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khold
07-15-11, 08:00 AM
Hi there!

You don't know me but I know you since i've lurked around here for a couple of weeks trying to learn the mods which by the way was a jungle but my middle name is Tarzan so it was np :)
I used Magic1111 loadout for nabs and the sh5 patcher with patches 1&2 and some extra needed stuff. It finally works without ctd's!

Big thumbs up to all you mod developers! This game is pure **** without you guys!

I got tired of steamrollin merchants with auto tdc and realism 0%
Started to feel like Call of Duty 15 with aimbot & wh. ;)
The manual TDC was a great challenge to the game and with realism 100% it got hard=fun!
I wanted more! So I enabled real navigation:D

But I have run into problems with real navigation mod.
I'm following "stoianm Manual TDC with Real navigation and Realism 100% tutorial for SH5" which is awesome.
My problem is that my sub icon dissapears after awhile from the tac map making it very hard to plot.
I ask my nav man to pin my position it comes back but disappear again after awhile.
http://s3.amazonaws.com/scrnshots.com/screenshots/290807/111615145334-sh5img-2011-07-15_145256-windows-photo-viewerpng
http://s3.amazonaws.com/scrnshots.com/screenshots/290799/111615142926-sh5img-2011-07-15_141835-windows-photo-viewerpng

Is this supposed to happen?

modloadout
http://s3.amazonaws.com/scrnshots.com/screenshots/290795/111615141948-generic-mod-enablerpng

THE_MASK
07-15-11, 08:12 AM
You need to follow the instructions to enable the real nav mod . Its in the readme that comes with the real nav mod . When it is enabled properly you get an x to mark the spot where the navigator calcs your position .

THE_MASK
07-15-11, 08:19 AM
I also highly recommend Trevallys auto scripts for use with real nav .
http://www.subsim.com/radioroom/showthread.php?t=174400

khold
07-15-11, 08:23 AM
I forgot to mention that.

I have followed the readme and copy the menu.txt and placed it in Real_Navigation\data\Menu and edited it like this
;820=Unknown
;821=Warship
;822=Merchant
;823=Submarine
;824=Aircraft
...
;2273=Your submarine

Did I forget something else?

PS: I got the Trevallys auto scripts

khold
07-15-11, 08:41 AM
You need to follow the instructions to enable the real nav mod . Its in the readme that comes with the real nav mod . When it is enabled properly you get an x to mark the spot where the navigator calcs your position .

I get the X on the nav map but my sub icon on the tactical map dissapers. On stoianm videos it does not and he uses the tac map to plot.

Trevally.
07-15-11, 11:38 AM
Check and see if there is an option(button - bottom right of tac map) for this mark to show in the TAI map.

Also you can just make a mark with your map tools.
All info you get in real nav is from your boat - so are all relitive from any possition you mark on the map.

Try my "four bearings tutorial" as this is the method I use:up:

khold
07-15-11, 03:15 PM
Check and see if there is an option(button - bottom right of tac map) for this mark to show in the TAI map.

Also you can just make a mark with your map tools.
All info you get in real nav is from your boat - so are all relitive from any possition you mark on the map.

Try my "four bearings tutorial" as this is the method I use:up:
No options fits my needs but i'm not sure you guys know what im after.
Maybe it's not suppossed to be there with the mod?

When I start my Tacticalmap looks like this
http://s3.amazonaws.com/scrnshots.com/screenshots/290839/111615203244-sh5img-2011-07-15_145256-windows-photo-viewerpng
after a few secs like this
http://s3.amazonaws.com/scrnshots.com/screenshots/290835/111615202851-sh5img-2011-07-15_141835-windows-photo-viewerpng

but on my navmap i see the "X"
http://s3.amazonaws.com/scrnshots.com/screenshots/290851/11161522756-sh5img-2011-07-15_201935-windows-photo-viewerpng

I used a compass which shows where t "X" should be.

Is this suppossed to be like this or is something wrong?

TheDarkWraith
07-15-11, 10:02 PM
The nav fixes only appear on the navigation map. A 'blank' TAI is normal and expected. The circle you are referring to will appear at game start and when you ask the nav to show your last fix position. After a few seconds it will disappear. This is normal and expected.

khold
07-16-11, 02:53 AM
The nav fixes only appear on the navigation map. A 'blank' TAI is normal and expected. The circle you are referring to will appear at game start and when you ask the nav to show your last fix position. After a few seconds it will disappear. This is normal and expected.

Thank you for clearing that up TDW:yeah:
stoianm must have modded his and thus making it hard to repeat his steps to the letter.
Am I right to understand that the Tactical map is never used with real nav mod except to see what I have plotted in the nav map?

Thank you guys!

TheDarkWraith
07-16-11, 07:50 AM
Thank you for clearing that up TDW:yeah:
stoianm must have modded his and thus making it hard to repeat his steps to the letter.
Am I right to understand that the Tactical map is never used with real nav mod except to see what I have plotted in the nav map?

Thank you guys!

Basically yes.
You can change the difficulty level (i.e. what is shown/not shown) by enabling one/some of my add-on mods: http://www.subsim.com/radioroom/showpost.php?p=1663860&postcount=1

Armada
10-19-11, 04:37 PM
No options fits my needs but i'm not sure you guys know what im after.
Maybe it's not suppossed to be there with the mod?

When I start my Tacticalmap looks like this
http://s3.amazonaws.com/scrnshots.com/screenshots/290839/111615203244-sh5img-2011-07-15_145256-windows-photo-viewerpng
after a few secs like this
http://s3.amazonaws.com/scrnshots.com/screenshots/290835/111615202851-sh5img-2011-07-15_141835-windows-photo-viewerpng

but on my navmap i see the "X"
http://s3.amazonaws.com/scrnshots.com/screenshots/290851/11161522756-sh5img-2011-07-15_201935-windows-photo-viewerpng

I used a compass which shows where t "X" should be.

Is this suppossed to be like this or is something wrong?


Maybe the solution is here. I have the same problem.

Is this section :

######################################### Real Navigation ############################################
# the error (expressed as decimal) for the Navigator's calculation of current position (fix) using celestial navigation (used in real navigation only). This is the max error in meters. It will be used as the -min value and max value of a random function
# below is an float value only! (in meters)
NavCelestialMaxCalcFixError = 5000.0

# the minimum time it takes the Navigator to calculate the current position (fix)
# below is in seconds
NavCelestialCalcFixMinTime = 900.0

# the maximum time it takes the Navigator to calculate the current position (fix)
# below is in seconds
NavCelestialCalcFixMaxTime = 2700.0

# does navigator show position on the maps after he calculates current position (plots a new navigation fix)?
# change below to either True or False
NavShowPositionOnMapsAfterCalc = True

# if NavShowPositionOnMapsAfterCalc enabled, how long does the navigator show the calculated position on the map?
# below in seconds
NavShowPositionOnMapsAfterCalcTime = 20.0

# the max error (expressed as %) a dead-reckoning fix occurs based on distance between fixes (used in real navigation only). This value is fed into a random function as a -min value and max value:
NavDeadReckoningMaxCalcFixError = 15

# 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

kylania
10-19-11, 05:06 PM
Yeah, this is why I completely ignore the Tactical Map with Real Navigation. :)

TheDarkWraith
10-19-11, 05:40 PM
You all have to remember that that circle is only valid the instance the navigator calculated the current position via DR or celestial fix. Enabling it anytime after that is not showing your true position. It's showing your last fix taken. That is why it's on a timer to only show for x amount of seconds.

ETsd4
10-19-11, 06:18 PM
# does navigator show position on the maps after he calculates current position (plots a new navigation fix)?
# change below to either True or False
NavShowPositionOnMapsAfterCalc = True
There is a slight flaw:
"NavShowPositionOnMapsAfterCalc = False" shows the sub-icon on the NavMap for the given time of NavShowPositionOnMapsAfterCalcTime.

kylania
10-19-11, 07:17 PM
You all have to remember that that circle is only valid the instance the navigator calculated the current position via DR or celestial fix. Enabling it anytime after that is not showing your true position. It's showing your last fix taken. That is why it's on a timer to only show for x amount of seconds.

I may have reduced the error margin for my Navigator.. a ... lot. :oops: He's a wiz at figuring out where i am. :)

vlad29
10-21-11, 03:04 PM
I may have reduced the error margin for my Navigator.. a ... lot. :oops: He's a wiz at figuring out where i am. :)

Yes, through him away to dolphins and try to calculate your position with a sextan:D

Husksubsky
10-24-11, 08:07 PM
I like to use stopwatch to calculate my position. When I have a ship sighted, I don t need to know where I am..just where I am relative to the ship. On safe distance I determine an approx course and speed before I dive (after flanking if nessecary )and make my attackrun, and keep plotting.I just use the strategic map to get distances and angles. As long as I can get to about one km distance on something like a tanker I must have miscalculated AOB and speed quiet a lot to miss :)
There are many ways to attack. I like this one. Never tried using attack map so I can t say anything about it. The attackdisc I like though , but I just use it as a helper to be as fast as possible to calculate new course/bearing when changing course. Can t really understand why calculating 34 degrees minus 74 degrees make me forget it s bearing before I started my turn haha.

Notewire
03-20-12, 11:16 AM
Ok, I am just getting back into SH 5 - coming from SH3. I love this mod as I did in the older games - but navigating the ui isn't intuitive to me yet.

Here is a simple question - if I can't click my sub icon -(which I like that disabled) - how do I steer the sub, literally I mean, how do I turn the sub to 187.5 degrees after I have my celestial fix? Is there avoid ui that replicates vanatores old nav wheel? I like the game and the mod communities efforts, but in my first hour of play I am still stuck at 270 degrees heading


Thanks in advance
Yards Notewire
U-12

Trevally.
03-20-12, 11:33 AM
You could try the ingame tutorials for TDWs UI
Download from here http://www.subsim.com/radioroom/showthread.php?t=177725

The basic one will cover most what you are looking for:up:

Notewire
03-20-12, 05:39 PM
Thank you Sir. An old dog just needs some humble pie and a tutorial.

Yarre.

jhonnyot
03-23-12, 08:15 PM
I'll just board the thread to see if anyone can help me with a slightly different issue. I'd like to know if there is any way of plotting a course to positions which are far away from yours without disabling real navigation.

TheDarkWraith
03-23-12, 08:17 PM
I'll just board the thread to see if anyone can help me with a slightly different issue. I'd like to know if there is any way of plotting a course to positions which are far away from yours without disabling real navigation.

No there isn't. That would defeat the whole purpose of real navigation (since you would know where you are at all times). I've toyed around with the idea of letting you click a spot on the map and 'telling' the navigator to take you there but I haven't coded much of it yet. A major problem is I can't tell where land is and water is so making the navigator find a course to your intended destination is next to impossible (since he may take a course straight over land)

jhonnyot
03-24-12, 12:01 PM
No there isn't. That would defeat the whole purpose of real navigation (since you would know where you are at all times). I've toyed around with the idea of letting you click a spot on the map and 'telling' the navigator to take you there but I haven't coded much of it yet. A major problem is I can't tell where land is and water is so making the navigator find a course to your intended destination is next to impossible (since he may take a course straight over land)

A code like that would be great, indeed. Anyway, thank you for the answer, I think I'll have to steer my way to the shipwrecking then.