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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#5641 | |
Lieutenant
![]() Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
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1st point. Real coords: (0, 0). Fixed coords: (100, -50) 2nd point. Real coords: (0, 10000). Fixed coords: (200, 9850). However in RL with errors compounded it would be: 2nd point. Fixed coords: (100 + 200 = 300, -50 + 10000 -150 = 9800m). Or am I wrong? |
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#5642 | |
Black Magic
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so 2nd point fixed coords is then (300, 9800) vice actual of (0, 10000) |
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#5643 |
Engineer
![]() Join Date: Feb 2007
Location: Indianapolis, United States
Posts: 214
Downloads: 122
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after reading a few pages back--it seems the sextant is still not working--but that TDW is working on it (.dds file) for next release?
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#5644 | |
XO
![]() Join Date: Jan 2010
Location: Penzance
Posts: 428
Downloads: 272
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1. start a nightime mission in the northern hemisphere. 2. Find Polaris (last star in the tail of constellation 'Ursa Minor' 3. move your view until you can see Polaris in the centre top of your screen and the horizon at the bottom. 4. Note the actual distance between Polaris and the horizon (or Polaris and the top of your screen) 5. Pan your view left or right, keeping the horizon at the same level, until Polaris is close to either side of the screen. 6. Note the new distance between Polaris and the horizon (or Polaris and the top of your screen) You can also see the effect by panning your view until either the sun or moon are in one corner of your display. The circular sun (or moon) will appear elliptical. It is a fundamental part of displaying 3D images on a 2D screen, and the sextant image overlay marks are calculated for 1 position only. When I use TDWs navigator sextant order button, the image pops up dead centre, top to bottom (it will do this no matter of the resolution of the sextant image, it will be scaled to fit top to bottom) which is exactly where the marks are calculated for. If you wanted a moveable sextant image, this would have to scale itself as you moved it around the screen to adjust to the differences in angular degrees over the display. The trick for making a good sextant image, is to know exactly how many angular degrees there are displayed on your screen in the exact centre from top to bottom (a distance in pixels), then using trigonometry, calculating the position of every single mark. I sent TDW a sextant image that works on 65.84 degrees as opposed to the original 60 degrees and it is better but still not spot on. If anyone can tell me exactly what the number should be I can make a sextant image as good/accurate as it can possibly be. The trouble is in cameras.cam the angular values for the exterior views are set at 75 degrees, which no matter how you look at it, is larger than the displayed screen (top to bottom). To make the image I need to know what the angular value of the displayed screen (top to bottom dead centre) is - I suspect between 65 and 67 degrees, Unfortunately with no means of working it out from the cameras.cam 75 degree value, It means lots of trial and error using very well known celestial objects. Then we get down to how realistic are the celestial objects in SH5? Is polaris in game the actual celestial pole or is it shifted slightly as in real life? Height of eye calculations are important if you are standing on a sphere, however if the sea in game is rendered flat, HE is irrelevant. There is much to work out before being able to even test a sextant overlay properly. This is why if possible it would be better to implement a sort of upside down stadimeter, with a large field of view, and an angle readout. (keeping the horizon in view you move the image with polaris or other celestial body down until it is in line with the horizon, then read the angle.) If you want to use the sextant overlay for angular measurement, It must stay dead centre top to bottom. You will find if you measure an object this way, then move the sextant image left or right and try to measure the same object, you will have a different result. |
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#5645 |
Watch
![]() Join Date: Dec 2010
Posts: 21
Downloads: 14
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So, is the stadimeter fixed in TDW's mod? I haven't been able to find that out yet
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#5646 | |
Engineer
![]() Join Date: Feb 2007
Location: Indianapolis, United States
Posts: 214
Downloads: 122
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#5647 | |
Chief
![]() Join Date: Jul 2005
Posts: 316
Downloads: 28
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Everything comes to him who waits |
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#5648 | |
XO
![]() Join Date: Jan 2010
Location: Penzance
Posts: 428
Downloads: 272
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#5649 | |
Black Magic
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4 above is a good point and I need to make changes in the files to accomodate this ![]() |
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#5650 | |
XO
![]() Join Date: Mar 2008
Posts: 424
Downloads: 341
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Something is wrong... with me? TDW look at this command lines. Now it`s look like that: # the hotkey used to order most fuel efficient speed # Format: # # MostFuelEfficientSpeedHotKey = [ False, None, False ] here False or True? # False = disabled # None = key used # False = shift required # # if you wanted to enable this without shift required: # MostFuelEfficientSpeedHotKey = [ True, MenuKeyManagerWrapper.Keys.N, False ] # # if you wanted to disable this: # MostFuelEfficientSpeedHotKey = [ True, MenuKeyManagerWrapper.Keys.N, False ] # # Note: Keys.M is used by the Navigation Map in the stock game! It was used only as example here. Also the hotkey will only be recognized if the sub is surfaced And after start Harbour Pilot in Kiel, hit the button N U-boot increase the speed to 10kts:/ I got next question. Brackets still required? |
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#5651 | |
Black Magic
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The '#' symbol means a comment and is ignored by the game (used for adding documentation in the .py files) Note: if the key you are defining (in this case N) is defined in the commands.cfg file then the commands.cfg file will override it and you'll never see it work copy and paste the following into your options file (overwriting the original): # the hotkey used to order most fuel efficient speed # Format: # # MostFuelEfficientSpeedHotKey = [ False, None, False ] # False = disabled # None = key used # False = shift required # # if you wanted to enable this without shift required: # MostFuelEfficientSpeedHotKey = [ True, MenuKeyManagerWrapper.Keys.M, False ] # # if you wanted to disable this: # MostFuelEfficientSpeedHotKey = [ False, MenuKeyManagerWrapper.Keys.M, False ] # # Note: Keys.M is used by the Navigation Map in the stock game! It was used only as example here. Also the hotkey will only be recognized if the sub is surfaced # MostFuelEfficientSpeedHotKey = [ True, MenuKeyManagerWrapper.Keys.N, False ] # change the M to whatever you want. You can't use M! |
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#5652 | |
Black Magic
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I also updated the Automation command Report_position_celestial. If Battlestations are activated then he will take a dead-reckoning fix instead. The Navigator's order of Report Position Celestially is unavailable (greyed out) when Battlestations are set. Changes will be seen in v6.0.0. I sent Trevally v6.0.0 as of now so he can play with the Automation changes. |
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#5653 |
Navy Seal
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Thanks TDW
![]() For "Wait_for_time,x,y,a,b,0,0,t" if I set script to check at local time- 1200 noon 2000 0000 0600 user loads game and runs script (local time 1300) then it will be 23hrs before first fix ![]() |
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#5654 |
Black Magic
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it would be 7 hrs before first fix (2000 - 1300 = 7 hours). I would recommend using GMT time though. There is a chance you could cross a nautical time zone and thus miss a fix using local time (it's a rat race as to whether the Wait_for_time command would catch the time before the nautical time zone kicked in. Something to be aware of).
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#5655 |
Navy Seal
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Here is the test I ran :-
[AS] Real Nav Auto Fix timed GMT [DESCRIPTION] test fix by GMT [DESCRIPTION_END] [CATEGORY] Real Navigation [SUBCATEGORY] Position on patrol [COMMANDS] Report_position_celestial,0,0,0,0,0,0,0 Wait_for_time,12,00,0,Noon Fix,0,0,0;(1200GMT) Report_position_celestial,0,0,0,0,0,0,0 Wait_for_time,19,00,0,Post Meridian Fix,0,0,0;(1900GMT) Report_position_celestial,0,0,0,0,0,0,0 Wait_for_time,00,00,0,Post Sunset Fix,0,0,0;(0000GMT) Report_position_celestial,0,0,0,0,0,0,0 Wait_for_time,05,00,0,Pre-dawn Fix,0,0,0;(0500GMT) Report_position_celestial,0,0,0,0,0,0,0 Wait_for_time,07,00,0,Ante Meridian Fix,0,0,0;(0700GMT) Report_position_celestial,0,0,0,0,0,0,0 Loop,-1,0,0,0,0,0,0 [COMMANDS_END] Worked very well ![]() Using GMT to avoid missing a fix if crossing a time zone means- To get nav officer to call noon fix it must be noon local time. most of the game is played :- GMT 0 +/- 3 ![]() ![]() Also does anyone have suggestions as to the correct time to hit sunset etc during North/South and seasonal changes ![]() Last edited by Trevally.; 12-28-10 at 11:01 AM. |
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Tags |
dbrn, favorite, new ui |
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