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Old 05-04-07, 02:02 PM   #1
vanjast
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Default Real Navigation Mod files - FINAL

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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Old 05-04-07, 02:25 PM   #2
vanjast
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BUMP - (D) SOUTHERN HEMISPHERE STARMAP IS UP.......

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Old 05-04-07, 02:37 PM   #3
poor sailor
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I have one question, where is the link for (F) RealNavMod.zip (47MB) ?
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Old 05-04-07, 02:44 PM   #4
vanjast
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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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Old 05-04-07, 03:02 PM   #5
poor sailor
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Quote:
Originally Posted by vanjast
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)
No problem, will wait for that! Thanks!
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Old 05-04-07, 03:15 PM   #6
poor sailor
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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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Old 05-07-07, 09:29 AM   #7
Kumando
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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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Old 05-07-07, 12:44 PM   #8
vanjast
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Quote:
Originally Posted by Kumando
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?
I realised this when I started with the mod, and inserted a Lat/Long grid into the map which is supplied in the mod - the only problem here is the grid colour, not having the colour pallete available and not wanting to do 256 restarts just for colour I chose a colour that is visible over sea.

Quote:
Originally Posted by Kumando
.. 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.
I thought I had this wrapped up until I discovered the games 'wobbly' clocks. My previous reply indicates where I'm headed with this. You can use this method but one has to be aware of the pitfalls, untill I or somebody else comes up with a better Clock method.
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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Old 05-07-07, 04:12 PM   #9
vanjast
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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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Old 05-07-07, 09:09 PM   #10
Kataki
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hah getting large amounts of tonnage will be quite a challenge with this mod
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Old 05-07-07, 09:21 PM   #11
KLARCH
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Quote:
Originally Posted by vanjast
Longitude is still calculable to within about 1 degree so far, so it's nearly there.
I've yet to try this mod yet but it seems to me that you shouldn't go crazy trying to work around a prob with game code issues, i.e. the game clock. If it's possible to get within 1 degree of actual position, that seems good enough for me.

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.
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Old 05-08-07, 06:39 AM   #12
Kumando
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Quote:
Originally Posted by vanjast
Quote:
Originally Posted by Kumando
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?
I realised this when I started with the mod, and inserted a Lat/Long grid into the map which is supplied in the mod - the only problem here is the grid colour, not having the colour pallete available and not wanting to do 256 restarts just for colour I chose a colour that is visible over sea.


But what map is this? Does the mod alter the ingame map or is it a external map provided by the mod?
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Old 05-08-07, 08:42 AM   #13
vanjast
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Quote:
But what map is this? Does the mod alter the ingame map or is it a external map provided by the mod?
I've placed a grid over the game map (../Terrain/maps/map1(map2) - cannot remember exact location - at work). it's in the RealNavMod.zip file If you're zoomed in to close you won't see the grid, zoomed out you'll see it.
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Old 05-08-07, 10:44 AM   #14
bruschi sauro
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This mod work very fine, is very tought....but in this moment I have a small problem.
I'm lost in the Atlantic...where i'm in this moment?
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Old 05-10-07, 04:22 AM   #15
Kumando
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So what method are you guys using to fix longitude with this mod?
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