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View Full Version : Kiel Kanal Ingress route solution for manual mavigation provided.


dertien
01-23-07, 10:39 PM
Hello everyone,

I was looking for a way to make my ingress with the navigator's inbound-Kiel-Kanal's-course-plotting-order positioning more realistic and easy at the same time, as everyone by now knows, I have become a fan of manual navigation in SH3.

I completely removed the GPS navigation tool, and can no longer use it to plot courses. The problem is the Kiel canal. I am not a freak and not prepared to navigate that damn canal manually each time, something my 3rd steerman can do. So for everyone who has done some mannav in SH3 and likes it, I've come up with a little solution

Before I aboard the subject at hand let me all tell you that first of all that I have read the posts, I know why he/she was banned and that I totally disagree with that particular modder's political/ethnic views. This is however irrelevant to the fact that Gary (the modder's name - and I will pronounce him only once and hereby credit him for this mod) came up with a great mod and something that will maybe in the near future will be done again by DivingDuck, who is working on floating debris at the moment.

But as I and most men at sea know, most buoys look the same apart from their colour which depicts their purpose (green and red) for navigation and black and yellow for dangers. There are a few others, who are special buoys used for special circumstances. The IALA A and IALA B system (found probably on wikipedia) was not yet a fact in WWII but, lets not drift too far from the subject.

I added the following entry to the GWX campaign.scr file under unit 5902's waypoints

This will place the buoy on more or less the spot that is on the map called 'kiel canal ingress point'

[Unit 5903]
Name=Kiel Kanal Boje#1
Class=Buoy
Type=104
Origin=Environmental
Side=0
Commander=0
CargoExt=1
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=false
DockedShip=true
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=1096185.000000
Lat=6466770.000000
Height=0.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

And changed the name 'Kiel Canal Inbound Point' in the campaign.lnd file to 'Kiel Kanal Boje W'

I will not post a complete ready to install mod of this on this website, as I could receive incoming fire from some people, so I leave the matter of using the buoy to all Kaleuns judgement. You can use a lightship instead (tried it myself but found it a bit big to my taste) if you like.

The buoy can be downloaded from the authors website here (http://www.3d-modelmother.com/SH3.htm)

I used the TOP link of the buoy download.

Here are some screenshots:

1) approaching on an egress course coming out of the canal, using the appropriate order while being at a dead stop in Kiel. (thnx to BBW to point this out to me)

2) Passing buoy and ready to make a 180° turn to test out the matter.
3) (Too) close to the buoy on my way back into the Kiel canal and moments befor pushing the Kielcanal inbound order on the navigator's icons.
4) The burning remains of what once was... (sub and crew didn't suffer any damage from the collision) but it's imperative to leave a little more space between your boat and the infernal object. :D

http://img397.imageshack.us/img397/1286/kkib13gy.th.jpg (http://img397.imageshack.us/my.php?image=kkib13gy.jpg) http://img256.imageshack.us/img256/1096/kkib22yk.th.jpg (http://img256.imageshack.us/my.php?image=kkib22yk.jpg) http://img442.imageshack.us/img442/9510/kkib35bf.th.jpg (http://img442.imageshack.us/my.php?image=kkib35bf.jpg) http://img442.imageshack.us/img442/2594/kkib47zk.th.jpg (http://img442.imageshack.us/img442/2594/kkib47zk.jpg)

One last note: You must pass the buoy within reasonable vicinity with a 52 degrees bearing and just as you pass it, go to the navmap and press the ingress to kiel order found under the navigator to get a correct course so your u-boat doesn't scrape the sides of the kiel kanal.

FIREWALL
01-23-07, 10:43 PM
What the hey! :huh: :huh: :huh: :down:

dertien
01-23-07, 10:53 PM
What the hey! :huh: :huh: :huh: :down:

???

FIREWALL
01-23-07, 11:12 PM
[quote=FIREWALL

???


Sorry for misunderstanding. New approach. :up:
Reread all as I should have done in first. Like what I see. :yep:

bigboywooly
01-24-07, 12:22 AM
Nice appoach
And just so you know - Pontius is working on bouys as we speak :up:

dertien
01-24-07, 04:58 AM
@Firewall:

No worries mate :up::up::up:

@BBW

Thanks for pointing that out BBW, Ive searched for posts from Pontius, and indeed this looks naaaaaaaaaaice, a little bedtime reading for those who understand German on the Ubi forum here (http://forums-de.ubi.com/eve/forums/a/tpc/f/2371008762/m/1631025594/p/4):

http://vinylundco.vi.funpic.de/boje2.jpg

http://img166.imageshack.us/img166/1675/betonnungug6.jpg (3 buoys)


Wonder if it would be possible to put a TOP sign on it with a number and a letter tga file using DivingDuck's fishcutter's "licence plate". This way we could clone different buoys, with topsigns and use them as a ingress route for the manual navigation towards harbours. using these, and the danger buoy to put in the vicinity of sandbanks.:rock:

This is really getting interesting:up:, this one even contains a bell !!!

IALA B in WWII super !

JCWolf
01-24-07, 05:17 AM
Hello everyone,



I will not post a complete ready to install mod of this on this website, as I could receive incoming fire from some people, so I leave the matter of using the buoy to all Kaleuns judgement. You can use a lightship instead (tried it myself but found it a bit big to my taste) if you like.


Sorry bro, your work is great,
and thanks for the explanation
of the all subject as well for
the install notes mate...

But i just don't understand what can come rong
from this mod, and why as you say people would
fire at you for a ready tyo install mod....:doh:

Sorry but i just don't get what is the problem here,
cause really i don't see nothing rong with this,
or a post with the ready to install mod...:rock: :hmm:

dertien
01-24-07, 05:30 AM
@jcwolf

Let met tell you first that I am really pleased to hear that people like this 'buoy' approach.

Furthermore I want to add that none of the work on the 3d models of the buoy can be credited to me, I just borrowed it to show what could be a nice addition.

I always read all posts carefully. That's why I took this tiptoe approach to bring the subject up as some people are reluctant of downloading this buoy for matters that are clear. Without meaning to uproar the settled dust, search the subsim forums if you're interested in the details.

And last but not least everyone plays SH3 in their own way, and it's superb to see that seasoned real life skippers and armchair skippers still play and mod side by side. This could be an addition to people who don't want the hardcore manual nav, but would love to use the buoy IALA system once safely past Helgoland.

Now I have to dish out some more info on how the buoy system really was in WWII.

JCWolf
01-24-07, 05:47 AM
@jcwolf

Let met tell you first that I am really pleased to hear that people like this 'buoy' approach.

Furthermore I want to add that none of the work on the 3d models of the buoy can be credited to me, I just borrowed it to show what could be a nice addition.

I always read all posts carefully. That's why I took this tiptoe approach to bring the subject up as some people are reluctant of downloading this buoy for matters that are clear. Without meaning to uproar the settled dust, search the subsim forums if you're interested in the details.

And last but not least everyone plays SH3 in their own way, and it's superb to see that seasoned real life skippers and armchair skippers still play and mod side by side. This could be an addition to people who don't want the hardcore manual nav, but would love to use the buoy IALA system once safely past Helgoland.

Now I have to dish out some more info on how the buoy system really was in WWII.

I understand that, and really, i knew from the begining it wasn't your graphic work as far for the buoys presentation, the fact is that everything that is a new improvement on this game for me it's without any argumentation a very
wellcomed thing, and even i try to insentiv. the new guys in here to do their
own mods, and start bringing some more enovating ideas that will only
get this SHIII better and better....
...So i would never understand a guy that says Crap for a new mod idea,
and allways will chear a new dude that brings a new stuff even if it is
not well achieved we can allways try to improve it or use it to bring new
concepts into this game...

...I also bellieve that with the amount of time this game as and with the aproach of the SH4 on the horizon, this game as far as for moding as litlle more to
improve as for moding options, a lot as been done allready to reach the,
big mods and small mods allready, ideas are in mi opinion as far as for
moding enovating ideas over and out, we can only hope now and rely on
improving the mod concepts allready "Invented" or created...
...But when something like this shows up in this or other SH3 forum,
it makes me think that realy we can just bring more and more to the allready done...:up:

dertien
01-24-07, 05:55 AM
Well, as soon as Pontius is ready for a test run, I can't wait to put some buoys on the map :up:.

DivingDuck
01-24-07, 06:52 AM
Moin,

@Dertien:

Iīm in contact with pontius. As soon as he has implemented some details I requested Iīm ready to illuminate the buoy. Actually Iīm reworking the *.sim and *.zon files to make the behaviour more realistic and adjust the size for proper collisions. A top sign should be no problem. To avoid having lots of buoys I could imagine to control the signs via the *.eqp file. It would be the turn of the mission editors amongst us to put them to water then.

Regards,
DD

dertien
01-24-07, 07:01 AM
Moin,

Excellent news DD, is there a way to skin a buoy, the same way as skins are produced for the subs and placed in the tex folder ?

Let me know when u got news concerning Pontius, or lead him over to this thread, thanks.:rock:

this *.eqp file, can it be edited using notepad, and do you need to learn HEX or is it simple txt ?

Kumando
01-24-07, 07:15 AM
Its nice tough you can always use the Ctrl click near land that simulates the coastal navigation, no need to hang around there blind.

DivingDuck
01-24-07, 07:28 AM
Moin,
Moin,

Excellent news DD, is there a way to skin a buoy, the same way as skins are produced for the subs and placed in the tex folder ?

Let me know when u got news concerning Pontius, or lead him over to this thread, thanks.:rock:

this *.eqp file, can it be edited using notepad, and do you need to learn HEX or is it simple txt ?
Iīve no experiences with the tex folder yet. But it would be possible to create nodes referring to external textures that could be edited easily.

The *.eqp may be edited by notepad. Iīve used the *.eqp to control lighting with my speedboat. But itīs a little tricky if you donīt get along with the mission editor. The entries needed are explained in the speedboatīs installation instructions.

Regards,
DD

pontius
01-24-07, 07:31 AM
Hi,

as Divind Duck said, there is still some work to do and im not having much time right now. So i didn't work much on it the last days. Im new to all this and everything takes a bit longer :roll:

I think the eqp-file-solution is fine and won't be a big problem.
As for the skin, I don't know how it works for the subs, but its included in the dat-file.
Its not that difficult to change those skins. Maybe i relese with it a easy-little-template, we will see.

Right now I have 3 different versions.
http://img166.imageshack.us/img166/1675/betonnungug6.th.jpg (http://img166.imageshack.us/my.php?image=betonnungug6.jpg)

dertien
01-24-07, 07:32 AM
Its nice tough you can always use the Ctrl click near land that simulates the coastal navigation, no need to hang around there blind.
Yes, I am aware of that method, the 'virtual' sextant readings method at precise times (dawn, dusk, noon and midnight) if the weather permits.

@Kumando

But once near coastal beacons and buoys, no sane navigator will grab the sextant, as you are almost home, all you need to do is read the charts and follow the numbers on the buoys (like it is done in real life) I think the green ones in the IALA system have an uneven number, and the red ones have an even number. for ex the lowest number on the buoy is the one closest to the harbour (A1) and then on the same side a few miles further from the harbour you have A3 and so on until you are at sea.

It's a bit more complicated than that, because the Americans use a different IALA system than europe does, so if you really want to be realistic on this... uuuh, good luck. I wouldn't go that far to implement a complete global Navsystem into SH3, but a system that warns for minefields (cardinal buoys - marked yellow and black) and ingress and egress routes green and red, would be something worthwile to do in the Axis and occupied French bases throughout the war.

dertien
01-24-07, 07:36 AM
Moin,
Iīve no experiences with the tex folder yet. But it would be possible to create nodes referring to external textures that could be edited easily.

The *.eqp may be edited by notepad. Iīve used the *.eqp to control lighting with my speedboat. But itīs a little tricky if you donīt get along with the mission editor. The entries needed are explained in the speedboatīs installation instructions.

Regards,
DD

Ok thanks for getting back so quick at me. I get along with the mission editor, but I still copy the stuff manually in the campaign.src file, to avoid trouble. Will have a look at your speedboat install instructions, have downloaded it so won't be a problem.

dertien
01-24-07, 07:42 AM
Hi,

as Divind Duck said, there is still some work to do and im not having much time right now. So i didn't work much on it the last days. Im new to all this and everything takes a bit longer :roll:

I think the eqp-file-solution is fine and won't be a big problem.
As for the skin, I don't know how it works for the subs, but its included in the dat-file.
Its not that difficult to change those skins. Maybe i relese with it a easy-little-template, we will see.

Right now I have 3 different versions.
http://img166.imageshack.us/img166/1675/betonnungug6.th.jpg (http://img166.imageshack.us/my.php?image=betonnungug6.jpg)
Ok, good work Pontius I think 3 versions will be sufficient for now. Cardinal Buoys come in 4 variants (E-W-N-S) but don' t worry about that. It's great to see that they are ingame allready. Would love to beta test them, but I heard that DD has still some work to do with collisions, as these are HE mines right now.

A small thing I would like to ask (on a later release) is if you could make green and red buoys using only the barrel shaped underside of your current buoys, in order to have a "smaller" buoy without the light and the bell on top.

Myxale
01-24-07, 07:43 AM
Wow is not enought here!

A ultra-cool things! And Kudos to everyone involved! You Guys make this game amazing!:up:

dertien
01-24-07, 07:48 AM
For all those interested in navigation techniques (old an new) using u-boats, here's a nice little article about coastal and dead reckoning navigation at this webpage:

http://uboat.net/articles/index.html?article=61

:up:

now if Vanjast comes up with his sextant mod, we could combine the whole stuff in one big SH3 NavReal mod. :arrgh!:

pontius
01-24-07, 08:00 AM
Cardinal Buoys come in 4 variants (E-W-N-S) but don' t worry about that.

Yes you are right, but I think these 3 variants are enough for the first time, because every buoy is a own unit and one simplified Cardinal buoy should be doing it.

Making subvariants won't be a big problem, but the qusttion is, if they are really needed, because, as I said above, every buoy is a own unit and will be loading time etc.


greetings,
pontius

Kumando
01-24-07, 08:01 AM
Hi,

as Divind Duck said, there is still some work to do and im not having much time right now. So i didn't work much on it the last days. Im new to all this and everything takes a bit longer :roll:

I think the eqp-file-solution is fine and won't be a big problem.
As for the skin, I don't know how it works for the subs, but its included in the dat-file.
Its not that difficult to change those skins. Maybe i relese with it a easy-little-template, we will see.

Right now I have 3 different versions.
http://img166.imageshack.us/img166/1675/betonnungug6.th.jpg (http://img166.imageshack.us/my.php?image=betonnungug6.jpg)
Ok, good work Pontius I think 3 versions will be sufficient for now. Cardinal Buoys come in 4 variants (E-W-N-S) but don' t worry about that. It's great to see that they are ingame allready. Would love to beta test them, but I heard that DD has still some work to do with collisions, as these are HE mines right now.

A small thing I would like to ask (on a later release) is if you could make green and red buoys using only the barrel shaped underside of your current buoys, in order to have a "smaller" buoy without the light and the bell on top.

In terrestrial navigation a submarine position is fixed by direct visual observing of characteristic natural or artificial coastal objects and/or by measuring of sea depths. Position determined on that way is called "fix" or "observed fix". The characteristic objects are lighthouses, trigonometric points, church-towers, towers, chimneys, buildings, mountain peaks etc.

Thas what im saying you automaticaly fix your position with visual observation, since there are no landmarks in Sh3 i simulate this with the Ctrl click when near land ;)

dertien
01-24-07, 08:19 AM
As I understood from both modders,

The model is the same, but the TGA files (green / red and cardinal) can be altered using a file. AFAIK, that will not drastically increase loading times. Lets give them time and I am sure they know what they are doing. DD allready stated that a solution was allready at hand in order to avoid the environmental folder to be a collection of far too many buoys.

As for loading times I'll tell you this:

My rig:

Athlon 3200
Ram: 500 megs
Geforce 6600 SLI 256 MB

I sometimes need to be patient when I load a Campaign, but that is a good thing, my dishes get washed that way :up:. Once my pc has loaded everything, it runs as smooth as a high-end mother. I would't worry about buoys too much if you have a few Highpoly DD's out there.

As for coastal navigation, you could have an almost perfect pinpoint accuracy when having a buoy system in SH3. The fact that the CTRL-Click method IMO is a little bit going around the roundabout twice when you can pass a buoy, go to you navigator and say 'plot the course for Kiel throughout the canal NOW !'

If you really need to pinpoint exactly where you are, then all you need is a decent map with 1 lighthouse position. 2 is nice but I imagine if you do the manual plotting of targets in SH3 you can use the same triangulation method for navigation. Look at the article on uboat.net that I posted earlier if you're interested in this. This may be a little hardcore to some, but it's good training for me as I want to start sailing next year.