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Old 04-19-16, 07:21 PM   #16
Rick Fortens
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Quote:
Originally Posted by Tycho View Post
I don't see any of your screenshots, here and in the first post.

And now ?







And, here you lost me.
In the kriegsmarine system of squares to devide the ocean the North sea is usualy named "AN". Look on the nav map in the game.
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Old 04-19-16, 07:35 PM   #17
Rick Fortens
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Quote:
Originally Posted by Von Due View Post
I would be VERY interested in having a look at work done to make a curved world surface, if only for the North Atlantic, and, one can dream, the arctic ocean.
Have you been able to see my screenshots ?

For the artic ocean, I can’t be of any help, but if you are interested in my works, no problem : just tell me what you want to know or see about.
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Old 04-20-16, 02:45 AM   #18
Tycho
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Quote:
Originally Posted by Rick Fortens View Post
And now ?
Yes, now are visible.

Quote:
Originally Posted by Tycho View Post
And, here you lost me.
Quote:
Originally Posted by Rick Fortens View Post
In the kriegsmarine system of squares to devide the ocean the North sea is usualy named "AN". Look on the nav map in the game.
I mean, that if Kriegsmarine grids are not correct, it is not interesting anymore for me.

Quote:
Originally Posted by Fahnenbohn View Post
How did you do that ?!
I think that Photoshop open it, but I don't use Photoshop.
So I make it with PaintNet as .tga, and then convert it with another software.
If you are interested, will show you tonight.

Quote:
Originally Posted by Fahnenbohn View Post
Are they many errors in the stock SH3 game about climate zones ??
I don't know. Because I made complete new one, have not examined in detail the original file. Well, I saw some shades that are not indexed in Terrain.cfg, but it's just a pixels here and there, in such a places that I will not go to the Machu Picchu cornfields to see what happen there.
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Old 04-20-16, 03:20 AM   #19
Anvar1061
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Originally Posted by Tycho View Post
Just some days ago I made my own TerrainTypes.raw (Climate zones).
Where you can download them?
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Old 04-20-16, 04:13 AM   #20
Fahnenbohn
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Quote:
Originally Posted by Tycho View Post
I think that Photoshop open it, but I don't use Photoshop.
So I make it with PaintNet as .tga, and then convert it with another software.
If you are interested, will show you tonight.
Yes i am. You're thinking about teamviewer ?
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Old 04-20-16, 02:58 PM   #21
Tycho
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Quote:
Originally Posted by Fahnenbohn View Post
Yes i am. You're thinking about teamviewer ?
Sorry, I came home too late, terrain types thing will wait for tomorrow.
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Old 04-21-16, 10:47 AM   #22
Fahnenbohn
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Sorry, I came home too late, terrain types thing will wait for tomorrow.
ok for this evening ?
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Old 04-21-16, 05:04 PM   #23
Tycho
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Originally Posted by Fahnenbohn View Post
ok for this evening ?
Sorry for delay: here
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Old 04-26-16, 06:24 PM   #24
Zenpachou
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Holy cow. I knew the world map was distorted, but I had no idea it was to that extent
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Old 04-28-20, 03:36 AM   #25
shadow_wxh
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This is one of the major problem affect game realism.The further you go north or south the more east-west distance are strentched.This make almost the long distance travel time inaccurate by a huge factor.

One way the navy plot were made is too strentch both north-south and east-wast as you move towards earth poles.This way the bearings getween objects are reserved but the distances can not be directly measured.Like these ones:




The way SH3 simulate the enviroment compromise both.Neither distances nor bearings are accurate.This makes plotting in champain file really difficult to resemble actually historical time the place.

One way I overcome the issue is make a few "jumps" alone the waypoints the compensate the distance strenches,but this is not a very good solution.Still wondering if it is possible to resolve this by modification alone.
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