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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |
Commodore
![]() Join Date: Sep 2005
Location: Portugal
Posts: 639
Downloads: 283
Uploads: 0
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#32 |
Captain
![]() Join Date: Apr 2005
Location: Sweden
Posts: 529
Downloads: 267
Uploads: 0
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I think real U-boat skippers also used radio transmitters on land to plot the intersection.
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#33 |
Lieutenant
![]() Join Date: Apr 2005
Location: Japan
Posts: 259
Downloads: 0
Uploads: 0
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#34 |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,740
Downloads: 825
Uploads: 4
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Longitude is a problem at the moment as the game GMT clock jumps around depending where you are when you save your game.
There is a method of working this out, which I'm still busy with. It just requires a lot more effort, so I'm trying to simplify it. You can at the moment use the HOUR time difference between the Local and GMT clocks, plus the sunrise sunset almanac. Be carefull of the 2 times jumping around, If you note this you should have fewer problems. The current alamac game time difference looks to be around 4 minutes (1 degree Longitude). A trick you'll pickup is that the interior sub lights switch from red to white (and visa versa) at the game sunrise/set, irrespective of the weather conditions - You now have your sunrise/sunset times in bad weather. A quick look at the almanac and you get your position within about 2 degrees. I'll post a PDF when I've finished. |
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#35 | ||
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,740
Downloads: 825
Uploads: 4
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Longitude is still calculable to within about 1 degree so far, so it's nearly there. With SH4 I'm glad the grid IS there, and the sub clock looks centred on the sailing port. Hopefully all the Celestial objects are still accurate. Then I can make an almanac that is specific for each base. this should help get rid of the longitude problem. ![]() |
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#36 |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,740
Downloads: 825
Uploads: 4
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On my first serious Navmod Career, sunk this ship ~100Km SW of Bergen.
It's nice to see Captain's going down with their ships. Are these heroes still around ?? ![]() ![]() |
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#37 |
Torpedoman
![]() Join Date: Apr 2007
Posts: 119
Downloads: 0
Uploads: 0
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hah getting large amounts of tonnage will be quite a challenge with this mod
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#38 | |
Helmsman
![]() Join Date: Jun 2006
Posts: 106
Downloads: 68
Uploads: 0
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I can't wait for the weekend, as I plan on setting off in a new career and figure how to do this and play as realistically as I can. Thanks again for this mod. ![]()
__________________
"There is nothing so likely to produce peace as to be well prepared to meet the enemy." - George Washington |
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#39 | ||
Commodore
![]() Join Date: Sep 2005
Location: Portugal
Posts: 639
Downloads: 283
Uploads: 0
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#40 | |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,740
Downloads: 825
Uploads: 4
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#41 | |
Captain
![]() Join Date: Apr 2005
Location: Sweden
Posts: 529
Downloads: 267
Uploads: 0
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![]() Mikael |
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#42 | |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,740
Downloads: 825
Uploads: 4
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![]() The game sun takes 5-6 minutes, from the top rim appearing to the bottom rim touching the horizon. The game light switch is midway, So I'm thinking of adjusting all the almanac times to this light switch time, so all is synchronised. I'm a sucker for more work ![]() |
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#43 |
Frogman
![]() Join Date: Feb 2005
Location: Florence Italy
Posts: 307
Downloads: 64
Uploads: 0
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This mod work very fine, is very tought....but in this moment I have a small problem.
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#44 | |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,740
Downloads: 825
Uploads: 4
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http://www.vanjast.com/NavMod/QuickNavGuide.pdf ![]() |
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#45 |
Frogman
![]() Join Date: Feb 2005
Location: Florence Italy
Posts: 307
Downloads: 64
Uploads: 0
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thank you mate.
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