![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Bosun
![]() Join Date: Nov 2018
Location: Norway
Posts: 65
Downloads: 61
Uploads: 0
|
![]()
Yes but the map is far longer so the distance between Kiel and New York is ~1,8 times longer than in real life in air distance.
|
![]() |
![]() |
![]() |
#2 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
Most if not all of the game physic parameters that I am aware of, are expressed in metric units. Lengths make not exception to this rule: the primary unit of length used in game is neither the nautical mile nor the land mile, but the meter, and even 3D models are scaled according to the metric system, one unit of length of the exported models being equal to 10 in-game meters. In-game distances not matching real world ones is not due to the usage of one type of unit rather than another one but, as noted by someone alse, it is a shortcoming of the equirectangular map projection chosen by the devs. In this type of projection latitude/longitude subdivisions have the same length unrespective of the latitude at which they are measured. In other words, rather than a sphere the SH world is a cylinder, and its distorsions become more obvious as you move from the equator to the poles. To make things even worse, devs have adopted the convention that 1 deg of longitude/latitude is equal to 120 km, probably for making calculations easier. That means that even at the equator, where map distorsions should be lessere important, distances are ca. 1.07 times bigger than in real world. Interesting mod and thread btw. Keep up the great work ![]() |
|
![]() |
![]() |
![]() |
#3 |
Machinist's Mate
![]() Join Date: Jun 2011
Location: N 50 4 E 14 25
Posts: 127
Downloads: 266
Uploads: 0
|
![]()
Yes, but developers are chaotic. For example naval bases and this things in Campaing_XXX files are set as number of meters from zero point (which is where greenwich meridian meets equator), but in Locations.cfg they use degrees with i think 6 decimal digits. So if you want the same coordinates used in both files (i use it as i do lighthouses like naval base), you must recalculate coordinates for locations by rule X/2000/60.
Is possible, that they are the same chaotic in other places of game too. |
![]() |
![]() |
![]() |
#4 |
Bosun
![]() Join Date: Nov 2018
Location: Norway
Posts: 65
Downloads: 61
Uploads: 0
|
![]()
Chaotic is the word. SH3 is a rare gem of a game though. I love it and probably will for another 13 years or more.
|
![]() |
![]() |
![]() |
#5 |
Bosun
![]() Join Date: Nov 2018
Location: Norway
Posts: 65
Downloads: 61
Uploads: 0
|
![]()
Version 1.0
I came across a really bad storm last night and noticed my VIIC was a bit stiff so I'm going to release a version that corrects that. I know exactly which parameter to tweak so I hope I get time to do it after work today. |
![]() |
![]() |
![]() |
#6 |
Machinist's Mate
![]() Join Date: Jun 2011
Location: N 50 4 E 14 25
Posts: 127
Downloads: 266
Uploads: 0
|
![]()
Hey, man, im trying your mod now and i'm in prety storm with realy big waves now and its amazing (wtih VIIB boat)! It realy looks much better!
But still i have feeling, that sub is not "heavy enough", even if it's realy big difference. Sub is not moving anymore as "rubber duck in the bath". But when i was looking from back, sometimes it bend to sides in angle about 45 degrees. It's too much IMHO, or do you think it was possible? (But i think you can't do much with this anyway...). When im looking from side and observe moving from side, it looks almost good, but still i have feeling, that small waves have too big impact on moving of sub. That is what i thought by "not heavy enough". And this is part which i think you can tweak? |
![]() |
![]() |
![]() |
#7 |
Bosun
![]() Join Date: Nov 2018
Location: Norway
Posts: 65
Downloads: 61
Uploads: 0
|
![]()
You're right about the side rolling and it's taken care of in the 1.1 release which will be released asap. I've just had some crash issues that needed sorting out and I've got a ton of work before Xmas-holidays (I am a teacher, so grading tests and setting marks takes up most of my time at the moment).
Using "the correct" gravity point according to the VII manual was not a fantastic idea for storms because the way water works in the game. I need to find a middle ground between reality and what works best in game in all weather conditions. What works best in smooth water sadly doesn't work well in the worst storms and if you use a different environment mod than I do, which changes wave length and height, the results will also differ slightly. I still think it will be possible to create a general version that works quite well on all environment mods. |
![]() |
![]() |
![]() |
|
|