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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Lieutenant
![]() Join Date: Apr 2005
Location: Antwerp Belgium
Posts: 259
Downloads: 130
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Hello everyone,
I was looking for a way to make my ingress with the navigator's inbound-Kiel-Kanal's-course-plotting-order positioning more realistic and easy at the same time, as everyone by now knows, I have become a fan of manual navigation in SH3. I completely removed the GPS navigation tool, and can no longer use it to plot courses. The problem is the Kiel canal. I am not a freak and not prepared to navigate that damn canal manually each time, something my 3rd steerman can do. So for everyone who has done some mannav in SH3 and likes it, I've come up with a little solution Before I aboard the subject at hand let me all tell you that first of all that I have read the posts, I know why he/she was banned and that I totally disagree with that particular modder's political/ethnic views. This is however irrelevant to the fact that Gary (the modder's name - and I will pronounce him only once and hereby credit him for this mod) came up with a great mod and something that will maybe in the near future will be done again by DivingDuck, who is working on floating debris at the moment. But as I and most men at sea know, most buoys look the same apart from their colour which depicts their purpose (green and red) for navigation and black and yellow for dangers. There are a few others, who are special buoys used for special circumstances. The IALA A and IALA B system (found probably on wikipedia) was not yet a fact in WWII but, lets not drift too far from the subject. I added the following entry to the GWX campaign.scr file under unit 5902's waypoints This will place the buoy on more or less the spot that is on the map called 'kiel canal ingress point' [Unit 5903] Name=Kiel Kanal Boje#1 Class=Buoy Type=104 Origin=Environmental Side=0 Commander=0 CargoExt=1 CargoInt=0 CfgDate=19380101 DeleteOnLastWaypoint=false DockedShip=true GameEntryDate=19380101 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=1096185.000000 Lat=6466770.000000 Height=0.000000 Heading=0.000000 Speed=0.000000 CrewRating=3 DelayMin=0 ReportPosMin=-1 ReportPosProbability=100 RandStartRadius=0.000000 NextWP=0 And changed the name 'Kiel Canal Inbound Point' in the campaign.lnd file to 'Kiel Kanal Boje W' I will not post a complete ready to install mod of this on this website, as I could receive incoming fire from some people, so I leave the matter of using the buoy to all Kaleuns judgement. You can use a lightship instead (tried it myself but found it a bit big to my taste) if you like. The buoy can be downloaded from the authors website here I used the TOP link of the buoy download. Here are some screenshots: 1) approaching on an egress course coming out of the canal, using the appropriate order while being at a dead stop in Kiel. (thnx to BBW to point this out to me) 2) Passing buoy and ready to make a 180° turn to test out the matter. 3) (Too) close to the buoy on my way back into the Kiel canal and moments befor pushing the Kielcanal inbound order on the navigator's icons. 4) The burning remains of what once was... (sub and crew didn't suffer any damage from the collision) but it's imperative to leave a little more space between your boat and the infernal object. ![]() ![]() ![]() ![]() ![]() One last note: You must pass the buoy within reasonable vicinity with a 52 degrees bearing and just as you pass it, go to the navmap and press the ingress to kiel order found under the navigator to get a correct course so your u-boat doesn't scrape the sides of the kiel kanal.
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If you have an apple and I have an apple and we exchange apples then you and I will still each have one apple. But if you have an idea, and I have an idea and we exchange ideas each of us will have two ideas. G.B.Shaw ![]() |
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#2 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
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What the hey!
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#3 | |
Lieutenant
![]() Join Date: Apr 2005
Location: Antwerp Belgium
Posts: 259
Downloads: 130
Uploads: 0
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![]() Quote:
__________________
If you have an apple and I have an apple and we exchange apples then you and I will still each have one apple. But if you have an idea, and I have an idea and we exchange ideas each of us will have two ideas. G.B.Shaw ![]() |
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#4 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
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[quote=dertien][quote=FIREWALL
???[/quote] Sorry for misunderstanding. New approach. ![]() Reread all as I should have done in first. Like what I see. ![]() |
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#5 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
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Nice appoach
And just so you know - Pontius is working on bouys as we speak ![]() |
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#6 |
Lieutenant
![]() Join Date: Apr 2005
Location: Antwerp Belgium
Posts: 259
Downloads: 130
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@Firewall:
No worries mate ![]() ![]() ![]() @BBW Thanks for pointing that out BBW, Ive searched for posts from Pontius, and indeed this looks naaaaaaaaaaice, a little bedtime reading for those who understand German on the Ubi forum here: ![]() http://img166.imageshack.us/img166/1...tonnungug6.jpg (3 buoys) Wonder if it would be possible to put a TOP sign on it with a number and a letter tga file using DivingDuck's fishcutter's "licence plate". This way we could clone different buoys, with topsigns and use them as a ingress route for the manual navigation towards harbours. using these, and the danger buoy to put in the vicinity of sandbanks. ![]() This is really getting interesting ![]() IALA B in WWII super !
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If you have an apple and I have an apple and we exchange apples then you and I will still each have one apple. But if you have an idea, and I have an idea and we exchange ideas each of us will have two ideas. G.B.Shaw ![]() Last edited by dertien; 01-24-07 at 05:44 AM. |
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#7 | |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
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Sorry bro, your work is great, and thanks for the explanation of the all subject as well for the install notes mate... But i just don't understand what can come rong from this mod, and why as you say people would fire at you for a ready tyo install mod.... ![]() Sorry but i just don't get what is the problem here, cause really i don't see nothing rong with this, or a post with the ready to install mod... ![]() |
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#8 |
Lieutenant
![]() Join Date: Apr 2005
Location: Antwerp Belgium
Posts: 259
Downloads: 130
Uploads: 0
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@jcwolf
Let met tell you first that I am really pleased to hear that people like this 'buoy' approach. Furthermore I want to add that none of the work on the 3d models of the buoy can be credited to me, I just borrowed it to show what could be a nice addition. I always read all posts carefully. That's why I took this tiptoe approach to bring the subject up as some people are reluctant of downloading this buoy for matters that are clear. Without meaning to uproar the settled dust, search the subsim forums if you're interested in the details. And last but not least everyone plays SH3 in their own way, and it's superb to see that seasoned real life skippers and armchair skippers still play and mod side by side. This could be an addition to people who don't want the hardcore manual nav, but would love to use the buoy IALA system once safely past Helgoland. Now I have to dish out some more info on how the buoy system really was in WWII.
__________________
If you have an apple and I have an apple and we exchange apples then you and I will still each have one apple. But if you have an idea, and I have an idea and we exchange ideas each of us will have two ideas. G.B.Shaw ![]() |
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#9 | |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
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wellcomed thing, and even i try to insentiv. the new guys in here to do their own mods, and start bringing some more enovating ideas that will only get this SHIII better and better.... ...So i would never understand a guy that says Crap for a new mod idea, and allways will chear a new dude that brings a new stuff even if it is not well achieved we can allways try to improve it or use it to bring new concepts into this game... ...I also bellieve that with the amount of time this game as and with the aproach of the SH4 on the horizon, this game as far as for moding as litlle more to improve as for moding options, a lot as been done allready to reach the, big mods and small mods allready, ideas are in mi opinion as far as for moding enovating ideas over and out, we can only hope now and rely on improving the mod concepts allready "Invented" or created... ...But when something like this shows up in this or other SH3 forum, it makes me think that realy we can just bring more and more to the allready done... ![]() |
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#10 |
Lieutenant
![]() Join Date: Apr 2005
Location: Antwerp Belgium
Posts: 259
Downloads: 130
Uploads: 0
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Well, as soon as Pontius is ready for a test run, I can't wait to put some buoys on the map
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__________________
If you have an apple and I have an apple and we exchange apples then you and I will still each have one apple. But if you have an idea, and I have an idea and we exchange ideas each of us will have two ideas. G.B.Shaw ![]() |
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#11 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
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Moin,
@Dertien: I´m in contact with pontius. As soon as he has implemented some details I requested I´m ready to illuminate the buoy. Actually I´m reworking the *.sim and *.zon files to make the behaviour more realistic and adjust the size for proper collisions. A top sign should be no problem. To avoid having lots of buoys I could imagine to control the signs via the *.eqp file. It would be the turn of the mission editors amongst us to put them to water then. Regards, DD
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#12 |
Lieutenant
![]() Join Date: Apr 2005
Location: Antwerp Belgium
Posts: 259
Downloads: 130
Uploads: 0
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Moin,
Excellent news DD, is there a way to skin a buoy, the same way as skins are produced for the subs and placed in the tex folder ? Let me know when u got news concerning Pontius, or lead him over to this thread, thanks. ![]() this *.eqp file, can it be edited using notepad, and do you need to learn HEX or is it simple txt ?
__________________
If you have an apple and I have an apple and we exchange apples then you and I will still each have one apple. But if you have an idea, and I have an idea and we exchange ideas each of us will have two ideas. G.B.Shaw ![]() |
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#13 |
Commodore
![]() Join Date: Sep 2005
Location: Portugal
Posts: 639
Downloads: 283
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Its nice tough you can always use the Ctrl click near land that simulates the coastal navigation, no need to hang around there blind.
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#14 | |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
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Moin,
Quote:
The *.eqp may be edited by notepad. I´ve used the *.eqp to control lighting with my speedboat. But it´s a little tricky if you don´t get along with the mission editor. The entries needed are explained in the speedboat´s installation instructions. Regards, DD
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#15 |
Gunner
![]() Join Date: Jul 2005
Location: Flensburg - Germany
Posts: 99
Downloads: 26
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Hi,
as Divind Duck said, there is still some work to do and im not having much time right now. So i didn't work much on it the last days. Im new to all this and everything takes a bit longer ![]() I think the eqp-file-solution is fine and won't be a big problem. As for the skin, I don't know how it works for the subs, but its included in the dat-file. Its not that difficult to change those skins. Maybe i relese with it a easy-little-template, we will see. Right now I have 3 different versions. ![]() |
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