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Old 05-05-07, 04:58 AM   #16
vanjast
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BUMP ME ..

(E) http://www.vanjast.com/NavMod/WorldMap.zip (33MB)

...is now avaiable.
This is a large world relief map, that can be edited to what you'd like. It can be used as a wall map on a magnetic backing board, where you can place convoys, subs, etc..
Similar idea to the Western Approaches Control room of WW2, except much smaller.

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Old 05-05-07, 10:12 AM   #17
KLARCH
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I've been waiting for this.

Time to start a new career.

Thanks vanjast.
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Old 05-05-07, 12:15 PM   #18
Miss Behavin
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Now THIS really rocks!!!

Being a realism nut, this looks like something I can really get into.

Thanks for all your hard work.

Cheers!
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Old 05-05-07, 03:56 PM   #19
vanjast
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BUMP ME... DUMP ME!!

Added an example of a Navigators log sheet/book that you can use to keep track of your where-abouts.

Look at section
(F) http://www.vanjast.com/NavMod/NavigatorsLog.pdf (3KB)


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Old 05-05-07, 09:41 PM   #20
kys2000
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I want your mod be integrate into my MOD, Attack Japan MOD1.2.

WHAT time do you give the download ?

thank your works very much !
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Old 05-06-07, 01:16 AM   #21
Kataki
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Very cool, maybe over my head, but something I am definetly intrested in. After I get the basics down pat I'll have to give your mod a go
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Old 05-06-07, 04:26 AM   #22
kevtherev
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I have downloaded and installed the mod into GWX using JSGME without any big problems. The only thing I noticed is that my subs 'direction flag' is still visible. As far as I can gather, all other aspects are fine, your sextant is a wonderful object, must find out how to use it but until the problem with the sub indication is solved there is not much use as I can still see the position of my sub. Any help forthcoming on this ! By the way I only did a JSGME instal, no manual file corrections etc. Exciting mod when sorted out and gives me yet another learning curve. Well done sir, cannot wait for SH4 version.
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Old 05-06-07, 05:18 AM   #23
vanjast
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kys2000 :- Go for it - It's free for anyone to include in any mod, without any restrictions. The downloads are currently available in the myfirst post on page #1.

kevtherev:- I have NYGM2.2 running and GWX might a few extra commands that NYGMdoesn't has. If you uninstall the mod and compare the 1024x768.INI files you will see the differences there. Also GWX, might have renamed the sub map icons.

I must still go through it with GWX. Maybe it will be quicker to check with the creators of GWX, as they'll be able to quickly compare the differences ! I posted it like this so the SuperMod creators can include it in their next mod versions, as I did not want it to have compatibility problems.

(I should really learn to control my keyboard putting in miss-spelt words !!)


Last edited by vanjast; 05-06-07 at 07:26 AM.
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Old 05-06-07, 06:12 AM   #24
terrapin
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all files are now available through a dedicated DLC section also.
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Old 05-07-07, 05:25 AM   #25
Mav87th
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Freaking Cool

Now what are the odds that this magnificent mod can be enjoyed in SH4 as well....
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Old 05-07-07, 06:52 AM   #26
latemail
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THX a lot !!!!

it´s a great mod and a superb "educational work" ...... many interesting hours with the boat and the stars

i will test it as soon as possible
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Old 05-07-07, 07:38 AM   #27
mikaelanderlund
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Very cool mod!

how do you get lat. and long. in bad weather which sometimes last for weeks in SHIII? How do you keep the course in stormy weather?

Mikael
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Old 05-07-07, 08:58 AM   #28
Kumando
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Quote:
Originally Posted by mikaelanderlund
Very cool mod!

how do you get lat. and long. in bad weather which sometimes last for weeks in SHIII? How do you keep the course in stormy weather?

Mikael
You dont, you travel by dead reckoning (the process of estimating one's current position based upon a previously determined position, or fix, and advancing that position based upon known speed, elapsed time, and course).
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Old 05-07-07, 09:29 AM   #29
mikaelanderlund
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I have tried , but after a week or two in stormy weather I'm lost mainly because of difficulty of keeping track of course and speed.

Mikael
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Old 05-07-07, 09:29 AM   #30
Kumando
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I red the readme on the mod but i have some doubts, if the ingame map has no longitude/latitude marks how can you fix your position in the game map? And if at the time being you can only fix latitude how is this useful? You also need longitude!I dont want to criticise your work in a negative manner but i think il stick with my manual navigation method inspired by Dantenoc and Corsair till this mod is more complete.
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