SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
12-26-10, 01:17 PM | #5626 |
Bilge Rat
Join Date: Dec 2010
Posts: 1
Downloads: 2
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Can someone help me? I installed NewUIs_TDC_5_9_0_ByTheDarkWraith. Before, i was playing SH4 and i remember how in map-mode i could set bearing, range, angle, speed and than i just click to the button and the it start automatically trace target (of course if information that i entered was correct).So by only using sonar and staying in map-mode i can fire the target. So it seems like it locking the target... it changes parameters that i have entered..and if the target will follow the same course with the same speed,when i can fire any moment i want and firing (shooting) calculations will be right. I can fire without visual contact. Your mod also has option to set TDC parameters in map-mode. First i click to activate manual TDC (button changes from red to green), when it enter target information. But i don't understand, how can i make TDC to start follow my target. I fought, when i will click in TDC button again (it will become red) and it will start TDC... but i was wrong ((( range, bearing, angle still are static and do not changes(((( I am wondering is it possible to do what i want in SH5, and if so... what i am doing wrong? I hope someone can answer my question.
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12-26-10, 03:34 PM | #5627 | |
Watch
Join Date: Nov 2010
Posts: 28
Downloads: 13
Uploads: 0
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i send you the menu.txt french v5.9.0 For the problem depth under the keel, i always have this message at the surface 4706=Depth under keel is below safety depth! and never this one, for me the real deph under the keel 4705=Depth under keel is %.0f %s, captain! It is possible to go down -150 meters where i ask this depth. |
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12-26-10, 03:57 PM | #5628 |
Ace of the deep .
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Hi , i am able to do a celestial fix in medium fog . Any thoughts .
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12-26-10, 04:50 PM | #5629 | |
中国水兵
Join Date: Mar 2010
Location: 47°46′46″N, 37°14′51″E
Posts: 271
Downloads: 231
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Quote:
Can be done so that the fog was a little less, that is really me (real time not game) I play 5 - 5,5 hours and all this time the fog, the average fog. You can do so over the 5 hours of game was not how many times the weather changes. Example: fog, light rain, overcast, light fog, rain and mist, overcast with rain, light, fog, and so on. |
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12-26-10, 05:06 PM | #5630 |
Black Magic
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12-26-10, 05:09 PM | #5631 | |
XO
Join Date: Mar 2008
Posts: 424
Downloads: 341
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Quote:
Whoops, sorry. Not that thread :/ |
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12-26-10, 05:36 PM | #5632 |
中国水兵
Join Date: Mar 2010
Location: 47°46′46″N, 37°14′51″E
Posts: 271
Downloads: 231
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12-26-10, 06:16 PM | #5633 |
Chief
Join Date: Jul 2005
Posts: 316
Downloads: 28
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as i stated in another thread: it would be better if the mod defines these weather conditions, which are needed for a celestial fix. f. ex.: celestial fix is only available, when sun is shining at sunset, sunrise and high noon (conditions for a day fix) or when stars are visible (for the night fixes). in each other weather conditions, celestial fix should not work. this will reduce the time windows when celestial navigation is possible.
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Everything comes to him who waits |
12-26-10, 07:00 PM | #5634 | |
Seasoned Skipper
Join Date: Aug 2010
Location: 49°44´N 129°40´E
Posts: 665
Downloads: 124
Uploads: 7
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__________________
Speed squadron is the speed of the slowest ship ... but only so long as on the trail of the squadron did not sit submarines ... |
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12-26-10, 10:21 PM | #5635 | |
Black Magic
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Quote:
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12-27-10, 06:25 AM | #5636 |
XO
Join Date: Mar 2008
Posts: 424
Downloads: 341
Uploads: 0
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Yeah... But I am afraid that the W_clear finished work definitely on his mod
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12-27-10, 07:02 AM | #5637 | |
Lieutenant
Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
Downloads: 72
Uploads: 0
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Quote:
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12-27-10, 07:11 AM | #5638 |
Lieutenant
Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
Downloads: 72
Uploads: 0
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TDW, you gave examples of dead-reckoning error calculation - do you calculate it based on the distance travelled from the previous celestial fix? I was thinking about the dead-reckoning and it's jumped to my mind that we can compound the previous error directly by simple addition of previous error's X and Y meters to the new error. That will simulate RL navigation much more closely than doing compounding indirectly by adding previous error percentage to new one: in RL your new measurement precision is not affected by the previous one and nav error is compounded due to the fact that you draw new path line from a 'wrong' position given by previous fix - that is you retain your X and Y error from it. This way we also avoid the need to distinguish whether previous fix was celestial or dead-reckoning - just add its error to the new dead-reckoning fix and that's it.
For example: Code:
fix 1: distance travelled from the last fix = 48891m error% = 0.025 errorX = 240m errory = 1018m fix 2: distance travelled from the last fix = 68128m error% = 0.1058 errorX = 5468m + X error from the previous fix: 240m = 5708m errory = 4712m + Y error from the previous fix: 1018m = 5730m Last edited by Vanilla; 12-27-10 at 07:40 AM. |
12-27-10, 07:38 AM | #5639 |
Lieutenant
Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
Downloads: 72
Uploads: 0
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Another question I would like to ask is it possible to automate nav fixes?
Here is the idea: The game simulates what captain should be doing so removing navigator almost completely making him just providing fixes is putting to much burden on the captain. Why don't we make it this way: 1. During normal travel the navigator makes dead-reckoning fixes automatically at predefined periods (say, every hour) and when some events happen: dive / battle-stations ordered, turn or speed change ordered or when Kaleun requests a fix. Error is compounded directly (as in my prev. post). 2. When the navigator makes a new fix - draw a line from the last fix to the new one - so you can actually see your path. 3. At some points of the day: sunset, sunrise, noon, midnight - automatically make a celestial fix putting it on the map following the rules as above. 3. When on battle stations - radically shorten fixes period: make it every 1 or 5 minutes or when course/speed/depth change ordered. So you can check your posit under DC attack etc. 4. Disable celestial fix when on battle stations (I cannot imagine navigator going up with sextant and shouting 'Mark!!!' during deck gun action or manoeuvring into position for surface torpedo attack). By the way is it possible to order battle stations simultaneously with crash dive? |
12-27-10, 07:50 AM | #5640 |
Navy Seal
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An automation script could plot the celestial fix and dead-reckoning fixes as you discribe.
I think there would need to be a second auto script for battle staations. This would mean you would have to stop normal fixes and start the dead reckoning one when you need it. |
Tags |
dbrn, favorite, new ui |
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