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Old 05-01-07, 05:48 PM   #1
vanjast
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Default SuperMod people - RealNav Addon Pre-release

This is the Readme for the Real Nav mod. It documents the whole works, but doesn't have the big files.

Anybody who's involved with the supermods - can you give it a 'once over' as it's very simple and probably will not cause much conflict.

For those people who like to do their own editing, it's all here minus those big files. I'll put these online tomorrow as I'm really tired (and 'bottled').

PS: I had to cut a lot as SH3 has it's clock problems, but hopefully SH4 will get around this then it'll be the 'perfect' mod.

http://www.vanjast.com/NavMod/RealNav_ReadMe.zip

Your thoughts
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Old 05-01-07, 07:43 PM   #2
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Impressive pdf VJ.

It's the only thing I could read in the zipfile. Nothing else would open. Kept getting the mssg... " Unable to load graphics conversion filter. Continue with document conversion? Yes or No", and nothing happens. Click No and I get this... "An unexpected error occurred while reading C:\DOCUME~1\myname\LOCALS~1\Temp\ZGtemp\SH3-RMN_UsingThe GameMod .doc." Not sure what's causing this for all the documents.
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Old 05-02-07, 01:06 AM   #3
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I'll convert the whole lot to pdf and repost tonight
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Old 05-02-07, 02:49 AM   #4
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Quote:
and probably will not cause much conflict.
May I presume then that you have not tested it against any of the 'supermods' ? :hmm:
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Old 05-02-07, 03:09 AM   #5
vanjast
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I'm using NYGM 2.4 I think it is and have modded these files - and is working ok.
I haven't tried it on GWX yet or anything else.

In the documentation I've provided precise details of what was changed, and in which files.
The aim of this is to enable the Supermod creators to incorporate this into the big mods, and so avoiding any conflicts.

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Old 05-02-07, 03:12 AM   #6
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Hi Van

I have just read the readme and looks like it could be a lot of fun & add a lot of immersion to the game.

One question though, in the readme it alludes to the idea that we just make the listed changes to our own version of the menu.ini, maps.cfg & commands.cfg. Is that correct?

If that is so, I can't see a problem with compatibility with any supermod, the other files are just graphics so we don't need to worry about them.

If however, you intend to include these cfg files with the download then we would need to know 'who's' version is included. For example, if you used NYGM's cfgs for this mod then it will be 100% compatible but it would not be compatible with GWX.

I think I'm clear on that.

EDIT - You answered while I was typing.
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Old 05-02-07, 07:30 AM   #7
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Sometimes the tortoise has an advantage over the hare

Thanks for the clarafication vanjast
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Old 05-02-07, 08:21 AM   #8
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Well, I think that there isn't a problem to make this mod compatible with GWX. Lot of people here use GWX mod and probably the users which like high realism and also real hardcore navigation will like to have this very interesting mod. I'm looking for that and also will made compatible version of menu_1024_768.ini and commands_*.cfg for "My favourite dials mod" both versions if someone wants to use this great mod in combination with dials mod. Many thanks to vanjast for this great addition!
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Old 05-02-07, 10:15 AM   #9
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But where do i get the sextant tga file???
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Old 05-02-07, 10:23 AM   #10
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PS, if certain things are changed with a mod in the cfg files for GWX, it could and can change the way GWX is played and screw up an install too. You just can't make changes willy nilly to suit want you want. Things must be done carefully if you see what I mean. If just found that a cetain mod I installed has messed up my GWX, and now to do the process to dig it out.
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Old 05-02-07, 10:45 AM   #11
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Great stuff!!!

About celestial navigation, I suggest all those interested to read these simple guides:

http://www.dc3airways.com/TechEd/te_nav_lr_nav.html (long range navigation in the '40s, thought for aircraft but somehow applicable also to submarines)

http://www.celnav.de/ (Henning Umland's excellent site about celestial navigation)

A sextant reading alone cannot give your exact position, and not even your latitude (unless the object you are observing is due North or due South). But two sextant readings, of two different celestial objects, under some circumstances, can give your exact position. Best readings are done on two objects that are seen at an azimuth distance of about 90° between them.

Sextant readings can be done on Sun, Moon and any star, if their position (azimut/elevation) at that time and at your expected position are known.

A very easy way to have these data is this simple program (ICE):
http://www.celnav.de/ice.zip

instead of having thousand printed pages. I know that kaleuns did not have this program, but it's a DOS program developed in the late '80s, so you are cheating of only few tens of years...

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Old 05-02-07, 10:58 AM   #12
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Quote:
Originally Posted by GT182
Impressive pdf VJ.

It's the only thing I could read in the zipfile. Nothing else would open. Kept getting the mssg... " Unable to load graphics conversion filter. Continue with document conversion? Yes or No", and nothing happens. Click No and I get this... "An unexpected error occurred while reading C:\DOCUME~1\myname\LOCALS~1\Temp\ZGtemp\SH3-RMN_UsingThe GameMod .doc." Not sure what's causing this for all the documents.

I had same problem but it wouldn't let me close after repeated tries.
I had to use ctrl-alt-del to get rid of it.
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Old 05-02-07, 11:28 AM   #13
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Quote:
Originally Posted by GT182
PS, if certain things are changed with a mod in the cfg files for GWX, it could and can change the way GWX is played and screw up an install too. You just can't make changes willy nilly to suit want you want. Things must be done carefully if you see what I mean. If just found that a cetain mod I installed has messed up my GWX, and now to do the process to dig it out.
Will see when the mod release. Of course that's a lot of testing is needed, but from I have seen on manual I think that would not be a problem to implement this mod with GWX, It's only stopping using of navigator officer command of plotting (depth under keel and weather report is enabled), change in the map.cfg for effect to not see your sub position and add one block in menu_1024_768.ini to include one new tool (sextant). Really I don't see any problem to add this mod.This mod is for really hardcore players, from video I've seen on Youtube by Dantenoc, he very well said that this way of playing (hardcore navigation) is to escape from effect GPS system tracking on navmap, some people don't like that idea and like to have a game for real fun but some people like to have a also fun but much harder and realistic game.Great thing is to have a choice. For me It's great to have in game real navigation.
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Old 05-02-07, 11:32 AM   #14
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@GT182
Now I seen that you have problems with downloading of a readme pack. If you want, I could send to You, or to upload on my FileFront page if you want. I haven't any problems with .zip archive and works o.k
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Old 05-02-07, 12:35 PM   #15
vanjast
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Hello everyone, I'm home and have started uploading the whole mod, pictures, maps and all. This is going to take a few hours as my upload speed is ...well hmmmm 7KBytes a sec (Boy - do I intensely dislike our local telecom).

I've also converted the 1st readme word docs into PDF docs and have placed these into a 2nd readme file. this might help get over that file corruption problem.

Great stuff there Maraz, I've been looking on the net for everything and have never seen this.


I'll post a new topic when the files are uploaded

Thanks all
Van
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