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Old 05-07-07, 09:30 AM   #31
Kumando
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Quote:
Originally Posted by mikaelanderlund
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
Thats what real U-boat skippers had to face in reality .
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Old 05-07-07, 10:02 AM   #32
mikaelanderlund
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I think real U-boat skippers also used radio transmitters on land to plot the intersection.
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Old 05-07-07, 10:13 AM   #33
jimmie
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Old 05-07-07, 11:05 AM   #34
vanjast
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Longitude is a problem at the moment as the game GMT clock jumps around depending where you are when you save your game.
There is a method of working this out, which I'm still busy with. It just requires a lot more effort, so I'm trying to simplify it.

You can at the moment use the HOUR time difference between the Local and GMT clocks, plus the sunrise sunset almanac. Be carefull of the 2 times jumping around, If you note this you should have fewer problems. The current alamac game time difference looks to be around 4 minutes (1 degree Longitude).

A trick you'll pickup is that the interior sub lights switch from red to white (and visa versa) at the game sunrise/set, irrespective of the weather conditions - You now have your sunrise/sunset times in bad weather. A quick look at the almanac and you get your position within about 2 degrees.

I'll post a PDF when I've finished.
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Old 05-07-07, 12:44 PM   #35
vanjast
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Quote:
Originally Posted by Kumando
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?
I realised this when I started with the mod, and inserted a Lat/Long grid into the map which is supplied in the mod - the only problem here is the grid colour, not having the colour pallete available and not wanting to do 256 restarts just for colour I chose a colour that is visible over sea.

Quote:
Originally Posted by Kumando
.. 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.
I thought I had this wrapped up until I discovered the games 'wobbly' clocks. My previous reply indicates where I'm headed with this. You can use this method but one has to be aware of the pitfalls, untill I or somebody else comes up with a better Clock method.
Longitude is still calculable to within about 1 degree so far, so it's nearly there.

With SH4 I'm glad the grid IS there, and the sub clock looks centred on the sailing port. Hopefully all the Celestial objects are still accurate. Then I can make an almanac that is specific for each base. this should help get rid of the longitude problem.
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Old 05-07-07, 04:12 PM   #36
vanjast
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On my first serious Navmod Career, sunk this ship ~100Km SW of Bergen.
It's nice to see Captain's going down with their ships. Are these heroes still around ??

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Old 05-07-07, 09:09 PM   #37
Kataki
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hah getting large amounts of tonnage will be quite a challenge with this mod
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Old 05-07-07, 09:21 PM   #38
KLARCH
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Quote:
Originally Posted by vanjast
Longitude is still calculable to within about 1 degree so far, so it's nearly there.
I've yet to try this mod yet but it seems to me that you shouldn't go crazy trying to work around a prob with game code issues, i.e. the game clock. If it's possible to get within 1 degree of actual position, that seems good enough for me.

I can't wait for the weekend, as I plan on setting off in a new career and figure how to do this and play as realistically as I can.

Thanks again for this mod.
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Old 05-08-07, 06:39 AM   #39
Kumando
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Quote:
Originally Posted by vanjast
Quote:
Originally Posted by Kumando
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?
I realised this when I started with the mod, and inserted a Lat/Long grid into the map which is supplied in the mod - the only problem here is the grid colour, not having the colour pallete available and not wanting to do 256 restarts just for colour I chose a colour that is visible over sea.


But what map is this? Does the mod alter the ingame map or is it a external map provided by the mod?
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Old 05-08-07, 08:42 AM   #40
vanjast
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Quote:
But what map is this? Does the mod alter the ingame map or is it a external map provided by the mod?
I've placed a grid over the game map (../Terrain/maps/map1(map2) - cannot remember exact location - at work). it's in the RealNavMod.zip file If you're zoomed in to close you won't see the grid, zoomed out you'll see it.
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Old 05-08-07, 09:30 AM   #41
mikaelanderlund
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Quote:
Originally Posted by vanjast
Longitude is a problem at the moment as the game GMT clock jumps around depending where you are when you save your game.
There is a method of working this out, which I'm still busy with. It just requires a lot more effort, so I'm trying to simplify it.

You can at the moment use the HOUR time difference between the Local and GMT clocks, plus the sunrise sunset almanac. Be carefull of the 2 times jumping around, If you note this you should have fewer problems. The current alamac game time difference looks to be around 4 minutes (1 degree Longitude).

A trick you'll pickup is that the interior sub lights switch from red to white (and visa versa) at the game sunrise/set, irrespective of the weather conditions - You now have your sunrise/sunset times in bad weather. A quick look at the almanac and you get your position within about 2 degrees.

I'll post a PDF when I've finished.
I didn't think about interior sub lights switch from red to white (and visa versa) at the game sunrise/set. I will give your mod a new try this evening . Great mod!

Mikael
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Old 05-08-07, 09:48 AM   #42
vanjast
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Quote:
Originally Posted by mikaelanderlund
I didn't think about interior sub lights switch from red to white (and visa versa) at the game sunrise/set. I will give your mod a new try this evening . Great mod!

Mikael
- I didn't notice this either until a few weeks ago, while testing the almanac times. Although real world astronomy/nautical stuff defines sunrise and sunset differently, The game sub interior lights switch when the sun is only half visible on the horizon, going up or down. This is one aspect that make the times different from the real world almanac times.

The game sun takes 5-6 minutes, from the top rim appearing to the bottom rim touching the horizon. The game light switch is midway, So I'm thinking of adjusting all the almanac times to this light switch time, so all is synchronised.

I'm a sucker for more work
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Old 05-08-07, 10:44 AM   #43
bruschi sauro
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This mod work very fine, is very tought....but in this moment I have a small problem.
I'm lost in the Atlantic...where i'm in this moment?
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Old 05-08-07, 12:56 PM   #44
vanjast
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Quote:
Originally Posted by bruschi sauro
This mod work very fine, is very tought....but in this moment I have a small problem.
I'm lost in the Atlantic...where i'm in this moment?
Here's a quickie doc that I threw together to help you...

http://www.vanjast.com/NavMod/QuickNavGuide.pdf

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Old 05-08-07, 12:58 PM   #45
bruschi sauro
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thank you mate.
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