Stormworks: Build and Rescue

Stormworks: Build and Rescue

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MoBo Naval Tracking Map
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3 Dec, 2020 @ 7:52pm
2 Jul, 2021 @ 5:55pm
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MoBo Naval Tracking Map

Description
Update: Dec 3, 2020 Posted to Workshop
Update: Dec 12, 2020 Smaller Display Compatibility: 9x5 or 5x3 (or any size, if you hide the text)
Update: Dec 15, 2020 Track infinite "Big Map" waypoints via (optional) keypad entry

This is a Stormworks implementation of a Radar/Sonar Tracking Station for surface vessels and submarines. All data for the "Active Contact" is output to composite for further reference by your ship/sub navigation systems. You can use the composite output to send a heading or world XY position to your helm or auto-navigation system. Kinda like in the movies when you see the captain and officers looking at a transparent map display and maybe drawing on it with a grease pencil.

MoBo - Maneuvering Board
This is a naval navigation and tracking tool that provides a map to draw on with relative motion capabilities. Measure distances and bearings for an infinite number of marked positions. Calculate speed and heading of contacts using RADAR and SONAR overlays. ...or just use it to plot a course with relative bearings and distances for each leg. Give the navigator on your team something meaningful to do!

Plotting Contacts, Course Legs, or Measuring Distances
* Click an empty space on the map to add a Contact
* Contacts are referred to as "M1", "M2", etc. (M for motion)
* New contacts automatically draw a line of bearing to OwnShip
* OwnShip is always at the center of map
* There is no limit on the number of Contacts

Data Display for the Active Contact
* The data info display on the left side of the screen is always relative to the Active Contact
* The Active Contact always appears Yellow on the screen
* Display data for a contact includes: Heading, Speed (knots), Bearing, and Distance (meters)

Map Zoom and Deleting Contacts
* Click on any Contact or OwnShip to make it the Active Unit
* If you click an Active Contact a second time, it is deleted
* If you click on OwnShip when it is active, the map zoom level cycles
* You cannot delete OwnShip

ELT, RADAR, and SONAR Overlays
Complete tracking sensor suite including: Emergency Locator Triangulation, RADAR, and SONAR. Use ELT to triangulate on emergency beacon positions. The radar overlay features a clockwise sweep with blips that are sized according to their mass and fade over time. Sonar targets are revealed by pulse wave and sound reflection. The strength of their return echo will help differentiate between sea life and larger targets. Sensors are controlled by their "Facing Yaw" input so no additional mechanical rotation is required. Potential targets on the display are correctly rendered for a 2D distance overhead map view.

Target Motion Analysis
* Assuming you have a radar or sonar overlay turned ON
* Plot a contact marker on a radar or sonar blip
* Select the marker as the Active Contact
* When a contact is selected as active, the timer "T+" will begin counting seconds on the data display
* Wait 30 seconds or longer and plot the new position of the contact
* A new motion position will be plotted with a calculated speed and heading vector
* Select the previous plotted position and delete it
* A bearing line will then be drawn to the node with the speed/heading vector
* This will leave you with the solution for the contact: Speed, Heading, Bearing, and Distance
(See the screenshot above for the yellow Active Contact M3)

Installation

The system comes pre-wired with every required sensor included for easy setup. Copy/Pasting the whole thing into your ship should be a relatively simple task. However, there are a few minor items to be aware of:

1) Once you have mounted the display in your ship, the built-in compass behind the monitor needs to be turned so it points toward the bow (front) of your ship or sub. If you don't change this, your heading will be off by 90 or 180 degrees.

2) The RADAR and SONAR micro controllers each include a "Mounting" property that can be set to either "Normal" or "Inverted". By default, radar is set to "Normal" and assumes you mount the 5km radar sensor on your ship right-side up. The sonar is set to "Inverted" by default and assumes it is mounted upside-down. Both radar and sonar should be mounted so the forward arrows are pointing toward the bow of your ship (regardless of whether they are upside down or not).

3) Radar only works if the system is mounted above the waterline. Likewise, sonar only works if mounted below the waterline. You can turn both systems on in a submerged submarine and they may appear to visually be working, but the radar will only return hits if on the surface. Additionally, you may have to install your radar a bit higher on a mast to make sure it is far enough above the waterline to work. The ELT plotter works both at the surface and while submerged.

4) The "Scalar" property (default: 0.7) on the MoBo MC simply allows you to scale the speed/heading vector for the top speed of your vessel. Right now I have it set for a top speed in the 50-80 knot range. So a slower moving craft (8-12 knots) will have a very short motion vector. If you set that scalar lower (0.3 to 0.5) you'll get a more pronounced vector for the slower craft. Setting it higher (0.9 to 1.2) and it might only be visible for the fastest vessels. You can adjust the value to your taste as it is a purely visual indicator. The speed/heading vector for OwnShip is always active to give a visual indication of your speed and heading. The length of the vector does scale for speed. You won't see it for OwnShip unless you are moving.

A final note...

I did my best to leave the Lua code in an organized, indented, and non-minified state so you should be able to follow (at least somewhat) what I'm doing. The critical conversion functions for: half-turns to degrees, radians to whatever and back again, degrees back to half-turns, heading, bearing, relative to true, distance between points, time-speed-distance calcs, ETA countdowns, 3D to 2D distance conversions, world-to-pixel, pixel-to-world, display scaling, and most importantly: How to define a vector! ...everything is in there. If you have a specific question about what formula converts X to Y, just let me know in the comments and I'll point it out.

Multi-Player: I have not tested it; but I specifically avoid math calculations in the Lua "onDraw" event for this reason.
Popular Discussions View All (2)
2
2 Jul, 2021 @ 9:08pm
ELT
XLjedi
0
27 Dec, 2020 @ 8:36pm
TMA
XLjedi
92 Comments
Robotdaan 13 Jun @ 2:17pm 
Quick question. why does it only show the middle of my map? it doesnt follow my ship. why is this?
kev4ev 28 May, 2023 @ 2:17am 
If author would open his page details, we could check whether he uploaded to the Workshop a MoBo for the new radar/sonar. But currently we only can ask here: update...? will this ever...? Is it still possible...?
Ranazomic 8 Jul, 2022 @ 11:18pm 
Is it still possible to help testing it with the new radar?
EndoSkull 1 Mar, 2022 @ 8:23pm 
Nice job - gonna test this for use with a sub hunter for a live event - likely unhook sonar as it is too powerful for wwii :) How t the new version any benefits?
DarkStar 18 Nov, 2021 @ 2:23pm 
i would love to help
XLjedi  [author] 14 Nov, 2021 @ 7:33am 
@DarkStar Yes, and anyone interested in testing the new radar with MoBo just leave me a note.
XLjedi  [author] 25 Oct, 2021 @ 3:21am 
Good to hear sonar works. I will try to look at the radar to see what they did.
sarobertson7 24 Oct, 2021 @ 2:25am 
well out side the radar the sonar works just fine. though ran into the issue of trying to connect the radar, mostly because im god awful with logic so i have no clue. find the perfect map for my ship and then they mess up the radars......
XLjedi  [author] 18 Oct, 2021 @ 8:29am 
@DarkStar Depends how badly they mangled the radar/sonar function. I'll try to take a look at it in the next few days. Hopefully, it still has a sweeping function, same as previous.
DarkStar 12 Oct, 2021 @ 7:39pm 
Will this ever be updated to the new radar and sonar system?