![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#16 | |
Lieutenant
![]() Join Date: Apr 2005
Location: Antwerp Belgium
Posts: 259
Downloads: 130
Uploads: 0
|
![]() Quote:
@Kumando But once near coastal beacons and buoys, no sane navigator will grab the sextant, as you are almost home, all you need to do is read the charts and follow the numbers on the buoys (like it is done in real life) I think the green ones in the IALA system have an uneven number, and the red ones have an even number. for ex the lowest number on the buoy is the one closest to the harbour (A1) and then on the same side a few miles further from the harbour you have A3 and so on until you are at sea. It's a bit more complicated than that, because the Americans use a different IALA system than europe does, so if you really want to be realistic on this... uuuh, good luck. I wouldn't go that far to implement a complete global Navsystem into SH3, but a system that warns for minefields (cardinal buoys - marked yellow and black) and ingress and egress routes green and red, would be something worthwile to do in the Axis and occupied French bases throughout the war.
__________________
If you have an apple and I have an apple and we exchange apples then you and I will still each have one apple. But if you have an idea, and I have an idea and we exchange ideas each of us will have two ideas. G.B.Shaw ![]() |
|
![]() |
![]() |
![]() |
#17 | |
Lieutenant
![]() Join Date: Apr 2005
Location: Antwerp Belgium
Posts: 259
Downloads: 130
Uploads: 0
|
![]() Quote:
__________________
If you have an apple and I have an apple and we exchange apples then you and I will still each have one apple. But if you have an idea, and I have an idea and we exchange ideas each of us will have two ideas. G.B.Shaw ![]() |
|
![]() |
![]() |
![]() |
#18 |
Lieutenant
![]() Join Date: Apr 2005
Location: Antwerp Belgium
Posts: 259
Downloads: 130
Uploads: 0
|
![]() Quote:
A small thing I would like to ask (on a later release) is if you could make green and red buoys using only the barrel shaped underside of your current buoys, in order to have a "smaller" buoy without the light and the bell on top.
__________________
If you have an apple and I have an apple and we exchange apples then you and I will still each have one apple. But if you have an idea, and I have an idea and we exchange ideas each of us will have two ideas. G.B.Shaw ![]() |
![]() |
![]() |
![]() |
#19 |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
Uploads: 0
|
![]()
Wow is not enought here!
A ultra-cool things! And Kudos to everyone involved! You Guys make this game amazing! ![]()
__________________
SH3+GWX SH5+WoS Still Sailing....still Deep ![]() |
![]() |
![]() |
![]() |
#20 |
Lieutenant
![]() Join Date: Apr 2005
Location: Antwerp Belgium
Posts: 259
Downloads: 130
Uploads: 0
|
![]()
For all those interested in navigation techniques (old an new) using u-boats, here's a nice little article about coastal and dead reckoning navigation at this webpage:
http://uboat.net/articles/index.html?article=61 ![]() now if Vanjast comes up with his sextant mod, we could combine the whole stuff in one big SH3 NavReal mod. ![]()
__________________
If you have an apple and I have an apple and we exchange apples then you and I will still each have one apple. But if you have an idea, and I have an idea and we exchange ideas each of us will have two ideas. G.B.Shaw ![]() |
![]() |
![]() |
![]() |
#21 | |
Gunner
![]() Join Date: Jul 2005
Location: Flensburg - Germany
Posts: 99
Downloads: 26
Uploads: 0
|
![]() Quote:
Making subvariants won't be a big problem, but the qusttion is, if they are really needed, because, as I said above, every buoy is a own unit and will be loading time etc. greetings, pontius |
|
![]() |
![]() |
![]() |
#22 |
Commodore
![]() Join Date: Sep 2005
Location: Portugal
Posts: 639
Downloads: 283
Uploads: 0
|
![]() Quote:
Thas what im saying you automaticaly fix your position with visual observation, since there are no landmarks in Sh3 i simulate this with the Ctrl click when near land ![]() |
![]() |
![]() |
![]() |
#23 |
Lieutenant
![]() Join Date: Apr 2005
Location: Antwerp Belgium
Posts: 259
Downloads: 130
Uploads: 0
|
![]()
As I understood from both modders,
The model is the same, but the TGA files (green / red and cardinal) can be altered using a file. AFAIK, that will not drastically increase loading times. Lets give them time and I am sure they know what they are doing. DD allready stated that a solution was allready at hand in order to avoid the environmental folder to be a collection of far too many buoys. As for loading times I'll tell you this: My rig: Athlon 3200 Ram: 500 megs Geforce 6600 SLI 256 MB I sometimes need to be patient when I load a Campaign, but that is a good thing, my dishes get washed that way ![]() As for coastal navigation, you could have an almost perfect pinpoint accuracy when having a buoy system in SH3. The fact that the CTRL-Click method IMO is a little bit going around the roundabout twice when you can pass a buoy, go to you navigator and say 'plot the course for Kiel throughout the canal NOW !' If you really need to pinpoint exactly where you are, then all you need is a decent map with 1 lighthouse position. 2 is nice but I imagine if you do the manual plotting of targets in SH3 you can use the same triangulation method for navigation. Look at the article on uboat.net that I posted earlier if you're interested in this. This may be a little hardcore to some, but it's good training for me as I want to start sailing next year.
__________________
If you have an apple and I have an apple and we exchange apples then you and I will still each have one apple. But if you have an idea, and I have an idea and we exchange ideas each of us will have two ideas. G.B.Shaw ![]() |
![]() |
![]() |
![]() |
|
|