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View Full Version : Nav Mod update - the Sextant


vanjast
01-02-07, 09:53 AM
This is fairly simple, once you get the hang of it. I've made a simple scaled 'ruler' if you will, for a sextant which works on the same principle. As we cannot change the code I think that this will be the most efficient method.

It's a 'pullout' 'sextant'/ruler working very much te same as Jonz's Chrono (thanks Jonz I just adapted/copied your mod)
http://www.vanjast.com/SH3Pics/SextantPullOut.jpg

This is version1 (if you'd like to make changes - just shout)

I'm working on 1024x768(800) resolution I think it is, and found that with dials off I get a 60Deg elevation from sea level, which is neat. The higher res screen will come afterwards.
Here's top of the sextant - dragging it out...
http://www.vanjast.com/SH3Pics/SextantTop.jpg

Sextant referenced at sea level and a reading taken on Polaris (North Pole Star - Mouse cursor)
http://www.vanjast.com/SH3Pics/SextantMeasure.jpg

The scales are about 1 degree out so here goes another glass of red wine..
More later..

jimmie
01-02-07, 11:21 AM
Finally someone tried by a concrete example! :up:

Very interesting! :know:

mikaelanderlund
01-02-07, 12:13 PM
Cool!:up: Now we know which latitude we are on but how to know the longitude?

Mikael

Safe-Keeper
01-02-07, 12:26 PM
That one's troubled navigators for some time. Wasn't it solved when they finally invented a working pocket watch (never knew your watch could tell longtitude, did ya:p)?

_Seth_
01-02-07, 12:54 PM
NICE!!!! Finally someone's looking into this!!! EXCELLENT!!!:up::up::up:

panthercules
01-02-07, 01:02 PM
We were playing around in another thread with methods for hiding your u-boat's location on the nav map and navigating without using the waypoint tool (see here, if it still works: http://www.subsim.com/radioroom/showthread.php?t=93937

This sounds like a pretty cool addition to that whole concept of trying to do "real world" navigation - however, even assuming that something like this could eventually allow us to establish our boat's long. and lat., if the nav map isn't marked out with lat. and long. lines, how would that info help us locate our boat on the nav map? Can the nav map be modded to show lat. and long. lines?

vanjast
01-02-07, 01:46 PM
This sounds like a pretty cool addition to that whole concept of trying to do "real world" navigation - however, even assuming that something like this could eventually allow us to establish our boat's long. and lat., if the nav map isn't marked out with lat. and long. lines, how would that info help us locate our boat on the nav map? Can the nav map be modded to show lat. and long. lines?

I've already looked into this and will come up with a result in a few days. It's either a large independent printable map, or (hopefully) the SH3 map. I've tried putting a few lines on the SH3 map but the game juggles maps when at different zoom levels. I might have to limit the zoom level - Would there be objections to this ??
:)

mikaelanderlund
01-02-07, 04:07 PM
That one's troubled navigators for some time. Wasn't it solved when they finally invented a working pocket watch (never knew your watch could tell longtitude, did ya:p)?

Yes I did :D :D :D but I don't know how to do it:hmm: . I think I need to know the sun's higest point and the time, don't I?

Mikael

Corsair
01-02-07, 04:42 PM
Nice idea... worth investigating, thks.
For the moment, I will be on my next patrol investigating Dantenoc's "hardcore navigation" system as discussed in the thread and showed in his youtube videos. Looks interesting not to have your sub position all the time on the map... I have navigation experience irl, so it should have a feel of the real thing.
So for this time I will replace the sextant by a ctrl-click at 12h00...:D (weather permitting of course...)

_Seth_
01-02-07, 05:32 PM
Here is a converter from Grid to lat.long.
http://www.geocities.com/germangrid/MQK_Converter.zip

Edit: dont think it can convert from lat/long to grid.. Tell me if you make it.

For those missing the grids for the Northern parts of the Atlantic/barents sea, here is a map:
http://www.geocities.com/germangrid/northenteat.jpg

Here is a complete site with many other maps & info about the gris system ++
http://www.gyges.dk/reporting_grids.htm

Iron Budokan
01-02-07, 08:46 PM
This is really uber cool. Please keep looking into this, I would like to navigate this way.

JohnnyBlaze
01-03-07, 04:44 AM
This Idea is just great, but I thought it was impossible to navigate thro the stars since they'r not modeled correctly in SH3. I remember someone pointing that out. I hope this is wrong cuz I would like so much to do the navigating myself

Please correct me..
pretty please :rotfl:

_Seth_
01-03-07, 05:18 AM
IIRC, the game "operation flashpoint" had correct modeled stars. I remember one mission where you had to use the stars to get to your target.. And thats an old game.. It CAN be possible with SHIII..

"Nothing is impossible, the impossible just takes longer to do.."

vanjast
01-03-07, 07:02 AM
IIRC, the game "operation flashpoint" had correct modeled stars. I remember one mission where you had to use the stars to get to your target.. And thats an old game.. It CAN be possible with SHIII..
After doing some testing with the night sky,stars and sun (haven't done the moon yet), It's very much possible.

I've tested sunrise & sunset times at different latitudes and longitudes and there's a 'minor error' of about 5 minutes, in comparison to a RL almanac. It's also possible to obtain latitude/longitude from these sunrise, sunset times or the zenith (highest point) of the sun (at 12:00 local time). It looks like the developers put a bit of effort into the accuracy in this regard.

Playing with the big SH3 world maps, I've been able to export them as bmp files (easier for editing) and export them back into the 'raw' format with no loss of info. This will allow me to place the lines of Lat and Long. I'm am forced, however, to prevent zooms any closer than the 25Km or 50Km scales on the map. Even at this scale one is very close and probably represents map scales of the time, and even today.

I've managed to get rid of the sub icon, that is set in the 'maps.cfg' file. I set the allowable view to 50,000Km for which there is no zoom factor = no icon. I'm not sure of the side effects of this yet ??

Along I go tralalala, mod here, mod there.... yeh yeh yeh!
:)

Hey!, I'm a 'Swabbie' now ???

Corsair
01-03-07, 07:48 AM
IIRC, the game "operation flashpoint" had correct modeled stars. I remember one mission where you had to use the stars to get to your target.. And thats an old game.. It CAN be possible with SHIII..

"Nothing is impossible, the impossible just takes longer to do.."

OFP may be old, but like SH3 with its own supermods it's still great to play. I just downloaded the last FFUR 2007 mod and it's a blast. I also play a realistic mod called WGL, and the ECP (Enhanced Configuration Project) The game is still very alive, and that's certainly the one I spent the most time playing online cooperative missions.
Some games never die...;)

_Seth_
01-03-07, 08:08 AM
IIRC, the game "operation flashpoint" had correct modeled stars. I remember one mission where you had to use the stars to get to your target.. And thats an old game.. It CAN be possible with SHIII..

"Nothing is impossible, the impossible just takes longer to do.."
OFP may be old, but like SH3 with its own supermods it's still great to play. I just downloaded the last FFUR 2007 mod and it's a blast. I also play a realistic mod called WGL, and the ECP (Enhanced Configuration Project) The game is still very alive, and that's certainly the one I spent the most time playing online cooperative missions.
Some games never die...;)
The one thing i loved with that game, was the easy modding of the .ini files, to make the units sit down, light a fire and so on. You could possibly script those soliders to do anything!
I havent played that since "resistance" was released...Thats a long time ago.... Oh memories.....

Well, dont want to hijack an important thread...Sorry mate.,..:oops:

vanjast
01-03-07, 08:39 AM
Talking about FPS's.. what is that Russian game, or the one with the Russian soldiers in Berlin (WW2) on the front cover - this one was supposed to be a good one. any idea what it's like ??

Corsair
01-03-07, 09:55 AM
@ Seth

If you didn't play OFP since resistance, you wouldn't recognize the game with today's supermods and terrain/trees/sky etc.. textures.
It's like going from stock SH3 to GWX, may be even more...

(OT hijacking closed...)

dertien
01-03-07, 05:04 PM
@ Seth

If you didn't play OFP since resistance, you wouldn't recognize the game with today's supermods and terrain/trees/sky etc.. textures.
It's like going from stock SH3 to GWX, may be even more...

(OT hijacking closed...)
I played them ALL, OFP was a very nice game back then, but as much as I respect the OFP modding community, they have made great if not superb vehicle addons, but the arms elbows, legs and so on of soldiers still look much like stock OFP.
here's a pic to demo:

http://ofp.gamepark.cz/news/pics3/IMUC4.jpg

Now and then on http://ofp.gamepark.cz (http://ofp.gamepark.cz/) you see that people actually mod different real looking faces for them soldiers, but the problem is, they are all the same height, and they seem like all having the same bodyweight. Armed Assault has that same problem, furhtermore the soldiers in AA don't even look real, they should've taken the soldier models from BF 2 instead.

Once I recall for OFP, someone made a mercenary addon with different soldiers, now that rocked. Even a girl was included.

One thing I am still wondering about is, what Flashpoint in The Falklands will come up with, if they ever make it past the screenshot phase.

Sorry bout posting this in your Superb Sextant mod Vanjast.

JohnnyBlaze
01-03-07, 05:17 PM
IIRC, the game "operation flashpoint" had correct modeled stars. I remember one mission where you had to use the stars to get to your target.. And thats an old game.. It CAN be possible with SHIII..

"Nothing is impossible, the impossible just takes longer to do.."

Yes I remember the mission. You had to escape from captive and follow the stars to find rescue.
I didnt mean that it's not possible in a game, but I had heard that it wasnt possible in SH3 since the stars werent modelled right. But I guess I've already being proved wrong so thats AWESOME. Feels good to be wrong sometimes :rotfl:

Speaking of OFP.. I'm going to install the game right now..

Thanks for bringing the game up, Seth!

_Seth_
01-03-07, 05:22 PM
IIRC, the game "operation flashpoint" had correct modeled stars. I remember one mission where you had to use the stars to get to your target.. And thats an old game.. It CAN be possible with SHIII..

"Nothing is impossible, the impossible just takes longer to do.."
Yes I remember the mission. You had to escape from captive and follow the stars to find rescue.
I didnt mean that it's not possible in a game, but I had heard that it wasnt possible in SH3 since the stars werent modelled right. But I guess I've already being proved wrong so thats AWESOME. Feels good to be wrong sometimes :rotfl:

Speaking of OFP.. I'm going to install the game right now..

Thanks for bringing the game up, Seth! Dang, im also tempted to...I know i have the cd-box here somewhere, i have to find it.....:up:

JohnnyBlaze
01-03-07, 05:28 PM
Did I hear someone mentioning supermods for OFP?

This gon be a long night.. :rotfl:

Oh and so sorry about the hijackin Vanjast. How are things going?

Corsair
01-04-07, 04:47 AM
@ Seth

If you didn't play OFP since resistance, you wouldn't recognize the game with today's supermods and terrain/trees/sky etc.. textures.
It's like going from stock SH3 to GWX, may be even more...

(OT hijacking closed...)
I played them ALL, OFP was a very nice game back then, but as much as I respect the OFP modding community, they have made great if not superb vehicle addons, but the arms elbows, legs and so on of soldiers still look much like stock OFP.

I advise you strongly to try FFUR 2007, you will see the difference, specially in the way they move - features thks to SLX...

azn_132
01-04-07, 04:50 AM
@ Seth

If you didn't play OFP since resistance, you wouldn't recognize the game with today's supermods and terrain/trees/sky etc.. textures.
It's like going from stock SH3 to GWX, may be even more...

(OT hijacking closed...)
I played them ALL, OFP was a very nice game back then, but as much as I respect the OFP modding community, they have made great if not superb vehicle addons, but the arms elbows, legs and so on of soldiers still look much like stock OFP.

I advise you strongly to try FFUR 2007, you will see the difference, specially in the way they move - features thks to SLX...
FFUR 2007? Whats that?

Letum
01-04-07, 05:11 AM
Call the Avon Lady !

She is/was a OFP goddess! :arrgh!:

azn_132
01-04-07, 05:12 AM
Call the Avon Lady !

She is/was a OFP goddess! :arrgh!:
U made my eyes go big Letum.:o

Corsair
01-04-07, 04:28 PM
Call the Avon Lady !

She is/was a OFP goddess! :arrgh!:

Absolutely, was a faithful reader on her OFP website...

Corsair
01-04-07, 04:30 PM
FFUR 2007? Whats that?
have a look :

http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=4;t=56567

Sailor Steve
01-04-07, 04:51 PM
That one's troubled navigators for some time. Wasn't it solved when they finally invented a working pocket watch (never knew your watch could tell longtitude, did ya:p)?
The first mechanical clock. There's a very good movie about it: http://www.imdb.com/title/tt0192263/

rascal101
01-04-07, 05:20 PM
Hey guys, thanks for the heads up, OFP used to be my favorite first person shooter, and the game I played most, despite its age.

It still leaves most historic shooters for dead, I'll check out the web site (http://ofp.gamepark.cz (http://ofp.gamepark.cz/) ) again I havnt had a look in years. I was really interested in the Invasion1944 Mod has any one played this I could never get it to work.

Phoenix3000
02-01-07, 06:10 AM
Hi Vanjast,

I was just wondering how work on the Sextant Mod was progressing?

This is certainly an interesting feature to have, I just hope it's all going well (no major problems).

Cheers!

Px3000

vanjast
02-02-07, 09:48 AM
Funny you should ask ??:cool:
I've spent the last 2 weeks doing...
-family stuff..
-Searching the net for navigation stuff
-Looking at different sextant pics to use.
-Working out what method to use for the almanac calculations.....

After :damn: my head against my screen for about a week, I've :hmm: that the almanac program shall be a small proggy where the sunrise/set, moonrise/set times are calculated by formula, instead of ~3000 pages worth of manual labour in pages and pages of stuff.

I've spent the last week looking for the simplest, most accurate way of calculating the times... There is no simple way. My plan is to make the proggy with Visual Basic for version 1, then use Assembler Masm32 (much faster and neater) for the next versions. Most of the time has been taken up just looking for, and reading info and methods on doing this.
What you will end up with is an 'accurate' almanac proggy that usually cost $$, for free.

I start with the programming stuff this week-end, Should take about a week or so, and another week of other thingies, and then testing. I'll post it for testing. and I can finalise any errors, that are indicated from the community.

:up:

KLARCH
02-02-07, 12:49 PM
This is going to be so great.:up:

Phoenix3000
02-02-07, 02:57 PM
Superb news Vanjast! :up:

You certainly are putting a lot of effort into this - it will be great I'm sure!

It's additions like this that will keep SH3 going for a long, long time.

Px3000

Mush Martin
02-02-07, 03:30 PM
Nice touch.MM

KLARCH
04-11-07, 10:30 PM
Anyone have any news on this mod? I was really looking forward to it.

Did the test boat sink or something?