SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 5
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 10-14-09, 05:47 AM   #1
GoldenRivet
Subsim Aviator
 
GoldenRivet's Avatar
 
Join Date: Mar 2007
Location: Texas
Posts: 8,726
Downloads: 146
Uploads: 0


Default

Quote:
Originally Posted by Seeadler View Post
According to a dev-answer on the german ubi-forum, the earth is again a cylindrical projection. They have tried other projections, which used a real globe, but the barriers to usability, freedom and clarity were just too big to develop this further. There were also some technical difficulties which arised in connection with other geographic projections.
Unfortunate

understandable

but unfortunate
__________________
GoldenRivet is offline   Reply With Quote
Old 10-14-09, 07:59 AM   #2
looney
Commodore
 
Join Date: May 2007
Location: Sneek, The Netherlands
Posts: 635
Downloads: 43
Uploads: 0
Default

Somethin for SH6 then

maybe have different maps to navigate on.. so you have to change them during your mission.
looney is offline   Reply With Quote
Old 10-14-09, 08:18 AM   #3
Kaleun_Endrass
Sparky
 
Join Date: Jan 2007
Location: Hannover, Germany
Posts: 158
Downloads: 39
Uploads: 0
Default

Quote:
Originally Posted by looney View Post
Somethin for SH6 then.
I hope so. Can't be really that difficult, or at least not impossible. FSX has it, Google Earth has it... there are more for sure.
If you restrict zoom levels, then some sort of RenderToTexture could calculate our maps and the engine could display them on a rectangle surface in 3D or 2D. I don't think that would confuse anyone because it would still look the same. In fact, with the according love to eye-candy, it would look like original ones.
__________________
I hope alot of people will buy SHV. I will and I will mod it and play it. Keep in mind if we don´t buy it, the next SH title will look like this and you can look forward to a starfish addon...
Kaleun_Endrass is offline   Reply With Quote
Old 10-15-09, 04:03 AM   #4
thesarunat
Watch
 
Join Date: Feb 2008
Location: -14 m. below Lake Leman :-D
Posts: 15
Downloads: 8
Uploads: 0
Default

I really would not reiterate on this stuff as it could be seen as whining by the developers (which I dearly thank for their effort).
However, I really cannot understand what is the problem with these charts. I think the following compromise could be extremely easy to implement and the newbie will not even notice the complexity. So, let's start.

I guess that, as pointed up before, far away ships are not floating by in the oceans but are just entries in a database.
The latter contains the informations that are used to generate the 3D local bubble which is centered on the player's sub, which is probably itself an entry in this database.

Now, I can see no reason why the map that we are to see in the command room HAS to have the same "geometry" as the database. I will explain more in detail.

The objects are located by two coordinates on the (mercator) map, let's say X and Y. The geometry is that of a flat plane, so this generates the well known distortions of distances and speeds the further we move from the equator.
BUT, the map has only to provide our position! We do not want to LIVE on the map

So: in the internal database use the real latitude and longitude coordinates (say, Phi and Lambda).
The corresponding projection on our map will be then given by (Wikipedia + me):

X = Lambda
Y = Ln[ Tan(Phi) + Sec(Phi) ]

The movement are computed with the true coordinates (and updated in the database) with the formula:

V = R d_Phi / d_t + R Sin(Phi) d_Lambda / d_t

(also wikipedia or any bachelor-level geometry book).


This would be completely masked to the user (hence no problem with newcomers), and this will work the same way as the system which is used now to compute the movement of the objects. Only, much more accurate for the people who care.

This also will not prevent you to click on the map to plot your course, as before. But this time taking the straight line will not be the shortest one. A simple geodetic calculator can also be implemented in the navigator AI so that when you click on the map, instead of drawing the straight line, the guy plots an approximation to the good geodesic (say, using 10 or 20 intermediate points).

Thanks for reading
...and thanks again to the developers
thesarunat is offline   Reply With Quote
Old 10-15-09, 05:30 AM   #5
rosentorf
A-ganger
 
Join Date: Dec 2008
Location: Germany
Posts: 76
Downloads: 79
Uploads: 0
Default

Quote:
Originally Posted by thesarunat View Post
This also will not prevent you to click on the map to plot your course, as before. But this time taking the straight line will not be the shortest one. A simple geodetic calculator can also be implemented in the navigator AI so that when you click on the map, instead of drawing the straight line, the guy plots an approximation to the good geodesic (say, using 10 or 20 intermediate points).

Thanks for reading
...and thanks again to the developers
I second that. And for attack-ploting one could have a attack-map that is plain flat andhas plotting tools...it's just like plotting on an empty sheet of paper.
rosentorf is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:33 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.