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Old 08-08-23, 09:11 AM   #16
grheiner
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It will pretty much work on the principle what you described, although it wont look historically that accurate. I resolved the visibilities, and put on it a third dial which can be adjusted with the mousewheel to your preferred distance, and it winds down as you travel. Tomorrow I will make the alarm functionality and the auto- pausing, I dont think, that it will be particularly hard to implement, thats just two functions which are calling for a wav file and give a pause command, easypeasy. What is hard to implement are the imperial units, since all of the dials are made for metric measurements, for nm's it has to be cut up to display decimals as well, then I guess somehow we need to programmatically switch dials to the correct system, and currently I dont even know how to ask programmatically which system the kernel is using. Im quite sure there is a command for that, which I didnt find yet. Then I guess the visibility of the preferred dial config is actually easy to adjust. But it can be certainly solved since a lots of gauges work on both systems.

Last edited by grheiner; 08-08-23 at 09:24 AM.
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Old 08-08-23, 09:30 AM   #17
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Actually the game engine itself works in metric system in low level and converts everything to knots and nms later, so by definition the metric gauges are more precise.
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Old 08-08-23, 12:54 PM   #18
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Interesting! Even if it needs to work in meters, it’s still a step in the right direction. Thank you again for working on this!
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Old 08-08-23, 04:01 PM   #19
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Looks like this now. The right gauge counts meters/nautical miles, the left gauge stores it if it is zeroed down, the upper gauge can be adjusted with mousewheel and it winds down. When it hits zero it either sounds an alarm, pauses the game, or do nothing. It is not draggable, and I have to make the tooltips, and maybe clean up the code, but it is working, more or less.
odom.jpg
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Old 08-08-23, 06:40 PM   #20
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Very cool! Looks great!
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Old 08-09-23, 12:15 AM   #21
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Quote:
Originally Posted by grheiner View Post

Nice and looks good.
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Old 08-09-23, 12:29 AM   #22
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Quote:
Originally Posted by derstosstrupp View Post
Great to hear someone is working on it!


Here is a little slide deck I put together showing how the speed measurement system worked in general, with info specifically on this unit as well:
https://docs.google.com/presentation...qHPdZyEfg/edit
NICE! What is your source for this diagram and what is the gizmo actually called?
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Old 08-09-23, 05:31 AM   #23
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Quote:
Originally Posted by Aktungbby View Post
NICE! What is your source for this diagram and what is the gizmo actually called?
I have the BBV (Beschreibung und Betriebsvorschrift, the “manual” for the system). This is called a few different things. Sometimes it’s referred to as “Distanzmelder”, sometimes “Entfernungsmelder”, sometimes “Wegmelder”.
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Old 08-09-23, 05:35 AM   #24
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Old 08-10-23, 01:21 PM   #25
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Ok, I asked permission from the talented devs of the Wolves of Steel to use their works in this, then the stuff is ready for deployment.
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Old 08-11-23, 12:19 AM   #26
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While we wait, well, because its a 10 years old game and maybe the original modders wont show up for quite a time, I would give a beta release, because Im not entirely sure how precise the thing is. Please if you install it and find bugs glitches or massive over/undershootings report it so it can be refined.

https://drive.google.com/drive/folde...M4?usp=sharing

Last edited by grheiner; 08-11-23 at 01:02 AM.
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Old 08-11-23, 07:50 AM   #27
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Thanks!
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Old 08-11-23, 02:18 PM   #28
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Quote:
Originally Posted by derstosstrupp View Post
Thanks!
I used up your attack disk training series and Pisces's "magic number" to write a tutorial about plotting the turns by Odometer measurements and the second disk. It is quite powerful now, and we dont even have to use third party nomograms or excel.
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Old 08-12-23, 12:02 PM   #29
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Quote:
Originally Posted by grheiner View Post
While we wait, well, because its a 10 years old game and maybe the original modders wont show up for quite a time, I would give a beta release, because Im not entirely sure how precise the thing is. Please if you install it and find bugs glitches or massive over/undershootings report it so it can be refined.

https://drive.google.com/drive/folde...M4?usp=sharing



When we should activate it? Before new campaign, in Port or does it not matter and can activate any time?
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Old 08-12-23, 10:37 PM   #30
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Quote:
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When we should activate it? Before new campaign, in Port or does it not matter and can activate any time?
I tested it on single mission and one of my campaign savefiles worked on both. You have to be on the ship to see it, so in port it wouldnt show up.Ther should be a button near the speedometer above the one which activates the advanced depth and speed control it unhides the panel.
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