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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Machinist's Mate
![]() Join Date: Apr 2005
Location: Germany
Posts: 122
Downloads: 28
Uploads: 0
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vanjast,
got your sun almanac and its a pretty good table ![]() calculating longitude by sunrise/sunset should be no problem now. BTW have you noticed that ship chronometer (in lower right corner) does not show GMT? Weird thing. It seems to show local time (and local time seems to be something else). Noticed that because all star calculations were wrong when I used missions in western atlantic (far off greenwich meridian). As for triangulation, I use a german freeware tool called "Nautic Tools" to make the calculations. It's simply too much workload to do it with pen, paper & book all the time. ![]() The "nautic tools 1.20" from Markus Eisenbart is a mighty fine program (but in german) http://www.nautictools.de/ I also need help with removing the "tailfin" course marker of my own position. I don't know how to remove it. It was great for testing, but it needs to be removed for real navigation. do you know how?? ![]() |
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#2 |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,736
Downloads: 825
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Hi Georg..
with regard to the tailfin marker - which supermod/mod ar you using. If you have a look at the 'theModInDetail' PDF file in the RealNav_ReadMe2.zip archive file. I'm using NYGM V2.5 mod. I edited the command_eng(de).cfg Navigation_Officer section. Here I commented out all nav tools except one or two. also in the menu_1024_768.ini I edited/commented out the Waypoint tool to prevent course line drawing. If you're using GWX or other mods you might find different items in these files. Maybe you can put up/link these 2 files for me to look at. The game GMT clock keeps its own time. The local clock you'll notice always adjusts it hour when crossing the 7.5, 22.5, 37.5, ..... meridians. This is the one method of determining you Longitude position. I've noticed when you leave base on a mission the GMT clock is locked on the nearest Longitude (EG: 15E for Kiel ) If you play the whole mission without loading a saved game GMT time will always be on Kiel which make Longitude and the Almanac OK - you must just adjust for the hour advance. I had it occasionaly jump to Real Life GMT, but after my las reload I found the clock locked on Kiel. I'm still testing this with the almanac - so far so good. ![]() |
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#3 | |
Helmsman
![]() Join Date: Jun 2006
Posts: 106
Downloads: 68
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![]() Quote:
![]() I believe this is the most necessary mod, in terms of realistic gameplay, since the longer sinking times were implemented. Great job vanjast!!! ![]()
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#4 |
Mate
![]() Join Date: Apr 2007
Posts: 51
Downloads: 490
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Do any of you guys know of a PC software programme that not only teaches celestial navegaton etc ,but also allows you to pratice it on a pc. sort of like sh3 with vanjasts mod but with much more prescision and depth ?. excuse the pun.
Vanjast,thanks for the mod , makes the whole thing much more immersive, do think this might work using real charts ? Cheers. |
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#5 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
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Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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#6 |
Machinist's Mate
![]() Join Date: Apr 2005
Location: Germany
Posts: 122
Downloads: 28
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ok, I got rid of the tail - it's the file data/Menu/Gui/ContLine.tga (thanks to Rubini for finding out everything about this file)
If making it transparent, all the tails are gone. That's a very pleasant effect, now all the tails of opportunity contacts are gone too. So you only get the general direction e.g. WSW and no more exact course as indicated by the tail. good thing! BTW I use GWX 1.03. In NYGM 2.5 the modders may have eliminated the tail right away. no need to look into it further, problem solved ![]() |
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#7 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
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Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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#8 | |
Machinist's Mate
![]() Join Date: Apr 2005
Location: Germany
Posts: 122
Downloads: 28
Uploads: 0
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![]() Quote:
But that's not all, all the plotting lines use this file, too. So by erasing it or making it transparent you'll lose some more lines, too - like e.g. contact lines from sonarman. Did you find a way to manipulate the tail? I believe it's hardcoded. |
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#9 |
Sonar Guy
![]() Join Date: Jul 2003
Location: Europe
Posts: 394
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I'm very interested in this!
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#10 | |
XO
![]() Join Date: May 2006
Location: Serbia
Posts: 420
Downloads: 15
Uploads: 0
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#11 | |
Loader
![]() Join Date: Mar 2006
Location: Hamburg
Posts: 88
Downloads: 131
Uploads: 0
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PS: I have only tried to 'dissapear' my own sub indication, I have not done any furthet installations, except the UnitSub, UnitSubM and UnitSubL replacements with the ones from RealNav mod. |
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#12 |
Ace of the Deep
![]() Join Date: Dec 2004
Location: Valhalla: Silent Generation
Posts: 1,149
Downloads: 910
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Ah...........hah!
(A Eureka moment) I was using the bloody instrument incorrectly :rotfl: With every circle of equal altitude....one never knows. Later,
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[SIGPIC][/SIGPIC] During times of universal deceit, telling the truth becomes a revolutionary act. ~ George Orwell |
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#13 | ||
Machinist's Mate
![]() Join Date: Apr 2005
Location: Germany
Posts: 122
Downloads: 28
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hi kevtherev,
I used GIMP to edit the contline.tga. I found out that to remove the tail its not necessary to delete the whole line - which is 256 pixel long. By using the eraser (rubber) tool simply delete the leftmost 50 pixel and the rightmost 50 pixel of the line and save as uncompressed .tga. I can upload my contline.tga, but its only for GWX 1.03 - should I upload it? Quote:
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#14 |
Samurai Navy
![]() Join Date: Dec 2006
Location: Munich
Posts: 562
Downloads: 71
Uploads: 0
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Vanjast, I just want to thank you for this great mod. I'm not yet using it as I've yet to learn the basics, but I know I eventually will do so and enjoy the heck out of it. I remember quite some time ago there was a thread discussing the possibility of "real life" navigation by shooting the stars / the moon / the sun in the game, and back then the consensus was that it can't be done (something about that the world in SHIII is flat). But seems like you found a way and even if it would still be limited to some extend by the game setup, it seems to be accurate enough.
I remember another problem though which was discussed then: The fact that the rudder (or the "helmsman") would not compensate for sea currents to stay the course when you enter the heading manually, other than when the course is plotted on the map. That would result in an ever increasing error, drifting you off course, and require constant position checks. What is your experience with that? |
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#15 |
Ace of the Deep
![]() Join Date: Dec 2004
Location: Valhalla: Silent Generation
Posts: 1,149
Downloads: 910
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I have to admit, van, that it was "force of habit" to use the horizon as my base...because thats what I do with real sextant. Sorry for the confusion.
Accuracy at sea is a relative thing. Kriegsmarine grid squares were 6nm x 6nm (at their smallest). Anyone on the tower could see anything within those squares, at least "smoke on the horizon" for sure. When the Naval Academy taught Cel Nav, their standard was accuaracy to within 0.5nm. (1000yds). Cheers,
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[SIGPIC][/SIGPIC] During times of universal deceit, telling the truth becomes a revolutionary act. ~ George Orwell |
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