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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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Hi trevally,
If you said that i have not a limited number of question ![]() in real nav, why i need to know the time needed to reach next point of a ploted cource (and usually why i need to make notes with supermarks )? Thanks! ![]() |
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#2 |
Navy Seal
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If you are using "auto position fix" with real navigation, then a marker will apear about every 2 hrs.
If a leg will be reached before a marker is plotted, you need to know when to turn. So use timed runs when the legs are short. If you look at the pic above, you will see an island in your path. You need to know when close to land, when to turn before a position is plotted. Note - when you are very close to land - you can use the "auto position at battle atations" script. That will plot using dead reckoning every 5 mins untill stopped. ![]() |
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#3 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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Very well explained - totaly understood - thanks a lot!
Have a nice weekend! ![]() |
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#4 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
Uploads: 0
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Like real life, the dead reckoning plotting is rarely perfect. You can hit land before the next position fix! I've had my dead reckoning position me right in the middle of an island. If I had not been watching, I would have gone aground. As it was, the plotted positions were all wrong and I was on the opposite side of the island, in a fog.
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Game Designer: Close The Atlantic - World War Three https://boardgamegeek.com/boardgame/...orld-war-three |
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#5 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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![]() Quote:
Best regards! ![]() |
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#6 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
Uploads: 0
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Thanks to Trevally and stoianm for their advice. I will make the changes suggested and see how things improve.
Many thanks to all the modders who take the time to do these mods plus support them - improving our experience repeatedly. ![]()
__________________
Game Designer: Close The Atlantic - World War Three https://boardgamegeek.com/boardgame/...orld-war-three |
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#7 |
Navy Seal
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I have been testing some search patterns, suggested by stoianm.
See pic ![]() This one is within a 100km radius. Use for searching on a shipping lane. Match your heading to lane and start script. You will run at 7.5knots at TC 128 and hydro check. This is a fast, no station check and TC will drop to your options.py settings when contact found. Any suggestions ![]() |
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#8 |
Navy Seal
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#9 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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![]() Quote:
Just tested: I saw you use the 2 command for setting the speed: Advanced_knuckle,-120,0,7.5,7.5,0,0,0 Set_new_speed,7.5,0,0,0,0,0,5400 Playing the script seems that sometimes the line: Advanced_knuckle,-120,0,7.5,7.5,0,0,0 are not executed and the speed stay as ,,ahead standard'' and because of that everything is turn in wrong (the patrool area changes, haotic zig-zags etc) I am thinking is better to give more time to the line Advanced_knuckle,-120,0,7.5,7.5,0,0,20 maybe or to use only the other line all over the place. ![]() The catch is to start script as you do and repeat the procedure until you arrive to the other end of a 50 km radium (no more than that) after that you put a turn arround (180 degrees - i mean to restart zig-zaging from the end to the start keeping the same parameters of speed, time and angle between zig-zag legs))(and make a loop here) - i do not know if is possible!?!? Try to put an angle of 25-30 degrees betwen zig-zag legs (now is 60 degrees) - this way we will intersect the diameter 5 times from an end to other of the 50 km circle (ideea is to have the leg of zig zag of 20 km - this is ok at 7.5 knots in 90 min - and distance betwen intersections points of diameter equal with 10 km) It is very important to keep the radium of the area 50 km and to try to stay in this area - in this way all the ships that enter in your area with a speed less or equal with 10 knot has almoust 0% chance to leave your area undetected by you! And last thing i am thinking the time compresion when hidro check (submerged) it is is to high - slower TC will be better! Best regards! ![]() Last edited by stoianm; 01-31-11 at 06:55 AM. |
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