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12-10-10, 06:18 PM | #5326 |
XO
Join Date: Mar 2008
Posts: 424
Downloads: 341
Uploads: 0
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Got it
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12-10-10, 06:22 PM | #5327 |
中国水兵
Join Date: May 2010
Location: BY
Posts: 271
Downloads: 80
Uploads: 1
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Please! Always glad to help!
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12-10-10, 07:27 PM | #5328 |
Loader
Join Date: Apr 2009
Location: Valladolid (Spain)
Posts: 90
Downloads: 1395
Uploads: 0
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corrupt downloads help me !!
I downloaded the file several times and it fails to unpack. Is not he due?
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12-10-10, 07:38 PM | #5329 | |
Ace of the deep .
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Quote:
http://www.rarlab.com/download.htm |
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12-10-10, 08:12 PM | #5330 |
Engineer
Join Date: Feb 2007
Location: Indianapolis, United States
Posts: 214
Downloads: 122
Uploads: 0
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Sextant for iPhone!!
had to to try it:
http://www.appstorehq.com/sextant-iphone-9489/app Then my wife dutifully reminded me that my location will never change since I'll be on the COUCH, and not REALLY roaming the Atlantic. In fiction writing we call this "killing the suspension of belief"
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from Brandt |
12-10-10, 09:13 PM | #5331 | |
Loader
Join Date: Apr 2009
Location: Valladolid (Spain)
Posts: 90
Downloads: 1395
Uploads: 0
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Quote:
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12-10-10, 09:49 PM | #5332 |
Black Magic
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12-11-10, 01:56 AM | #5333 |
Grey Wolf
Join Date: Feb 2009
Posts: 992
Downloads: 91
Uploads: 0
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Smoetimes when my ZIP and RAR extractors give error during unpacking I use 7zip and unpacking works fine...
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12-11-10, 03:04 AM | #5334 | |
Grey Wolf
Join Date: Feb 2009
Posts: 992
Downloads: 91
Uploads: 0
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Quote:
I think that it can be reslolved with standard binocular zoom + sextant scale. Then we can read the scale with more presicion (fe. 75.45°). After that we need new navigator function like "read lattitude by hand" - player inputs this read value (75.45) and navigator change it to degree angle (degrees, minutes, seconds) and put the straight lattitude line by 20 sec on map. Now the player should stop the ship and wait for sun rise to read longitude. But I'm afraid that the game time is not GMT time but "standard game time" and we have problem with longitude measurement here...
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12-11-10, 04:48 AM | #5335 |
Lieutenant
Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
Downloads: 72
Uploads: 0
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Well, according to my testing the underlying game time IS the GMT time. However there is a different time shown on the clock.
If I get it right I guess it is called 'current time' (see historical mission options kindly modded-in by TDW) and this time is whatever you set it to. So if you set your time to X:XX then it is X:XXGMT and noon will happen at 12:00 of that time if you are on the Grenwitch meredian, but the 'current time', the time shown on the clock, can be completely off, so you can get 0:00 time in the middle of the day. The question is - what is set to when leaving port in campaign and how it changes during your travel? My wild guess is that it is always adjusted to the local time (i.e. noon will be always at 12:00) But I guess you can easly mode-in asking your navigator for GMT or just code into UI a second clock showing GMT. Regarding modding full sextant in - my oppinion so far it doesn't worth it given the issues with clock time and sun not reflecting current latitude. We should not force TDW to make useless job since for out tests we can use our trusty sex(tant)-band untill we fully understand the game-mechanics regarding the celestial navigation. Only then should we ask for more precise tools. |
12-11-10, 05:24 AM | #5336 |
Grey Wolf
Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
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Hi to you and to all sub simmers
OK I must admit to be not all that botheredf abot how to use a sextant - however I would like to rase a paralel discussion if I may I now have the Multiple Ui's working and am very pleased with the result an excellent mod - My problem is with the effectivness of the surface escort AI - it seems to be tweaked way too high - I am playing in Oct 1939 - I am in fog off NE Coast of Scotland - ran right into a Ging GeorgeV Battle Ship and four or five destroyers - was able to crash dive before they hit me, though only just went right down to 120m silent running - and no matter what I did those guys just dumped right on top of me eache time - no manouvers nothing could shake them and they made short work of me in about five hours Dont get me wrong I appreciate the challenge but this is the sort of behaviour I'd expect about mid 1943 onwards, not 1 month into the war - Interestingly one of the loading screen quotes says the Allies where surprised to find the Uboast could go to 180m when their depth charges max depth was 90m - so if this discovery took place later in the war - how come these guys were aqble to hit me with pinpoint accuracy at 120m - and were not even talking about more developed ASDIC Seems this mod is great but AI Escorts behavior is set too high, too soon in the war - any way of grading it so the Allied AI gets a twek every 6 months Any comments from other modders - here's a list of my activated mods - clashing mods in RED if anyone notices some mods out of order or that should be lost or that duplicate other mods please advise. Cerberus62 Historical Ship Equipment 1.2 Loading Screens Mod 2.0 sobers talking conning crew mod SteelViking's Sky Banding Mod Wordeees' Actual Footage Menu V2 U-Boat Watch Crew Routine SFX German U-Boat Hydrophone SFX Grossdeutscher Rundfunk Unterseeboot SFX U-Boat Ballast Tanks SFX A Fistful of Emblems v1.51 A Fistful of Emblems v1.51 (Weathered) Old Style Explosions V1.1 Enhanced FunelSmoke_by HanSolo78 Nauticalwolf's Damage and Torpedo UI (b) Mod V1.1 MightyFine Crew Mod 1.2.1 Alt faces NDB,NDH OM#1 - No Dialog Indicator AirTorpedoes Environment 4.8 MOD SteelViking's Interior Mod V1.2 Shadow Improvement Mod FX_Update_0_0_9_ByTheDarkWraith FX_Update_0_0_9_BARF_1_3_Full_Fix U-boat Historical Specifications 1.4 FX_Update_0_0_9_UHS_Fix sobers base wave mechanics for SH5 V10 IRAI_0_0_29_ByTheDarkWraith IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting Cerberus62 Additional Merchant Ships 1.1 NewUIs_TDC_5_4_0_ByTheDarkWraith NewUIs_TDC_5_4_0_ERM_Reaper7_NightVision_Black_Ski n NewUIs_TDC_5_4_0_No_Aircraft_Spotting_At_Depth NewUIs_TDC_5_4_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting |
12-11-10, 05:53 AM | #5337 |
Grey Wolf
Join Date: Feb 2009
Posts: 992
Downloads: 91
Uploads: 0
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When I tested the mission options I didn't know why I see the sunny day when I set the midnight time...
So that is the reason of two clock-systems in game... Great work, Vanilla... It is strange that we can set different GMT time, different 'current time' and different longitude, so the single missions are not good idea to test the longitude...
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12-11-10, 05:58 AM | #5338 | |
Grey Wolf
Join Date: Feb 2009
Posts: 992
Downloads: 91
Uploads: 0
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Quote:
http://www.subsim.com/radioroom/showthread.php?t=171973
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12-11-10, 06:12 AM | #5339 |
Navy Seal
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@ Rascal
These are overwriting each other. NewUIs_TDC_5_4_0_No_Aircraft_Spotting_At_Depth NewUIs_TDC_5_4_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting From your list, the bottom part should look like this after shadow improv:- Cerberus62 Additional Merchant Ships 1.1 sobers base wave mechanics for SH5 V10 FX_Update_0_0_9_ByTheDarkWraith FX_Update_0_0_9_BARF_1_3_Full_Fix U-boat Historical Specifications 1.4 FX_Update_0_0_9_UHS_Fix NewUIs_TDC_5_4_0_ByTheDarkWraith NewUIs_TDC_5_4_0_ERM_Reaper7_NightVision_Black_Ski n IRAI_0_0_29_ByTheDarkWraith IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting If you keep TDWs mods at the end and in this order - it makes it easier to update when new versions are made |
12-11-10, 08:24 AM | #5340 |
Chief
Join Date: Jul 2005
Posts: 316
Downloads: 28
Uploads: 0
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for a good use of manual navigation, we need tghe possibility to write down numbers in the map (or time stamps)
could this be done?
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Tags |
dbrn, favorite, new ui |
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