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Old 07-11-07, 09:42 AM   #1
Chisum
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Ok thank you.
I try it soon and I hope find the way to exit my own port lol.

When I was younger, I was an engineer officer in the merchant navy, but I have never to make the calculation of the road and I always wanted to know how it makes.

That will be fun !

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Old 07-12-07, 08:27 AM   #2
Uber Gruber
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Any update on Kaleuns Freddies Quick Nav Guide ?

The copy I have mentions the following problems

1) We now are there somewhere, so to get a more accurate position we currently (this will change) have to wait for sunrise/sunset to take a GMT time reading (Local time is no good here).

2) When East of GMT the world ends – the clock times get messed up making calculations tedious (working on
this)

Thanks....
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Old 07-12-07, 09:10 AM   #3
ichso
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Quote:
2) When East of GMT the world ends – the clock times get messed up making calculations tedious (working on
this)
Don't remember if he meant that the GMT clock gets messed up or the local time. But as you should get local time by SR time, this wouldn't matter.
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Old 07-12-07, 09:47 AM   #4
Uber Gruber
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Thanks again ischo. I hope to put together a complete doc for virgins like myself to ease the pain of diving into real naviagtion, it looks like it'll open up other subtle aspects of the game as well as provide a very rewarding and realistic experience (i've always hated the GPS nav system of stock)

Combining this with Hitman's work on manual targeting then hopefully we'll start getting some realistic patrol tonnages too.
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Old 02-18-08, 11:04 AM   #5
AndyW
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Hi Folks,

I am planning to make a long journey with a IX D2 using the Real Navigation Mod: Tranfsering a Monsoon Boat from Lorient, France to Penang, Malaysia.

I'm following these thread(s) and understand the problems with the SH weird clock but I didn't grasp on how to navigate on the southern hemisphere with this mod. There is no such thing like Polaris to easily catch the Latitude. The southern Cross and the bright Centauris stars would be a good substitute but alas they "move" around" during the night so I can't simply "shoot" the angle.

Is there any solution to this? While I'm not sure whether the Allied Destroyers and ASW planes make my question hypotetical anyway , I'm nevertheless interested if it's feasible to make such a long journey around half of the globe without getting completely lost.

Thanks for the help,
AndyW
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currently U-200 (Type IXD2) Ltn.z.See Schonder, 2nd patrol (July 1943)
[SH3 1.4b + GWX 2.1 @ 90% realism + U-Jagdtools + LRT + Seadbed Repair, DiD]
TOTAL: 11 careers, 47 patrols, 1,033 days at sea, 633,585 tons sunk
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Old 03-22-08, 05:35 AM   #6
Kravixon
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Hi,

I'm very new to SH3 or any sub sim whatsoever, and the problem I'm having using this mod is that over great distance (or even medium) and with time compression, the manual course isn't held. Is there an easy way to maintain a steady course other than manual adjustments every so often.

I started at 1350 km leg after perfectly navigating to the shoreline from harbour and began the leg fine for about 24 hours. Over the next 24 hours (at 32x compression) I came back and found that the boat had turned 60 degrees off course in the semi-rough water.

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Thanks for the speedy reply, Mikhayl.

Last edited by Kravixon; 03-22-08 at 05:48 AM.
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Old 03-22-08, 03:48 PM   #7
KeldorKatarn
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It would really be interesting to get this fixed, not just for real navigation issues.

I recently waited on a 90° position to a convoy in rough weather and at night.. when the convoy was nearly in shooting position I noticed to my shock that I was 40° off course, and that had happened in just a few minutes!

I have never been on a ship trying to steer it but from my physical understanding of things there is absolutely no way the sea and the waves will actually TURN a ship 40° while it is not making any forward motion.. move it somewhere over time yes.. slightly turn it over a lot of time, yes.. but turn it nearly 45° over a couple of minutes?

This is really a bugger since it makes surface attacks in storms really bad. you always hhave to use the course plotting tool of the nav map and do at least 1 knot to stay on course and that way you make sound and run into positions where you don't want to be so sometimes you have to reverse engines which forces your to first come to a complete stop, then drag the course plotting tool 180° to the other direction, then reverse engines. if done otherwise the ship will start to turn because the stupid engine is trying to make the boat run backwards on that course...

This is really really annoying. I also can never set an intercept course even over a smallest distance, or a 90° attack course with the compass because my boat will always turn if not at a complete 0m/s wind speed.

I think if someone could fix this crap it would give SH3 a much better reality feeling. Drifiting off course is something different than turning, and from what I heard from modders, drifting happens additional to this stupid turning thing, so that wouldn't even have to be added....
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