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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
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My site downloads: https://ricojansen.nl/downloads |
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#2 |
Argentinian Skipper
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OK, I use Stellarium, but it is an external program. I speak about a sextant-rule style mod for SH4, as the Real Navigation Mod for SH3.
Many thanks and regards. Fitzcarraldo ![]()
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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#3 | |
Chief
![]() Join Date: Mar 2010
Location: São Paulo, Brazil
Posts: 321
Downloads: 462
Uploads: 0
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Some doubts I have: -How is it possible to remove completely our sub from the map? The no sub map mod partially does it. -Is DR only good for ranges <600nm? BTW: I posted a comment on WOTA's facebook page suggesting Cel Nav as an option. He got very interested. Feel free anyone to go there and support this thanks. WOTA is a SH version for iPad/ iphone (in other words, what Ubisoft chose not to design). |
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#4 |
Loader
![]() Join Date: Apr 2005
Location: Spain
Posts: 83
Downloads: 275
Uploads: 0
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Thanks for the good work!
![]() I recently uploaded a little modification that finally gets rid of ANY trace of the sub/ship in the navigation map (no tails, no little dots). Now it is just impossible to locate visually the thing in the F5 chart. Download link here: http://www.subsim.com/radioroom/showthread.php?t=190956
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Castorp U-34 / 24 Flotilla |
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#5 |
Sonar Guy
![]() Join Date: Apr 2005
Location: People's Republic of Cambridge
Posts: 379
Downloads: 118
Uploads: 0
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Here's an update to Michael Jones' brilliant python script to include randomization-based error derived from sea state and own speed, as well as to work with Stellarium 0.11.4.
Please note that the attachment as included here needs to have its .txt extension removed (leaving just the .py of course), and that you need to edit the script to include your own proper directory locations! Also, be sure to input the correct syntax for the date (yyyy:mm:dd), and UTC time (hh:mm:ss), otherwise the script won't load properly into Stellarium. Many thanks, Michael, for your original work and for providing such a great & fun way to practice plotting fixes without having to lug my C. Plath around! ![]() cheers, hc ![]()
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my diminutive mod contributions new chronometer thermalizer Japanese wartime radio pack Japanese traditional radio pack new radio new ordnance what color is your torpedo aye, sir! sound mod |
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#6 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
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I think the randomization is better applied to the individual altitude measurements. As that is what will be complicated by wind and sea motion. The randomization is now applied to the viewing location in this script. And so applies to all observed objects in the same way. But I understand this is not really possible to program into the startup-script. As it should be a post-fix correction.
Personally I would limit myself to the amount I can zoom in on the object (to simulate the amount of wobble in holding my sextant), and guestimate by eye at what distance it is at from the nearest altitude gridline in Stellarium. That means 3 individual opportunities for measurement errors. Increasing and distorting the size of the position-probability-triangle. Instead of a single offset applied to all observations making you calculate the position of where you are NOT at. |
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#7 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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Would it be possible to make a script that would use a randomization-based error derived from sea/whether state and perhaps navigator experience, to return 3 lines of position? That is, you would pause your game and save as before, then retrieve 3 sets of coordinates for the LOP's and plot them in your in-game charts, and skip the Stellarium and tables part of the procedure. |
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#8 |
XO
![]() Join Date: Jul 2009
Location: Preston, Lancs, UK
Posts: 418
Downloads: 137
Uploads: 0
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So - Celestial nav is something I've always wanted to learn, so when I found out about this method of using it in-game I was pretty happy. I've no idea how long it will take me to get competent at the maths and so far I'm only using it in the Pacific, but here's something that occurred to me. I have to input the GMT time and date into stellarium via Python, and I'm taking it from the tutorial that Pacific boats run on pearl time, i.e. Z-10, but when I move to the Atlantic or the Med, what's my time zone there? I have a map of time zones, does SH4 adhere to it? Someone mentioned saving a game at local noon and comparing a sun sight from Stellarium, which I'll probably do as soon as I know how
![]() P.S. - I had to use 2008 versions of Python and Stellarium to get them all to work together with the script in the download. I mention this just in case anyone has given up on this because of issues with the current versions. A couple of folks seem to have - Also it shows I read the thread before asking the question ![]()
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Forget death - I'll take dishonour! [SIGPIC][/SIGPIC] TMO 2.5 1.5 Optical Targeting Correction 031312 for TMO 2.5 1.5 OTC Realistic Scopes for TMO TheDarkWraith_DC_Water_Disturbance_v2_0_SH4 Improved Stock environment v3_TMO&RFB TMO_Alt_engine-sounds TMO_Alternate_JS_Radar_performance TMO17_19_different_smoke |
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