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View Full Version : Submerged depth and mods


Dielos
03-18-14, 12:04 PM
Hello,

I'm starting to play right now with real navigation through the Wolves of Steel mega mod, and have an issue that is making navigation at night difficult.

Whenever I try to get my position through the stars, the navigator always interrupts the operation stating "Unable to calculate current position due to submerging". This happens every time the submerged icon appears on the hud, even if it's for just half a second.

I can understand that you can't get your position through the stars if you are submerged, but I'm actually cruising surfaced with very calm waters through the Kiel channel. Every now and then a tiny wave comes and strafes my deck, and the game thinks I'm submerging.

This is also affecting my deck gun crew too. Which is barely able to keep the gun under their control for more than 30 seconds, even under very mild conditions.

Is there a fix for this, or a file I could edit? Wouldn't mind the engine seeing me as submerged one or two meters deeper...



Also, any mod that adds position lights to ships in friendly waters, and any that adds them to the sub too? Not very bright to sail the Kiel Channel blind at night!

Thanks in advanced!

Aktungbby
03-19-14, 11:15 PM
Dielos! On your first post since MAR/2010! A long silent running!:Kaleun_Salute:

Dielos
03-20-14, 03:31 AM
Oh boy!

Didn't even notice! Sorry...

Been lurking around for so long and never realized I never posted anything!

I'm not much of a talker... :-?

Anyway, presenting myself now then from Spain!

Great community and even greater mods!

tonschk
03-20-14, 03:37 AM
Un gran saludo para Espana :salute:, (en este keyboard no tengo la "n" con la rayita encima), Arriba Espana :yeah:

Jimbuna
03-20-14, 05:25 AM
Welcome Dielos :sunny:

GT182
03-20-14, 02:33 PM
Welcome Dielos . Well, late is better than never. ;) :salute:

Dielos
03-20-14, 04:07 PM
Thank you all for the warm welcome! Even though the delayed presentation...

Regarding my problem explained in the OP, I can't get a celestial fix at all due to that issue. Is there a workaround for it? I reduced the min and max time to calculate the celestial fix through OptionsFileEditorViewer to 300 - 900, but it's not enough. Should I just reduce them both to 0 or 1?

The navigator always gives me a dead reckoning fix, and I just found out that he can be off by 200 KM!!! I just passed Cuxhaven an hour ago, and I'm sailing now by those two islands west of the port with a 285 heading with the intention to sail past Heligoland through it's south. I was able to get an accurate fix by myself using those two islands, but the navigator placed his dead reckoning fix way north of Heligoland! :stare:

Should I just throw him overboard for incompetence, or am I doing something horribly wrong? Once I'm in open waters, I'll be completely lost with this guy. Or should I ask him for five fixes, and calculate an average?

ReallyDedPoet
03-20-14, 05:21 PM
Welcome to SUBSIM Dielos :yep::up:

I have not used RN for awhile, but someone will be around to answer this.

Dielos
03-21-14, 04:28 AM
Hi again,

The last navigator dead reckoning fixes have been more accurate. Just in case I recheck them myself every time. I reduced the celestial fixes calculation time to min 5 max 15, to be able to get them. It feels a bit like a cheat, but will have to do for now. I still have to test it as soon as I hit the night.

Is there a mod around that adds a map more suited for Real Navigation? I'm using right now IO_Strategic Map, but I'm missing things like light houses and other land markings which could prove useful.

keith_uk
06-04-14, 01:41 AM
Having the same problem myself....."Unable to calculate current position due to submerging".

The dead reckoning is way off, so i am lost at sea.

Keith.

7Infanterie19
06-04-14, 10:02 AM
...Whenever I try to get my position through the stars, the navigator always interrupts the operation stating "Unable to calculate current position due to submerging". This happens every time the submerged icon appears on the hud, even if it's for just half a second.

I noticed a setting in TDW's Options File that might be of interest to you. Whether it will work or not is another story. Using the options editor, go to the "Time Delays" tab. The second option is "The time delay (in seconds) to account for heavy seas ...". The default is set to 5 seconds. Perhaps increasing this number would help resolve your problem. This is of course only available if you are using TDW's UIs.

Good luck!

Capt. Morgan
06-04-14, 11:58 AM
Check out this thread http://www.subsim.com/radioroom/showthread.php?t=202196

I had the same problem with the Type VIIa (and in my game, only the Type VIIa), even in calm seas I would constantly see the submerged icon - sometimes for 30 seconds at a time.

In post 13, Sober says to disable the Decks-Awash patch, which works - but no decks awash!

I then edited Data\Submarine\NSS_Uboat7a\NSS_Uboat7a.cfg to set Surface Depth to 9 meters, and Snorkel Depth to 7 meters, which brought back Decks Awash in a limited way. I can now get celestial fixes - even in heavy seas, and I can also use my binoculars at decks-awash.

Down side is that you have to set the depth manually to 0 meters to surface (or blow ballast), and you have to go to periscope depth, then come up to "snorkle depth" to go to decks awash. You also lose snorkel depth, but I don't think many VIIa's were fitted with them, and periscope depth works fine for that if you're in a VIIa in '43.

It's a hack - hopefully something better will be mentioned - but it's better then playing when you submerge every few seconds.

THEBERBSTER
06-04-14, 12:17 PM
A warm welcome ‘Dielos’:subsim:

You will always find someone here to help you.:)

Link to my SH4 - SH5 posts::salute:

Step By Step Tutorials & How To Do It

http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)

7Infanterie19
06-04-14, 02:06 PM
Check out this thread http://www.subsim.com/radioroom/showthread.php?t=202196



Someone in that thread also mentioned the same thing I did earlier, so maybe there's something to it, even though no one commented on it there. Has anyone tried that option to see if it delays the switching for this problem without having to make any other changes? :hmmm:

Capt. Morgan
06-04-14, 04:39 PM
...Has anyone tried that option to see if it delays the switching for this problem without having to make any other changes? :hmmm:

I couldn't find the time-delay tab in my version of the the Options Switcher, otherwise I would have tried that first.

7Infanterie19
06-04-14, 07:32 PM
Hey Capt. Morgan,

I'm using TDW UIs v740 with the v10320 Options viewer.

This tab is the one next to the Automation tab and before the Crash Dive tab. If you're not seeing all the tabs in Options viewer (which I don't either), you can scroll to the right tabs using the arrows in the upper right corner. Opening the file manually, you can search forWaterLevelTD.

Capt. Morgan
06-05-14, 12:47 AM
...This is the one next to the Automation tab and before the Crash Dive tab...

Oh, that Time Delays tab. :-}

OK, I restored the Decks Awash patch, and then tried time delay values of both 12 seconds, and 30 seconds (5 seconds was the default).

In the Balloon Test historical mission (waves mild, with wind at 2M/S), I didn't notice any improvement. The Mission starts with the boat stopped, and the "Submerged" icon flashing every few seconds. Attempts to order the Navigator to get a celestial fix continued to convert to a dead reckoning fix - due to submerging.

7Infanterie19
06-05-14, 10:03 AM
hehehehe .. :D


You tried the time delay changes, but did it work?

Capt. Morgan
06-05-14, 11:30 AM
That's correct, no difference at all with the VIIa.

7Infanterie19
06-08-14, 09:59 AM
Thanks Capt. Morgan. At least we know that tweak doesn't help this kind of problem (at least with the VIIA).