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-   -   Real Navigation . (https://www.subsim.com/radioroom/showthread.php?t=178277)

Trevally. 06-02-11 01:58 PM

Quote:

Originally Posted by Itkovian (Post 1676048)
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

Quote:

Originally Posted by Trevally. (Post 1676030)
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

Quote:

Originally Posted by Itkovian (Post 1676000)
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

: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

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

Quote:

Originally Posted by LtzS_Petersen (Post 1676378)

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

Quote:

Originally Posted by LtzS_Petersen (Post 1676476)
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...06/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

Quote:

Originally Posted by LtzS_Petersen (Post 1676378)
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

Quote:

Originally Posted by Itkovian (Post 1676615)
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/show...60&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

Quote:

Originally Posted by TheDarkWraith (Post 1677465)
You should be able to add contacts by downloading this: http://www.subsim.com/radioroom/show...60&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

Quote:

Originally Posted by Itkovian (Post 1678478)
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

Quote:

Originally Posted by TheDarkWraith (Post 1678492)
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

Quote:

Originally Posted by Kumando (Post 1686642)
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.


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