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Old 12-31-06, 02:17 AM   #1
dertien
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Default Possible Workaround for the GPS navigation in SH 3

Hello Everyone,

I've recently been playing SH3 again with GWX coming out, and am quite pleased of the nice work they have all put in this release. Superb.

I was somehow hoping someone would have come up with a 'sextant' mod, but I read some threads on that now, and I' m pretty convinced that it's not possible to mod it in SH3.

But another aspect is this : WHY would you even bother doing the celestial nav yourself. You play the captain not the entire crew now, right ?



The only thing that troubles me is that this uebernavigator seems to get his navigational data from a satelite instead from his sextant instrument. So, as a non modder I ask myself this.

Is it possible in SH3 to:

a) Get rid of the constant u-boat marker on the navmap, but only have an update once in a while on the map, or add a button to the navigator's panel to ask him for a position estimate.
b) Have your navigator make navigation errors deliberately depending on weathercondition, wave state, cloud cover, and getting rid of the GPS like navigation (open seas only)?

Since Tikigod has been working a lot on this matter, the first reaction could be his.

reactions please ?
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Old 12-31-06, 02:45 AM   #2
Venatore
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Something like......hey navigator were are we (this would be a little information box like in the intergrated orders) once you click on that it brings up the map and shows your postion.....oh lets say for about 2-5 minutes, then the U-Boat symbol goes kaput ! :hmm:
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Old 12-31-06, 10:31 AM   #3
JohnnyBlaze
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You might be interested of reading this topic
http://www.subsim.com/radioroom/showthread.php?t=93937

I've been using this method for a long while now and not going back to normal
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Old 01-02-07, 01:17 AM   #4
vanjast
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Here we go... http://www.subsim.com/radioroom/showthread.php?t=102686.

I've also had this in mind for some time. I've finally put the minor details (geomaps, starmaps, celestial info, educational stuff) together and am busy working on the 'sextant'.
Probably the most important aspect is the educational 'guff'. If our Kaleuns are not educated, they cannot navigate. And of course, They must be sold on this idea.
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Old 01-02-07, 01:53 AM   #5
The Noob
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Kaleun n00b has taken bernard off the navigation station and trys to navigate manually...

"Okay, so this must be Brest if im right..."

Some time later...


"OMFG There are russian ships everyware we are getting pwned ARRG!"

*SH3 Death Screen*

No thanks, i'll stick with GPS. :p
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Old 01-02-07, 06:45 PM   #6
dertien
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Default Tried my first hardcore navigation with success

So far, so good, I've tried the method appointed by JohnnyBlaze, and I am very pleased with the result.

went down to grid location BF17 to sink some ships with the manual TDC control as well, so I'm getting as real as it gets with SH3.

The immersion is total , I depart from Kiel, and let the 'GPS' do the navigation through the canal. Once I exit it, I switch to manual nav using the ctrl-mouse method as depicted in the movies of Dantenoc's.

It adds enormous realism to the patrol, especially if you're in a storm and havent had the chance to do a sextant positioning.

On the way back I sail past Helgoland and to the ingress point of the canal. There I let GPS take over again.

This method appeals to me, I would love to try out the sextant thing some modders are working on, and will include it in SH3, but the ctrl-click method is realistic enough for me.

Thanks to you all for the info. Now all there is left to do is to make a rangescale/protractor/compass hybrid tool that you can drag onto the map like the
charts to calculate knots vs distance/hour, and we can keep wazoo's method of speed recognition.

Where's my photoshop???

Gute Jagd und fette Beute
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Old 01-02-07, 07:03 PM   #7
_Seth_
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Is the SHIII map accurate enough to navigate underwater (with stopwatch and speed& range calculations)? I mean: can i plot the course on a RL map, and then sail the submerged route by excact calculations?
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