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02-08-21, 10:52 AM | #13651 | |
Seaman
Join Date: Mar 2019
Location: Helsinki, Finland
Posts: 36
Downloads: 81
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Quote:
In real life you can hear their 2-3 letter ID, so that way you know which is Brest and which is Lorient. Also to crude extent you can estimate are you at short/long range by signal clarity/strenght. If they emit only few hours a day, can this be invididual to each beacon? If Brest would emit 14-15z and Lorient 15-16z, that way we could ID them. If the above is not possible, I would argue that range information, although unrealistic, is necessary to balance the lack of other possibilities as invididual ID cannot be simulated in the game. Adding more lighthouses to the game would be awesome. Especially if they could have own light morse code or specific times of the day when the light appears. Even if this is not possible, lighthouses or landmarks would be beneficial. Displaying them on the navmap - Not a problem. Just make PDF of locations and players can draw the relevant ones themselves. |
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02-10-21, 09:11 PM | #13652 | |||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Quote:
- If I got Vecko's explainations on this feature, his simulated NDBs are in reality normal radio messages. I am noot susre ifm besides distance and direction of the emitter, also message content can be known by the player. Probably yes, in which case the text of the message could be a simple three-letter code denoting the antenna emitting the signal. - Different daily emission patterns for each antenna should be easy to simulate, and they could help identifying better the antenna of the intercepted NDB signal. - Even if we knew exactly the name (and thus the location) of the intercepted NDB. there would be no point in placing two or more antennas close to each other, because only one signal (the closest one) can be intercepted at any given time. This limits us to having only one antenna per port, and to plotting our position using the second method I described at post #13544. - For the plotting to be accurate, NDB bearings should be taken pretty near to port. Navigator's dead marks can be used to sail to an appropriate position. Since only one NDB per port is implemented, even supposing that the antenna of that port was destroyed, and that we are actually intercepting the signal of the second nearest port, there would be a very little chance of us not noticing that, as the result of our plot would be totally unconsistent with our approximately known position. Indeed, radio ID's and range to the beacon would provide a further evidence of that, but I am afraid that the latter would be more useful as a cheat than for anything else. Quote:
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...or, even better, a vectorial icon can be placed directly on nav map in each lighthouse's position. |
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02-12-21, 11:22 AM | #13653 |
Seaman
Join Date: Mar 2019
Location: Helsinki, Finland
Posts: 36
Downloads: 81
Uploads: 0
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Here one idea on how NDB arrival to port could be implemented. The key would be to install NDB's at visually distinctable objects, so you can visually confirm that you have sailed to the correct NDB.
In this example there are 4 NDB on 2 light byos and 2 light houses. Larmor Plage "castle" is simply useful as visual reference, even in limited visibility. I have modded the TWOS Lorient harbor chart to illustrate this example. I hope that the original creator does not mind. Accurate timing is the only way to measure range. NAV1 -> NAV2 switchover as the nearest NDB can be used to conjfirm that you have completed a leg or are half way. Last edited by Storm501; 02-12-21 at 11:32 AM. |
02-13-21, 09:29 AM | #13654 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Quote:
Talking in general, the main limits of visual beacons in game are two: a) they are a bit unrealistic since, as I already noted, most lighthouses within German and British territories were darkened during the war. b) they have a maximum theoretical visual range equal to game's rendering range (20 km in stock game). Conversely, radio beacon signals can be intercepted from a much longer distance. But again, only the closest beacon is reported by the radio operator, so they can't be used in groups the same way as visual beacons. I am confident that each individual NDB can be identified, in game as in reality, by means of a three-letter code or for its time of emission, but let's wait for Vecko's feedback on this point |
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02-14-21, 04:18 AM | #13655 | |
Navy Seal
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Quote:
Giving each beacon specific activity time during the day is also very questionable since I believe that those setting would become quite messed up after few game saves/ reloads...
__________________
Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
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02-14-21, 12:32 PM | #13656 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Quote:
Roger that Well, that is not entirely true. If you trace on map a line, centered on the last position fix and forming an angle of 270 deg with your current route, its intersection with the nearest coastline should tell you the beacon that the radio signal is coming from |
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02-14-21, 01:23 PM | #13657 |
Navy Seal
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We already talked about this IIRC...Yes, you can do all kind of "clever" hacks and trick to reduce the possibility of a mistake but clear indication like three letter code which can be heard on our radio in order to confirm the identity of a selected beacon (which Storm501 has mentioned) is not possible.
__________________
Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
02-16-21, 10:11 AM | #13658 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Yes, that's indeed a limitation. My point is that it is not a limitation that will render your current implementation of radio beacons useless, and adding back the beacon range reporting won't do things much better, but imho it will only make radio navigation lesser realistic
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02-26-21, 03:25 AM | #13659 |
Lieutenant
Join Date: May 2012
Posts: 266
Downloads: 176
Uploads: 0
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Transfer question
Hi.
I was wondering the following, my automatic transfer worked fine (end of Mare nostrum) However, i wanna go to drumbeat but it is not available (dunno why). If I use the silentotto thing, it becomes active, however I lose my current sub and crew. Isnthere a workaround so I can chose drumbeat without losing my current sub, crew and career? Tnx a lot! |
02-27-21, 10:04 AM | #13660 |
The Analyst
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Hi everyone,
today I done a small update of my mod/fix "Visible Date of Awards for TWoS". Changelog: v1.0 - Make the dates of the award from medals visible in TWoS again v1.1 - Removes yellow border when clicking on the awards v1.2 - Make the color from U-boat War Badge a little bit darker to fit better to the other ons here you can find the download: https://www.subsim.com/radioroom/dow...o=file&id=5741
__________________
Best regards, GrenSo “Mankind must put an end to war, or war will put an end to mankind.” - J.F.K. |
02-27-21, 10:45 AM | #13661 | |
Navy Seal
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Quote:
Anyway...I can't remember right now which modder updated those SH5 medals (checked the TWoS docs, it was ual002) but they look absolutely gorgeous indeed! To bad they aren't working properly...
__________________
Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
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02-27-21, 11:20 AM | #13662 | |
The Analyst
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Quote:
If you will disable the page of the awards/medals it will be ok. But if someone will have it back, than I can provide a mod for it. But it depens how you will be disable it.
__________________
Best regards, GrenSo “Mankind must put an end to war, or war will put an end to mankind.” - J.F.K. Last edited by GrenSo; 02-27-21 at 01:22 PM. |
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02-28-21, 05:35 PM | #13663 |
Fastest Gun Around
Join Date: Aug 2019
Location: Agua Fira, New Mexico
Posts: 2,367
Downloads: 527
Uploads: 5
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When can we expect the next update? is the mod still in development?
I’m so excited for the next version, keep us posted.
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There are no secrets to success. It is the result of preparation, hard work, and learning from failure. — Colin Powell I'm not very active on the forums anymore. If you have a question, please DM me and I'll respond ASAP! |
03-01-21, 09:50 AM | #13664 |
Navy Seal
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v2.2.23 update is ready. I'm only little bit lazy to write down all the changes in the change log. It'll happen in day or two...
__________________
Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
03-02-21, 05:25 AM | #13665 |
Fastest Gun Around
Join Date: Aug 2019
Location: Agua Fira, New Mexico
Posts: 2,367
Downloads: 527
Uploads: 5
|
__________________
There are no secrets to success. It is the result of preparation, hard work, and learning from failure. — Colin Powell I'm not very active on the forums anymore. If you have a question, please DM me and I'll respond ASAP! |
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