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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sparky
![]() Join Date: Jan 2011
Location: Croatia
Posts: 152
Downloads: 334
Uploads: 0
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Thanks Trevally. I actually learned this method from your tutorial
![]() Well, since the last time I have added some aditional tools, the EQuaTool mod. So I found a merchant, closing at medium speed, I really did my best unfortunately the merchant was about 1500m closer than my predicted course, heading was spot on. The EQuaTool really helpy, I am also using TDW's UI, I used a little trick, I deleted TDW's map tools, put in EQuaTools in the TDW mod files and voila. No mod colisions and no CTD ![]() From now I will just contribute the distance variation to the buggy sonarman, however I really dounbt that the sonarguy was 100% accurate in real life. So I get into position, 1500 is well in my visual range, then I just eyeball it and get a good solution. Didn't the real U-boot commanders also use a lot of "intuition" I really LOVE this game, I realise that it's not so accurate but it's the best game visually, the campaign is so immersive and crew interaction is the best so far, it really adds to the realism. So all that's left to do is keep our eyes open for new mods |
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#2 |
Black Magic
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If you're getting distance by asking sonarman to estimate distance to contact I can see where you are getting not so accurate readings. I have a DLL that takes over some of the functions of the hydrophone station. This DLL makes the sonarman not so accurate. The distance he will give you depends on many variables (so it's more realistic).
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#3 | |
Sparky
![]() Join Date: Jan 2011
Location: Croatia
Posts: 152
Downloads: 334
Uploads: 0
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