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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Nub
![]() Join Date: Dec 2011
Location: Scotland
Posts: 3
Downloads: 64
Uploads: 0
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coordinates help
Hey folks,
I would like to start by saying a big thank you to all you folk who have made this game playable through modding and giving advice to others.I have only had the game (disc) a few days and have been reading up on the forums as to see what mods to use and what not and have the game running pretty smooth for now,so cheers folks for that.One thing that I couldn't find an answer to was to do with map coordinates and how to figure out how to get lat/long coords instead of a grid reference,I played the first mission and it had lat/long but now on the third,western approaches and it seems to be giving me grid coordinates. This is a bit confusing as I am no expert with the map but with a little patience I can usually figure it out but if someone could give me a few pointers about using the map and how best to find out specific coordinates I would be really grateful. I am new to these forums and have been reading through them the last few days and must say that it's one of the most mature/informative forums I have come across so a big congratulations from me. Once again any help would be appreciated thanks, Mick. ![]() |
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#2 |
Captain
![]() Join Date: Oct 2010
Location: Oz
Posts: 507
Downloads: 33
Uploads: 0
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Welcome 3instein
![]() Don't quite understand that one, I've played through quite a few patrols now and get neither co-ordinates nor grid refs., just an icon to sail to. I'm sure If you list your current mod combo someone'll figure it out for ya! |
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#3 |
Nub
![]() Join Date: Dec 2011
Location: Scotland
Posts: 3
Downloads: 64
Uploads: 0
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mod list
Cheers Troopie for the reply matey,
I copied and pasted me mod list but can't see how to add to my post? any advice please. lol. German Accurate German Flags MightyFine Crew Mod 1.2.1 Alt w beards No Logo Intro Menu_Animation v. 01.00 by AvM Dynamic Environment SH5 Basemod (realistic version) V2.1 sobers 3D deck spray mod V7 sobers best ever fog V4 SH5 sobers chimney smoke V2 sobers NO water drops V1 sobers real trees sobers see thru wake fix SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.1 Patch FX_Update_0_0_19_ByTheDarkWraith IRAI_0_0_30_ByTheDarkWraith NewUIs_TDC_6_7_0_ByTheDarkWraith EQuaTool 01.01 by AvM - Medium Clean Style Trevally Tutorial - All v0.2(for OHIIv1.3) Trevally Automated Scripts v0.6 NewUIs_TDC_6_7_0_jimimadrids_map_tools NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0 Trevally Harbour & Kiel Canal Pilot v2.8 Equipment_Upgrades_Fix_v1_4_byTheBeast R.E.M_by_Xrundel_TheBeast_1.2 edit: Thanks troupie this is my mod list,all seems well even though I think some might not be in the right order,but it works that's the important thing eh? Mick. edit: I suppose my main question is,when I get radio messages it gives me coordinates as a grid reference but all I see on my map are lat/long numbers,that was OK in the last mission as every message gave me lat/long but now they are a grid number. I read a few other posts about which messages to ignore and which ones you should act on,as on one message base were telling me to go to a specific coordinate but I couldn't because I didn't know where the grid reference was and how,if any,there is a way to figure this out,or it maybe is the case in which I am doing something wrong,a high probability heh heh. Mick. Last edited by 3instein; 12-30-11 at 12:10 PM. |
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#4 |
Captain
![]() Join Date: Oct 2010
Location: Oz
Posts: 507
Downloads: 33
Uploads: 0
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Just click the edit button in the lower right hand corner of your first post
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#5 |
Nub
![]() Join Date: Dec 2011
Location: Scotland
Posts: 3
Downloads: 64
Uploads: 0
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Cheers for the info bud but I did some more digging and found the:
http://www.subsim.com/radioroom/down...=3120&act=down kriegsmarine grid map by Stoinamn and that has what I was looking for, Thanks, Mick. |
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