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Old 05-08-07, 05:34 PM   #1
Mav87th
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Quote:
Originally Posted by vanjast
With SH4 I'm glad the grid IS there, and the sub clock looks centred on the sailing port. Hopefully all the Celestial objects are still accurate. Then I can make an almanac that is specific for each base. this should help get rid of the longitude problem.
Yea that was my asumption - i have tried to tickle with it, but can not get the Sixtant to be draggable...

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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Old 05-08-07, 06:03 PM   #2
Georg_Unterberg
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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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Old 05-09-07, 01:33 AM   #3
mikaelanderlund
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Quote:
Originally Posted by Georg_Unterberg
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...
I have the same problem

Mikael
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Old 05-09-07, 01:10 AM   #4
vanjast
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Quote:
Yea that was my asumption - i have tried to tickle with it, but can not get the Sixtant to be draggable...

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.
Many of us have tried to make draggable objects in SH3, similar in SH4 and none so far have worked. It's a problem at the moment.

Quote:
using the sextant and playing in higher resolution than 1024x768 is no good.
The way I made the sextant scales was to make a single mission at positions 0, 10, 20...80 North (90 N sort of put you on top of the world/ice ans you sink ).

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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Old 05-11-07, 06:00 AM   #5
Kumando
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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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Old 05-11-07, 08:11 AM   #6
mikaelanderlund
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Quote:
Originally Posted by Kumando
vanjast i have another question, is it possible to take sun shots with this mod or we can only take starshots?
Yes that's possible but we don't have a functional clock on the boat so you don't know when sun is in zenit

Mikael
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Old 05-11-07, 08:24 AM   #7
vanjast
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Quote:
Originally Posted by Kumando
vanjast i have another question, is it possible to take sun shots with this mod or we can only take starshots?
Yup! you can do the lot, but as mikaelanderlund says, the zenith almanacs have to be made up for this, and the educational docs on these as, as you probably know, the sun's path is a wierd one.

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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Old 05-16-07, 07:58 AM   #8
Notewire
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Default Compatability Question

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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Old 05-16-07, 08:42 AM   #9
poor sailor
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Quote:
Originally Posted by Notewire
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.
You need to manualy add the lines in menu_1024_768.ini file(which already used with 6dials) and also others files, this is described in excellent readme of this mod. And then this mod will be fully functional as should.
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Old 05-31-07, 10:16 AM   #10
Notewire
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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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Old 07-11-07, 05:48 AM   #11
Chisum
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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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Old 07-11-07, 06:34 AM   #12
ichso
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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 . That is more fun and saves load times anyways.

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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Old 07-11-07, 09:42 AM   #13
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   #14
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   #15
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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