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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Swabbie
![]() Join Date: Jan 2012
Location: Hungary
Posts: 8
Downloads: 149
Uploads: 0
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#17 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Quote:
The navigator will calculate a course from A to B. Since A is only an estimation of where we are, we will never join B, but a waypoint more or less close to it, depending on the accuracy of the starting position fix and on the lenght of the first leg. If needed, we can introduce some randomness to the calculated course (simulating human errors and the effect of random ocean drifts), and we can make the navigator to adjust the route based on intermediate position fixes. This way, we would never travel in a straight line. When the navigator believes that we are at B, he can calculate a new position fix (let's call it B'), and plot from there the next leg (from A' to B). Again his plotting will be affected by random errors, and he will calculate several position fixes to compensate them, until we reach B'. What do you think guys? This should be feasible and it would be fairly realistic, but until someone codes it, it is just theory. I only wish TDW was here ![]() |
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#18 |
Captain
![]() Join Date: Sep 2013
Posts: 542
Downloads: 70
Uploads: 0
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Maybe I'm too simple, but cant we mix and merge ? We have what we need ?
Regular game has plotting, realnav has posfix. Me thinks all I need is a regular game with the ability to ask my navigator for a fix, and plotting to use the calculated fix ? >..a navigation fix!< |
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#19 |
Swabbie
![]() Join Date: Jan 2012
Location: Hungary
Posts: 8
Downloads: 149
Uploads: 0
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All in all, this means that there is no instant solution, so from my roleplaying point of view, I am doing better currently without RealNav.
Ok, I will continue my testing tonight, and surely will have tons of questions. |
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