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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: Apr 2013
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Realism, it's such a bitch lol jk.
I have no idea how to fix that. |
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#2 |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,740
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Time Compression (TC) <= 128x
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#3 |
XO
![]() Join Date: Jun 2014
Location: Chorrillos, Lima, Peru
Posts: 401
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The ship drifts off course with TC 64.
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#4 |
Engineer
![]() Join Date: Nov 2012
Location: West Midlands, Uk
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Its called leeway to let everyone know. The old sailing ships took it into account when navigating. When you plot a course the navigator sets a small amount of port or starboard rudder to compensate for it in game. If you just point your sub at heading 090 for example and say rudder amidships it will not be pointing at 090 in a few hours or so regardless of tc. This can also be attributed to the curvature of the earth modelled into the game but im not so sure about that. Sailor steve knows about plotted courses that arc across the ocean rather than a straight line but I cant remember the name for it.
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KLt S. Cooksey commanding U-2528 ... .. -. -.- / - .... . -- / .- .-.. .-.. |
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#5 |
Captain
![]() Join Date: Apr 2014
Location: Victoria, British Columbia, Canada
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The more skill and experience your officers have, not to mention decorations, will help reduce incidences of lost waypoints.
When I put the new Nav Officer on, he loses his way every now and then, especially underwater at 70+ meters. I put that down to a lack of sky/star sightings. But yeah, the more skill and decorations your crew has, the less they slip up.
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Because I'm the captain, that's why! |
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#6 |
XO
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Location: Chorrillos, Lima, Peru
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Yeah I haven't been using waypoints. Normally I'm on my way to my zone and I get a hydrophone contact so I go off after the guy to sink him with the plan to resume course once I've bagged him. However, during the chase, the guys often lose their way. Rather paralleling him, they drift towards the target track. I guess what you're saying is I have to stop using waypoints to go to my patrol area because they will be needed to track and sink ships.
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#7 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
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Most experienced captains will write and rewrite their waypoints many, many times on a patrol. Waypoints are just a way of telling your officers where you want to go now, until something comes up and you tell them something different.
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#8 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
Posts: 933
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If, on the other hand, you set a course for 120, you will eventually have to manually intervene -- always -- to keep that course. Just as if you were manually handling the sonarscope. BTW, not sure what you mean by "Nav Officer" -- any officer will fill that post 100%, no matter their decorations or experience. Also, the little sextant device -- the "helmsman" qualifcation? Utterly useless; it was never programed into the game.
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#9 |
Captain
![]() Join Date: Apr 2014
Location: Victoria, British Columbia, Canada
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Well, maybe your crew doesn't get lost, but perhaps you could speak to mine? Because under the right circumstances, my nav officer will make us turn circles. It happens (mostly, not always) when running time compression (any speed). If I have been "underwater" for hours and if we are at any depth over 70 meters, we will suddenly start turning circles, going nowhere. Like he's looking for his lost keys. I either have to erase the offending waypoint and tell them to resume set course, or pick up and reset the waypoint to bring things back into alignment.
That to me sounds like losing a waypoint. Either that, or my navigator is an idiot who lied on his resume. And then I have had an awesome crew, who rarely gets lost even at 150m down. I know I can leave the TC on to 64 or 128 and go do something else and I trust that they won't mess things up.
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Because I'm the captain, that's why! |
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#10 | |
Eternal Patrol
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Real Life: You tell the helmsman to hold a heading. He does. If the boat drifts off course because of winds or currents your next fix will find you not where you expected, but you will still be on the same heading. You would then plot a new course and give the helmsman the new heading, and he would hold that one until told otherwise. The Game: You tell the helmsman to hold a heading. He falls asleep at the helm and your heading wanders all over the place. If you ignore it long enough you might find yourself on the opposite heading. This is not even a tiny bit realistic. It is a bug. Plotting waypoints is the only way to insure that your boat will hold its heading. Unfortunately plotting waypoints also guarantees a perfect course every time. The alternative is to give the helmsman a heading and then correct it constantly, essentially conning the boat yourself. Both ways are less than desirable.
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#11 |
Engineer
![]() Join Date: Nov 2012
Location: West Midlands, Uk
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I honestly thought it was a way of simulating weather effects on navigation but what sailor steve has said above does make sense. Even where leeway was concerned the ships held their headings and rather crabbed sideways across the seas. The effect isnt as dramatic as that and the difference is only a few degrees but when sailing across an ocean it could mean that the sailors landfall could be out by hundreds of miles. It must be a bug. Thanks sailor steve for helping me out
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KLt S. Cooksey commanding U-2528 ... .. -. -.- / - .... . -- / .- .-.. .-.. |
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#12 |
Sea Lord
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#13 |
Sparky
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Weather should not affect the compass.
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#14 |
Silent Hunter
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The helmsman seems to go out for a coffee or something when he is near the commanded heading. And doesn't keep his hands on the rudder wheel until you tell him to stear to a different heading. Bug or lack of realism, I don't know what Ubisoft was thinking. Wrong for sure.
The only way to avoid this wandering of heading (likely due to numerical integration steps adding up small errors in to big ones over time) is to use waypoint placed far away on the map (on land if need be). So the helmsman won't ever be able to home into the waypoint location, but still keeps tracking the heading to it. I remember people have tested if the boat is drifted of course by wind/weather. I don't know who any more, too long ago. But it was here in the forums for sure. It didn't seem to correlate with wind speeds and direction. There are no currents in the SH3 world (atleast not in the mission editor) so that can't be a reason either. Maybe this can be corrected with some hardcode fixes to the sh3.exe. Last edited by Pisces; 07-02-14 at 08:11 AM. |
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#15 |
Captain
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Location: Victoria, British Columbia, Canada
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I never really considered a wandering watch as a "bug", more of an annoyance. I like to think its because Ubisoft wants you to pay attention to your sub and crew. That is, don't just put everything on "automatic" and go wash your car or make a sandwich, or pay the bills. It's like being the captain, in that, now you have to supervise and monitor the actions of your officers and crew. Just as in real life, people make mistakes. Even highly trained servicemen(women) can mess things up in the right situations. Maybe that's their attempt to program the concept of "nobody's perfect"
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