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Old 04-10-08, 08:11 AM   #1
dertien
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Thank you Don1,

This looks like a thorough tutorial, have saved all pages, and will get studying immediately.

greetings

Dertien
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Old 04-10-08, 08:20 AM   #2
don1reed
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Roger dodger, dertien

If you need any help setting up your script for SH3 give me a shout.

There is a location in Stellarium that must be changed to read "utc". Let me know when you reach that place in your new adventure.

also, make sure you begin a new career with this just for the sole purpose of ironing out any bugs.

as always, cheers.
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Old 04-10-08, 11:46 AM   #3
Wartzay
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That SH4 real nav thread is interesting. I have been using the SH3 real nav mod that's posted around here somewhere, but lacking knowledge on how to shoot stars/sun I have been relying entirely on dead reckoning! However I have successfully completed 2 patrols on dead reckoning alone so it isn't impossible.

I bookmarked the pages that looked promising.
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Old 04-10-08, 11:59 AM   #4
ichso
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So you're still into the real nav thing don1reed ?

I havn't played SH3 for a while now. I wanted to try your suggestion, but the site stellarium.org doesn't work.

Another thing: what about the stock SH3 bug that the the ranges aren't displayed correctly on the navmap ? When you travel west, lets say to longitude of 50°W then this should be a shorter way if you are further north than (for example) directly at the equator.

Doesn't this bug disturb your calculations or do you just take them into account ?
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Old 04-10-08, 12:13 PM   #5
don1reed
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Howdy, Ischo

Yep, still hangin' in there.

I have no probs with SH4. Crossed several time zones and results were rock solid.

In the middle of an SH3 patrol now, heading SWxW out of Lorient for BE86 in a typ9. I'll test that anomaly out shortly. Is there any particular Latitude were that shows up in game, or is it a fact all along the meridian 50W?

I really don't believe that it will present a problem as no matter where your boat is in the game, "Phython" looks at the geo coords of where it really is via the SH3 file in the documents section of the computer's files. The player usually has no knowledge of where his boat is in terms of geo coords as the player only sees KM grids. The game, however, is dealing with geo coords.

The name I've saved for my first patrol using this setup is "100". When I follow the directory path in my computer via the "SH3" doorway, the file name "100.map" is the one that Python uses to setup Stellarium to display what the uboat/sub sees on the F4 screen.

I'll let you know what happens.

PS stellarium.org is working now.

Cheers,
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Last edited by don1reed; 04-10-08 at 01:02 PM.
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Old 04-10-08, 01:01 PM   #6
jmr
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Don, I have several of your threads bookmarked that I use for reference as they contain pearls of information of translating real world mechanics into the virtual world of Silent Hunter. Good stuff.

So with this mod, how do you get around plotting way points without the origin of the waypoint line giving away your location? If the waypoint tool isn't used, how do you get your helmsman to hold his heading without drifting?
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Old 04-10-08, 01:11 PM   #7
don1reed
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Aha, the trick, JMR, is I plot my last waypoint at the mouth of the harbor. It gives Python a reference point; all the saves of the game thereafter, supply's Python with the geographic codes (numbers that are divisible by 120,000)(don't ask me why it just does) wherever your boat is located. Its up to you the player to zero in with correct sight reductions to plot your location.

I'll show you a plot I'm doing in my present SH3 patrol as soon as I get it copied to imageshack.
edit:

Ok, here's a 3 star fix just outside of Lorient with attendant sight reductions.



cheers,
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Old 04-10-08, 01:05 PM   #8
ichso
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Hm, the 50° where just an example. I can't find it where I read this. Was it a dream ?
I looked through the whole GWX manual, perhaps it was in one of the real navigation threads around here, I don't know.

But I *think* I read somewhere that the SH3 map is flattened out, so that it doesn't take into account that travelling farther north (or south respectively) requires less time to cross the longitude markings.

Quote:
So with this mod, how do you get around plotting way points without the origin of the waypoint line giving away your location? If the waypoint tool isn't used, how do you get your helmsman to hold his heading without drifting?
That was another thing that was bugging me some month ago when I last used real navigation.
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