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kmart494

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JimSB,

I am glad you solved the problem. I should make it more clear that the lib folder must be in the same folder as the exe file.

 

darthvader,

Range circles are Integer value only. I did not anticipate the need for decimal values.

 

I will start working on the other problems.

 

Kevin

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Range Circle Problem: I think I understand what is going on. After everything is loaded, the map is redrawn. When bearing or circle labels are to be drawn, there is a routine to check for overlapping labels. If, for example, a range circle label overlaps another bearing or circle label, then the angle at which the label is drawn will be adjusted until a non-overlapping angle is found.

 

All new or loaded scenarios have the map zoom set to minimum. This would cause small ranges to be drawn as very small circles, and the labels will compete for a place to be drawn that does not overlap each other. At such a small size, multiple circle labels may not find a place to be drawn. My debug testing reveals the program is stuck in the label draw routine.

 

Even loading the scenario with the range circles set to off will produce the same program hang up if you turn on the circles at minimum zoom.

 

I will work on an exit logic for the labels such that an overlap cannot always be avoided. This will at least allow the program to continue.

 

Kevin

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  • 2 weeks later...

I uploaded version 0.4.1.

  • Fixed--Range circle and ESM/Sonar bearing labels cause program crash at low zoom levels.
  • Fixed--Unit heading is updated when selecting a navigation target (in the Modify Unit window).
  • Added--"Heading Leaders". Unit heading will be displayed when Speed Leaders are enabled (using F9). The Heading Leader will show the direction of the unit when the Speed Leader is too small. The Heading Leader will draw underneath the Speed Leader. There is no separate display option for the Heading Leader.

Please let me know if there are any problems.

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Hi,thanks for the updates.

 

I'm still having problems when a scenario is loaded-

 

When I load a scenario where the position of the units have decimals, the program doesn't read that decimals, and position the units with flat numbers. (see attachet images and scenario)-

 

Right clicking on any position of the map with shows the axis number without decimals(is this working as intended?)

 

when I play, units move normal (taking into account decimals to calculate position) and saving a game is correct (mantain the decimal part of the number in the txt file),it is just when loading/open when it stop to reads decimal.

 

In the same manner, If I try to createa new unit while playing, and the position of the unit includes a decimal part, the the program avoid reading them, and place it in a position without decimal.

 

Changing comas with dots makes no difference, It doesn't read anything of the decimal part.

 

Thank you for your time and patience.

 

 

 

post-3522-0-95555900-1525377685_thumb.jpg

prueba_turn_010003_00.txt

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  • 4 weeks later...

DV,

 

I was not able to replicate the problem of the missing decimal in the Selected Unit display. When I load the file, the decimal is correct.

 

The problem of the axis number only showing an Integer value (after clicking the screen) is correct. The scale is in pixels per nautical mile. So, a scale of 1x will show 1 pixel as 1 nm. There will be no decimals displayed until you increase the scale factor. You can still have units exist at decimal locations, but they will be displayed to the nearest scaled nautical mile.

 

I am using a new Xojo release version. Some program behaviors have changed (some good and some bad). I am on the verge of a program update anyway (to include more CWS graphics) so I will compile and release that this week. Hopefully, the new program will help. If not, let me know and I will have to try something else.

 

Kevin

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Happy birthday kevin,

 

Thank you for looking after this "no decimal" problem.

 

I Tried to create new units at x64 scale.

 

1.- if i create a new aircraft unit,and introduce manually a position, the program avoid reading the decimal part (remenber at x64 scale)

2.-If I create a new aircraft unit and set a bearing and range from another unit, and hit the calculate button, the new unit is at the correct position (the program reads the decimal part, x64scale). very curious indeed.

 

keep on the good work.

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  • 2 weeks later...

There will be a delay in the next release of SimPlot2. I am going to add "Numbers" to the unit attributes so players can specify how many of a given type the symbol represents. I was using the Name field for that (e.g. add "2x" to the name). Also, a unit Class field will be added for additional clarity. I have already modified air units.

 

There will be more icons for the CWS symbol set. Some icons are just text placeholders until I create the proper graphic. Unknown units are still not generating right so they will come later.

 

I modified the unit display (on the right side of the screen) to include at least one decimal point in the hopes it solves the above mentioned problems. Currently, a decimal will be displayed only if there is one, and then it is truncated to 3 places (Xojo uses 6 decimal places for Double values).

 

I am hoping to have these changes ready by next weekend.

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  • 2 weeks later...

I uploaded version 0.5.0.

 

  • I added a Number field to the Unit Windows that allow a player to use one icon to represent multiple vessels. If there is more than one of a given type, then the text tag and the Selected Unit panel (on the right side of the screen) will include a number x class format. For example, if the Air Unit icon represents 4 F-15 fighters, then the text tag/Selected Unit will display "4x F-15".
  • I added a Class field to the Unit Windows that allow a player to show the specific class of the unit instead of using the Name field (that's what I had been doing all along). The Class can also be selected as a text tag separate from the unit name.
  • I changed the way X and Y values are displayed in the Selected Unit panel. They will show at least one decimal place even if the values are integers. I am hoping this will solve the occasional problem of decimal-truncated values.
  • More CWS symbols are now available. Some symbols only have text placeholders, but they are more descriptive than a plain symbol. The Unknown symbols are not implemented yet as I am still having trouble drawing them in code.

Please note that scenario files created under previous versions of SimPlot2 will not load into this version. Please use the SimPlot File Converter program to convert any existing scenario files that you wish to continue using. The program is available in the downloads section.

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  • 3 weeks later...

I uploaded version 0.5.1.

 

I made a few changes to better support internationalization. I hope the problem of decimal coordinates will be fixed with these changes. Please let me know if it does not.

 

I also started to implement Bases as a unit type. There are just two bases for now: military and civilian. I will add more soon.

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  • 2 weeks later...

I uploaded version 0.5.2

 

International players were having trouble with loading scenario files and losing the decimal part of numbers such as unit coordinates. I made some changes to the loading routine that I hope will solve this problem. Please let me know either way.

 

Kevin

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  • 2 weeks later...

I uploaded version 0.6.0.

 

  • Unit symbols are now derived from a sprite sheet instead of "hand drawn" in code. The NTDS symbol set is complete for the unit types currently available in the program. The CWS symbols are functional, but the interior icons are not yet implemented. This also means a player cannot change the colors of the icons using the Customize Colors window. Changing those color settings will still modify the movement track color, however.
  • I am beginning a transition to using XML files for storing data. Presently, just the color file has been modified. You can delete the existing "colors.txt" file as the program will create a "colors.xml" file automatically. Later, the scenario turn files will use XML. I think this will eliminate any future need to upgrade scenario files when new features are added to the program.
  • I fixed a bug related to map file loading for international players.

Kevin

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I just discovered a problem with the colors.xml file routine. The program is not correctly reloading the colors. For now, just delete the colors.xml file every time before starting SimPlot2.

 

EDIT: I also discovered some problems with the multiplayer turn files not saving the correct perception information. This could cause a program crash when trying to load them.

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I uploaded version 0.7.0.

  • Fixed the issue with the colors.xml file. The existing file needs to be deleted. The app will create a new one the next time it is started.
  • Fixed the problem of some unit perceptions not saving correctly.
  • Fixed a problem with sonar bearings not saving in a multiplayer file.
  • Added a Sonobuoy unit type to the app. You can select what type of buoy it is. The NDTS symbol set will show active or passive symbols.
  • Added additional turn times to the Turn Time drop down menu. You now have 30 second, 1 minute, and 10 minute turn times. This will help players to "catch up" to the longer H4 turns after using Engagement Turns.
  • Units that reach their Nav Target will now continue to "burn up" range even though the unit appears to not move. For example, if you send an aircraft to a holding point, it will not move away from it but will still consume range per its speed. You can increase the unit duration by reducing its speed when it reaches the hold point. Regardless, range is used up at a rate of 1 NM per 1 NM traveled (the throttle and altitude modifiers in H4 are not implemented).
  • You can now use decimal numbers with range circles. The app will display circles with one decimal place precision.

Kevin

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  • 4 weeks later...

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