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-   -   Real Navigation Mod (https://www.subsim.com/radioroom/showthread.php?t=116837)

ichso 07-12-07 11:22 AM

No problem ;)

Now we have another pair of eyes looking for flaws with this mod and their solutions, so keep posting what you find out :yep:

divingbluefrog 07-13-07 04:25 AM

Hi,
There is something still confusing me. From different sources, I find that Polaris true declination is betwwen 89°15' and 89°45'N (today).
This declination is time (years) relative. But does the game take in account the true position in years 39-45 or is Polaris right on true North?
BTW I use a 40' correction, giving the Dev Team credit for accuracy, which give me good results. The point is that I use it as a positive value, not a negative as Van suggests in the manual. Seems logical to me that if true North is above Polaris position, correction must be positive.

ichso 07-13-07 06:41 AM

Quote:

Originally Posted by divingbluefrog
Hi,
There is something still confusing me. From different sources, I find that Polaris true declination is betwwen 89°15' and 89°45'N (today).
This declination is time (years) relative. But does the game take in account the true position in years 39-45 or is Polaris right on true North?
BTW I use a 40' correction, giving the Dev Team credit for accuracy, which give me good results. The point is that I use it as a positive value, not a negative as Van suggests in the manual. Seems logical to me that if true North is above Polaris position, correction must be positive.

Hi,
I just used the 1° difference yet, as stated in the manual.
Everything I read in the internet about this says that Polaris stays within 1°(or sometimes 2°, 0,5°) difference to the North Pole, but not if it is above or below it.

But researching this I found something interesting:
http://www.synapses.co.uk/astro/bearings.html

Right in the middle of the page starts a section on how to measure the local time by watching the stars. If this works in the game too this could lead to a powerful alternative to the (sometimes odd) sunrise/sunset method.

I definitely have to try that the next time I play.

PS@divingbluefrog: Could you post your sources for Polaris' position at a specific date if you read it in the internet ?

divingbluefrog 07-13-07 04:23 PM

Well, I confirm that Polaris declination today is 89°15' :
http://en.wikipedia.org/wiki/Pole_Star

Should be inferior in 39-45 as it is currently increasing its declination.

And, AFAIK, true North is true North, nothing can be "above" it.

ichso 07-18-07 01:33 AM

Is this normal or did some mod this ?
http://cip.uni-trier.de/%7Eschmidt/sh3/suw.JPG

don1reed 07-18-07 06:55 AM

:hmm: ... one thing for sure, it's exactly either SR or SS at your location. (time tells me probably SS)

Are your using NYGM or GWX in conjuction with RN?

ichso 07-18-07 07:04 AM

GWX 1.03.
Either I don't remember it or I have never seen the sun *behind* the see. This is strange.

The time shown there would more or less fit with the one calculated from Van's SR/SS almanac though. And that is strange too as the SR/SS time was the moment when the sun sticked exactly half out of the water before.

This is the first patrol where such things occur. I even haven't installed any new mods.

don1reed 07-18-07 08:49 AM

sri, ichso, I don't have a clue. I just had to do a complete, new, install of sh3/1.4 and both gwx & nygm mods as realnav really started hosing up the sh3 for me on my machine. I'm sort of leary of trying it again for fear of glitch problems the combo creates on my rig. (oil & water ... all I need now is a lil vinegar ;) )

ichso 07-19-07 06:24 AM

This mod is creeping me out. Since my newest patrol started everything with the sun's movement and position works fine again.

The whole engine seems to be capable to simulate real navigation but was never ment to. This is why such problems occur from time to time.

@don1reed: Sry to hear that ;). I hadn't to do any further SH3 installations since GWX. Perhaps just lucky ? :hmm: :D

Hadrys 07-19-07 06:50 AM

I've made my rather final mods compilation (trying yet to remove some and see the effect) but I've incorporated a sextant. An improved ver by can't remember who ;) but it's very good looking ;)

I'm also messing with weather settings, now gonna try interval=1, rnd fog and clouds and if weather is not that bad maybe some manual plotting?

I don't understand how realnav influences game performance?

ichso 07-19-07 06:56 AM

Quote:

I don't understand how realnav influences game performance?
It doesn't. Why do you ask ? :roll:

Quote:

I've made my rather final mods compilation (trying yet to remove some and see the effect) but I've incorporated a sextant. An improved ver by can't remember who ;) but it's very good looking ;)
Is that available somewhere around here ?
Otherwise: is it big ? Can you send ? :D:oops:

Hadrys 07-19-07 07:08 AM

> It doesn't. Why do you ask ? :roll:

donreed> as realnav really started hosing up the sh3 for me on my machine. I'm sort of leary of trying it again for fear of glitch problems the combo creates on my rig.

:huh:

> Is that available somewhere around here ?
> Otherwise: is it big ? Can you send ? :D:oops:[/QUOTE]

as usual don't have a clue where I got it... just two days ago I've deleted the readme?

http://mrhadrys.com/silenthunter/Sextant.tga 70kb

ichso 07-19-07 08:33 AM

Thank you.
This sextant looks real stylish. And teh background seems finally to be real transparent ;). :up:

don1reed 07-20-07 03:08 PM

As far as sextants go...do you think something like this possible?
http://i77.photobucket.com/albums/j4...splitimage.jpg

The cream on top would be a read out of the angle of the body. I always thought using the obs scope would be a great candidate for conversion into a sextant. Of course, a split view would be necessary to get horizon and body together.

ichso 07-20-07 03:11 PM

Hm. What do you mean ? Sry if I miss something obvious there :oops:


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