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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Stowaway
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Copying the menuxxxxx.dat entry directly over to the SH4 menuxxxx.dat does not cut it. - Im going to try looking at the stock clock that is draggable. |
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#2 |
Machinist's Mate
![]() Join Date: Apr 2005
Location: Germany
Posts: 122
Downloads: 28
Uploads: 0
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oops,
using the sextant and playing in higher resolution than 1024x768 is no good. Tried to get a fix on polaris at ~59 deg Latitude, but it's way off. I can't even measure it - neither from horizon nor from zenit. This is a side effect of the higher resolution, I'm playing in 1280x1024 (using well known higher resolution workaround). oh well... |
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#3 | |
Captain
![]() Join Date: Apr 2005
Location: Sweden
Posts: 529
Downloads: 267
Uploads: 0
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#4 | ||
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,740
Downloads: 827
Uploads: 4
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I'd line up the bottom of my screen with the horizon, Then, with Polaris in the horiztontal cebtre (x-axis), measure with a ruler (yup a normal school ruler) the distance to it. I'd then use these individual measurements to set the 10' scales and then scale the units between each 10'. You can either do this yourself or send me your measurements and I'll make a sextant pic. I suspect the scaling will be the same for 1024x768, where the screen height gives you 0-60 degrees. If Polaris is between 60 - 90, you move the POV (screen view)as high up as possible (so you're looking straight up) and start the process again from 60-90 N. The 60' angle should now be at the bottom of your screen. ![]() |
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#5 |
Commodore
![]() Join Date: Sep 2005
Location: Portugal
Posts: 639
Downloads: 283
Uploads: 0
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vanjast i have another question, is it possible to take sun shots with this mod or we can only take starshots?
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#6 | |
Captain
![]() Join Date: Apr 2005
Location: Sweden
Posts: 529
Downloads: 267
Uploads: 0
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![]() Mikael |
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#7 | |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,740
Downloads: 827
Uploads: 4
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I've igored this (as well as triangulation) up till now as I wanted to concentrate on getting the basics going and the testing of it has taken some time. We can still build on this making a whole course on it's own (heh heh) - That's if it works for SH3(4) that is. I'll put the 1024 scale sextant together this week-end ![]() |
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#8 |
Soundman
![]() Join Date: Aug 2006
Posts: 143
Downloads: 75
Uploads: 0
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Hiya fellas. I took a hiatus - the whole real world life thing. I am just getting my system up and running again and restacking all my mods. Currently I have loaded Vanilla - modded to 1.4 - Loaded Gwx 1.3. I got my JSGME back up, and my SH3Cmdr. I wanted to load JCWolf's mod pack - which has a lot of goodies that I really like.
I really love the Real Navigation Mod, does this work with the 6-Dials mod? I saw that it is another drag on from the tower view - do the two conflict? Has anybody played with the two of them together? Thanks in advance for any help. Very Respectfully, Notewire. |
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#9 | |
XO
![]() Join Date: May 2006
Location: Serbia
Posts: 420
Downloads: 15
Uploads: 0
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#10 |
Soundman
![]() Join Date: Aug 2006
Posts: 143
Downloads: 75
Uploads: 0
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I am a huge fan of this Mod, and love to use it to navigate.
Have we as a community come to the conclusion that the clock on my Boat is not accurate enough for Sun readings at sunrise/sunset? I had been using it for that purpose and had some (fairly accurate) success. Now, I can't match the naval academy 1000m rule, but I was getting some roughly close numbers in my test? Has anybody else been using the sun tables to try to get their position? Very Respectfully, Notewire |
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#11 |
Seasoned Skipper
![]() Join Date: May 2007
Location: Bastogne, Belgium
Posts: 716
Downloads: 86
Uploads: 0
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Wow !
This mod looks very great ! But also very hard for a newbie like me. It would be possible that you build some training missions with smooth objectives to let us work on the navigation ? |
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#12 |
Ace of the Deep
![]() Join Date: Jul 2005
Location: Germany's oldest city alive
Posts: 1,066
Downloads: 57
Uploads: 0
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The only training you really need is to cheat a little at the beginning.
The ctrl+leftclick method has proven valuable but at my installation I could still use the 'plot course' icon, which wouldn't let pe actually plot my course but gave away my exact current position. This and the theoretical knowledge should give you enough opportunity to practice. You can use the cheating methods to compare your results to your exact position and so on. So you can learn while playing the normal career mode ![]() Be warned though that sometimes there are some differences between the position you calculated and your actual one, no matter how careful you are. Sometimes it seems as if the time of sunrise isn't really acurate. The sunset times even don't seem to work at all. Read this thread or: http://www.subsim.com/radioroom/showthread.php?t=116837 this one for some experiences we made so far with the mod. The manual that came with it explains the use of the sextant fairly well. Have fun, i. |
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#13 |
Seasoned Skipper
![]() Join Date: May 2007
Location: Bastogne, Belgium
Posts: 716
Downloads: 86
Uploads: 0
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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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#14 |
Stowaway
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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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#15 | |
Ace of the Deep
![]() Join Date: Jul 2005
Location: Germany's oldest city alive
Posts: 1,066
Downloads: 57
Uploads: 0
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