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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Chief
![]() Join Date: Mar 2010
Location: São Paulo, Brazil
Posts: 321
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kylania, how's the cel nav mod working in SH5 today? I'm currently concentrating on SH4 only. Is there a MOD to implement a sextant sight? I know that a MOD has a navigator plotting the DR position (no more moving sub icon) but to take the sights yourself would be much better.
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#2 |
中国水兵
![]() Join Date: Dec 2010
Posts: 278
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#3 |
Chief
![]() Join Date: Mar 2010
Location: São Paulo, Brazil
Posts: 321
Downloads: 462
Uploads: 0
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#4 | |
中国水兵
![]() Join Date: Dec 2010
Posts: 278
Downloads: 91
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#5 |
Navy Seal
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Is the difficulty with using a sextant on a submarine simulated? Using a sextant on a moving boat is another world from using it on dry land. How about atmospheric refraction and scintillation? Scintillation alone can make a 1º position difference in a star, forget about measuring minutes and seconds!
Thankfully, over the open water, the atmosphere tends to be much steadier than over land but scintillation and refraction are variable effects having different importance for each individual observation. But that ability to actually do the mechanics of reducing observation to position is an incredibly valuable experience. Now, in SH5 are the navigational map and tactical plot combined as in SH4 or do they have completely separate navigation and tactical plots? Because in SH4, introducing manual positioning destroys your tactical ability. In reality they were completely separate functions. Edit: Yup! The refraction correction is there! Well done. Is that built into the game or did you introduce it with your mod?
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#6 | |
Chief
![]() Join Date: Mar 2010
Location: São Paulo, Brazil
Posts: 321
Downloads: 462
Uploads: 0
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#7 | |
Navy Seal
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__________________
Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#8 | |
Chief
![]() Join Date: Mar 2010
Location: São Paulo, Brazil
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Downloads: 462
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#9 |
Chief
![]() Join Date: Mar 2010
Location: São Paulo, Brazil
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BTW, regarding finding your position with the sun other than using the "LAN" or noon shot, I found this:
http://www.oceansail.co.uk/Downloads...Reduction.html |
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#10 |
Navy Seal
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No matter when you shoot the sun its position is beastly difficult to determine due to its position. The thing is big, half a degree in diameter and it heats the air up something fierce, making it swim all over the place like a blob of jello.
All that uncertainty can be boiled down into an error deviation in your position that would be quite large. That's not to say that it isn't better than having absolutely no idea! ![]() Even in a three star computation done on dry land you end up with a triangle drawn, and your position is "somewhere in this here triangle." And from repeated use, you get an expectation of how large the triangle should be. If it's way too large, you start looking for computational or observational errors. If you find none, you do the whole blasted thing over again. "Hey Cap, can we surface again?"
__________________
Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#11 | |
Chief
![]() Join Date: Mar 2010
Location: São Paulo, Brazil
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Downloads: 462
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In one of the forums at stellarium's page they state that the altitude that you set is to simulate the refraction and atmosphere. Not the actual altitude of the observer. Since in SH you are always at sea setting zero or 2000m won't make a difference in the sextant reading. |
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