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View Full Version : Real navigation as in sh5


Aquelarrefox
04-04-16, 11:32 AM
Well i was lloking and finaly star orientation was disgusting me, but i was wondering for real navigatios similar to scripted version in sh5.

So i think its posible make a trikky mod. I have detached graphs in map, so theres only my lines and marks.
Realy the only way to know position is by using protractor. A solution with out of recoding game is disable protractor if its not in surface or bad weather.
Mybe get active only 20 minuts aound the hour when in sh5 mod lets you use it. I dont know how complex or wich liberty this game specificly restrict for modding something like that.
Any way, players can emulate this restriction, looking weather, becose celestial navigation was so rought for me and the game lose some of the magic go so extreme for me.

siege00
04-04-16, 09:40 PM
For what it's worth, I don't think getting rid of the protractor is a sustainable solution. Too many people use it in their map work for intercepts and targeting. I also notice that, at least on my patrols, days and nights will get out of sync with the clock and I'm not talking about time zones. If that's a generalized case and not just specific to me, then celestial navigation is a non-starter.

Aquelarrefox
04-05-16, 01:04 PM
i dont use the protractor in deed. The only use is to mark position in map, not very acurrate becose later i will have to mark point position.
If you use real navigation you shouldent use it. But i have to acept that block it could be like a nightmare to cross kiel chanell (wich is realy boring, long and boring)

celestial navigation gets extra for some players but real navigation in deed is more than celestial position, is more related to traking path, nothing and scrach on map.

siege00
04-05-16, 04:51 PM
AH! My mistake... I was thinking about the protractor in SH5 since there's a separate waypoint tool. What you're asking makes a lot more sense now. My bad and apologies for the confusion.