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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Dec 2004
Location: Finland
Posts: 758
Downloads: 78
Uploads: 0
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Hello, propbeanie!
Nope, if you start your career or your new patrol in Manila for example, then you'll be in Manila time. Starting from Midway you'll be in Midway time... just like starting in Pearl you'll be in Pearl time. That's the way the game works. But that's not the problem I wrote about. I have checked sunrise times in Manila and compared them with NOAA data - game is pretty accurate. The problem is that I have expereinced several times serious celestical system fail during a patrol causing serious offset for both sun position (sunrise times) and moon positions. Like I wrote in the first post, 5 - 6 hrs delays in Apparent Sunrise. And to be clear, this is not due to extensive change in submarines position - within a week (RL) that has happened to me on two different patrols just in home waters before I have practically moved to anywhere. Every time sunrise times have been all right in the beginning of the patrol, but after one or two game days sun might rise suddenly at 1200 compared about 0612 which would be the correct time. In the mean time I have tried to find out what triggers celestical system fail, but so far I haven't got any luck with that. During test runs (3-5 game days) during which I have stayed near my home base but used frequently very high time compression up to 2000+ (don't remeber the exact number), everything has worked very well and the game seems to be very accurate. But right away when I have started a real patrol, things gets messy very quickly. At the moment my best quess is that either: a) the game doesn't like TC used in other stations than map view (during patrols I have used TC32 while in crew management view, which I haven't done yet during test runs) or b) the game doesn't like very long continous sessions up to 8 - 12 hours at TC1 most of the time (test runs have been very fast thanks to high TC used. That's something I rearelly do while in real patrol). I'll report in if I'll be able to trigger solar system fail during test runs. RC |
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#2 |
Navy Seal
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Well, I've chronicled solar system craziness since the game was published. One player published a nearly full moon setting beside the sun from Dutch Harbor and remarked how realistic it was. Oh, yeah, the moon was twice the diameter of the sun.
The sun and moon are almost exactly the same diameter in the sky at ALL times. If the sun and moon are only 10º apart, there is no lit portion of the moon to see. All you would see is the sun. In order for the moon to be full, it MUST be opposite the sun in the sky. Therefore the full moon rises exactly at sunset and sets within 50 minutes of sunrise. ALWAYS and FOREVER. This stuff was common knowledge to farmers 100 years ago, but since we've moved on to more sophisticated and "superior" lifestyles, we've forgotten any astronomy that used to be common knowledge. Silent Hunter 4 is not an astronomy simulator, it's a submarine simulator and we have to accept shortcomings in nonconsequential areas that have nothing to do with sinking targets or getting our fool selves killed.
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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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#3 |
Grey Wolf
![]() Join Date: Dec 2004
Location: Finland
Posts: 758
Downloads: 78
Uploads: 0
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@ Robbins: yep, the game is not a planetarium but still I find these problems quite irritating. It's also interesting, why I have been able to make clean test runs up to 5 days using quite high time compression and moving much longer distances but the game suddenly fails in 1 - 3 game days with much slower speeds used.
I even made frequent saves and reloads during test runs keeping in mind this could be a save file fault also. Still I don't believe this has originally nothing to do with saving because I have witnessed this "drifting" of the solar system before I have saved even once. I'd be interested in to hear about similar experiences if someone would like to share them. RC |
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#4 |
Navy Seal
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You know, just because astronomy is fascinating to me, after we publish FOTRS Ultimate, I'm going to spend time trying to break the Universe in Silent Hunter 4! If I break the space/time continuum and suddenly we all turn into sentient cockroaches, it was all Rosencrantz' fault.
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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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#5 |
Grey Wolf
![]() Join Date: Dec 2004
Location: Finland
Posts: 758
Downloads: 78
Uploads: 0
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Ok, Rocky. Just do not only break the Universum, fix it too.
Things are really weird here again: Departed Manila 2 Dec 1941 at 1300. Sun position at time of departure (1300) 207T. First couple days were pretty ok what becomes to solar system, then suddenly on 6 Dec 1941 while NW of Lingayen Gulf sun position at 1300 is 170T. Also sunrise was some 1.5 hours late (0754 on 6 Dec compared to 0627 on 3 Dec). I'm trying to do semi-real navigation in the game so this really sucks. Don't know how the guyes can handle full real navigation in SH4?!? Not to even mention immersion spoiler aspect the frequently failing solar system causes... ![]() RC |
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#6 |
Aggressive skipper
Join Date: Nov 2012
Posts: 328
Downloads: 2166
Uploads: 0
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Simple solution...Dive at dawn surface at sunset...And watch out for planes...
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Shoot,Move,Communicate..Kill,Destroy,Eradicate... |
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