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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Apr 2009
Location: Madrid-Spain
Posts: 11
Downloads: 129
Uploads: 0
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Agreeing a 100%, we need a set of improuved tools to draw the intended track, to add time, speed, DR and observed fixes, and so on.
Why the pencil can only draw a cross? why not a circled cross, half a circle, and some other marks? Is it a difficult task? A sextant on the bridge (and at scope station) not only to get a star altitude; also to measure an horizontal angle on the land. A mark from UZO or the scope at Capt. requirement as stated in http://www.subsim.com/radioroom/showthread.php?t=156347. and so on. The SH2 capability to get the lat-Long coordinates of a point (or to mark a point given the lat-Long coordinates) and the great circle path from a departure point to an arriving point. And an easy mode to draw landmarks (mountain peaks, lihthouses, and so on) on the maps. For the attack plot, we already have http://www.subsim.com/radioroom/showthread.php?t=158098 |
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#2 | |
Eternal Patrol
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1) Hard ('Realsitic'): Full navigation requiring sextant and compass, just as in real life. 2) Medium (My 'In-between'): The sub is shown on the map, and navigation is left up to the 'Navigator', but reliability depends on his skill level and whether stars, sun and land are visible for shooting, with the possibility of the sub marker being more and more off course the longer you go without a sighting. 3) Easy: Pretty much what we have now, optional for those who don't want to worry about it.
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#3 | ||
The Old Man
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Realistic navigation doesn't imply just a sextant and the crew keeping a fixed course. To go from one point on the globe (A Latitude and B Longitude) to another (C Longitude and D Longitude) requires spherical trigonometry, not only to find the course you need to take (and update) but also the length of the trip. While this can be a LOT of fun in a game, it does require 2 things: 1. Spherical World with real regional maps and perfect ground mesh 2. Tools and order system for the crew. Unfortunately Ubisoft has already stated that: Quote:
The number 2 option is the best we can hope for, but just in case they give us a sextant and allow us to play with it, I want to point that just a minor change needs to be made to the map for it to work and turn number 2 into a pseudo number 1. There should be 3 types of sub markers that you (or the navigator) should place on the map: 1. Current "accurate" position of the sub. Available when you use the sextant or when the navigator can use it. If you ask him to place it on the map it should take a few minutes for him to do it. If you ask for a course change, the course should start from this position. 2. As the sub moves along the course, a dead reckoning estimated sub marker that updates along the course every 10 minutes or when you ask the navigator (should only take around 30 seconds for him to place it). Every time he takes another accurate position reading, he would automatically place icon the map and update the course to correct any errors. 3. A layer of the old "accurate" markers with a connecting line between them or "bread crumbs" as some call them. Apart from that, the only difference between nr.2 and this pseudo nr.1 would be that you could tell the the navigator to rest and only allow you to take the precise markings (the estimated ones should still be up to him to allow the sub to change course at waypoints automatically), so it could be switched in-game without any loss of difficulty percentage. The skill of the navigator is not nearly that important. Sextant readings are very well documented and it's hard to mess them up. But his skill would be incredibly important when the sub makes small maneuvers during attacks. On long trips, the helmsman's skill would be adamant to keeping a course (altough without wind factor and currents I guess his errors need to be "forced"). |
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#4 | |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
Uploads: 0
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Now to add to the real nav. option, have weather and cloud cover be a deciding factor on when you can take a sun or star shot. Also with high winds, not having to worry about planes. Something to keep them grounded above a certain wind speed.
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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#5 |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,736
Downloads: 825
Uploads: 4
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If the 'real navigation' option is not implemented, could the devs makes the night sky, sunrise/set, moon rise/set/phase.. as accurate as possible to the time period - This shouldn't be much of a workload.
Also could they make the following info available for modding. - The vertical angle of binocs, scope and obscope - Base time, longitude time..etc.. - Ability to add an operational sextant as a screen. The rest will be done by the 'Nav Community'. Thanks Van ![]() edt: gammar error Last edited by vanjast; 12-20-09 at 01:57 PM. |
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#6 | |
Ace of the deep .
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Will the navigation map handle the earth as a cylinder like in SH3? Yes. Although not geographically correct, the cylindrical view is the easiest to understand and use of all cartographical projections, especially if we consider the possibility that the player could roam all the seas as he / she wishes. We investigated other projections as well, using a globe or specific maps of several locations (like they did in reality) but the drawbacks in terms of usability, freedom and understanding were too big to consider them further. Also, there is a number of technical problems associated to other geographical projections, which we chose not to tackle for now. |
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#7 |
Ships Secretary
Join Date: Apr 2009
Location: MilesCity Montana
Posts: 583
Downloads: 614
Uploads: 0
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I sort of think that if one is going to go all out and make a realistic sim, then yes, no gps. Although i see my self very lost in the future, go east or west long enough you will hit land. Just go ashore and ask for directions.
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#8 |
Pacific Aces Dev Team
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Actually, the good old aces of the deep already shipped with that "fake-rounded" earth
![]() The main problem so far -I think- is that while there are lots of Geosurvellance data maps in mercator format, it is much more expensive to buy one for the game which takes that curvature into account. And doing it from scratch would misplace most depth data or be a huge work. ![]()
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One day I will return to sea ... |
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#9 | |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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Ask navigator... ![]()
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