Jump to content
zodd

Land Navigation mod

Recommended Posts

Land Nav mod

Updated - SHOULD work properly in MP - Untested

I believe I have fixed the MP issues; Be aware that this is UNTESTED so it may not have fixed the issue...

I appreciate any testing and feedback as to if it works on dedicated/hosted MP.

--------------------------------

There are many aids to land navigation present in real life that are not in Arma. These are often made redundant by difficulty settings (eg. Showing location and direction on the map) but on higher difficulty settings or in specific situations, these real life aids come in handy in game. This mod is an attempt to bring some of these real life options in game.

It is fully functional in SP and has been tested in hosted and dedicated MP without any issues (supports JIP).

CHANGELOG

----------------------------------------------

V1.3 -

Fixed MP issues; should now work for everyone!

Updated information to reflect ability to be compatible with spawned vehicles

----------------------------------------------

V1.2

ADDED:

- Basic and advanced configuration option modules (see below)

- Support for spawned vehicles (Can be customised in advanced config module - toggled on/off and duration between checks for spawned vehicles specified)

- Automatic hint of user keys if advanced config is specified in case user keys are changed (can be turned off)

- Distance measurement with the protractor string (hints) when in protractor map screen. (On by default, can by turned off in basic config module)

MODULES: Place in the editor via the modules [F7] menu. Modules are located under ZODD in the category menu.

Load ZOD_NAV modules - Basic editor module required to use. Allows you to specify:

Init hint (Show a hint when each element has been initialised. Default to off)

Hand Angles (Load the Hand Angles functionality - default to on)

Pace Counter (Load the Pace Counter functionality - default to on)

Vehicle Odometer (Load the vehicle odometer functionality - default to on)

Map Protractor (Load the map protractor functionality - default to on)

Basic Config - Allows you to specify:

Pace counter default distance (Distance it is set to prior to being configured - default 100m)

Random offset from default distance (A random number between 0 and the offset will be added or subtracted from the default distance to simulate human error. Default set to 0)

Default pace distance (Distance of one 'pace'. Only effect is number of paces hinted per 100m. Mainly useful for aligning the pacing to your real world pace distance. Default 0.7m)

Hint recalibration distance (Hints the exact distance calibrated when recalibrated. Default to off)

Include Spawned Vehicles (Runs a check for new vehicles to add the odometer to. Default to on)

Spawned vehicle check duration (How often the mod will check for newly spawned vehicles. Default to 10 seconds. Only needed if the above is set to on. Avoid setting too low to minimise lag)

String distance hint (Show the approx distance (to nearest 10m) between the middle of the protractor and the end of the string. Default to on)

Advanced Config - Allows you to specify:

Add hotkey hint action (Adds an action to players which will show a hint of the current hotkey settings. Highly recommended if you change the hotkeys or for people not familiar with the mod. Default is on)

Pace count toggle hotkey (Allows you to choose specify the hotkey for toggling pace counting (User 1 - User 20) or specify No Hotkey. Default to User17)

Hand Angle toggle hotkey (As above for toggling hand angles on/off - default to User15)

Hand Angle cycle hotkey (As above for toggling cycling hand angles - Note it will also toggle them on if they are not displayed. default to User16)

Hand Angle Layer (Defines the layer the hand angles are drawn on. This is designed so if another mod uses layers that conflict, you can change the layers this mod uses. Only recommended if mod compatibility issues arise. Default to 6)

Pace Count Layer (As above for pace counter - Default to 7)

Veh Odo Layer (As above for Vehicle odometer Default to 989)

Protractor Layer (As above for the protractor - Default to 11)

----------------------------------------------

V1.1 - Hotfix for protractor/map size over different maps. Added compatability with previous maps (eg. A3MP)

DOWNLOAD LINK

V1.3/B]

http://www.armaholic.com/page.php?id=24012

(MP fix - UNTESTED)

Contents

The contents of this mod are:

1. Hand Angles – A convenient way to get an approximate angle is using hand angles. While hand angles are not as frequently applied in navigation, they are used extensively in target indications.

2. Pace counting – The main low tech way to keep track of your distance travelled is pace counting. This is handy for both paces and bearing navigation (Fundamental land navigation technique – especially used in thick terrain or terrain without key landmarks)

3. Vehicle odometer and trip meter – Self-explanatory; allows you to track distance travelled in vehicles.

4. Map protractor - Allows you to get accurate 8-10 figure grid references and accurate angle measurements.

Current Issues

1. The hand angles and protractor roamers seem accurate on all displays apart from TFT (The other multi monitor aspect ratios appear fine)

2. The protractor sets how the map handles mouse movement - You wil notice once this is run you wont get the hint near the cursor showing the grid reference and ASL altitude of the terrain. It also means if any other mods are setting that particular event handler it probably wont work (None that I know of at this stage though)

3. The vehicle odometer works for all vehicles present in game but will not work for vehicles spawned post mission start. If this is a sought after feature, a workaround can be implemented. - FIXED; can be added by placing basic options module. Able to modify countdown time to check for new vehicles (defaults every 10 seconds)

4. The scale is set for Stratis ideally. On Altis, the string is thinner and the map doesn't open at a zoom level aligned to the roamers (I am guessing the ctrlMapScale command is dependant on map size as opposed to tied to firm values like 1:25000 etc). Doesnt affect usage at all - the string is still wide enough and you can zoom the map as per normal to align the roamers.

SETUP

REQUIREMENTS - NIL

First time setup - Install as per standard mods (Modfolders is still the easiest way I find). Copy both folders to your A3 install directory (Keys and @zodlandnav)

Incorporating into a mission - In the editor, place a module - Set the category to Zodd and the Module to Load ZOD_NAV module (Currently the only one there)

Setting it up:

1. Apply to - Leave as is; this field is not required

2. Init hint - This will give you a hint in game confirming it has loaded correctly. Off by default.

3. Hand angles - Yes will load Hand angles, No will not load this part. Yes by default.

4. Pace Counter - Yes will load the Pace counter, No will not load this part.Yes by default.

5. Vehicle Odometer - Yes will load the odometer, No will not load this part.Yes by default.

6. Map Protractor - Yes will load the map protractor, No will not load this part.Yes by default.

Quite simple - if you dont want a specific portion, just change it to No and that part wont load!

IN GAME - The hotkeys are:

Cycle hand angles (Toggle on if not already) - User 16 (This is the main recommended hotkey in order to allow rapid use in contact)

Toggle hand angle on/off - User 15 (This is optional - Cycle hand angles will toggle it on if not already on and you can toggle off using the mousewheel action menu)

Start/Stop pace counting - User 17 (Again optional - Mousewheel action menu is what I use)

USAGE

You will have several addactions available:

1. Disable Nav Actions - Hides all nav actions and disables hotkeys. Note if a hand angle or pace counter is already displayed it will remain displayed and functional.

2. Toggle Pace counter (Usable via hot key - User17) - This will commence pace counting and display the pace counter. If you have not calibrated it, it will default to 100m per lower bead. This will turn off if you get in a vehicle. Not available while calibrating. Note you do not require a hot key for this; you can toggle it via action menu.

3. Calibrate Pace counter - Calibrates the distance you want the lower beads to be set to. This allows you to set a specific distance (eg. lower beads at 10m etc). Note that the distance is calculated as you walk - if you walk directly to a point, you will get a different pacing distance than if you veer off course a lot (As per real life). Cannot toggle pace counting while calibrating (end calibration to commence pace counting)

3a. Calibration Complete. - Finish calibrating distance. Red text and priority action. This will set the distance. Only available while calibrating

3b. Cancel Calibration - Cancel calibrating distance. Green text and 2nd priority action. This will cancel calibration and revert to previously set the distance. Only available while calibrating

4. Toggle pace hints - Show or hide individual paces (information given via hint). These are paces while calibrating and paces between lower beads. Default pace is set to 0.7m (approx real life). This is handy for getting an idea how far between lower beads you are (and as you will maintain a count in real life anyway). Can be toggled on and off as required.

5. Toggle Hand angle (Usable via hot key - User15) - Show/hide the hand angle on screen. Note it is only accurate when in normal view - if you zoom in it will not adjust! Note you do not require a hot key for this; you can toggle it via action menu.

5a. Hint Current Angle - Only usable when showing hand angle. Gives you a hint detailing the equivelant angle in mils.

6. Cycle Hand angle (Usable via hot key - User16) - Display the next hand angle up. Resets to 1 finger after splayed hand. NOTE – If the hand angle is not already displaying, the first time you press cycle it will toggle it on, subsequent presses will cycle through. Note you do not require a hot key for this, you can toggle it via action menu however for rapid use in combat, it is recommended that a hot key is defined for this action.

7. Reset Trip counter – Reset vehicle trip counter. Only available when driver of a vehicle.

8. Hint nav hotkeys (If enabled) – Will show a hint of the current Nav hotkeys.

HAND ANGLES

Hand angles are a method used within the military for navigation and target indication. The basic principle is if you hold your hand out at full arms length, the relative distance between fingers/fist etc to objects in the distance will be the same for all people.

One finger - 30 mils
Two fingers - 70 mils
Three fingers - 100 mils
Four fingers - 125 mils
Closed fist - 180 mils
Splayed hand - 300 mils

Example hand angle - TWO FINGERS:

https://dl.dropboxusercontent.com/u/74159983/Arma3/NavAids/Release/HandAngle.png (4125 kB)

Example hand angle - ONE HANDSPAN (With angle hint):

https://dl.dropboxusercontent.com/u/74159983/Arma3/NavAids/Release/HandAngle_withHint.png (3751 kB)

The other significant advantage that hand angles offer in coop game play is a much more streamlined and effective way of expressing target indications. "Two fingers left of radio tower, two enemy hidden behind trees" is a bit easier than "Left of the radio tower there are enemy hidden in the trees - no further left... too far!"

PACE COUNTING

Pace counting is a method used by dismounted troops to keep track of distance travelled. It is a skill that takes quite a while to learn and be effective at. The basic idea is you learn your paces by pacing out a known distance (100m normally) several times to get your average including over different terrains. There are several methods to keep track of your paces - pace counters (beads, clickers etc) are the most common.

The beads work by having lower and upper beads representing (generally) 100m and 1000m respectively. Every 100m you move a lower bead down to the bottom. When you hit 900m you move the last bead down - after the next 100m you move the lower beads up to the top again and move an upper bead down - This way you keep track of your distance!

eg 4.6km looks like:

4-6km.PNG

(upper beads - 4 down. Lower beads - 6 down = 4.6km)

Note that you can use any distance you pace out for the lower beads.

For distances in between 100m you can approximate for more accuracy - eg. if you take 120 paces per 100m and you are 60 paces in, you know it is 50m

Calibrating the pace counter to a set distance is as simple as selecting the action menu to “Calibrate pace counter†then pacing out your distance and use the “Calibration Complete." menu action.

Vehicle Odometer

This is automatically applied to all vehicles in the mission – The odometer/trip meter will display when you are in the driver seat of a vehicle. When you are driving you also have the option of resetting the trip meter. Distance is displayed in KM and is incremented in 0.1km lots (as per normal odometers).

Aircraft have the odometer/trip meter enabled as well however they will only display horizontal distance travelled. Land vehicles will include vertical distance to get an accurate representation of up and downhill.

NOTE - The distance displayed by the odometer and pace counting will not be the same as straight line map distance - the distance actually travelled will be greater due to hills unless the terrain is flat.

This is functional on vehicles driven by AI as well so if you jump into an enemy vehicle you will see how far they have driven.

The navigation aspect of this is obviously distance tracking.

Map Protractor

Protractors are a basic land navigation tool that allows accurate plotting and reading of grid references/locations as well as allowing you to accurately determine the bearing between two points.

The basic use of a protractor is simple however may require some practice if you are not familiar with them.

Bearing:

1. Line up the crosshair in the middle of the protractor with your location (or the location you want to measure from)

2. Place the 'string' (controlled by the mouse position) over the location you want the bearing to be measured to

3. Read the angle off the protractor where the string intersects!

https://dl.dropboxusercontent.com/u/74159983/Arma3/NavAids/Release/protractor_angles_edit3.png (1645 kB)

Grid references:

1. Ensure you have the map zoom to a point that the grid squares are the same size as the roamers

2. Place the top right corner of the roamer over the spot you want to find the grid reference for

3. Read off the grid reference by using the grid square you are in (eg. 111 222) and where the grid lines intersect the roamer.

https://dl.dropboxusercontent.com/u/74159983/Arma3/NavAids/Release/protractor_roamer_screen_edit3.png (1656 kB)

Note - To find a position when given a specific grid reference:

Step 1 - No change

Step 2 - Id the grid square it is in (eg. 1117 2223 will be in grid square 111 222 or 11 22 depending on your zoom level)

Step 3 - Align the numbers on the roamer to the specified value (ie. with the above example, 7 on the horizontal and 3 on the vertical)

Step 4 - The position indicated by that grid reference is the top right of the roamer!

Distance:

By default, the distance (to nearest 10m) of the string between the middle of the protractor and the end of the string will be displayed via hint when in the protractor map screen.

Issues:

1. The protractor may get distorted depending on your aspect ratio. If this is the case, the angle readings and the roamers will still be fairly accurate. If the roamers are far off you can find a zoom level that aligns to the horizontal size of the roamer, get that reading, then move to a zoom level that alignts to the roamer's vertical size for the second half.

2. Using the protractor removes the mouse cursor map hint of altitude and grid ref. (But you should be able to work that out anyway if you are using this mod!)

This mod has progressed from this thread:

http://forums.bistudio.com/showthread.php?170749-Navigation-Aids-(pre-release)-Hand-angles-Pace-counting-and-Vehicle-Odometer

There are further videos on usage in there if you are still unsure.

Enjoy! Hope you find it helpful!

Edited by Zodd
Updated DL link to Armaholic. removed SP only backup - not needed
  • Like 1

Share this post


Link to post
Share on other sites

Cheers mate - appreciate it!

One little update - The scale is set for Stratis, on Altis, the string is thinner and the map doesnt open at the same zoom level (I am guessing the scale command is dependant on map size as opposed to tied to firm values like 1:25000 etc).

Far from game breaking but if it gets updated I might look for a middle ground!

---------------

HOTFIX V1.1 added

- Amended mod to take world size into account when scaling - roamers should be accurate on most maps and string size consistant

Edited by Zodd

Share this post


Link to post
Share on other sites

Release frontpaged on the Armaholic homepage.

===============================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

Share this post


Link to post
Share on other sites

This is excellent! VERY nice for missions set with no GPS especially. Has anybody tried running this with AiA yet? I just woke up and haven't had the chance yet :)

Share this post


Link to post
Share on other sites

ArmA noob here. I'm having some trouble getting the hand angles to work. I placed the module in the editor and made sure that the setup will load them. Everything else appears to be working but I think that the problem I'm having is figuring out how the hotkeys work. I've tried setting buttons in the custom controls configuration menu but they don't seem to work.

Share this post


Link to post
Share on other sites

Ok -

1. Firstly are you disabling nav actions? If they are disabled, the hot keys wont work either.

2. Try using the mousewheel menu (cycle hand angle and toggle hand angle actions). That will make sure it is actually working and there isnt some hidden sneaky bug.

IF MOUSEWHEEL ACTION DOESNT WORK:

Are you running any other mods? If there is something that is displaying another resource on screen it might be using conflicting layers. (Especially if the other displays work but hand angles dont). Try disabling the other mods and see if it works.

Otherwise - what map are you using? Dev build or normal?

IF MOUSEWHEEL ACTION WORKS:

Double check your user keys - should look something like:

Use%20Action%20keys.png

Again - are you running other mods? If you are they may be intercepting the hotkeys... Try run it with other mods disabled.

Share this post


Link to post
Share on other sites

Turns out that Drongos Artillery was conflicting with it somewhere. Thanks for the help. This mod is really cool.

Share this post


Link to post
Share on other sites

Ok, does it work with Drongos Arty on if you use the mousewheel menu?

If it does - it is a hotkey issue. If it doesnt, it is an image layer issue I think... Both quite fixable (Will add to the to do list when confirmed)

Share this post


Link to post
Share on other sites

Top notch work and troubleshooting Zodd! I'll be testing this with a few different mods tomorrow and will be sure to share any results of interest. On a tangent, would it be possible to get this in a script based version? Has anyone really tested this in multiplayer? Dedicated and listen servers? I play mostly SP or COOP where I host the mission on my client machine (three or four players usually).

Share this post


Link to post
Share on other sites

Excellent work!

I have a recommendation/request: Ranger beads to keep track of how far you have gone. Not sure it is a must but another immersion feature that could be added.

Share this post


Link to post
Share on other sites

DoRo - We call them pace counters - check first post, already in (Pace counting section - Default distance set to 100 for lower beads but you can customise this by in game pacing) and what I consider a key part of this mod!

Oktyabr - Thanks - I cant say it has been exhaustively tested but the script version was tested as much as possible and had no issues with SP/MP/Dedi/Hosted/JIP so the expectation is that it is fully MP compatible! (As long as I dont piss off the Arma Gods somehow and they curse me!)

Also - I havent tried it with AiA but it works fine with A3MP so I dont forsee any issues with AiA.

Script version - It is possible (Originally how it started). The problem with a script version over a mod is the images - If you just have it as a script, the mission file becomes about 20mb! Having it as a mod allows the mission files to remain small.

I have already started work on V1.2 and fully implemented the "Future definable variables" in the first post. This allows you to have all the control that the script version has with in editor modules.

Basic config covers things like default pace counter settings (Distance, random offset simulating human error for default setting, specifying distance of individual paces to align with your own real world pace distance if you want for training)

Advanced config is purely designed for compatibility with other mods. The main forseeable conflicts this mod would have is with other mods using the same User Action keys, or using the same layers for images.

Rather than editing the mod and repackaging it whenever there is a conflict (or waiting for the opposite mod to work on it) the advanced module lets you override the default layers/keys and specify which will be used in your mission. The only shortfall this has is if you are used to a certain hotkey and the mission designer has overridden the keys without telling you, it might be hard! May put in a hint if it is changed....

NOTE that the two config modules are purely optional and only for mission designers that want more control over the specifics. Standard use remains as easy as placing the main module then starting the mission!

Whilst the advanced config is designed so I DONT have to repackage the mod whenever there is a conflict, if it becomes apparent in the short term that the default layers are being used by another mod(s) I will change them for general ease of use!

1.2 will not be released just yet - rather the intent will be to hold off and attempt to address any important shortfalls/issues identified after people have a chance to play with it!

edit -

Will add in support for spawned vehicles having the odometer added by checking every 10 seconds for new vehicles. This will also be configurable in the basic config module (set to 0 to disable)

Edited by Zodd

Share this post


Link to post
Share on other sites

Fantastic work, I've always loved landnav, especially in basic at night time while being hunted. ;)

In regards to the protractor, is it possible to lock the map at a 4 digit grid scale and be able to zoom in and actually read the map/protractor?

Also, would it be at all possible to have a "scrap piece of paper and a pencil" to find distances on the map for curving routes?

Share this post


Link to post
Share on other sites

Cheers B00ce

Unfortunately the map scale isnt aligned to a set distance (ie. you cant set to 1:25 000 etc) - It also means that different size islands will have different values for the 'scale'. At this stage I dont think it is feasible to anchor the protractor to a set scale and zoom in/out from it (or at least doable without massive headaches). How hard is it for you to read? It shows fairly clearly to me.

Distance measurement is the next thing I am working through. I am toying with a few ideas but I think (at least at first) the distance measurement will just be a basic hint about the distance represented by the string length.

I would like to implement something a little more life like (such as the paper/pencil method) however in the meantime, that is pretty much exactly what I do (literally.... Holding paper up to the monitor....... haha it works at least!)

Share this post


Link to post
Share on other sites

Looks like you need to update your "setup" in the first post for v1.1? You should consider including a readme with the setup inside the download too. :)

Share this post


Link to post
Share on other sites
Ok, does it work with Drongos Arty on if you use the mousewheel menu?

If it does - it is a hotkey issue. If it doesnt, it is an image layer issue I think... Both quite fixable (Will add to the to do list when confirmed)

After I disabled Drongos Arty the option for the hand angles appeared in the mousewheel menu and the hotkeys started working. Neither one worked with it turned on. However, now that I re-enabled it to confirm this, It continued working. I'm not sure if maybe it hijacked something because it was initially loaded first or what but it seems to work fine with it now.

Share this post


Link to post
Share on other sites

Haha as fun as mag variation would be, it would only be a brief sidenote!

V1.1 had no change to setup - was just updating you on what I was working on for 1.2.... Speaking of...

First post updated with V1.2!

This will probably be the last update for a while, it has all the customisation and functionality needed (I think?) for at least the short term... Now I will wait for feedback and (hopefully no...) bugs!

----------------------------------------------

V1.1 - Hotfix for protractor/map size over different maps. Added compatability with previous maps (eg. A3MP)

----------------------------------------------

V1.2

ADDED:

- Basic and advanced configuration option modules (see below)

- Support for spawned vehicles (Can be customised in advanced config module - toggled on/off and duration between checks for spawned vehicles specified)

- Automatic hint of user keys if advanced config is specified in case user keys are changed (can be turned off)

- Distance measurement with the protractor string (hints) when in protractor map screen. (On by default, can by turned off in basic config module)

MODULES: Place in the editor via the modules [F7] menu. Modules are located under ZODD in the category menu.

Load ZOD_NAV modules - Basic editor module required to use. Allows you to specify:

Init hint (Show a hint when each element has been initialised. Default to off)

Hand Angles (Load the Hand Angles functionality - default to on)

Pace Counter (Load the Pace Counter functionality - default to on)

Vehicle Odometer (Load the vehicle odometer functionality - default to on)

Map Protractor (Load the map protractor functionality - default to on)

Basic Config - Allows you to specify:

Pace counter default distance (Distance it is set to prior to being configured - default 100m)

Random offset from default distance (A random number between 0 and the offset will be added or subtracted from the default distance to simulate human error. Default set to 0)

Default pace distance (Distance of one 'pace'. Only effect is number of paces hinted per 100m. Mainly useful for aligning the pacing to your real world pace distance. Default 0.7m)

Hint recalibration distance (Hints the exact distance calibrated when recalibrated. Default to off)

Include Spawned Vehicles (Runs a check for new vehicles to add the odometer to. Default to on)

Spawned vehicle check duration (How often the mod will check for newly spawned vehicles. Default to 10 seconds. Only needed if the above is set to on. Avoid setting too low to minimise lag)

String distance hint (Show the approx distance (to nearest 10m) between the middle of the protractor and the end of the string. Default to on)

Advanced Config - Allows you to specify:

Add hotkey hint action (Adds an action to players which will show a hint of the current hotkey settings. Highly recommended if you change the hotkeys or for people not familiar with the mod. Default is on)

Pace count toggle hotkey (Allows you to choose specify the hotkey for toggling pace counting (User 1 - User 20) or specify No Hotkey. Default to User17)

Hand Angle toggle hotkey (As above for toggling hand angles on/off - default to User15)

Hand Angle cycle hotkey (As above for toggling cycling hand angles - Note it will also toggle them on if they are not displayed. default to User16)

Hand Angle Layer (Defines the layer the hand angles are drawn on. This is designed so if another mod uses layers that conflict, you can change the layers this mod uses. Only recommended if mod compatibility issues arise. Default to 6)

Pace Count Layer (As above for pace counter - Default to 7)

Veh Odo Layer (As above for Vehicle odometer Default to 989)

Protractor Layer (As above for the protractor - Default to 11)

Share this post


Link to post
Share on other sites

Thanks for the headsup about the update :cool:

Updated version frontpaged on the Armaholic homepage.

===============================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

Share this post


Link to post
Share on other sites

This looks like a great addon and really useful. I have got it working in SP but I cannot get it to work in MP. I tried this evening running an MP game with a friend here in England and another in the US. The person hosting the game could use the addon but the two joining the MP session could not. There was nothing in the mouse wheel or key option. We tried this several times and eventual took out all of our mods and left only LandNav but still it was only the host who could use the addon and the clients could see nothing and do nothing. A great shame as this is such a brilliant addon. We installed the mod as per the read me, is there anything else we need to do to get it to run in MP sessions?

Share this post


Link to post
Share on other sites

To further Grab's question, we ran the mod on a dedicated server and no-one could use it.

This is an excellent mod we fell would really benefit our group.

Thanks again!

Share this post


Link to post
Share on other sites

Gday all,

Apologies for the delay, I have been outside busy a fair bit.

Hmmm I dont know what is causing it - I will have a bit of a poke around - seems strange that it works sometimes and other times it doesnt...

Try add the additional setup modules and turn the init hint on - does it say anything?

Also does the vehicle odometer work in those instances?

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×