Thread: Course wander
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Old 09-22-19, 10:15 PM   #2
propbeanie
CTD - it's not just a job
 
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Sniper297 did "LOCKWOOD.zip where he put a "base" somewhere around Marcus, if you really want to cut-out all that travel.

As for the "wandering", part of that is the "world" as we know it (globe) versus as the game knows it (cylinder). In other words, the game is almost a flat-earther... You might notice that Kurile is about as far away from Dutch Harbor as Hawaii is from Japan. Call it "distortion"... The rest of it I just put to inaccurate helming, sea currents and cross winds... Also, it is the skipper's responsibility to not hit land or damage his boat in any way...

In the Stock game and most mods, the "built-in" SD radar is always on, unless you are submerged. Some mods (TMO??) have a "raise and lower" for the antennae, for when you are submerged. In FotRSU, CapnScurvy turned that raise/lower into an 'On / Off' feature for the SD, and then made the SJ able to stay on better when in rougher seas. Since you can turn the SJ on and off already, adding the SD on and off helps when you are leaving or approaching a friendly location, in that you will not get interrupted by radar reports if you don't wish to. Now, if there was only a way to eliminate the sonar interruptions... Don't really want to eliminate the visual sightings, else you'll hear "Medic!" and "Sir, we're taking damage!" and "Sir, we have flooding!"...
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