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Old 06-21-07, 05:35 AM   #106
Uber Gruber
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@Mav

Someone produced a mod that changed the dragable gramaphone into a dragable map in this forum, perhapps you could extend the idea and use it to produce a drag
able sextant ? I still think the OBS scope would be better though...if it can be done that is. No word from lethal so maybe captain cox can liaise with mav and beery to produce it ?
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Old 06-21-07, 04:40 PM   #107
Mav87th
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Well....what can i say....im a genious...


The Sextant image is now implemented in SH4...draggable...and with an ability to close it and open it as you see fit...


I have simply tied it to the Chronometer. So when ever you open the chronometer the sextant image shows up as well, lined up to the one side of the chronometer. You can then drag the chronometer around as you see fit and the sextant image will follow along:rotfl:

I only need to adjust the placement relative to the chronometer, But for now here is the stuff to change in menu_1024_768.dat file....

Added this part after the LAST of the chronometer sections G29 I15 - make really sure this is the one.

Appart from that all you need is the graphics file from the REAL NAV mod to SH3 placed in Data/Menu/Gui/KF_SextantX.tga - Beware that in the below text you need to rename the tga file to the above name (remove 1280x980)

;;;;Dragable Sextant BY Kaleun Freddie and Mav;;;;
[G29 I16] Be DAMN sure this is the next and last in the section
Name=Dial
Type=1031;Stat bmp array
ItemID=0x29030001
ParentID=0x29020001 ;1024x768
Pos=512,384,191,962 ;560,970,194,230
zone=512 0 191 962 0 1 0x29020001 0.5 -0.5 0x29030001 0.0 0.0 0 0 placements is done here, mine is done with the image scaled for 1280x980 res.
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/KF_SextantX1280x960.tga Remade image scaled for 1280x980
Crop 0=0,0,1.0,1.0
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=false
SelOne=false
IdGroup=0
;;;;Dragable Sextant BY Kaleun Freddie and Mav;;;;

I think its going to be a NO JSGME mod as i guess most of you guys have your "own" menuxxxxxxx.dat file.

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

This worked a little better

[G29 I16]
Name=Dial
Type=1031;Stat bmp array
ItemID=0x29030001
ParentID=0x29020000;1024x768
Pos=100,981,191,962
zone=0 -250 191 962 0 1 0x29020001 0 0 0x29030001 0 0 0 0
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/KF_SextantX1280x960.tga
Crop 0=0,0,1.0,1.0
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=false
SelOne=false
IdGroup=0

The sextant is now placed up along the left side of the Chronometer, so when you only need the chronometer you can drag it to the left side of the screen, thus dragging the sextant out of the screen area. Now i only need to adjust the sextant image to the exact screenhight.

Last edited by Mav87th; 06-23-07 at 12:40 AM.
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Old 06-30-07, 06:59 AM   #108
Mav87th
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Don - i need some help with the math part.

I have sailed from Pearl Harbor (docked) towords west for a patrol in the East China Sea.

I have crossed the dateline and are aproximately at 162° E going 9 kts on course 270°true.

Polaris was fixed at 08:09:33 to 27°45' Setting me at aprox 28°N

Sun Rise occured at 08:41:33 (RedLight off)
Almanac shows expected SunRise on the date at 28°N (extrapolated) to 06:27:00

Now.....

Im at Time zone L and calculating my BaseTime SunRise as below:
BaseTime.......GMT......Local Lima Time
08:41:45 ~ 19:41:45 ~ 06:41:45

difference in SunRise
.06:41:45
-06:27:00
------------
......14m45s converted to arc

..3°30' (The minutes converted)
+0°11'15'' (The seconds converted)
-----------
3°41'15''

that i deduct from the center of timezone Lima (165° E) getting a Longitude of

161°18'45'' E

Now CTRL+LMouse says 162°10'45'' E some 56nm from the calculated SR longitude

Arc difference is 0°52'0'' - nearly 4 minutes.

All the time im getting these 4 minutes of difference......!!!! WTF is that. Im suspecting that PEARL HARBOR TIME is offset somehow. PEARL is located at 157°57'30'' W And i wonder if that has anything to do with the spawning time..
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Old 06-30-07, 09:16 AM   #109
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...I'll be out of the loop for a bit, visiting niece in hospital...

btw: your math is good. Nothing wrong there.

be back later today.
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Last edited by don1reed; 06-30-07 at 09:26 AM.
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Old 06-30-07, 11:05 AM   #110
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Question:

Are you basing your SR/SS on when the red light turns off/on?

If you are, then, I think this is where you are loosing/gaining the timing error.

SR/SS occurs when the UL of the sun rises/sets beneath the horizon...not when it's center is at the horizon.
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Old 06-30-07, 12:22 PM   #111
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Yea i knew that is valid for Real life SR/SS, but i thought that in SH-3/4 it was the redlight that were the valid time.

ill make another attempt at Sunset...
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Old 06-30-07, 02:38 PM   #112
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...another thing to consider is your speed, that is, the distance travelled between timing your SR/SS and the time when you actually go to the chart and lay it out. It may amount to only seconds but 4s = 1' (1 nm).

Whats frustrating to me is the not having an accurate sextant for either sim. We should be able to find our position to within 1 or 2 nm. When you consider that there is over 200 million sq miles of earth surface, cel nav is really quite an accomplishment.

The "sextants" that have been generated by you mod guys only makes me salivate, but, I've been doing the same thing by holding a 30cm rule up to my screen for quite a long time now, (using ratio/proportion). I've no way of getting my measurement down to 0.1 moa as a real sextant can.

Unless one of you engineers can add altitude readings to the elevations of the observation scope with split image in order to bring down the heavenly body to horizon, I'll just have to pound sand.

Cheers,
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Old 06-30-07, 07:09 PM   #113
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Yep - having an altitude scale like the heading scale on the scopes - but with a veneir scale added...mmmmmmmm
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Old 07-01-07, 07:13 AM   #114
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oh, btw, here's GMT converter used by USN

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Old 01-06-08, 09:06 PM   #115
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I tried the RealNavMod and it crashed my game with NSM, RFB, and RSDC -

I would simply love to remove the dot from my NAV Map, even if I can't get all the other stuff to work.

Does anybody know how to do this? I tried dissecting the RealNavMod and couldn't get it to work.

Thanks,
Notewire.
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Old 01-06-08, 10:19 PM   #116
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Quote:
Originally Posted by Notewire
I would simply love to remove the dot from my NAV Map, even if I can't get all the other stuff to work.

Does anybody know how to do this? I tried dissecting the RealNavMod and couldn't get it to work.

Thanks,
Notewire.
I'm wondering this too. I think the .dds for the map icons are found in; C:\Program Files\Ubisoft\Silent Hunter 4 Wolves of the Pacific\Data\Menu\Gui\Units
but when I open any of them it's just plain black and no symbol. I'm sure that has to do with some sort of alpha layer or something but I don't know how to work with them. Any help would be much appreciated, thanks.
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Old 01-06-08, 10:35 PM   #117
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Alright, thanks to CaptainCox I've learned how to work with alpha channels. I was correct, the map icons are found where I said they were. Here's CaptainCox tutorial on alpha channels; http://www.subsim.com/radioroom/showthread.php?t=112868
So all you will have to do is make UnitSub.dds, UnitSubL.dds, and UnitsSubM.dds blank and it should work. I haven't tried yet but I think that's all you will have to do. You'll need the DDS Utilies to open and save .dds you can find a skinning tutorial (again by CaptainCox) that has a link to the DDS Utilities and how to use it here; http://www.subsim.com/radioroom/showthread.php?t=109862
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Old 01-07-08, 07:11 PM   #118
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Hi girls, I'm back
Gee, quite a conversation going on.
If its OK I'll rejoin you guys that have continued this mod into SH4.
I still have to put a bit of time into it. If nobodyy's done it yet I'll put time into the different base reference times ? I remember back in patch 1 that these times were different.

more later
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Old 01-08-08, 01:02 AM   #119
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Here you go Notewire, I made this mod to remove the circle sub marker from the map;
http://files.filefront.com/No+sub+on.../fileinfo.html
Quote:
No Sub Marker on Map v1.0 by Thendash

Description:
This mod takes the circle sub marker off the map so that you can navigate your self without using waypoints.

Install:
-Extract to MODS folder in C:\Program Files\Ubisoft\Silent Hunter 4 Wolves of the Pacific\MODS
-Run JSGME
-Select No_sub_on_map and press "enable selected mod" arrow.
-Install after mods that alter the sub marker(such as Trigger Maru).

Note:
-If you zoom in far enough you will be able to see your sub. This only removes the circle from the map, not the sub outline marker.
-The waypoint tool will still work, so if you want you can use it to navigate while in combat or if you get helplessly lost.
-This mod is not "cheat" proof so you will have to stop your self from zooming in to see where your sub is. If you don't think you can stop your self then this isn't for you.
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Old 01-08-08, 03:19 AM   #120
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Hey Van, welcome back. Dang straight! Jump on this puppy, we need an accurate, workable sextant, and you're the action guy for sure
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