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Old 03-18-09, 01:02 PM   #106
karamazovnew
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Patchman123, don't copy the files straight over. If u read the detailed description of the mod it'll show you which part of the menu.ini file to modify, and be carefull about the index. Just look around in that file to understand what value to put.


Cheers Van, thanks for the effort you put in this Mod. I've tried to make it work for a while but didn't manage it. I could never get correct readings with the sextant and I think it's because of the bridge camera fov (the Conning Deck Camera to be more precise). I used a fov of 60 but then I abandoned the idea of real navigation and later switched to a fov of 75. While sailing from Wilhelmshaven on a superb night I was so amazed by the beauty of the sky that I tried to find the Polaris star, and there it was, smack where your sextant used to show about 54 degrees .

So what fov did u use for that camera? I sail by dead reckoning anyway and CTRL-click at each sunrise and sunset to emulate the sextant. But I sure would like using those charts. Anyway, here's a few bright ideas I picked up while navigating.

1. Is there a way to pause the game at certain clock times? I keep missing my timed bearing changes.
2. Can you add a visibility option for the sextant when pressing a button? Maybe reroute the Plot Course button.

And here's the weird part I've found. Each day the sun rises at a different bearing range from true 90. Isn't this linked to the Latitude by the time of the year? I'll see if i can find any data on the net about this.
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Old 03-19-09, 07:05 AM   #107
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Ok, I've done a bit of searching and finnaly found this page : http://www.locationworks.com/sunrise/2040.html#40

Just as I thought, you don't need to already know your Latitude to find your Longitude, just look through your periscope as the sun sets and rises and mark the bearing. Add that to your sub course to get the Azimuth of the sun. Find the closest matching day in the table and you'll at least know if you're at 40, 50, or 60 etc degrees of Latitude and then continue with your calculation to find your Longitude. I've seen it work in both SH3 and SH4(altough you need to adjust the base time to gmt). So no need for the sextant, but that leaves you with a vertical line of 600nm, while a good sextant would drop that value to 6 miles. So here's a few things that would make this navigation bit a really interesting choice for the realism buffs whithout being to overwhelming. Who knows, maybe they want to implement such a think in SH5. You'd just enable these from the dificulty menu with the option "Real Navigation" .

1. a true sextant with subdivisions scale (Vernier scale). it's just a Periscope view with a buffed up dual lens stadimeter
2. a hideable Lat/Long markings layer on the map, should be much better that the one in SH4 or at least explain how to get the minutes (60 miles in a degree, I know).
3. the ability to turn off all map markings for the sub, including a simpler course plotter that is neither glued to the sub, nor does it update the distances to waypoints while the sub moves. The line tool is not cut out for this.
4. better map marks, that let us edit the label on multiple lines (description, time: "hans' feet stink/18:47")
5. 1x time for game and message box with the message "Nav point reached" if you want to make those course changes manually.
6. clocks in game for GMT and Base time and maybe a large scale chronometer that you can reset whenever you want, great for manually timing those checkpoints.
7. a good values table similar to the one from the above link, that uses the actual game mechanism for the motion of the sky.
8. a drop down white map for the actual attack plotting. So that we don't clutter the navigation map to much. What I actually do in the game is go to the middle of the pacific and plot my attack there at a much greater scale to get rid of the line value issue.

and of course
9: the ability to automate all of this for the kaleuns who hate gps precission but don't want to waste time calculating. The Navigator Officer should have the following options:
-"Estimate current position along course" , which would simply place a mark on the map along the plotted course, simulating dead-reckoning.
-"Get Lat/Long Position" when the weather allows it, which would place a circle with an estimated true position and a label with the time (the diameter of which would depend on the navigator's experience).
-an "Autoupdate positions at sunrise/zenith/sunset" checkbox
-and a "Experience determines the time it takes to make the above calculations" option in the Menu.

During cruising mode, the navigator should be able to automatically adjust the course at each real position calculation. I should point out that any departures from normal cruising should brake the Navigator's routine and put him in a "behind the scenes continually try to plot course changes during attack and destroyer ping-pong" so that you don't get helplessly lost after a 6 hour attack procedure. Here, a "return to course" command would work just as it does know but it would introduce a considerable(but acceptable) ammount of deviation.

Phew finished . If you think this post was long, wait for my "SH5 Interior Interactivity" thread .
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Old 03-31-09, 12:45 AM   #108
Patchman123
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http://en.netlog.com/Patchman123/pho...2156104#photosI have a question. Is there a way to completely remove the sub from the map?
I want to REALLY navigate realistically.
I want to get rid of this thing off the map.

Last edited by Patchman123; 03-31-09 at 05:54 PM.
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Old 04-13-09, 10:58 AM   #109
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Default same problems

Quote:
Originally Posted by Patchman123 View Post
I'm having a problem with the Navigation mod in Silent Hunter III with GWX 3.0 mod. The problem is that it is giving me a "menu not found" error. What should I do? What did I do wrong? I'm using GWX 3.0.
I am very interested for this mod.
there is no prblem with the maps and all the configuration i have to do.
But there is no sextant on my screen.
The menu 1024 is much bigger than in GWX 2.1.
Where is the position to implement the sextant in the menu 1024?
sorry for my bad english
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Old 06-25-09, 01:29 AM   #110
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You know what would be sweet? Ok you know how you can fly just about any plane in the many flight sim games out there? Take off from almost any airport around the world. Well what about a sailboat/ship game where sailing the old fashion way, by the stars and sun shots would be the only way to get across vast oceans?

You could earn points-renown to upgrade your ships as you sailed different routes thru some of the worst weather. Transporting goods from port to port within a certain time frame. Missions like sailing into the pacific trying to follow routes that captains like Cook, Roggeveen and Magellan along with others took. And along the way even battling pirates. Pirates :rotfl:..I must be tired.

Just brain storming. Im sure others have thought of this already. I think I could go for a game like this.

Anyways Im bored and this came across my tired mind. Goodnight !
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Old 06-25-09, 09:02 AM   #111
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Hello mates,

Couldn't help overhearing the conversation gravitate to celestial navigation, so allow me to toss in my $0.02.

If you have not already done so, then check out this thread:

http://www.subsim.com/radioroom/show...ght=stellarium

or just do a 'search' for "stellarium".

All the best,
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Old 10-07-10, 07:39 PM   #112
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Hi there. Could anyone please reupp the navmaps. I would like to try this amazing mod but the links won´t work any more.
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Old 10-09-10, 07:16 PM   #113
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Quote:
Originally Posted by liverd View Post
Hi there. Could anyone please reupp the navmaps. I would like to try this amazing mod but the links won´t work any more.
Same request. Many thanks!

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Old 10-09-10, 07:19 PM   #114
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Quote:
Originally Posted by poor sailor View Post
vanjast, You should edit your links on your first post to avoid problems the other users may have. For example there should be like this: (A) http://www.vanjast.com/NavMod/RealNav_ReadMe2.zip (1.7MB)
(B) http://www.vanjast.com/NavMod/EquatorStarMap.zip (64MB)
(C) http://www.vanjast.com/NavMod/NHemisphereStarMap.zip (35MB)
(D) http://www.vanjast.com/NavMod/SHemisphereStarMap.zip (35MB)
You may not have the right direction to the links if you put the whole words in url, like (A), (1.7MB)...Hope you understand, what I mean. Another thanks for your work.
This links ....This is the request

Many thanks.

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Old 10-11-10, 08:24 AM   #115
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Quote:
Originally Posted by Patchman123 View Post
http://en.netlog.com/Patchman123/pho...2156104#photosI have a question. Is there a way to completely remove the sub from the map?
I want to REALLY navigate realistically.
I want to get rid of this thing off the map.
Here is a usable way :

Open the program files\silenthunteriii\data\menu\cfg directory and edit the maps.cfg file. Change the settings on the navigation map to:

[Map0]
MapID=Navigation_map
Position=0,0
Resolution=1024,656
MajorSqrs=4,2.4
MinorSqrs=5,5
PixPerUnit=50
ZoomLevels=1,2,5,10,20,50,100,200,500,1000,2000,40 00,7000,10000,20000,40000; meters per pixel
InitialZoom=20000;originalmente 500
SymbolZoom=20000;units are drawn as symbols from this zoom up originalmente 10
GroupsZoom=40000;units are drawn in groups from this zoom up originalmente 100
CityZoom=10000;city names are displayed from this zoom down
KriegZoom=2000;krieg labels are separated displayed from this zoom up
HarborZoom=50;harbors will be displayed from this zoom up

Having done so, open the program files\ubisoft\silenthunteriii\data\submarine folder, then choose the folder of your favorite sub, and edit the NSS_UboatXX_shp.TGA file, making it into something invisible (that's to say, just make the whole picture a transparent blank).

There you go, the only way to see your sub is to zoom way way out, wich won't help you much for the finer details of navigation, forcing you to rely on alternate methods.

Now, about faking the sextant, any time you deem that a decent navigator could calculate your exact position, press and hold the ctrl button while clicking with the mouse on a certain point on the nav-map, you'll notice that the nav-map will shift... your boat (even though you can't see it) is right there, under your mouse cursor, so mark that spot for later reference!
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Old 10-11-10, 08:54 AM   #116
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Quote:
Originally Posted by liverd View Post
Hi there. Could anyone please reupp the navmaps. I would like to try this amazing mod but the links won´t work any more.

Oh yes please....I'd like to get them to!
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Old 10-22-10, 06:46 AM   #117
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Default StarMaps

Sorry but I notice the StarMaps links do not work. Is there any other place where I can download them?
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Old 10-22-10, 08:42 AM   #118
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Real Navigation Mod by vanjast

Hemisphere Star Maps by vanjast

Last edited by SquareSteelBar; 10-22-10 at 09:18 AM.
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Old 10-22-10, 11:19 AM   #119
Yoriyn
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Thank you.
Can anyone tell me where the sextant sholud be?
I can't find it. Is somewhere on the brigde screen? map?

Ok I found whats wrong.
In GWX on the place of sextant is big white compass.
How can I move sextant to right top corner?

Last edited by Yoriyn; 10-22-10 at 11:30 AM.
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Old 10-22-10, 01:21 PM   #120
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Quote:
Originally Posted by Yoriyn View Post
Thank you.
Can anyone tell me where the sextant sholud be?
I can't find it. Is somewhere on the brigde screen? map?

Ok I found whats wrong.
In GWX on the place of sextant is big white compass.
How can I move sextant to right top corner?
MaGUI interface (a very good variation of OLC GUI), contains the sextant installed. Installation recommended!

Regards.

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