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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Seaman
![]() Join Date: Jul 2009
Location: Québec city
Posts: 37
Downloads: 374
Uploads: 0
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#17 | |
Seaman
![]() Join Date: Jul 2009
Location: Québec city
Posts: 37
Downloads: 374
Uploads: 0
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For the artic ocean, I can’t be of any help, but if you are interested in my works, no problem : just tell me what you want to know or see about. |
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#18 | ||
Sonar Guy
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Yes, now are visible.
Quote:
I think that Photoshop open it, but I don't use Photoshop. So I make it with PaintNet as .tga, and then convert it with another software. If you are interested, will show you tonight. Quote:
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If you ride like lightning, you're gonna crash like thunder. |
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#19 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,486
Downloads: 878
Uploads: 0
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#20 |
Ace of the Deep
![]() Join Date: Sep 2013
Location: France
Posts: 1,072
Downloads: 155
Uploads: 0
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#21 |
Sonar Guy
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Sorry, I came home too late, terrain types thing will wait for tomorrow.
__________________
If you ride like lightning, you're gonna crash like thunder. |
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#22 |
Ace of the Deep
![]() Join Date: Sep 2013
Location: France
Posts: 1,072
Downloads: 155
Uploads: 0
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#24 |
Stowaway
Posts: n/a
Downloads:
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Holy cow. I knew the world map was distorted, but I had no idea it was to that extent
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#25 |
Sparky
![]() Join Date: Mar 2017
Posts: 155
Downloads: 112
Uploads: 1
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This is one of the major problem affect game realism.The further you go north or south the more east-west distance are strentched.This make almost the long distance travel time inaccurate by a huge factor.
One way the navy plot were made is too strentch both north-south and east-wast as you move towards earth poles.This way the bearings getween objects are reserved but the distances can not be directly measured.Like these ones: ![]() The way SH3 simulate the enviroment compromise both.Neither distances nor bearings are accurate.This makes plotting in champain file really difficult to resemble actually historical time the place. ![]() One way I overcome the issue is make a few "jumps" alone the waypoints the compensate the distance strenches,but this is not a very good solution.Still wondering if it is possible to resolve this by modification alone. |
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