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04-19-16, 07:21 PM | #16 |
Watch
Join Date: Jul 2009
Location: Québec city
Posts: 23
Downloads: 365
Uploads: 0
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04-19-16, 07:35 PM | #17 | |
Watch
Join Date: Jul 2009
Location: Québec city
Posts: 23
Downloads: 365
Uploads: 0
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Quote:
For the artic ocean, I can’t be of any help, but if you are interested in my works, no problem : just tell me what you want to know or see about. |
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04-20-16, 02:45 AM | #18 | |
Sonar Guy
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Yes, now are visible.
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I think that Photoshop open it, but I don't use Photoshop. So I make it with PaintNet as .tga, and then convert it with another software. If you are interested, will show you tonight. I don't know. Because I made complete new one, have not examined in detail the original file. Well, I saw some shades that are not indexed in Terrain.cfg, but it's just a pixels here and there, in such a places that I will not go to the Machu Picchu cornfields to see what happen there.
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If you ride like lightning, you're gonna crash like thunder. |
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04-20-16, 03:20 AM | #19 |
Ocean Warrior
Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,354
Downloads: 850
Uploads: 0
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04-20-16, 04:13 AM | #20 |
Ace of the Deep
Join Date: Sep 2013
Location: France
Posts: 1,072
Downloads: 155
Uploads: 0
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04-20-16, 02:58 PM | #21 |
Sonar Guy
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Sorry, I came home too late, terrain types thing will wait for tomorrow.
__________________
If you ride like lightning, you're gonna crash like thunder. |
04-21-16, 10:47 AM | #22 |
Ace of the Deep
Join Date: Sep 2013
Location: France
Posts: 1,072
Downloads: 155
Uploads: 0
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04-26-16, 06:24 PM | #24 |
Stowaway
Posts: n/a
Downloads:
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Holy cow. I knew the world map was distorted, but I had no idea it was to that extent
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04-28-20, 03:36 AM | #25 |
Soundman
Join Date: Mar 2017
Posts: 142
Downloads: 107
Uploads: 1
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This is one of the major problem affect game realism.The further you go north or south the more east-west distance are strentched.This make almost the long distance travel time inaccurate by a huge factor.
One way the navy plot were made is too strentch both north-south and east-wast as you move towards earth poles.This way the bearings getween objects are reserved but the distances can not be directly measured.Like these ones: The way SH3 simulate the enviroment compromise both.Neither distances nor bearings are accurate.This makes plotting in champain file really difficult to resemble actually historical time the place. One way I overcome the issue is make a few "jumps" alone the waypoints the compensate the distance strenches,but this is not a very good solution.Still wondering if it is possible to resolve this by modification alone. |
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