod cannot be downloaded:
https://www.subsim.com/radioroom/dow...o=file&id=3139
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Old 04-09-25, 02:50 AM   #6
mazzi
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Quote:
Originally Posted by ElCid97 View Post
Heigharchy issue with the different parts? Maybe just save the parts as different files like Karamazov did and make the "Crop" line just 0,0,1,1 for the different parts?
You have a picture with a resolution of 800x600, you need to draw a narrow strip from this picture.
First, you find the coordinates of the zero point, it is always to the top left of the object being
displayed, let it be X=30 and Y=530.
Then you count the length and height of the object, let it be length = 740 height = 65.
Next, divide the coordinate X of the object and the length of the object by the horizontal size of the picture, and divide the coordinate Y of the object and the height of the object by the vertical size of the picture.
Crop 0=(30/800),(530/600),(740/800),(65/600)

Then you need to draw the second strip, narrower than the first one, but of the same length, the zero point of which is located at different coordinates.
X=30, Y=70, length = 740, height = 10, again calculate:
Crop 1=(30/800),(70/600),(740/800),(10/600)

For each part of the tool, its Crop and Mat
Crop 0 Mat 0 - a fixed part of the ruler
Crop 1 Mat 1 - upper extending part of the ruler
Crop 2 Mat 2 - lower extending part of the ruler.
Crop 3 Mat 3 - something else - usually a transparent substrate.

I'm not sure that everything is correct and understandable, in any case, see Menu.ini file from mod 1.5 OTC, everything is drawn and moves there.
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Old 04-09-25, 05:55 AM   #7
ElCid97
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Thank you!

I was wondering why there were 4 or sometimes 8 cropping sections in some of the files. This is something I wasn't able to find, so thank you once again for explaining that!

I did try the omnimeter approach, but it didn't work too well. The top and bottom parts slide well together, but for some reason the "clicking" or "grabbing" part is somewhat "jumpy" on my end. I'm wondering if there is something that can be adjusted since the interface for the sliders there is based on the sliders of the message box?

I'll try the different cropping lines after work tonight and report back tomorrow morning before heading off to work again. My only question is regarding "upper" and "lower" extending parts? Do you mean that the "Mat 1" would be the slider and the "Mat 2" would be the cursor, or the "lower" is something "underneath" the "upper" graphic being cropped? I understand the "transparent" since it would make sense now to have a transparent "base" of sorts for the "fixed" graphic.

Once again, thanks for the feedback! It may seem obvious to many, but I'm still learning to crawl!

Saludos!

ElCid97


Picture of what the final thing "should" look like and function. Cursor would be "upper" as "Mat 1" and slide the "lower" as "Mat 2" with the main image background as the "Mat 0" with a transparent backing for everything as "Mat 3", correct? And would I have to add the "Left/Right" entry I've seen in various places using the center of the image as a referrence?:



Last edited by ElCid97; 04-09-25 at 06:19 AM.
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Old 04-10-25, 12:13 AM   #8
mazzi
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Quote:
Originally Posted by ElCid97 View Post
From your picture, it is not clear what should move, how this tool worked in real life. I counted four parts and they could all move relative to each other.
"SLT", "B-C1-C", "ADK" - inscriptions on the left.
1 - metal cursor
2 - the middle part of the upper 'B-C1-C'
3 - wide upper part 'ADK'
4 - narrow lower part 'SLT'
5 - a wide lower fixed part of the yellow color.
Perhaps the metal cursor in the game can be made stationary, and the rest of the parts will move relative to it.

With omnimeter technology, you can make no more than TWO moving parts, the third part is stationary. So the omnimeter is not suitable.

If parts 1 and 5 of my list are stationary and the other 2, 3, 4 are moving then you really need to do it like in RAOBF. But this is very difficult and you need to look at the work of RAOBF, not the omnimeter. Then the disks in the form of rulers are not studied at all, how it will work is not clear. After all, the disks in RAOBF itself also move poorly.

Learn to count Crop, the size of the picture from the fourth message - 1400x416,
For an element with the inscription SLT on the left, data are:
127,277 - zero point
length=1400-127=1273
height=345-277=68
Crop 0=(127/1400),(277/416),(1273/1400),(68/416)
---
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Old 04-10-25, 06:27 AM   #9
ElCid97
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Thanks for the help and, more importantly, for the patience!

Yes, the instrument only has two (2) moving parts:
1. "B-C1-C" which is the slider which moves left/right and is used to calculate values.
2. "Metal Cursor" which is moved back and forth to "read" the values and is placed above everything else. The metal cursor has a line called the "Index Line" which is used to read the values.

The "S-L-T" part at the bottom is actually the BACK part of the "B-C1-C" slide and would be used for angles. In real life, you would slide the "B-C1-C" slide out and re-insert it into the instrument after flipping it over.

I don't know how the RecMan does the changing of the image for the different angles, so I just went with the "lazy" way of doing it and just placed it at the bottom and lined up the marks so it works. Well, from a "math" point of view, anyway.

If I'm understanding this better, I can just use the image in post #7 by just placing the cursor off to the left and adding an area underneath for the "border" area as used by default dials? Maybe just move the cursor off to the left?

I did some work last night, but not enough. I'll do some more tonight and see what I can update tomorrow.

Thanks again for everything!

ElCid97
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Old 04-11-25, 02:45 AM   #10
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Quote:
Originally Posted by ElCid97 View Post
Thanks for the help and, more importantly, for the patience!
This is not an instruction, but just tips, until you figure out how RAOBF or an omnimeter works RAOBF or an omnimeter, you will not succeed. The answer to all your questions is - 'NO, you can't', but others do it somehow - so you look at others and change their working code for your needs. It would be easier with an omnimeter, more difficult with RAOBF.

You can try replacing the graphics in the already working RAOBF with round disks with your graphics with rectangular rulers. Just for the test - maybe it will work out so the omnimeter will work better than RAOBF with rulers.
In order not to calculate the crop, divide the image into separate parts as you wanted.

You insert these two lines into the function that draws the largest stationary round disk in RAOBF:
Mat 0=data/menu/skins/american/gui/ADK_line.tga
Crop 0=0,0,1,1
Its code in menu. ini is located below all other disks (the number I is larger than all other disks [G3F I222]).
Well, you probably need to change the coordinates so that the ruler appears in the center of the screen.
[G3F I222] is just an example number.

The code for B-C1-C_line will be placed between the code for ADK_line and the code for metal_cursor in menu.ini (the number I will be between 222 and 200 in our example):
Mat 0=data/menu/skins/american/gui/B-C1-C_line.tga
Crop 0=0,0,1,1

The uppermost code will be for the metal cursor (the I number is the smallest of all[G3F I200]):
Mat 0=data/menu/skins/american/gui/metal_cursor.tga
Crop 0=0,0,1,1

For B-C1-C and metal_cursor, you need to select the disks that you will change. There are several spinning discs in RAOBF, one disc is definitely spinning by the game itself - it is not needed, two discs are spinning by hand, so you need them.
In them you will write your Crop_0 Mat_0 from the B-C1-C line and from metal_cursor.
If there are any extra discs, slide them off the screen.

Well, in dials.cfg, in the disks that you will use, do not forget to change
lines to RealVal=180,-180 and Circular=No

Probably everything.
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Old 04-12-25, 07:11 PM   #11
ElCid97
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Well, still getting nowhere with this.

At least I've been able to get a single object to move -- either the slide or the cursor -- but not both independently of each other and niether of them horizontal or in rotation. All either will do is move up and down the screen, depending on which one is being called up in the Dials.cfg file.

Furthermore, I can't "grab" them in the tool. I have to move them with an existing tool, which in the latest case/test has been the AOB wheel on the upper portion of the attack and observation periscopes.

Nothing possible so far with the Omnimeter changes, either. No matter what I tried to do other than change the graphics, it just breaks when I try to use something of my own with the original stuff.

If I could get my hands on the "kit" or "raw" files from Karamazov, I could PROBABLY try and see how things were done. As it stands with only the final product, well, nothing really makes much sense since I have no access as to WHY or HOW things are interacting with each other.

On the bright side, I can probably make a PDF with these and upload something like the "is-was" that you could print and use at home. Maybe even write a manual to help the user actually use the tool to calculate things.

We'll see.

ElCid97
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Old 04-13-25, 01:50 AM   #12
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Quote:
Originally Posted by ElCid97 View Post
At least I've been able to get a single object to move -- either the slide or the cursor -- but not both independently of each other and niether of them horizontal or in rotation. All either will do is move up and down the screen, depending on which one is being called up in the Dials.cfg file.
Only now I realized that I confused RAOBF with Attack Disks (Lagewinkelscheibe or Angriffsscheibe).
I thought you would choose from the Angriffsscheibe discs that suit you and insert your graphics into these discs. If Dark Waters doesn't have attack dials, then download where they are, KSD for example. And in KSD conduct your experiments with 'linear disks'.

Each disk consists of several layers. The first draws graphics, this is the function where your Crop_0 Mat_0 will be:
Mat 0=data/menu/ksd_main_interface/attack_disk/ad_outer_ring.tga
the second draws a transparent square,
Mat 0=data/menu/ksd_main_interface/lagewinkelscheibe/bkgr.tga
you move the mouse along this square, something clings there and the disk moves.

You need to find these 2 layers so that they are connected to each other (I don't know how to explain), in the first layer you change the graphics, coordinates, size, in the second you change the coordinates and size of this transparent area. This size must match the size of your picture from Crop_0 Mat_0.

To find layers, the first layer with graphics can be moved slightly to the side, and the second layer can be repainted black. bkgr.tga is transparent, and let's say bkgr_FFFF.tga is black, you change it:
Mat 0=data/menu/ksd_main_interface/lagewinkelscheibe/bkgr_FFFF.tga.

I looked at the code a little - I don't want to understand it at all.
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Old 04-13-25, 09:09 AM   #13
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Thanks for the patience, my friend, I really appreciate it!

Yes, the Attack Disk was an initial "customer" for me, but since I handn't seen any for SH4, I figured the RAOBF would be a better candidate.

I'll have to look at installing KSD-II if for no other reason than to lurk around it and see what I can find. I had done the same with DW6, which is what I have been using as a "template" of sorts. I never found an Attack Disk there.

Which brings me to another question which I think has been posted somewhere on the forums before: Is there a difference in how the sim "looks" at things you can have in-sim depending on which "career" you choose? (i.e. -- whether you are German or American).

My guess is "yes" since I've seen posts where some radar data, for example, was saparated from US and German into two (2) different categories. Not only that, but it was WAY off from what it should be. I believe Capt Scurvey fixed some of those things and they are now part of TMO and FotRSU, but not sure.

If this is the case, then we probably can't have a disk or AOB "tool" on the American side because it has been "coded-out" by the devs since Americans are "supposed" to be using TDC/PK for everything. THAT would be a definate "buzz-kill" for the S-Boats since they were basically an American copy of WWI U-Boats (well, sort of).

I'll keep digging. If I can find the Attack Disk, I can probably just swap out the graphics for an "is-was" and just leave it at that. I just like the possibility of using the S495/S505 since it can be used for FAR more things in-sim than just AOB.

ElCid97
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Old 04-14-25, 10:31 AM   #14
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Quote:
Originally Posted by ElCid97 View Post
Yes, the Attack Disk was an initial "customer" for me, but since I handn't seen any for SH4, I figured the RAOBF would be a better candidate.
Yes, some elements of the German interface cannot be ported to the American interface, but this does not apply to attack disks and AOBs.

The attack disks are in G3F, and G3F for both the German and American side is shared. If the attack disk is in fashion, then both sides have it.

AOB for America can be done, I'm afraid to mix something up again and explain it incorrectly, it's just that there is such a possibility. A couple of times I saw people who just boasted that they had transferred the AOB to America, but I don't remember how the AOB worked for them - good or bad.

All these devices 'is-was', omnimeter, AOB for America in my opinion are useless, because manual targeting DOES NOT work.
For example, if you look visually, the omnimeter counts something very accurately and well. You start taking data from it and entering it into the TDC, entered it, then you shoot and the torpedoes go by.
The Germans have manual shooting - I took data, entered data into the TDC, shoot and hit. Moreover, the Germans can even take data with someone else's omnimeter, enter it into the TDC and there will be a hit.
More useful are the WW-1 torpedo firing tables than these tools.

About attack disks - I only recommended these disks to you so that you can see relatively quickly whether your 'linear disks' are working, or not working, or not working well. Whether you should continue writing your own mod or not.

You want more - In order to build these disks into your mod, you need to deal with the small buttons that these attack disks activate. It's even harder than with the attack discs themselves to figure out how they spin.
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Old 04-18-25, 09:08 AM   #15
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Well ...

After many tries and reading almost every thread I could find on here, I ran across a thread where Hitman was trying to do somthing similar.

Apparently there is something hard-coded in the game where you can only do round dials and vertical sliding. At least for the U.S. side.

So ...

Going to work on this as a physical thing with some building instructions as well as examples of how to use. There has to be something I'm missing to get this thing to work well on the vertical, but not finding it yet.

At least you can have yet another tool in your bags!

I'll work on something else I've been wanting to do since that would seem more "doable" as it would only mean changing things as opposed to instroducing new ones.

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