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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,733
Downloads: 825
Uploads: 4
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Well it seems I'm up and running again albeit slowly. What I'll do here, is link the files that are uploaded and you can download these as it happens.
The files that are not ready, will not be linked until ready. Notes: ===== This is more a do-it-yourself mod, and I've done it this way so that the supermod creators can incorporate it into the big mods. All the details are in the files and you can do this yourself. It's straight forward and easy. Zip file details =========== PDF readme first files: (A) http://www.vanjast.com/NavMod/RealNav_ReadMe2.zip (1.7MB) Contents:- SH3_RNM_Intro.pdf - Basic introduction and background to the mod. SH3_RNM_TheModInDetail.pdf - this is the file you refer to for making your own changes. It contains all the details of the mod. SH3_RNM_UsingtheGameMod.pdf - This file is and example of one method one can use to navigate SunAlmanacAndSpeedTable.pdf - This is the sun almanac that was supposed to be used, until I found that the game clocks are inaccurate. I've left it here for reference. At the end of the file is a Knot/KPH conversion table, you'll need this. WLN.pdf - This is the best document I could find on the net that describes almost everything you'll need to know about celestial navigation. Well done to Wong Lee Nah! StarMaps that can be used for star identification. They're big BMP scans. (B) http://www.vanjast.com/NavMod/EquatorStarMap.zip (64MB) (C) http://www.vanjast.com/NavMod/NHemisphereStarMap.zip (35MB) (D) http://www.vanjast.com/NavMod/SHemisphereStarMap.zip(38MB) (E) http://www.vanjast.com/NavMod/WorldMap.zip (33MB) Contents:- These are large BMP format star(night sky) maps that you can use for star identification and more advanced navigation. They were scanned section by section and then placed together as best as I could, to give you a BIG picture. The JSGME format Mod file (F) http://www.vanjast.com/NavMod/RealNavMod.zip (47MB) Contents:- (check this file as the upload was broken - did it in 2 parts) This file contains the mod in the standard JSGME mod format that is required to implement his Generic Mod enabler. Please consult the SH3_RNM_TheModInDetail.pdf for these details. If you have numurous mods already installed in your game, I recommend you install this mod manually according to this document. Installing with JSGME just backs up and replaces files, and I don't think (I haven't tried it yet) that file merger utility will do a decent job here. Extra addition Navigators Log sheet/book... You can do something similar with MS-Orrifice, that suites you. Here is what I used with testing the mod... (G) http://www.vanjast.com/NavMod/NavigatorsLog.pdf (3KB) --------------------------------------------------------------------------- As each file is uploaded I'll post a 'Bump' reminder. If there are any questions give me a 'tinkle' I hope to improve on this with regard to Longitude calulations and the game clock. I'll be taking a break from doing this until probably the next patch for SH4 comes out, as I would like to convert the whole project into SH4. Enjoy Van ![]() Last edited by vanjast; 05-05-07 at 03:53 PM. |
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#2 |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,733
Downloads: 825
Uploads: 4
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BUMP - (D) SOUTHERN HEMISPHERE STARMAP IS UP.......
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#3 |
XO
![]() Join Date: May 2006
Location: Serbia
Posts: 420
Downloads: 15
Uploads: 0
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I have one question, where is the link for (F) RealNavMod.zip (47MB) ?
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#4 |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,733
Downloads: 825
Uploads: 4
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I'm busy with that upload at this moment.. My upload speed is SLOOWWWW
I'll 'bump' and set the link when it's uploaded (another 1:10:00... @#$@%#% to go) ![]() |
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#5 | |
XO
![]() Join Date: May 2006
Location: Serbia
Posts: 420
Downloads: 15
Uploads: 0
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#6 |
XO
![]() Join Date: May 2006
Location: Serbia
Posts: 420
Downloads: 15
Uploads: 0
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Sorry for another question, the first link (A) http://www.vanjast.com/NavMod/RealNav_ReadMe2.zip (1.7MB), gave me a message "You don't have permission to access /NavMod/ on this server."
edit: Now I have It! |
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#7 |
Commodore
![]() Join Date: Sep 2005
Location: Portugal
Posts: 639
Downloads: 283
Uploads: 0
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I red the readme on the mod but i have some doubts, if the ingame map has no longitude/latitude marks how can you fix your position in the game map? And if at the time being you can only fix latitude how is this useful? You also need longitude!I dont want to criticise your work in a negative manner but i think il stick with my manual navigation method inspired by Dantenoc and Corsair till this mod is more complete.
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#8 | ||
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,733
Downloads: 825
Uploads: 4
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Longitude is still calculable to within about 1 degree so far, so it's nearly there. With SH4 I'm glad the grid IS there, and the sub clock looks centred on the sailing port. Hopefully all the Celestial objects are still accurate. Then I can make an almanac that is specific for each base. this should help get rid of the longitude problem. ![]() |
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#9 |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,733
Downloads: 825
Uploads: 4
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On my first serious Navmod Career, sunk this ship ~100Km SW of Bergen.
It's nice to see Captain's going down with their ships. Are these heroes still around ?? ![]() ![]() |
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#10 |
Torpedoman
![]() Join Date: Apr 2007
Posts: 119
Downloads: 0
Uploads: 0
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hah getting large amounts of tonnage will be quite a challenge with this mod
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#11 | |
Helmsman
![]() Join Date: Jun 2006
Posts: 106
Downloads: 68
Uploads: 0
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I can't wait for the weekend, as I plan on setting off in a new career and figure how to do this and play as realistically as I can. Thanks again for this mod. ![]()
__________________
"There is nothing so likely to produce peace as to be well prepared to meet the enemy." - George Washington |
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#12 | ||
Commodore
![]() Join Date: Sep 2005
Location: Portugal
Posts: 639
Downloads: 283
Uploads: 0
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#13 | |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,733
Downloads: 825
Uploads: 4
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#14 |
Frogman
![]() Join Date: Feb 2005
Location: Florence Italy
Posts: 307
Downloads: 64
Uploads: 0
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This mod work very fine, is very tought....but in this moment I have a small problem.
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#15 |
Commodore
![]() Join Date: Sep 2005
Location: Portugal
Posts: 639
Downloads: 283
Uploads: 0
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So what method are you guys using to fix longitude with this mod?
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