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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#5581 | |
Black Magic
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2) I made a change to the Ship's Journal because this is needed. You can now select multiple items for deletion (the multiple items cannot span days - you can only select multiple items for the day you're currently viewing). Simply select the items for deletion by clicking on them to highlight them then click 'Delete entry' 3) this one I'll have to think about in terms of how to implement. You're wanting to put a filter on the journal and that's not going to be easy to do. Other changes to the Ship's Journal: - You can now select multiple entries in the Ship's Journal (for deleting entries) - by clicking the date in the top right corner of the Ship's Journal the journal will 'open' to the current game date - Ship's Journal now starts at the current game date at game start These changes will be available in v5.9.0 ![]() |
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#5582 | |
Watch
![]() Join Date: Nov 2010
Posts: 28
Downloads: 13
Uploads: 0
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#5583 |
Watch
![]() Join Date: Nov 2010
Posts: 28
Downloads: 13
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hello,
something curious. in the middle of the 'méditerranée' sea. When i ask the depth under the keel, with the button or at the officer, i have this result on surface --> Depth under keel is below safety depth at - 50 m --> the same at - 100m --> the same at -150m --> the same I have always the same message, but i can go down -150m I never have the message with the real depth under the keel. It seem that a new problem, before i have a correct reply |
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#5584 | |
Black Magic
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![]() v5.9.0 released. See post #1 for details. Now I will work on the sextant some more. Sammi79 sent me a .dds file for the sextant along with directions for it. Have to see if I can implement it now ![]() |
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#5585 |
Soundman
![]() Join Date: Aug 2010
Location: Istanbul,Turkey
Posts: 144
Downloads: 65
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TDW , can i use ' IO_StrategicMap_2_2_for_TDW_5.8.0 ' for 5.9.0 or should i stick with stock map for now ?
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#5586 |
Black Magic
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#5587 | |
Soundman
![]() Join Date: Aug 2010
Location: Istanbul,Turkey
Posts: 144
Downloads: 65
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ps:i know you are very busy with further improvements and you have a mega-mod awating but i am begging for a tutorial about your brand new feature 'real navigation' . ![]()
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#5588 | |
Black Magic
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#5589 | |
Soundman
![]() Join Date: Aug 2010
Location: Istanbul,Turkey
Posts: 144
Downloads: 65
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#5590 | |
Black Magic
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#5591 | |
Soundman
![]() Join Date: Aug 2010
Location: Istanbul,Turkey
Posts: 144
Downloads: 65
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#5592 |
Engineer
![]() Join Date: Feb 2007
Location: Indianapolis, United States
Posts: 214
Downloads: 122
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TDW--
Just testing some more--and this could very well be the way it is supposed to be--see screenshot below. I parked my sub right next to lighthouse at Wilhemshaven, set course for 340 at 10 knots. The line shows where I started, and where I "should" have stopped, as I timed it, and stopped after the allotted time. And indeed, looking from the bridge--the land mass is right in front of me to the starboard, as I expected. I first tried the dead reckoning button. Directly following that, I tried had the navigator do a celestial fix. My question is--should the errors be that far off? Especially for the dead reckoning? ![]()
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from Brandt |
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#5593 |
Black Magic
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not sure how you got those results. I did a test just to ensure that celestial and dead-reckoning are working properly and they are:
N1 is located bottom right in the screenshot. That was my initial fix at game start. I headed up north and stopped at the lighthouse. I asked the navigator for a dead-reckoning fix and he plotted N2 (which was just about exactly where I was). The max error that can be incurred using dead-reckoning is +- 500m in longitude and +- 500m in lattitude. The error is cumulative - meaning the next time you ask for a dead-reckoning fix and the last one was a dead-reckoning fix then the error will be compounded. Now there is a caveat to the dead-reckoning error: if the time between dead-reckoning fixes is >= 24 hours then the full error will be applied else a percentage of the error will be applied (and I just found a bug - I need to be basing the dead-reckoning time off of last celestial fix and not last fix ![]() Now my question is is the default max celestial navigation error too much? Should it be reduced down to say +- 4000m or even lower? ![]() |
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#5594 |
Ace of the deep .
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None of the real navigation message box messages drop to 1 X TC when i have TC1OnAnyMessageBoxText = True enabled .
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#5595 | ||
XO
![]() Join Date: Jan 2010
Location: Penzance
Posts: 428
Downloads: 272
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The dead reckoning error needs to be small especially if the travelling time since last fix is short. As with brandtryans image shows after travelling 5.5km the dead reckoning fix should be nearly exact, (5.5km @ 10kts = approx 20 minutes) but the error needs to scale severely when the distance travelled between fixes is much greater, so the error could be bigger than the celestial error default given a long enough distance from the last fix (aswell as carrying the error from the previous fix) Maybe use the distance between the fixes as the modifier instead of the time between each one? In regard to the celestial fix default error, unless we have a reliable means of performing our own celestial measurements that can give better accuracy than the navigator, should be kept close to what his real-live counterpart could achieve. >> if wikipedia is to be believed >> Quote:
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Tags |
dbrn, favorite, new ui |
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