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SimPlot by kmart494 download


kmart494

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I modified the program tonight to limit the X,Y coordinates to 3 decimal places. The original scenario files are not changed, but the data will update correctly with the first movement phase. Please let me know if this solves the scientific notation problem.



Kevin



http://harpgamer.com/harpforum/index.php?/topic/24759-simplot-by-kmart494-download/?p=48284


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Program update: Unit visibility is now saved with the scenario files. Also, using the new F3 key will allow a ref to set how much of an enemy unit's information is visible to the other player. This, too, is saved with the scenario files so the ref does not have to change it every time. Items such as name, heading, speed, altitude/depth can be hidden even though a contact is made. Depending on the sensor, information other than location may take a turn or two to develop. Also, I have an option for the ref to use an alternate name for detected units (such as "Large Ship", or "4 x Small Aircraft") until the players can figure out what they are up against.

 

I have not uploaded this version yet. I am still working on limiting unit track data. As it is now, once an enemy unit is visible, you can see it's entire movement track. I want to limit that track to just the time of initial detection up to the current turn time. Otherwise, you will know instantly the location of firing units (of missiles and torpedoes, or launch locations of helicopters and aircraft).

 

Kevin

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Program update: I have solved the issue of unit track visibility. The tracks will not be visible to the opposite player until at least one turn later since the track must have at least two endpoints to draw a line. I am hoping some of you can independently verify that it works. At this point the program is ready for a multiplayer test. Maybe we can put a short game together to test the process of using SimPlot.

 

There is a caveat. Even with limited contact info, opposite players will still see the correct side of the contact (red, blue, or neutral). I suppose there are many scenarios in which it does not matter (no neutral units around, for example).

 

I added some additional scenarios to the zip file. They are from the Harpoon Quickstart book. Some are just a collection of reference points since the exact units, formation, and start locations are variable according to the scenario rules.

 

http://harpgamer.com...wnload/?p=48284

 

Kevin

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There is a caveat. Even with limited contact info, opposite players will still see the correct side of the contact (red, blue, or neutral). I suppose there are many scenarios in which it does not matter (no neutral units around, for example).

 

You could use a dummy unit set as neutral (or may be another category: unknown could be created) and make this visible to the player. Both units could move together (or make the dummy follow the real unit wiht same speed). Then, when side is found by player, then make the real unit visible to the player.

 

Albert

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  • 1 month later...

I have made good progress on multiplayer unit visibility. Now the ref has the ability to show different kinds of information (of neutral units) to each player. Most other problems related to this process have also been solved. I am going on vacation so I will post more on this update in 1-2 weeks.

 

Kevin

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Great news. I'm trying to find some time to run a small scenario over Simplot, to refresh Harpoon rules, but I'm afraid it won't be possible until my holidays... :(

Waiting for your updates. Until then, have a nice vacation!!

 

Albert

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  • 2 months later...
  • 3 weeks later...

I discovered a problem with the unit perception not displaying the correct track information. I wanted an unknown/enemy track to begin appearing at the time the unit is first detected, and disappear if you lose contact. I believe I fixed it, but I need a little more testing to make sure.

 

Also, I still have to adjust the load/save routines so that perception data is only visible to the ref, and the players will only see the perception as "hard data" in their text files (to prevent cheating).

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Program update: I made the adjustments listed in the above posts. My own tests show everything is good, but I would like some independent verification. Aside from that, I believe Simplot v1.3 is ready for a multiplayer test.

 

http://harpgamer.com/harpforum/index.php?/topic/24759-simplot-by-kmart494-download/?p=48284

 

 

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After finishing the program update, I spent some time fooling around with ways to display maps in Simplot. I was initially concerned about using bitmaps since they would have to be re-scaled to fit a changing background scale. I also thought about using polygons with game x,y coordinates, but that would need a separate program to generate the polys (probably using a background bitmap anyway). So, I experimented with the easiest solution--bitmaps. Using Paint Shop Pro I grabbed a screen shot of the Somali Pirates map from Harpoon Naval Review 2009.

 

somali1.png

 

I worked out how to resize the image with a change in zoom scale. (Actually the bitmap remains the same size, but it is drawn to different scale sizes on the screen. I'm not sure what effect this has on memory at this point, but it did at least work.)

 

It turns out that the above map did not allow the in game icons to display very well. The map was too bright and the icons too dark. Yuck! I needed to modify the map, so using a new layer in PSP I painted over the map.

 

somali2.png

 

That's more like it! You might have noticed the bases in Somalia are gone. I think they would work better as in-game units so they can interact with other units. I calculated their locations using the pixel x,y and scale (this map's original image is 3.5 pixels per nm).

 

After figuring out how to associate a map image to a scenario file, I loaded up a new scenario and placed the Somali bases using Simplot. The results are very promising. Even when the map is re-sized and re-centered, the bases remained in their relative location on the image.

 

somali3.png

 

I have yet to modify the save scenario routine to incorporate the image file name. That won't take long. One possible problem will be directory structure. So far, the image loads if it's in the same directory as the scenario text file. I think during a multi-player game the image would only have to be passed to players once, as long as the new turn text files are dropped into the same directory as the image. More testing on this!

 

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In simplot v1.3, I'm unable to add heading with decimals. Either pressing F1 or F2, and select a heding such as 22,1 or 350,4 gives a red warning, (Same is happening if I use dots instead of comas). If I select direction to target XXX it automatically gives me the heading (usually with decimals) and the same red warning appears when I hit OK button.

 

bellow is the picture with the problem, and the scenario.

 

I never have this issue with v1.2

Simplot example.bmp

FGDG Starup Battle.txt

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Darth,

 

I think I found the problem. The original program only allowed the use of whole-number headings (Integer values). Now that the program has more functionality, using one decimal place for the heading became a necessity. Some of the code was not updated for this need. The red text is for my "check for problems" routine that tries to eliminate program crashes due to mistyping letters and numbers where they don't belong. I changed the code in the new unit and modify unit classes to allow for decimal values.

 

Version 1.3.1 will be ready in a few minutes. You won't have to change your scenario file to use it. Let me know if it works.

 

http://harpgamer.com/harpforum/index.php?/topic/24759-simplot-by-kmart494-download/?p=48284

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