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05-12-12, 06:43 AM | #121 |
Medic
Join Date: Dec 2006
Location: Error Triangle
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Weekly update
Nothing worth posting this week. Lot's of testing trying to break the clocks per vanjast's suggestion a while back. His observation was that sometimes saving and loading a game can change the clocks. After a week of testing I finally got the game to display the wrong sky data for the displayed time. Since synchronized sky and time is the basis of celestial navigation, this will be an important game bug or feature to understand. So I am going to focus on that for a while.
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"Sounds of terror are in his ears; While at peace the destroyer comes upon him." -- Job 15:21 |
05-13-12, 09:02 AM | #122 |
Grey Wolf
Join Date: Apr 2011
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Great stuff Bravo I wonder is there a way to fix the game so that when you get near land you get the pop up screen that springs up when an aircraft is spotted?I ask this because one has to set the land spotted TC speed to low so you have time to change course but this causes the terrible TC when traversing the Kiel canal issue.I have my near land TC speed set to 128 and its worlds better but I have also finished patrols only to crash into land.With manual navigation this will become very apparent.
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05-14-12, 12:25 AM | #123 | |
Ocean Warrior
Join Date: Jun 2005
Location: Canada, eh?
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Ultimately having a pdf of everything is preferable but having a shortened version in game would be nice since alt-tabbing or having a stand by laptop isn't as nice, not to mention alt-tabbing is known to create its own issues with SH3. |
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05-17-12, 04:09 PM | #124 | |
Sea Lord
Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,696
Downloads: 808
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Quote:
If I remember correctly, when you load the game the GMT time (or your base time) is set to the ship's clock (your current position time).. or visa versa, until you cross a time zone. This of course makes your navigator pace up and down the deck muttering obscenities to himself (which one cannot mention on the forum.. of course ). This is why I mention that you have to write down the real times each time you save/load the game... i didn't look to far into this as i had RL things to attend to. |
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05-21-12, 05:27 PM | #125 |
Sea Lord
Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,696
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Just curious on your progress about this point ?
I've been thinking about this problem lately, and it might be within the save/load structures where the time parameters are f.. (whoops careful - SailorSteve is watching) Ahemm! messed up Maybe Hsie might be able to look into this, if not he can contact me :-) Last edited by vanjast; 05-21-12 at 05:40 PM. |
05-23-12, 12:59 PM | #126 |
Engineer
Join Date: Mar 2012
Location: Kalifornia
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In the early war to mid war, the clocks are set to German legal time, GMT+1 Mitteleuropische time. Mid-war they changed german legal time to GMT+2. This makes sense from the KW (wireless) point of view, keeping the clocks set to command control communications and intelligence time to receive orders and important comm. Navigators placed sunrise high noon sunset and weather data in in the KTB. What hell it must be to resume your bridge watch on german time + as you reach the East Coast of the U. S. and your watch has moved from daylight to the graveyard shift, sleep patterns are altered crew gets grumpy morale is affected. U-Boat Archive has several KTB's with the sunrise sunset data for the month/year. I've always been amazed when surfaced to see my friend Orion Rising over the horizon and wondered if thats where it was in june of 1942? Now I am mostly in the late war where U-Boat Navigation changed. Dead Reckoning, soundings, known landmarks and Elektre-Sonne beacons were used to get a fix. So I drag and drop on the map my course and leave it at that, remove the Sub Icon on the map and Navigate across the sea? Would be awesome!
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06-02-12, 05:18 AM | #127 |
Medic
Join Date: Dec 2006
Location: Error Triangle
Posts: 168
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Real life has robbed me of my game time, so I have done nothing on this. Back at it in a week or so when I get some time off.
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"Sounds of terror are in his ears; While at peace the destroyer comes upon him." -- Job 15:21 |
06-03-12, 02:01 PM | #128 |
Sea Lord
Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,696
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06-03-12, 02:39 PM | #129 |
Seaman
Join Date: Apr 2012
Location: Near Tirpitz' final grave
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08-06-12, 05:38 PM | #130 |
Captain
Join Date: May 2011
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Hopefully this is still being worked on, I really liked the idea!
Let us know if there's any progress. |
03-04-13, 04:00 AM | #131 |
Nub
Join Date: Jan 2013
Location: Baltic Sea
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What an excellent thread, i´ve learned much so far. What a pity it broke off. Is there somebody out there, who knows if these thread-results were enhanced or used by other projects? And question #2... : Does anyone still have the files released by 11Bravo? His gamefront-page is empty.
I`m really no modding-pro at all, but i would spend some time to come a bit closer to Bravo`s goal, the celestial navigation in sh3. Having his files would help for there are some questions left, despite Bravos clear presentation. |
03-04-13, 01:41 PM | #132 |
Loader
Join Date: Oct 2011
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goto http://www.subsim.com/radioroom/show...82&postcount=4
The other day i had trouble to open 11Bravo's files. Maybe a glitch, maybe not.
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Dietrich von Carlewitz, 2nd Lt. U-29 |
03-04-13, 03:52 PM | #133 | |
Nub
Join Date: Jan 2013
Location: Baltic Sea
Posts: 4
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Quote:
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03-04-13, 04:30 PM | #134 |
Loader
Join Date: Oct 2011
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http://www28.zippyshare.com/v/10817307/file.html (2.8 MB) 11Bravo CelNav Second Voyage (link valid for some days)
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Dietrich von Carlewitz, 2nd Lt. U-29 |
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