SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REL] Multiple UIs for SH5 with TDC (https://www.subsim.com/radioroom/showthread.php?t=166093)

TheDarkWraith 12-23-10 08:03 PM

Quote:

Originally Posted by Antar (Post 1559411)
1) Maybe good option is local time / GMT switcher at ship journal.
Player can choose which time is used at his journal.

Example:
23.45 - this is local time
21.11 (GMT) - this is GMT time


2) Ship journal's log delete is not easy. On now when ship is attacked by gun we have logs as "loading the gun". And we have 40 logs. Maybe good option is select several logs and delete them at one click?


3) Last one is log entry proposal to choose which one will be written into log. I think that very often commands should have a possibility to enter or not enter to log (like "gun loaded, tube loaded etc).

1) There is an entry in the journal each day (and when you cross a nautical time zone) telling you what the current nautical time zone is (and what GMT+x you are). Therefore it's easy to figure out GMT time from the entry times.

2) I made a change to the Ship's Journal because this is needed. You can now select multiple items for deletion (the multiple items cannot span days - you can only select multiple items for the day you're currently viewing). Simply select the items for deletion by clicking on them to highlight them then click 'Delete entry'

3) this one I'll have to think about in terms of how to implement. You're wanting to put a filter on the journal and that's not going to be easy to do.

Other changes to the Ship's Journal:
- You can now select multiple entries in the Ship's Journal (for deleting entries)
- by clicking the date in the top right corner of the Ship's Journal the journal will 'open' to the current game date
- Ship's Journal now starts at the current game date at game start

http://www.subsim.com/radioroom/pict...pictureid=3460

These changes will be available in v5.9.0 :|\\

pfeillant 12-24-10 06:19 AM

Quote:

Originally Posted by Vanilla (Post 1559183)
The torpedo tube needs some time to open. If you press the button it will be opened not straight away but a short time after (30 secs or something) it simulates the time needed to flood the tube and do final preparations on the torpedo. Does it describes your problem?

thank's, i verify if it's that, but i can fire immediatly !

pfeillant 12-24-10 08:17 AM

depth under the keel
 
hello,
something curious.
in the middle of the 'méditerranée' sea.
When i ask the depth under the keel, with the button or at the officer, i have this result

on surface --> Depth under keel is below safety depth
at - 50 m --> the same
at - 100m --> the same
at -150m --> the same

I have always the same message, but i can go down -150m
I never have the message with the real depth under the keel.

It seem that a new problem, before i have a correct reply

TheDarkWraith 12-24-10 08:57 AM

Quote:

Originally Posted by pfeillant (Post 1559806)
hello,
something curious.
in the middle of the 'méditerranée' sea.
When i ask the depth under the keel, with the button or at the officer, i have this result

on surface --> Depth under keel is below safety depth
at - 50 m --> the same
at - 100m --> the same
at -150m --> the same

I have always the same message, but i can go down -150m
I never have the message with the real depth under the keel.

It seem that a new problem, before i have a correct reply

what do you mean by 'real depth under the keel'? :06:

v5.9.0 released. See post #1 for details.

Now I will work on the sextant some more. Sammi79 sent me a .dds file for the sextant along with directions for it. Have to see if I can implement it now :yep:

Captain Can 12-24-10 10:19 AM

TDW , can i use ' IO_StrategicMap_2_2_for_TDW_5.8.0 ' for 5.9.0 or should i stick with stock map for now ?

TheDarkWraith 12-24-10 10:21 AM

Quote:

Originally Posted by Captain Can (Post 1559850)
TDW , can i use ' IO_StrategicMap_2_2_for_TDW_5.8.0 ' for 5.9.0 or should i stick with stock map for now ?

stick with stock map for now. If Obelix doesn't release an update I'll release a patch for his mod.

Captain Can 12-24-10 10:26 AM

Quote:

Originally Posted by TheDarkWraith (Post 1559851)
stick with stock map for now. If Obelix doesn't release an update I'll release a patch for his mod.

okey then i am gonna wait.

ps:i know you are very busy with further improvements and you have a mega-mod awating but i am begging for a tutorial about your brand new feature 'real navigation' . :)

TheDarkWraith 12-24-10 10:31 AM

Quote:

Originally Posted by Captain Can (Post 1559855)
okey then i am gonna wait.

ps:i know you are very busy with further improvements and you have a mega-mod awating but i am begging for a tutorial about your brand new feature 'real navigation' . :)

it would be hard to make a tutorial for it. What are you wanting to know? In a nutshell real navigation takes away your sub icon, and the contact icons (except for radio contact reports). You do not know where you are on the maps unless you plot your position or have the navigator dead-reckon your position (position errors multiply every time you ask for new dead-reckoning fix) or he takes a celestial fix (much more accurate but still has some error in it). You also have to plot all contacts as you cannot see them in real time on the maps. Makes the game much more interesting :yep:

Captain Can 12-24-10 10:41 AM

Quote:

Originally Posted by TheDarkWraith (Post 1559857)
it would be hard to make a tutorial for it. What are you wanting to know? In a nutshell real navigation takes away your sub icon, and the contact icons (except for radio contact reports). You do not know where you are on the maps unless you plot your position or have the navigator dead-reckon your position (position errors multiply every time you ask for new dead-reckoning fix) or he takes a celestial fix (much more accurate but still has some error in it). You also have to plot all contacts as you cannot see them in real time on the maps. Makes the game much more interesting :yep:

omg this sounds hardcore realsim. :) well i guess i am gonna use it for my next patrol to discover the extra challenges it creates. after my patrol i may come here and ask the points that i cant handle if you dont mind. :)

TheDarkWraith 12-24-10 10:44 AM

Quote:

Originally Posted by Captain Can (Post 1559861)
omg this sounds hardcore realsim. :) well i guess i am gonna use it for my next patrol to discover the extra challenges it creates. after my patrol i may come here and ask the points that i cant handle if you dont mind. :)

ask away. If I can't answer your questions I'm sure someone here can. I'm learning about real navigation just by creating it. There are people here way more knowledgeable than I in this subject :yep:

Captain Can 12-24-10 10:53 AM

Quote:

Originally Posted by TheDarkWraith (Post 1559863)
ask away. If I can't answer your questions I'm sure someone here can. I'm learning about real navigation just by creating it. There are people here way more knowledgeable than I in this subject :yep:

Thanks TDW. By the way i have one quick feedback to tell about 5.8.0. i was getting random CTD with previous releases and i dont know what you have changed at 5.8.0 but i can tell that i didnt get a single CTD with 5.8.0 on my last patrol.:woot:

brandtryan 12-24-10 11:56 AM

TDW--

Just testing some more--and this could very well be the way it is supposed to be--see screenshot below. I parked my sub right next to lighthouse at Wilhemshaven, set course for 340 at 10 knots. The line shows where I started, and where I "should" have stopped, as I timed it, and stopped after the allotted time. And indeed, looking from the bridge--the land mass is right in front of me to the starboard, as I expected. I first tried the dead reckoning button. Directly following that, I tried had the navigator do a celestial fix. My question is--should the errors be that far off? Especially for the dead reckoning?

https://brandtryan.homeserver.com/ga...blic/fixes.jpg

TheDarkWraith 12-24-10 02:32 PM

not sure how you got those results. I did a test just to ensure that celestial and dead-reckoning are working properly and they are:
http://www.subsim.com/radioroom/pict...pictureid=3462

N1 is located bottom right in the screenshot. That was my initial fix at game start. I headed up north and stopped at the lighthouse. I asked the navigator for a dead-reckoning fix and he plotted N2 (which was just about exactly where I was). The max error that can be incurred using dead-reckoning is +- 500m in longitude and +- 500m in lattitude. The error is cumulative - meaning the next time you ask for a dead-reckoning fix and the last one was a dead-reckoning fix then the error will be compounded. Now there is a caveat to the dead-reckoning error: if the time between dead-reckoning fixes is >= 24 hours then the full error will be applied else a percentage of the error will be applied (and I just found a bug - I need to be basing the dead-reckoning time off of last celestial fix and not last fix :o). After getting the dead-reckoning fix I asked the navigator for a celestial fix. He plotted N3 (NW of my position). Now the default max error for celestial fixes is +- 8000m (set in options file) in longitude and lattitude. I took several other celestial fixes and you can see the results from them.
Now my question is is the default max celestial navigation error too much? Should it be reduced down to say +- 4000m or even lower? :06: Is the max dead-reckoning error too low?

THE_MASK 12-24-10 02:40 PM

None of the real navigation message box messages drop to 1 X TC when i have TC1OnAnyMessageBoxText = True enabled .

Sammi79 12-24-10 03:22 PM

Quote:

Originally Posted by TheDarkWraith (Post 1559993)
Now my question is is the default max celestial navigation error too much? Should it be reduced down to say +- 4000m or even lower? :06: Is the max dead-reckoning error too low?

I think a trained navigator of the time would be able to comfortably fix his position to within 4-5km provided a clear night sky or noon sun shot.

The dead reckoning error needs to be small especially if the travelling time since last fix is short. As with brandtryans image shows after travelling 5.5km the dead reckoning fix should be nearly exact, (5.5km @ 10kts = approx 20 minutes) but the error needs to scale severely when the distance travelled between fixes is much greater, so the error could be bigger than the celestial error default given a long enough distance from the last fix (aswell as carrying the error from the previous fix)

Maybe use the distance between the fixes as the modifier instead of the time between each one?

In regard to the celestial fix default error, unless we have a reliable means of performing our own celestial measurements that can give better accuracy than the navigator, should be kept close to what his real-live counterpart could achieve. >> if wikipedia is to be believed >>
Quote:

The US Naval Academy announced that it was discontinuing its course on celestial navigation, considered to be one of its most demanding courses, from the formal curriculum in the spring of 1998 stating that a sextant is accurate to a three-mile (5 km) radius


All times are GMT -5. The time now is 01:23 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.