SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 09-24-12, 02:31 PM   #1
Paco
Captain
 
Join Date: May 2005
Location: Kassel, Germany
Posts: 542
Downloads: 345
Uploads: 0
Default Uboot Marschwege / Sub routes

Ahoi,

while on translating the harbour-pilot-scripts into german I got an idea to extend them. As I am playing SH5, it is a very timeintensive game with timeslots where I do completly differnet things. While travelling to another patrol area I often read a book, do some work for my wife, etc. But if I play with real navigation I cant do anything next to the game. And if I'm in the south-western approaches, I always have to set up the same lanes for going home - thats boring ;-)

Ok and here my idea to mod:

I want to define some sub routes from Kiel, W.-Haven, etc. to the different patrol-areas, interesting places like the german autobahns.

In this pic below You will see what I mean:



Like the harbour pilot, I would define the waypoints along this lanes (or other we have to find out) and put them into the Autoscripts folder. I think, if I do it as a construction kit it is not so much work because many sections are the same.



Building some documentation around as a PDF with some maps and charts for finding the correct scriptname would be nice, because I don't want to name the scitps like "Kiel - Northsea". At the moment I'm thinking about something like the naming standards for the allied convoys or the KM grids as start and goal. But I have to see. Some additional informations around the lines like travelling times, real time by the suggested timecompression, etc.

What do You think about this? Not only for real navigation fans, also for those who are tired to set up the same courses all the time?

I know it is some work but if You like this idea, I would do it.

Cheers,
Paco.
Paco is offline   Reply With Quote
Old 09-24-12, 03:51 PM   #2
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Hi Paco - looks great

I think this will work and I will use it
We now have the resume ability where if we where on the east coast of the UK and we selected and ran the "North sea inbound" the navigator will look for the nearest preset waypoint and head there.
So yes setting autobahns would get us close to where we would need to go.
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 09-24-12, 04:09 PM   #3
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Brilliant idea Paco!
gap is offline   Reply With Quote
Old 09-24-12, 04:31 PM   #4
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

When your sub arrives at a waypoint it would be good if the script changed the next waypoint that you havnt reached yet using dead reckoning or celestial fix . So basically the same as real navigation works now for the next waypoint . The routes wouldnt be the same all the time . Dont know if this is possible .
THE_MASK is offline   Reply With Quote
Old 09-24-12, 05:10 PM   #5
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Paco View Post
Like the harbour pilot, I would define the waypoints along this lanes (or other we have to find out)
A suggestion:

you can have a look at uboat.net for common routes followed by U-boats.

Historical position reports for most of the war patrols of individual U-boats are visually drawn on map in this website.
gap is offline   Reply With Quote
Old 09-24-12, 06:25 PM   #6
Targor Avelany
Ace of the Deep
 
Join Date: Jan 2010
Location: Vancouver, BC, Canada
Posts: 1,183
Downloads: 225
Uploads: 0


Default

Quote:
Originally Posted by sober View Post
When your sub arrives at a waypoint it would be good if the script changed the next waypoint that you havnt reached yet using dead reckoning or celestial fix . So basically the same as real navigation works now for the next waypoint . The routes wouldnt be the same all the time . Dont know if this is possible .
that actually sounds very interesting and would be totally awesome
Targor Avelany is offline   Reply With Quote
Old 09-24-12, 07:19 PM   #7
kiwi_2005
Eternal Patrol
 
Join Date: May 2004
Location: Aeoteroa
Posts: 7,382
Downloads: 223
Uploads: 1
Default

This would be great!
__________________
RIP kiwi_2005



Those who can't laugh at themselves leave the job to others.



kiwi_2005 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 03:21 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.