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Old 01-02-07, 12:26 PM   #1
Safe-Keeper
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That one's troubled navigators for some time. Wasn't it solved when they finally invented a working pocket watch (never knew your watch could tell longtitude, did ya:p)?
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Old 01-02-07, 12:54 PM   #2
_Seth_
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NICE!!!! Finally someone's looking into this!!! EXCELLENT!!!
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Old 01-02-07, 01:02 PM   #3
panthercules
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We were playing around in another thread with methods for hiding your u-boat's location on the nav map and navigating without using the waypoint tool (see here, if it still works: http://www.subsim.com/radioroom/showthread.php?t=93937

This sounds like a pretty cool addition to that whole concept of trying to do "real world" navigation - however, even assuming that something like this could eventually allow us to establish our boat's long. and lat., if the nav map isn't marked out with lat. and long. lines, how would that info help us locate our boat on the nav map? Can the nav map be modded to show lat. and long. lines?
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Old 01-02-07, 01:46 PM   #4
vanjast
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Quote:
Originally Posted by panthercules
This sounds like a pretty cool addition to that whole concept of trying to do "real world" navigation - however, even assuming that something like this could eventually allow us to establish our boat's long. and lat., if the nav map isn't marked out with lat. and long. lines, how would that info help us locate our boat on the nav map? Can the nav map be modded to show lat. and long. lines?
I've already looked into this and will come up with a result in a few days. It's either a large independent printable map, or (hopefully) the SH3 map. I've tried putting a few lines on the SH3 map but the game juggles maps when at different zoom levels. I might have to limit the zoom level - Would there be objections to this ??
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Old 01-02-07, 04:07 PM   #5
mikaelanderlund
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Quote:
Originally Posted by Safe-Keeper
That one's troubled navigators for some time. Wasn't it solved when they finally invented a working pocket watch (never knew your watch could tell longtitude, did ya:p)?
Yes I did but I don't know how to do it:hmm: . I think I need to know the sun's higest point and the time, don't I?

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Old 01-02-07, 04:42 PM   #6
Corsair
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Nice idea... worth investigating, thks.
For the moment, I will be on my next patrol investigating Dantenoc's "hardcore navigation" system as discussed in the thread and showed in his youtube videos. Looks interesting not to have your sub position all the time on the map... I have navigation experience irl, so it should have a feel of the real thing.
So for this time I will replace the sextant by a ctrl-click at 12h00... (weather permitting of course...)
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Old 01-02-07, 05:32 PM   #7
_Seth_
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Here is a converter from Grid to lat.long.
http://www.geocities.com/germangrid/MQK_Converter.zip

Edit: dont think it can convert from lat/long to grid.. Tell me if you make it.

For those missing the grids for the Northern parts of the Atlantic/barents sea, here is a map:
http://www.geocities.com/germangrid/northenteat.jpg

Here is a complete site with many other maps & info about the gris system ++
http://www.gyges.dk/reporting_grids.htm
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Old 01-02-07, 08:46 PM   #8
Iron Budokan
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This is really uber cool. Please keep looking into this, I would like to navigate this way.
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Old 01-03-07, 04:44 AM   #9
JohnnyBlaze
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This Idea is just great, but I thought it was impossible to navigate thro the stars since they'r not modeled correctly in SH3. I remember someone pointing that out. I hope this is wrong cuz I would like so much to do the navigating myself

Please correct me..
pretty please :rotfl:
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Old 01-03-07, 05:18 AM   #10
_Seth_
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IIRC, the game "operation flashpoint" had correct modeled stars. I remember one mission where you had to use the stars to get to your target.. And thats an old game.. It CAN be possible with SHIII..

"Nothing is impossible, the impossible just takes longer to do.."
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Old 01-04-07, 04:51 PM   #11
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Quote:
Originally Posted by Safe-Keeper
That one's troubled navigators for some time. Wasn't it solved when they finally invented a working pocket watch (never knew your watch could tell longtitude, did ya:p)?
The first mechanical clock. There's a very good movie about it: http://www.imdb.com/title/tt0192263/
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Old 01-04-07, 05:20 PM   #12
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Default OFP revisited

Hey guys, thanks for the heads up, OFP used to be my favorite first person shooter, and the game I played most, despite its age.

It still leaves most historic shooters for dead, I'll check out the web site (http://ofp.gamepark.cz ) again I havnt had a look in years. I was really interested in the Invasion1944 Mod has any one played this I could never get it to work.
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Old 02-01-07, 06:10 AM   #13
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Hi Vanjast,

I was just wondering how work on the Sextant Mod was progressing?

This is certainly an interesting feature to have, I just hope it's all going well (no major problems).

Cheers!

Px3000
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Old 02-02-07, 09:48 AM   #14
vanjast
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Funny you should ask ??
I've spent the last 2 weeks doing...
-family stuff..
-Searching the net for navigation stuff
-Looking at different sextant pics to use.
-Working out what method to use for the almanac calculations.....

After my head against my screen for about a week, I've :hmm: that the almanac program shall be a small proggy where the sunrise/set, moonrise/set times are calculated by formula, instead of ~3000 pages worth of manual labour in pages and pages of stuff.

I've spent the last week looking for the simplest, most accurate way of calculating the times... There is no simple way. My plan is to make the proggy with Visual Basic for version 1, then use Assembler Masm32 (much faster and neater) for the next versions. Most of the time has been taken up just looking for, and reading info and methods on doing this.
What you will end up with is an 'accurate' almanac proggy that usually cost $$, for free.

I start with the programming stuff this week-end, Should take about a week or so, and another week of other thingies, and then testing. I'll post it for testing. and I can finalise any errors, that are indicated from the community.

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Old 02-02-07, 12:49 PM   #15
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This is going to be so great.
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