View Full Version : Real Navigation .
THE_MASK
12-21-10, 10:47 PM
This is how i use real navigation
Install The latest New UI mod and Trevally Automated Scripts v0.6
The navigator will give you a mark on the navigation map every 2 hours .
Make sure that your real navigation script time corresponds with the game time .
http://i50.tinypic.com/5th10.jpg
Use your compass to head in the direction you need to go . I want to head 120 degrees . To bring up the compass click on the red square in the heading bar .
In another 2 hours the navigator will give you another plot on your navigation map .
http://i49.tinypic.com/2uy0ylt.jpg
Click on your compass to change direction . I use Church's Compass Dials Mod v2.2 so the compass expands in size when i mouse over it .
http://i45.tinypic.com/34g27wl.jpg
Krauter
12-21-10, 11:48 PM
Hah good story :)
This in fact is the only reason I don't want to try RealNav. I don't think between getting Manual Targetting skills back and figuring out the sextant I'll enjoy playing :haha:
hotlead
12-22-10, 12:56 AM
What type of u-boat
Krauter
12-22-10, 01:39 AM
Really?
Sh5 = One U-boat class, Type 7. (VII) A through C41.
Looking at the pic I'd say its a Type VII C
hotlead
12-22-10, 02:37 AM
Really?
Sh5 = One U-boat class, Type 7. (VII) A through C41.
Looking at the pic I'd say its a Type VII C
Well Duh I knew it was type 7, I was curious which type A B or C, im not that far into the game yet, I finally gotta B :rock:
THE_MASK
12-22-10, 02:40 AM
U-69 VIIC class 2 .
Real Navigation .
I am using real navigation and its very foggy . Heading home and we nearly hit a high sand bank at low tide . That was close .
http://img143.imageshack.us/img143/1465/realnav1.jpg (http://img143.imageshack.us/i/realnav1.jpg/)
Getting a bit lost now , but fortunately the watch crew spots a german destroyer and now we have our bearings .
http://img98.imageshack.us/img98/7686/realnav2.jpg (http://img98.imageshack.us/i/realnav2.jpg/)
http://img814.imageshack.us/img814/6695/realnav3.jpg (http://img814.imageshack.us/i/realnav3.jpg/)
Finally made it back to port . That was fun , not .
http://img576.imageshack.us/img576/1633/realnav4.jpg (http://img576.imageshack.us/i/realnav4.jpg/)
Cool! :yeah:
You wanted realism and you got it! I'm impressed but too much of a whimp to try it myself.
Happy hunting! :salute:
Which mods do i have to install for the real navigation? Especially what do i have to do to get rid of my u-Boot position on the map?
Which mods do i have to install for the real navigation? Especially what do i have to do to get rid of my u-Boot position on the map?
As minimum:
NewUIs_TDC_5_8_0_ByTheDarkWraith
NewUIs_TDC_5_8_0_Real_Navigation
Real Navigation .
I am using real navigation and its very foggy . Heading home and we nearly hit a high sand bank at low tide . That was close .
http://img143.imageshack.us/img143/1465/realnav1.jpg (http://img143.imageshack.us/i/realnav1.jpg/)
Getting a bit lost now , but fortunately the watch crew spots a german destroyer and now we have our bearings .
http://img98.imageshack.us/img98/7686/realnav2.jpg (http://img98.imageshack.us/i/realnav2.jpg/)
http://img814.imageshack.us/img814/6695/realnav3.jpg (http://img814.imageshack.us/i/realnav3.jpg/)
Finally made it back to port . That was fun , not .
http://img576.imageshack.us/img576/1633/realnav4.jpg (http://img576.imageshack.us/i/realnav4.jpg/)
Cool! :rock:
I was the second trip away from this mod. I felt like a captain. I plotted relying on speed and course of the boat. All other calculations makes the navigator. I like things this way.:yep: Of course, provided that with the navigator did not happen.:D
As minimum:
NewUIs_TDC_5_8_0_ByTheDarkWraith
NewUIs_TDC_5_8_0_Real_Navigation
Thanks. Have installed the NewUIs_TDC_5_8_0_Real_Navigation and it works.
Another question concerning position-verification during real navigation:
the SH5-map dont show any lighthouse-symbols.
Is there a list of implemented lighthouses in the game maybe with position-data?
skookum
12-25-10, 02:58 AM
I think, more than any other potential feature, charted navigation aids such as lighthouses would boost the realism of maritime navigation beyond anything else available in a publicly available sim / game today. Not even Ship Simulator gives the user the tools needed to adequately simulate marine navigation. Not that this takes away anything from Ship Simulator. But that game's focus is on ship handling in harbor, not trans-oceanic navigation.
In the mean time, in many cases you can still navigate using edges of land. Just pick three visible points of land more than 10-15 degrees apart each other and take some true bearings. The point where the three lines cross is where your fix is. If you get a "cocked hat" (small triangle instead of a perfect point) then plot your position inside.
I'd like to see if there is a way for SH to plot the ship's position within a circle of uncertainty of say 3-5 nm at an interval of something like every 24 hours at noon, or near sunrise and sunset, simulating the results of an astro fix taken by the ship's navigator. Obviously cloudy weather would make this feature seem a little unrealistic. Regardless this would force the skipper to DR his way around the ocean without having to do all the "extra stuff" required to get an astro fix.
I'm the Captain. I don't need to use a sextant. But I do make decisions based on the best position information available.
And don't forget, depth contours can also be useful wayfinding tools. Take a line of bearing and ping your depth. Then look at your chart to determine the most logical place where both coincide. Doesn't work everywhere. But some places have steeper contours than others.
TheDarkWraith
12-25-10, 07:47 AM
I'd like to see if there is a way for SH to plot the ship's position within a circle of uncertainty of say 3-5 nm at an interval of something like every 24 hours at noon, or near sunrise and sunset, simulating the results of an astro fix taken by the ship's navigator. Obviously cloudy weather would make this feature seem a little unrealistic. Regardless this would force the skipper to DR his way around the ocean without having to do all the "extra stuff" required to get an astro fix.
I'm the Captain. I don't need to use a sextant. But I do make decisions based on the best position information available.
I included a new command in Automation that has the navigator plot your current position using celestial navigation. If he's unable to do it celestially (sextant) he'll do it via dead-reckoning. If you make an Automation script for this you can do what you're wanting :yep:
raymond6751
12-25-10, 08:37 AM
This is great stuff. I was reading a forum discussion about the map scale and ruler inaccuracy.
Does this have any bearing with the Nav mod? I'm going to try it anyway, because you don't want to miss an opportunity for realism!
Thank you Darkwraith.
Trevally.
12-25-10, 09:03 AM
The maps scale is ok. Its the scale marker at bottom left that is out.
The tools only read to the nearest 50m.
raymond6751
12-25-10, 09:17 AM
I've been trying to find the Real Navigation Mod, can't.
Is it a mod or part of another?
Trevally.
12-25-10, 09:22 AM
Its one of the add ons within TDW UIs.
raymond6751
12-25-10, 01:28 PM
Ah, I thought as much. I appreciate the quick response.
I remember reading about it before but a search for a mod turned up nada.
Danke, Gracias, Merci, and Happy New Year
:woot:
I'd like to see if there is a way for SH to plot the ship's position within a circle of uncertainty of say 3-5 nm at an interval of something like every 24 hours at noon, or near sunrise and sunset, simulating the results of an astro fix taken by the ship's navigator. Obviously cloudy weather would make this feature seem a little unrealistic. Regardless this would force the skipper to DR his way around the ocean without having to do all the "extra stuff" required to get an astro fix.
I'm the Captain. I don't need to use a sextant. But I do make decisions based on the best position information available.
i dont have a clue about real navigation, i am learning atm. one question about the celestial fix: how often a day a navigator can take a fix? is he only capable to take the fix while sunrise or sunset? if so, we need to implement this restriction to the mod. atm, we can take the celestial fix every time, as often as we want... can somebody please clarify this?
vanjast
12-26-10, 08:26 AM
In the 'old days' longitude(east/west) was determined by a chronometer synchronised to Greenwich.
Latitude (north/south) is usually determined by 'shooting' the polar star (northern hemisphere) and other stars for the southern hemisphere.
Once you have both readings you can determine you approx position.
There are other methods such as:
Explicit knowledge of the 52 or so 'navigation stars'
Triangulating 3 star readings.
The suns noon day position.
Sunrise/Set, Moonrise/Set nautical almanacs for the particular time period that you're in.
Almanacs are valid for about 50 years or so, as the star positions change - You know, we're living on a great ball of dust floating around a gazillion other galaxies, that are all moving
http://www.celestialnavigation.net/
http://en.wikipedia.org/wiki/Celestial_navigation
http://www.starpath.com/celestial/celestial_title.htm
:)
vanjast
12-26-10, 08:55 AM
With regard to 'shooting' the stars and sun. You usually set yourself a disciplined timetable, but the weather can play havoc with this, so you must be able to take a reading at the best opportunistic moment - therefore no restrictions on where and when.
As an example:
In SH3 I set out from Kiel and set course to go around Scotland, down the west coast of Ireland. One day out from Scotland the weather closed in, and that was my last reading for about 4 days
I was then navigating on Dead Reckoning - course, speed and time, from my last know plot. I managed to get pass Scotland and was going south on the west coast before I got my next plot, some 4 days later. By dead reckoning I was about 50Nm out, and so corrected my course to go pass some small island.
I passed that island 24 hours later, 1 hour later than eta and about 5nm to far west.
This was my first RealNav attempt and ... I was chuffed :)
The only thing missing in SH3/4 are currents, tidal and otherwise. It'll be nice to have these.
i don't have SH5 (DRM @#!$!@%) but in SH3/4, Real Nav implied, no sub icons.. anything that gave you subs position away on the map.
hello vanjast,
you should rethink about your sh5 policy. the user "thedarkwraith" has written a genious mod where a real navigation feature is implemented. because of less modding restrictions, he is able to code in most of the features requested by the community. real navigation was one of his last efforts, it is brilliant! your sub icon is away. you can ask the navigator to give a celsetial fix or to use dead reckoning, he gives you the position directly to the map. errors depends on weather (celestial fixes) or time and distance (dead reckoning). you can draw in nav marks by yourself and write some info directly on the map. also course changings as a result of wind are part of sh5, so real nav becomes a new dimension here. a sextant can be used too, but i am not using it yet. that was the reason i was asking how often we can use it.
@tdw: i think we have to restrict the rules the celestial fix can be taken. clouds f. ex. are a "nogo" for celestial nav...
TheDarkWraith
12-26-10, 10:00 AM
@tdw: i think we have to restrict the rules the celestial fix can be taken. clouds f. ex. are a "nogo" for celestial nav...
any kind of rain or overclast clouds make celestial navigation unavailable (already coded in). Do we need to enforce some other restrictions on celestial navigation? :hmmm:
you shouldnt define the conditions, when real navigation doenst work. you should define conditions, when it runs (sun must shining on day, stars must be visible at night) these conditions are not often available... and as i understand it right, on day you need sunrise, sunset or noon.
like vanjast descriobes it: dead reckoning is the normal use of navigation, celestial navigation fixes will be taken whenever its possible (not very often)
skookum
12-27-10, 12:46 AM
how often a day a navigator can take a fix? is he only capable to take the fix while sunrise or sunset? ... can somebody please clarify this?
I'll clarify for you. Please excuse the long winded explanation. Hopefully by the end of it I will have answered your question adequately.
First we'll look to the Admiralty Manual of Navigation Vol. I to define an important term: position line; "A position line is any line, drawn on the chart, on which the ship's position is known to lie. ... The simplest form of position line is the line of bearing obtained from a terrestrial object of known position."
Position lines can be obtained from various sources, be they bearings to known objects, distances to known objects, or some other accurate source. When two or more position lines cross, the point at which they cross is called a fix. Navigators "fix" the ship's position on the chart by obtaining position lines by various means and plotting them on the chart along with the time the fix was taken. A fix can consist of position lines of any source, so long as they are obtained and plotted accurately. Navigators then "dead reckon" the ship's current or future position by using the ship's speed and course, and the set (estimated or known drift) to plot a line on the chart that represents the ship's course made good, and to calculate a speed made good.
It's important to remember that a fix always represents the ship's position sometime in the past. As soon as the fix is plotted on the chart it is already obsolete. This is because, unless the ship is perfectly stationary, the ship has moved some distance along its course made good in the time between the navigator's observations and when the fix was plotted.
Celestial navigation uses measurements of celestial objects to obtain position lines which can then be used to create a fix. The navigator calculates the altitude and bearing at which an object should appear from a certain assumed geographic position at a certain time. Then, using a sextant, he observes the object's actual altitude at the time noted from the calculations above. He can make the observation first and then do the calculations, but the times used for each calculation must match the times of each observation precisely. The navigator obtains a position line by noting the difference be between the calculated and observed altitudes of the object and then plotting that difference on the chart as a distance in nautical mile along the object's calculated bearing from the ship's assumed position. From this point on the chart the navigator draws a line perpendicular to the line of bearing to the celestial object. This is the position line.
Simple, right?:yeah::har:
These calculations must be performed for each line of position obtained. This means that for a Navigator to obtain a fix using only celestial objects he needs to spend about an hour at the chart table (20 minutes per line, three lines for a "cocked hat" [more certain position than just two lines]).
But in the middle of the ocean with no GPS, spending an hour to get a reasonably accurate fix was well worth the time. The down side is that the navigator was generally lucky to get a fix once per day.
You see, to get a three point astro fix, you not only need to be able see at least three celestial objects in the sky at the same time, but you also need to be able to see the horizon too. If it's too light objects like planets and stars are invisible; too dark and the horizon disappears.
Morning and evening twilight is when the navigator gets the best fixes.
There are ways to obtain fixes at other times during the day, most notably midday. I won't go into that in great detail except to say that with an accurate timepiece one can accurately measure the time at which the sun crosses the southern meridian. Almanacs are then used to obtain a longitude.
Hope this answers some questions folks have about astro.
Cheers
These calculations must be performed for each line of position obtained. This means that for a Navigator to obtain a fix using only celestial objects he needs to spend about an hour at the chart table (20 minutes per line, three lines for a "cocked hat" [more certain position than just two lines]).
But in the middle of the ocean with no GPS, spending an hour to get a reasonably accurate fix was well worth the time. The down side is that the navigator was generally lucky to get a fix once per day.
You see, to get a three point astro fix, you not only need to be able see at least three celestial objects in the sky at the same time, but you also need to be able to see the horizon too. If it's too light objects like planets and stars are invisible; too dark and the horizon disappears.
Morning and evening twilight is when the navigator gets the best fixes.
There are ways to obtain fixes at other times during the day, most notably midday. I won't go into that in great detail except to say that with an accurate timepiece one can accurately measure the time at which the sun crosses the southern meridian. Almanacs are then used to obtain a longitude.
Hope this answers some questions folks have about astro.
Cheers
a big thanks for this explanation. for the mod, some details should be changed, i think. if the navigator is happy to get one fix per day, it should be the same situation in the game. perhaps, the button "get a celestial fix" is only available 3 times a day? or the conditions for beeing able to press the button must be more restricitve: best weather conditions are needed. perhaps tdw can change this?
TheDarkWraith
12-27-10, 06:40 AM
a big thanks for this explanation. for the mod, some details should be changed, i think. if the navigator is happy to get one fix per day, it should be the same situation in the game. perhaps, the button "get a celestial fix" is only available 3 times a day? or the conditions for beeing able to press the button must be more restricitve: best weather conditions are needed. perhaps tdw can change this?
I can make it do anything I want. We just all need to agree on what the conditions are :yep:
vanjast
12-27-10, 11:42 AM
hello vanjast,
you should rethink about your sh5 policy.
I will,.. but only when.... :D it's a matter of principle, and an experten Kaleun does not lower his standards :03:
When this happens Darkwraiths mod will be the first I'd try..:03:
skookum
12-27-10, 12:30 PM
or the conditions for beeing able to press the button must be more restricitve: best weather conditions are needed. perhaps tdw can change this?
You certainly need visibility to get out to the horizon. And you also need a sky that's clear enough to see three navigational stars. The sky doesn't need to be absolutely clear. But scattered cloud would certainly give more opportunity for fixing than a broken ceiling. Bear in mind also that the sun and moon are often available during the day for a quick two line fix. Perhaps it would be enough to have a "get astro fix" button that's visible both when the weather conditions are good enough, not necessarily perfect though, and from between morning nautical twilight and evening nautical twilight. (about an hour before sunrise to an hour after sunrise). The button should also gray out and not appear again until the fix is on the chart depicting your ship's position at the time you pressed the button.
hey vanjast,
tdw and some guys are discussing real navigation and tdw is implementing this feature to his mod. what we need are more experts who can give advise concerning real navigation. buy it and help us making a good real navigation mod. because of the script possibility, everything is possible to implement. you will be surprised, what tdw can do. we only need ideas and testing guys...
skookum
12-27-10, 12:49 PM
hey vanjast,
what we need are more experts who can give advise concerning real navigation.
If it helps, I'm a serving naval officer. I can probably answer most of your questions about navigation.
vanjast
12-27-10, 06:02 PM
hey vanjast,
tdw and some guys are discussing real navigation and tdw is implementing this feature to his mod. what we need are more experts who can give advise concerning real navigation. buy it and help us making a good real navigation mod. because of the script possibility, everything is possible to implement. you will be surprised, what tdw can do. we only need ideas and testing guys...
I was referring to SH5's DRM... I cannot be much help with a mod until i have the game, which I won't have while DRM is present .....
I'd like to see pics of the mod and ideas though... maybe I can provide some input.
:)
Check the messages of the user don1reed in this thread:
http://www.subsim.com/radioroom/showthread.php?p=1558947#post1558947
Specifically post 154 and the 2 following. He has much personal experience in celestial navigation, and applied it often in the game (in as much as SH3 and SH4 allowed).
First real Navigation with help of dead recon, sunset- and celestial-navigation.
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxx
(1)
4 1/2 min after Sunset near Bornholm (in the right side of the photo) at real position 55.00,00N 15.00,00E
http://i714.photobucket.com/albums/ww143/snDf1/SH5Img02.jpg
I read a sunset (upper-limb of the sun fully disappears behind the horizon) at 18:15:50 GMT.
But at my actual position of 55.00,00N 15.00,00E the sunset had to be at 17:53:00 GMT according
to this
http://i714.photobucket.com/albums/ww143/snDf1/SH5Img05.jpg
http://www.srrb.noaa.gov/highlights/sunrise/sunrise.html
Sunsetcalculation for a specific time and location.
So this gives me an error of 5°40' because the sunset at 18:15 GMT for Sep 02 1939 is at location 009°20E, 15°00N which gives me an
error of 361.3 km ( http://www.movable-type.co.uk/scripts/latlong.html ).
(2)
Actual Moon at 02-Sep-1939, 21:00 local time
http://i714.photobucket.com/albums/ww143/snDf1/SH5Img03.jpg
The moon-display could be correct because the correct phase of the moon
(according to http://www.maa.mhn.de/StarDate/moon1939.txt ) is
Full moon 29-Aug-1939, 22.16
Last quarter 06-Sep-1939, 20.41.
(3)
Celestial navigation with Polaris (north star).
Polaris + sextant gives me a position of 53°09N.
http://i714.photobucket.com/albums/ww143/snDf1/SH5Img01.jpg
The reading was 52.15 + 1 (correct the misleading of polaris) = 53.15 = 53°09'.
But i am at position 55°00N. So the Polaris gives me an error of 1°51' = 205.7 km.
( http://www.movable-type.co.uk/scripts/latlong.html )
(4)
My Route with dead reckon-navigation in real time:
http://i714.photobucket.com/albums/ww143/snDf1/SH5Img04.jpg
The fact that i reached Bornholm (that was my intention) surprised me and was not so bad.
TheDarkWraith
01-05-11, 11:58 PM
pretty cool! The integrated mod of Otto's chalkboard in my UIs mod has a sunrise/sunset/moonphase calculator built into it. You access it by pressing shift+B :yep:
vanjast
01-07-11, 09:59 AM
Ah.. thanks for the pics...I see not much has changed since SH3 days :)
Rykaird
04-11-11, 02:42 PM
This is interesting stuff.
Does the in-game sextant work like they do in real life?
In other words, can I use the real-world navigation links provided earlier in this thread and just use the tools in game to get a fix, or do I have to apply some other techniques to compensate for any in-game limitations on the SH5 sextant, sky, celestial bodies, etc?
This is interesting stuff.
Does the in-game sextant work like they do in real life?
yep.
(1) vertical sextant angle for coastal navigation: here distance-measurement
http://i714.photobucket.com/albums/ww143/snDf1/Sextant_01.jpg
==================
| arc | distance
| in ° | in m
| =================
| 0.2 | 19385.948
| 0.225 | 17231.935
| 0.25 | 15508.723
| 0.275 | 14098.82
| 0.3 | 12923.9
| 0.325 | 11929.735
| 0.35 | 11077.592
| 0.375 | 10339.067
| 0.4 | 09692.856
| 0.425 | 09122.669
| 0.45 | 08615.835
| 0.475 | 08162.351
| 0.5 | 07754.214
| 0.55 | 07049.248
| 0.6 | 06461.773
| 0.65 | 05964.675
| 0.7 | 05538.589
| 0.75 | 05169.312
| 0.8 | 04846.192
| 0.85 | 04561.083
| 0.9 | 04307.652
| 0.95 | 04080.895
| 1.0 | 03876.8
| 1.1 | 03524.299
| 1.2 | 03230.532
| 1.3 | 02981.954
| 1.4 | 02768.881
| 1.5 | 02584.213
| 1.6 | 02422.623
| 1.7 | 02280.04
| 1.8 | 02153.294
| 1.9 | 02039.886
| 2 | 01937.815
| 2.5 | 01549.898
| 3 | 01291.221
| 3.5 | 01106.395
| 4 | 00967.726
| 4.5 | 00859.829
| 5 | 00773.472
| 6 | 00643.837
| 7 | 00551.128
| 8 | 00481.497
| 9 | 00427.252
(2) horizontal sextant angle for coastal navigation: here measure the
angle between 2 points (lighthouse, factory)
http://www.tpub.com/content/administration/14220/img/14220_238_9.jpg
http://i714.photobucket.com/albums/ww143/snDf1/Sextant_02.jpg
(3) Vertical sextant angle for moon/star/sun-shoot.
1 and 2 working pretty much out of the box. For 3 it depends on your screen-resolution. A rework of the sextant correspond to your screen resolution is probably necessary. For good accuracy many uses the program stellarium. Also what you need here is definitely a nautical almanac of 1939 resp. 1940 or later or a program that creates nautical almanac data.
Husksubsky
04-20-11, 02:32 PM
can anyone tell wich mods I need from DKW s ui mod for real navigation (in addition to real navigation)? I have a pretty good idea but he just said no mapupdates etc etc...do I put them behind the megamod?can I put in hole of dkw s ui mod maybe just to be sure ? I get confused what is the actual mod and what are add on mods but I ll have a closer look at the files there.
stoianm
04-20-11, 02:35 PM
can anyone tell wich mods I need from DKW s ui mod for real navigation (in addition to real navigation)? I have a pretty good idea but he just said no mapupdates etc etc...do I put them behind the megamod?can I put in hole of dkw s ui mod maybe just to be sure ? I get confused what is the actual mod and what are add on mods but I ll have a closer look at the files there.
you install first the stand allone mod for TDW interface and after that the optional mod that is in the same UI package -
NewUIs_TDC_6_4_0_ByTheDarkWraith
NewUIs_TDC_6_4_0_Real_Navigation
Husksubsky
04-20-11, 05:41 PM
thx for quick answer. I was in a bit of a hurry when I wrote the post. I have put in the beta megamod and I think new ui s is a part of that but not the add mods, and I put the add ons I need after the megamod right?:yep:
TheDarkWraith
04-20-11, 05:41 PM
thx for quick answer. I was in a bit of a hurry when I wrote the post. I have put in the beta megamod and I think new ui s is a part of that but not the add mods, and I put the add ons I need after the megamod right?:yep:
Yes
Husksubsky
04-20-11, 05:45 PM
thx again :salute:
Itkovian
04-21-11, 09:46 AM
Pardon my ignorance, but I haven't been keeping up with the community in between my bouts of playing SHV (I play it on and off, with bursts of enthousiasm *grin*).
But just what are the features of Real Navigation? I can't find the mods workshop thread for it, and what I did find remains a bit obscure.
I understand it no longer shows the boat's position on the map, but what features are added to enable navigation?
Also, is it part of the UI mod now? I've got an early version of TDW's mod, and now am daunted by the idea of ripping it out and trying to wedge in an updated version with my other mods. It's gotten to the point I should probably uninstall/reinstall, but I'd rather avoid that. :)
Mind you, I love the UI and AI mod. :)
Itkovian
Husksubsky
04-21-11, 12:14 PM
Back to semiconfusion :o
what waypoint mods do I need? there are 5 in the DKW package but I don t understand them properly.I want to be able to make waypoints on map, but ofc not sub to follow auto or show anyway else how to go there. not sure if the two last waypoint mods "NewUIs_TDC_6_4_0_Waypoint_Contacts_Same_Shape" and "NewUIs_TDC_6_4_0_Waypoint_Contacts_Same_Shape_No_C olor" will destroy for the other waypoint mod.pls just tell wich I need :)
then the no contact mods. as I understand it I need two.
"NewUIs_TDC_6_4_0_No_Contact_Tails" and "NewUIs_TDC_6_4_0_No_contact_shapes_or_colors_no_co ntact_line"
there are others that covers part of this and I guess I don t need them.
"then theres a a one mod that say"NewUIs_TDC_6_4_0_Sub_Warship_Merchant_Same_Shape", but that will mess up the "no contact mod" won t it?
Someone just tell wich I need pls :). I don t want enemycontact to show up on map (or my sub) .simple as that.supply ship is different. they can give pos via radio.
then I assume "NewUIs_TDC_6_4_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting" mean no aircontact submerged yeah?
So I don t need the other regarding this..or worse they will mess up.
regards
Thomas.
Husksubsky
04-21-11, 06:53 PM
or more easy: someone pls just put numbers to those I need in right order.I just don t want to have anything unrealistic when I have real navigation. Thats my main goal. Afraid I put mods so they mess up for each other.
I have Magnus opus megamod with patch installed.
NewUIs_TDC_6_4_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_4_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_6_4_0_ByTheDarkWraith
NewUIs_TDC_6_4_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_6_4_0_ERM_Reaper7_NightVision
NewUIs_TDC_6_4_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_6_4_0_jimimadrids_map_tools
NewUIs_TDC_6_4_0_New_radio_messages_German
NewUIs_TDC_6_4_0_No_Aircraft_Spotting_At_Depth
NewUIs_TDC_6_4_0_No_Color_Dashed_Contact_Line
NewUIs_TDC_6_4_0_No_Contact_Colors
NewUIs_TDC_6_4_0_No_contact_shapes_or_colors
NewUIs_TDC_6_4_0_No_contact_shapes_or_colors_dashe d_contact_line
NewUIs_TDC_6_4_0_No_contact_shapes_or_colors_no_co ntact_line
NewUIs_TDC_6_4_0_No_Contact_Tails
NewUIs_TDC_6_4_0_No_Hydrophone_On_Surface
NewUIs_TDC_6_4_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting
NewUIs_TDC_6_4_0_Real_Navigation
NewUIs_TDC_6_4_0_Scopes (do not enable - read)
NewUIs_TDC_6_4_0_Sub_Warship_Merchant_Same_Shape
NewUIs_TDC_6_4_0_U-Jagd_Chrono
NewUIs_TDC_6_4_0_Waypoint_Contacts_No_Color
NewUIs_TDC_6_4_0_Waypoint_Contacts_No_Symbols
NewUIs_TDC_6_4_0_Waypoint_Contacts_No_Tails
NewUIs_TDC_6_4_0_Waypoint_Contacts_Same_Shape
NewUIs_TDC_6_4_0_Waypoint_Contacts_Same_Shape_No_C olor
NewUIs_TDC_6_4_0_WWIIInterface_by_naights
all help much appreciated:yep:
regards
Thomas
jwilliams
04-21-11, 07:49 PM
or more easy: someone pls just put numbers to those I need in right order.I just don t want to have anything unrealistic when I have real navigation. Thats my main goal. Afraid I put mods so they mess up for each other.
I have Magnus opus megamod with patch installed.
If you want to play at full realism.
Just set game difficulty settings to realistic and add these mods :-
Magnum_Opus_v0_0_1
Magnum_Opus_v0_0_1Patch1
Magnum_Opus_v0_0_1Patch2
Speech fixes and additions (german version) (ONLY IF YOU USE GERMAN VOICES)
Enhanced FunelSmoke_by HanSolo78
SUB_hyd_fix_SH5
NewUIs_TDC_6_4_0_ByTheDarkWraith
NewUIs_TDC_6_4_0_New_radio_messages_German (ONLY IF YOU USE GERMAN VOICES)
FX_Update_0_0_16_2_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
AirTorpedoes
Krauters Automated Scripts (v5_0_0 compatible)
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Trevally Automated Scripts v0.5
Trevally Harbour & Kiel Canal Pilot patch
Wasserbomben1_1
U-boat Historical Specifications 1.7 for TDW Mod
NewUIs_TDC_6_4_0_Real_Navigation
Plus you will need to patch your SH5.exe with this patcher Link (http://www.subsim.com/radioroom/showthread.php?t=181433) (this will prevent the tooltip from showing when you mouse over ships). You dont need to hex edit anymore, TDW made a patcher. Look at bottom of the 1st post for the download link.
**The mods listed as Yellow are from the list you wanted to know install order. All the other ones from your post are not needed with Real nav.
Note.. This is in my opinion the core mod list for a real nav, full realism game. There are other mods that add sound and eye candy. But I consider them optional.
Husksubsky
04-21-11, 08:04 PM
awsome help m8 thx a lot :salute:
I have magnus Opus v 1.7 with patch 2.7. I guess thats just because I downloaded very recent.I think someone said NewUIs_TDC_6_4_0_ByTheDarkWraith was allready built in the mod btw :)
jwilliams
04-21-11, 08:11 PM
awsome help m8 thx a lot :salute:
I have magnus Opus v 1.7 with patch 2.7. I guess thats just because I downloaded very recent.
magnus Opus v 1.7 :o
Are you sure?
Still Magnum Opus v0.0.1. v0.0.5 is currently in the works and should be releasing soon. On mega mod page. http://www.subsim.com/radioroom/showthread.php?t=176123
Husksubsky
04-21-11, 08:31 PM
I might be wrong m8. it says v 0.0.1 is here and the file is called 0_0_1.7 z (wich is def not 1.7)
then it says patch 2 is here and the file is called v0_0_1_patch 2.7
I can t find any patch 1.
jwilliams
04-21-11, 08:40 PM
I might be wrong m8. it says v 0.0.1 is here and the file is called 0_0_1.7 z (wich is def not 1.7)
then it says patch 2 is here and the file is called v0_0_1_patch 2.7
I can t find any patch 1.
I see.
It's version 0.0.1 in a 7zip format.
Same with patch its version 0.0.1 patch 2 in a 7zip format.
I dont think patch 1 is needed anymore.
:salute:
Husksubsky
04-21-11, 09:20 PM
I think the NewUIs_TDC_6_4_0_ByTheDarkWraith was allready built in the mod
ppl said that several places, but I can t remember where. DKW (if not misunderstood ) said yes to it on an erlier post in this thread. You sure I need it?:)
and (lol) I still search for the first mod on the list. the speech thing but cant find it...
but..I found out I misunderstood this:
"For those wanting to increase the difficulty you'll need to enable the add-on mods from my UIs mod (real navigation, no contact colors, no contact tails, etc.). "
(I ts obvious now that all the no contact stuff was within the nav mod :).Weird how I read things to quick and then use hours on a misunderstanding .
edit: Found the speech fix in subsimforum using google outside forum. search function in here messes with me.
jwilliams
04-22-11, 12:14 AM
MO does contain NewUI's from TDW but its an older version. NewUIs_TDC_6_3_2
So yes you will need NewUIs_TDC_6_4_0 if you want the new features.
Good hunting.
:salute:
Husksubsky
04-22-11, 12:50 AM
MO does contain NewUI's from TDW but its an older version. NewUIs_TDC_6_3_2
So yes you will need NewUIs_TDC_6_4_0 if you want the new features.
Good hunting.
:salute:
Thx again m8. almost done with the downloading of your list
:salute:
Itkovian
04-22-11, 07:15 AM
So just how does real navigation work, besides just removing your contacts from the map?
How exactly can you perform navigation (get a position fix, for example)?
That said, while I love, LOVE the idea of navigating somewhat blind like this (having a few position fixes, and then dead reckoning my way to port of patrol position), I also like to have map contacts (mostly because I view this sim as a "captain simulator", and I have minions who can handle plotting for me).
Is there a way to have both? I doubt it, but just asking.
Thank you.
Itkovian
stoianm
04-22-11, 07:17 AM
So just how does real navigation work, besides just removing your contacts from the map?
How exactly can you perform navigation (get a position fix, for example)?
That said, while I love, LOVE the idea of navigating somewhat blind like this (having a few position fixes, and then dead reckoning my way to port of patrol position), I also like to have map contacts (mostly because I view this sim as a "captain simulator", and I have minions who can handle plotting for me).
Is there a way to have both? I doubt it, but just asking.
Thank you.
Itkovian
It is not make sense to have map contacts on map and to use real nav... will be not real anymore
7) How to use Real navigation in SH5 ==> Link (http://www.subsim.com/radioroom/showpost.php?p=1629500&postcount=21)
TheDarkWraith
04-22-11, 08:15 AM
So just how does real navigation work, besides just removing your contacts from the map?
How exactly can you perform navigation (get a position fix, for example)?
That said, while I love, LOVE the idea of navigating somewhat blind like this (having a few position fixes, and then dead reckoning my way to port of patrol position), I also like to have map contacts (mostly because I view this sim as a "captain simulator", and I have minions who can handle plotting for me).
Is there a way to have both? I doubt it, but just asking.
Thank you.
Itkovian
you should be able to do something like this with the add-on mods from my UIs mod.
THE_MASK
04-24-11, 10:47 PM
My finest hour .
http://www.subsim.com/radioroom/showpost.php?p=1542242&postcount=5100
Trevally.
04-25-11, 11:44 AM
My finest hour .
http://www.subsim.com/radioroom/showpost.php?p=1542242&postcount=5100
Yes - This is the best thing ever to happen to SH5:yep:
Thanks Sober and TDW:woot:
Husksubsky
05-05-11, 04:13 AM
I can t get the crew to give celestial. The weather is clear and it s night.Log says it will give then I get a weather report written and in voice.
I Use Mo patched DKW s latest ui with realnav and stormys soundmod. restart campaign maybe? I guess a celestial is far more accurate than deadreckoning.
:salute:
jwilliams
05-05-11, 05:16 AM
I can t get the crew to give celestial. The weather is clear and it s night.Log says it will give then I get a weather report written and in voice.
I Use Mo patched DKW s latest ui with realnav and stormys soundmod. restart campaign maybe? I guess a celestial is far more accurate than deadreckoning.
:salute:
How long did you wait???
It takes awhile (30mins to an hour) for a celestial fix to be marked on the map.
Dead-reckoning should be almost instant.
Husksubsky
05-06-11, 03:53 PM
good news.I ll try again .I missed that info somewhow .thx. :salute:
LtzS_Petersen
05-23-11, 03:33 PM
Really good Mod, thats a great Advantage for this Game. :yeah:
I tried it on my second Mission in SH5, make it to England and back. Now i enter the Port of Brunsbüttel to wait with the Kiel Canal Passage on better Weather Condtions, cause i see nothing. :D
http://www.abload.de/img/brunsbttelcswk.jpg (http://www.abload.de/image.php?img=brunsbttelcswk.jpg)
When you will have the buoys, things will be much more fun. Placed buoys in every major ports all around the map. never was so much fun to sail on tc1 out and inside the ports.
LtzS_Petersen
05-23-11, 05:00 PM
Yes, this will be great.
I really enjoyed the Channel every Time i go trough it. Its so quiet there. Cows left and right (one was slayed any time ago with an Anchor of a Merchant, during a last minute Maneuver :o), small Houses, a little Ferry and many Fisher. 8 Hours of chilling, till the hectically Times go on.
tracker
05-28-11, 05:03 PM
I am on my first patrol using real navigation arrived in patrol area in fog off hull no conntacts so moved up the coast just out side Tyne still foggy headed into the port area to check position .
Navigator says Iam 2000 m from the port 14km later I reached land .
So next job is to find where I am on the coast north or south of the Tyne
I was 5000 m south of the Tyne moved up to Blyth move in towards the port to check position as still foggy but before seeing the port ran in to a A Class Destroyer to shalow and late to dive so only chance was to attack with deck gun luckly disable and sunk him before he had a chance then full speed out of there in thick fog before a visual position from the port was available.
I am get radio messages giving my position even in this thick fog and no contacts from my sonar man.
I hope the fog clears so i can get a better fix but it is making navigating a lot more fun
Hope I can get back before the war ends
To all moders and players:salute::salute::salute:
Itkovian
06-02-11, 09:23 AM
So, just to confirm:
If I want to use Real Navigation, I will need to:
1- remove my current TDWUI Mod (I have an early version).
2- Download the new TDWUI and Real Navigation.
3- Install TDWUI and then Real Navigation.
Is there any special setting I need to take care of? TDWUI has become so complicated since my version and I'm bloody well lost in all the configuration option.
For example, I also have TDW's AI mod. Do I need to upgrade it as well, or is the UI and Real Navigation independent of that?
Itkovian
Itkovian
06-02-11, 10:13 AM
Here's a practical question about Real Navigation:
Since you no longer have your location on the nav map, how are Hydrophone contacts handled now?
In vanilla you see bearing lines from your sub's icon, but how does it work without the icon?
Or, is it that RN hides the sub in the large navigation map, but not in the minimap?
Thank you.
Itkovian
Trevally.
06-02-11, 11:27 AM
Here's a practical question about Real Navigation:
Since you no longer have your location on the nav map, how are Hydrophone contacts handled now?
In vanilla you see bearing lines from your sub's icon, but how does it work without the icon?
Or, is it that RN hides the sub in the large navigation map, but not in the minimap?
Thank you.
Itkovian
No bearing lines will be drawn on any map.
You will only get information from your crew, spoken and in message box.
You will then need to draw the bearings yourself:up:
Itkovian
06-02-11, 11:42 AM
No bearing lines will be drawn on any map.
You will only get information from your crew, spoken and in message box.
You will then need to draw the bearings yourself:up:
I see... but since we no longer have a submarine icon, how can I tell where to draw the bearing lines FROM?
Another question: is it wise to start a new campaign before implementing real navigation?
Itkovian
Trevally.
06-02-11, 11:48 AM
I see... but since we no longer have a submarine icon, how can I tell where to draw the bearing lines FROM?
Another question: is it wise to start a new campaign before implementing real navigation?
Itkovian
Draw your line from anywhere:yep:. the bearings are all relitive to your boat so make a mark on map and draw from there.
Check my sig for tutorials. The one for four bearings will cover this.
You can also look at Stoianm's vids. They are stickied at the top of the forum and well worth a watch:)
No need for new campaign
Targor Avelany
06-02-11, 11:59 AM
Is there a tutorial, covering the use of sextant?
Trevally.
06-02-11, 12:07 PM
Is there a tutorial, covering the use of sextant?
Not that I know off. Im not sure the stars/sun are at the correct deg.
Someone else mayk now more.
Itkovian
06-02-11, 12:11 PM
Draw your line from anywhere:yep:. the bearings are all relitive to your boat so make a mark on map and draw from there.
Check my sig for tutorials. The one for four bearings will cover this.
You can also look at Stoianm's vids. They are stickied at the top of the forum and well worth a watch:)
No need for new campaign
These are tutorials within the sim itself, I take it? Found in your "downloads" section?
Itkovian
DarMaRed
06-02-11, 12:28 PM
a lot of fun and extra hard the first couple of days. Go to hell navigator, where I am now? :damn: Thx Stoianm for great vids! :up:
Targor Avelany
06-02-11, 12:33 PM
well, what I have noticed that even with visual checks (port near by or land mark) navigator cannot work out his calculations right. Generally speaking, Navigator's calculation will always be with a possible error of 5-7k radius of an actual position of the uboat.
Trevally.
06-02-11, 12:38 PM
These are tutorials within the sim itself, I take it? Found in your "downloads" section?
Itkovian
Yes - check the mod thread for how to run (post 2):up:
http://www.subsim.com/radioroom/showthread.php?t=177725
Trevally.
06-02-11, 12:40 PM
well, what I have noticed that even with visual checks (port near by or land mark) navigator cannot work out his calculations right. Generally speaking, Navigator's calculation will always be with a possible error of 5-7k radius of an actual position of the uboat.
celestial fix is a ramdom number and can be changed in the options.py
Dead rec is a % error and can also be changed in the .py:up:
Itkovian
06-02-11, 01:10 PM
celestial fix is a ramdom number and can be changed in the options.py
Dead rec is a % error and can also be changed in the .py:up:
Are there instructions for those options somewhere, or only in the file itself?
Itkovian
Trevally.
06-02-11, 01:58 PM
Are there instructions for those options somewhere, or only in the file itself?
Itkovian
TDW adds notes to most of his stuff so just search the options.py and there will be a hint for how to change.
Targor Avelany
06-02-11, 02:12 PM
celestial fix is a ramdom number and can be changed in the options.py
Dead rec is a % error and can also be changed in the .py:up:
Oh, believe me, I'm not complaining - that is how it is suppose to be, it cannot be exact - does not work that way in RL :) It screwed me up at first when I forgot at first to disable the map updates from visual contacts, but now i'm good.
jwilliams
06-02-11, 11:56 PM
These are tutorials within the sim itself, I take it? Found in your "downloads" section?
Itkovian
Stoianm's video tutorials can be found at the link below.
-----> [Video] stoianm video tutorials (http://www.subsim.com/radioroom/showthread.php?t=181538)
:salute:
LtzS_Petersen
06-03-11, 04:09 AM
I use the Navigation Script and also the Battlestation (?) Dead rec Fix Script (also by Trevally), so the Navigator make every 10 Minutes a Dead rec. Thats real for me, cause the Navigator has to plot any Change of the Course and has to mark the estimated Position of the next Minutes/Hours. That would nice to do, but than i need a Pencil and Distances in nautical Miles. :D
Than i can easy plot the Time and Distance by myself, to know anytime where i am.
http://www.abload.de/img/tabelle-kn-minvjtw.jpg (http://www.abload.de/image.php?img=tabelle-kn-minvjtw.jpg)
I plot any Change of the Course at the Chart, and with the Distances in the Table i could plot the next Minutes, depend on the Speed of the Boat.
B.t.w., if i do a fix by my own, does the Navigator use this as a fix for his Dead rec. ?
Itkovian
06-03-11, 07:17 AM
B.t.w., if i do a fix by my own, does the Navigator use this as a fix for his Dead rec. ?
How can you enter a fix so the system would recognize it? Is there an interface for it to tell the game what your fix is, or do you simply mark the spot on the chart?
If it is the latter, I would hazard that the Navigator is unable to recognize it as a fix.
Itkovian
Itkovian
06-03-11, 07:38 AM
So, I got the new UI installed with Real Navigation, so far so good.
I definitely need to get used to the new features. Automation looks interesting. I think I'll get Trevally's Auto Scripts and Harbour pilot as well.
I'll definitely be a bigger challenge to prosecute big convoys now that I can't see their full disposition, and have to rely on my own senses (almost) to find out where the escort is.
In the interest of fairness, I restarted Happy Times, which at the same time is a good training period. :)
Any suggestions for good mods that go well with Real Navigation?
Also, how does contact reporting work now? IF there's a dozen-ship convoy, and I ask the hydrophone operator to give me bearing to contact, will he list a dozen bearings to me?
Thank you.
Itkovian
LtzS_Petersen
06-03-11, 07:56 AM
I have above the normal Maptools two Pencils, one for a Nav Fix and one "Supermark", to make some Entrys in the Chart. I think they are from TheDarkWraiths "Multiple UIs for SH5 with TDC and Automation" Mod. :hmmm:
http://www.subsim.com/radioroom/showthread.php?t=166093
Itkovian
06-03-11, 08:17 AM
I have above the normal Maptools two Pencils, one for a Nav Fix and one "Supermark", to make some Entrys in the Chart. I think they are from TheDarkWraiths "Multiple UIs for SH5 with TDC and Automation" Mod. :hmmm:
http://www.subsim.com/radioroom/showthread.php?t=166093
I have the mod installed... I haven't seen any tools to enter a map fix.
What is a supermark anyway?
Perhaps you can provide a screenshot, showing where those tools are?
Itkovian
Itkovian
06-03-11, 08:19 AM
Also, another question regarding contact reporting:
If I stop and do a hydro check, will the hydrophone operator tell me if he makes a contact? I'm used to just seeing a grey line show up on the minimap. :)
Itkovian
LtzS_Petersen
06-03-11, 09:09 AM
Unfortunately i cannot make a Screen now, cause im at work. :D
You can watch the Tutorials from Stoianm, this helped me a lot.
In this Video for instance you can see the Tools at the Top of the normal Navigation Tools. at 7:00: http://www.youtube.com/user/stoianm1#p/u/106/tcGZnxudXQU
Stoianm made also a Tutorial for use the Real Navigation, jwilliams posted the Link to his Video Tutorial Thread above. Good Stuff.
TheDarkWraith
06-03-11, 09:13 AM
B.t.w., if i do a fix by my own, does the Navigator use this as a fix for his Dead rec. ?
Yes. The navigator will always base his next dead reckoning fix on the last fix made.
LtzS_Petersen
06-03-11, 09:35 AM
Really nice, i wasnt sure about that. An important little detail. :yeah:
Itkovian
06-03-11, 09:58 AM
TDW, previously you mentioned that it might be possible to still have contacts and sub icon in the minimap, but did not explain how. How can this be done?
Right now I'm going to try full on no contact, but if it does not work out I would love to end up with a kind of compromise, where I do not know my exact position on the main navigation map (and so need to rely on fixes and such), BUT at the same time still get to see contacts and such on the minimaps (which would "simulate" the XO and such doing the plotting, freeing me to play the captain instead of plotter).
I'd love to know if that is possible. I notice that the new GUI TAI options allows me to show visual/sonar/radar contacts, but without sub position it is not so useful.
Mind you, I'll try no contacts first, but I'd like to know the alternatives.
Thank you.
Itkovian
P.S. Excellent work on the GUI, it has definitely made great leaps since version 2. :)
TheDarkWraith
06-04-11, 09:38 PM
TDW, previously you mentioned that it might be possible to still have contacts and sub icon in the minimap, but did not explain how. How can this be done?
Right now I'm going to try full on no contact, but if it does not work out I would love to end up with a kind of compromise, where I do not know my exact position on the main navigation map (and so need to rely on fixes and such), BUT at the same time still get to see contacts and such on the minimaps (which would "simulate" the XO and such doing the plotting, freeing me to play the captain instead of plotter).
I'd love to know if that is possible. I notice that the new GUI TAI options allows me to show visual/sonar/radar contacts, but without sub position it is not so useful.
Mind you, I'll try no contacts first, but I'd like to know the alternatives.
Thank you.
Itkovian
P.S. Excellent work on the GUI, it has definitely made great leaps since version 2. :)
You should be able to add contacts by downloading this: http://www.subsim.com/radioroom/showpost.php?p=1663860&postcount=1
and enabling the Sub_Warship_Merchant_Same_Shape add-on mod after UIs mod (and real nav). Let me know if that works or not :up:
Itkovian
06-06-11, 07:45 AM
You should be able to add contacts by downloading this: http://www.subsim.com/radioroom/showpost.php?p=1663860&postcount=1
and enabling the Sub_Warship_Merchant_Same_Shape add-on mod after UIs mod (and real nav). Let me know if that works or not :up:
Hum, I will try it.
Though just FYI, right now I CAN see contacts that have been detected, whenever the options "show visual/hydro/radar contacts" is selected in your new GUI menu.
This shows the contacts on the map, but not my own submarine, of course. What I was thinking of is to somehow be able to see my sub (and the torpedo plotting lines, that tell me where the torpedos will go) on the minimap, but only on the minimap (which should have limited use for navigation once I lose sight of land).
Will this add-on mod enable this?
That said, I finished my first Real Nav/No Contacts patrol yesterday, and it was quite fun. Took me a long, long time to find a convoy.
First sank out an isolated transport, almost ramming it in heavy fog, then traipsed around for a long time until finally getting multiple hydrophone contacts just as I was heading for Brest. My plotting was not so good (triangulation is pretty difficult when you don't know exactly where you new position is), but I still positioned myself right in the convoy's path.
In retrospect, I should probably have waited until I was in the middle of the convoy before firing, but I think I did rather well. Sank 3 ships w/ 6 torpedoes.
Getting away was more difficult, spent a few hours getting depth charged before escort moved away, leaving me crippled with 1 diesel destroyed the other heavily damaged. Spent a full day bobbing on the surface (the compressor was also destroyed, so I didn't feel like tempting fate) until the diesel could finally chug along a bit.
The trip to Brest was entertaining, ran into a task force of 8 DDs and also a hurricane (which I shot down, mind you).
It definitely felt more realistic, so that's great.
Thank you.
Itkovian
TheDarkWraith
06-06-11, 08:06 AM
This shows the contacts on the map, but not my own submarine, of course. What I was thinking of is to somehow be able to see my sub (and the torpedo plotting lines, that tell me where the torpedos will go) on the minimap, but only on the minimap (which should have limited use for navigation once I lose sight of land).
Will this add-on mod enable this?
to remove contacts from one map is to remove contacts from all maps. So no, this add-on mod won't do what you're wanting.
Itkovian
06-06-11, 08:13 AM
to remove contacts from one map is to remove contacts from all maps. So no, this add-on mod won't do what you're wanting.
Allright, I'll live without contacts. Indeed, I think the various crew aids available in your mod will suffice (like the nav help mod, which I've never used... I'll need ot explore it a bit tonight).
Plus I'll turn down the merchant AI... right now they open fire like crazy the moment I show up, which does not fit with accounts of surface night attacks quite frankly.
Itkovian
Kumando
06-18-11, 04:59 PM
I have a doubt when i ask the navigator a celestial report he only gives me wheather report, the only position fix is working is the dead reckoning, is this normal? And whats the difference in terms of accuracy between the two?
jwilliams
06-18-11, 05:05 PM
I have a doubt when i ask the navigator a celestial report he only gives me wheather report, the only position fix is working is the dead reckoning, is this normal? And whats the difference in terms of accuracy between the two?
It take awhile for the navigator to calculate you position using a celestial fix. About 1hour game time...
This is to simulate the time it would take in RL.
Trevally.
06-18-11, 05:40 PM
Also - if he is unable, due to bad weather (clouds - fog), underwater or wounded - he will give a dead reckoning.
Kumando
06-18-11, 06:39 PM
I presume then that the celestial is more accurate?
THE_MASK
06-18-11, 06:50 PM
I presume then that the celestial is more accurate?yes
I have a problem with my navigator. He doesn't tell me the Dead-reckoning. I order him to calculate our position and he isn't answering ( I have wait about 1 hour so something is going wrong). Does anyone know what should I change?? Real Navigation(ver. 6 6 0) installed as last mod
TheDarkWraith
07-23-11, 06:13 PM
I have a problem with my navigator. He doesn't tell me the Dead-reckoning. I order him to calculate our position and he isn't answering ( I have wait about 1 hour so something is going wrong). Does anyone know what should I change?? Real Navigation(ver. 6 6 0) installed as last mod
Sounds like you are asking for a celestial fix instead of a dead-reckoning one. Celestial fix takes about an hour to do.
No. I'm asking about dead rekoning. Maybe i did something wrong on user options script from yours UI's TDC, but i don't think so.
As I say I have ordered to calculate dead rekoning, waiting a few minutes and no answer from him and on the map. After minute Order is highlighted again
I should try to reinstall all mods, maybe it is a good way.
Btw. sorry for my english I forget to add that I was waiting an hour but it wasn't bring any effect
TheDarkWraith
07-23-11, 06:45 PM
No. I'm asking about dead rekoning. Maybe i did something wrong on user options script from yours UI's TDC, but i don't think so.
As I say I have ordered to calculate dead rekoning, waiting a few minutes and no answer from him and on the map. After minute Order is highlighted again
I should try to reinstall all mods, maybe it is a good way.
Btw. sorry for my english I forget to add that I was waiting an hour but it wasn't bring any effect
These two user options control the dead-reckoning fix time:
# minimum time it takes Navigator to plot position based on dead-reckoning
# below is a float value only! (in seconds)
NavDeadReckoningMinCalcTime = 15.0
# maximum time it takes Navigator to plot position based on dead-reckoning
# below is a float value only! (in seconds)
NavDeadReckoningMaxCalcTime = 60.0
What values do you have set for them?
None of these values was not altered. I'm very confused now, because I have uninstalled all of my mods, and install only pure, virgin(without my changes) version of yours UI TDC and real navigation and.... it's the same situation :o
Should I uninstall sh5?? :o It's strange
Yesterday everything with this mod was ok. This may because of yesterday I played with a hex editor (hydrophone fix) and maybe something by accident I broke down. It can be such a possibility?
TheDarkWraith
07-23-11, 07:45 PM
None of these values was not altered. I'm very confused now, because I have uninstalled all of my mods, and install only pure, virgin(without my changes) version of yours UI TDC and real navigation and.... it's the same situation :o
Should I uninstall sh5?? :o It's strange
Yesterday everything with this mod was ok. This may because of yesterday I played with a hex editor (hydrophone fix) and maybe something by accident I broke down. It can be such a possibility?
quite possibility. Instead of using hex editor you can use my SH5 patcher app. You can find it at the bottom of post #1 of the SH5 exe patches thread.
ok thanks for your help, I'll try speak to tell whether I was successful. I could just load the backup, but reinstall the whole game probably will be better, I think.
EDIT: 07-24-2011 - Load the backup of my original exe file was enough, so I had something go wrong with hex editor. Navigator works perfectly now!
Celestial navigation is part of the real navigation .
Here are the basics: - Quick Reference Celestial navigation
Download 2MB: https://rapidshare.com/files/3688275830/QuickReference_CelestialNavigation_01.png
http://i714.photobucket.com/albums/ww143/snDf1/QuickReference_CelestialNavigation_01.jpg
Edit: DL-Link changed.
The 2. part of real navigation is the coastal navigation.
Here are the basics: Quick Reference Coastwise Piloting
http://i714.photobucket.com/albums/ww143/snDf1/CoastalNavigation.jpg
Download (2MB): https://rapidshare.com/files/1151519610/CoastwisePiloting_01.png
SilentOtto
09-08-12, 04:13 PM
They took these links out too :(
blkdimnd
09-19-13, 11:32 PM
Celestial navigation is part of the real navigation .
Here are the basics: - Quick Reference Celestial navigation
Download 2MB: https://rapidshare.com/files/3688275830/QuickReference_CelestialNavigation_01.png
http://i714.photobucket.com/albums/ww143/snDf1/QuickReference_CelestialNavigation_01.jpg
Edit: DL-Link changed.
The 2. part of real navigation is the coastal navigation.
Here are the basics: Quick Reference Coastwise Piloting
http://i714.photobucket.com/albums/ww143/snDf1/CoastalNavigation.jpg
Download (2MB): https://rapidshare.com/files/1151519610/CoastwisePiloting_01.png
Anyone have a copy of these charts. The download links are dead.
Sjizzle
09-20-13, 06:00 AM
Anyone have a copy of these charts. The download links are dead.
u can finde this charts in my charts mod link in my signature
Sjizzle's - Charts for NewUIs part 4 [20.07.2013]
have the fallowing charts:
Category Real Navigation:
-Coastal Navigation
-Celestial Navigation
-Star Charts Equatorial Region
-Star Charts Equatorial Region II
-Star Charts Northern
-Star Charts Southern
blkdimnd
09-20-13, 10:52 AM
WOOT!!
I didn't see them there.
I love your mod Sjizzle, just installed the first package!!
Looks like it's time to add package 4.
THE_MASK
09-20-13, 04:09 PM
Regarding light bouys when entering a port in SH5 .
Port , which is red is on your left .
Starboard which is green is on your right .
When exiting a port it is the opposite .
fater234
01-02-14, 06:51 PM
how and where can I take newuis_tdc_6_4_0_real_navigation?
sorry for my english
Taki1980
07-26-14, 02:41 PM
I read the whole Topic. I just installed "The Wolfs of Steel" Megamod and it runs fine. I can use the Navigator to plot me a Position. Celestial and Dead Reconing. But how accuarte are they? I read in that Topic here that it depends on Weather/Daytime for celestial Fix and that it calc on your last Fix when you dead Rec.
Can you get more into Detail with it what Factors are giving better Results? When is the Best Time and Weather for a Celestial Fix?
Because i have no Icons on Map of my Boat or any other and im just not that solid with the Manual TDC. If i got another Variable (Nav Plot inaccuracy) then i wont hit anything i guess. :arrgh!:
So i hope someone can give me an Advice and get more into detail on the Factors of Error%
Hi, I'm transitioning from sh3 Grey wolf to sh5 + megamod and realnav and I have three questions:
1º is it possible to make fix positions like the ones done by the navigation officer and how? Those are very nice.
2º I don't know if this is the relevant topic, but is there a compatible mod that has those pre computed fire solution tables like in the magui mod of sh3? those were quite handy! angle/distance/torp speed.
3º About celestial navigation: is the in game GMT clock right? I'm having problems getting a fix and I think the problem is the GMT clock is late.
Thx for the mod man!
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