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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Fleet Admiral
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I thought a circle had 6400 mils?
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#17 |
Stowaway
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The only way I can think of to fix it, would be to plot ones Intended Course.
Any deviation therefrom, is up to us, to find, and correct. It fits right in with all the Nav Posts and Threads. The proper thing to do when faced with a Bad Helmsman: QMOW makes a request to BMOW to replace him. If this happens in a timely manner the sailer may only have to deal with a hurt ego, or at worse, some "Negative Renown" from the BM. If it doesn't happen in a timely manner, and The OOD has to intervene, everybody's got a problem, starting with The QMOW for not catching it. |
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#18 |
Ace of the Deep
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The real question behind this thread is one that keeps coming up time and time again.
It is: "Are you playing from the commanders POV or are you more like playing the U-boat as a whole ?" And this little annoyance with the course becoming false correspondes to the latter case. But personally, I don't like this 'feature' as well. It can be coped by plotting waypoints but if you try some more realistic approach of navigation in these games getting adrift gets really annoying sometimes. |
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#19 |
Silent Hunter
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It's actually a very simple fix. The code is allready there, and infact works... just not long enough. It should attempt to keep course until fatigue sets in or it is counter-ordered. When you give a steering command via periscope/UZO view, or through clicking on the compass dial, it gives full rudder until it almost turned to the commanded direction. There it reduces ruddersettings to not overshoot. (tries not to anyway, but usually fails by several degrees) A fine example of a (negative) feedback control loop, just as it should be. But when it comes within some threshold to the commanded direction it just simply stops adjusting the rudder and sets rudder amidship. There is no justification for this. The control-loop should not be broken.
Using a waypoint is not an appropriate solution. That is a steering-to-point mode, in which it actually constantly keeps adjusting until it has reached the point. The side effect is you introduce GPS-accuracy steering ability. The crewman allways knows where the waypoint is located and automatically adjusts for sideways/lateral drift to reach the point. All we need is continuous directional control. If it pleased/es the developers to implement real sea-currents and wind effects in SH5 navigation, we (hardcore navigators) would then have all the abilities to reliably reach where we want to be. (oh wait, don't forget the sextant ![]()
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#20 |
Eternal Patrol
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![]() ![]() ![]() And if there are no currents or tides, having the boat stay on course coupled with the mod that removes the uboat icon from the screen would give a close approximation of setting your course and having to hope you did it right.
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#21 | |
Stowaway
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I don't think removing the Icon is a good idé. There is, after all, a DR Plot, the accuracey of which is dependent on your QMOW. When you, or more likely, your QM, get a Fix, that's when the Icon can be shifted to it's correct position. As long as land is visible you get an Automatic Fix. Warning: Returning to port in Heavy Fog, may not be a good idé. |
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#22 | |
Ace of the Deep
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#23 | |
Eternal Patrol
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#24 |
Commodore
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Any1 played B17 the mighty eight??
I loved how it worked there. The plane would run itselve but you could do it better... |
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#25 |
Seasoned Skipper
![]() Join Date: Apr 2005
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People here are using course and heading interchangeably. They are two different words with two different meanings.
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