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Old 03-26-21, 12:13 PM   #1
Pilot_76
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Default Helmsman's drift

Folks,

I am using the "no sub on map" mod for realistic navigation (cel/DR) and in not using TC at all. A few things:

1-The submarine will drift off course unless a plotted course has been placed on the map.

2-That ruins realistic navigation because the plotted course makes me see where my sub is with an unrealistic gps precision.

Possible workarounds:

1- Plot a course then abandon the games's map and use another pc/laptop with another copy of SH3/4 etc and use that one's map.

2- Find the graphic file for the plotted course and make it transparent but this might affect other tools such as the ruler.

3- Same as option #1 but use Google Earth or any other Nautical Navigation app instead but errors will arise due to the games's map being a flat Earth and corrections must be made in order to have distances and ETA's etc correct. (SH3 GWX Manual explains this further).

4- Find the data (if it exists) in some sort of cfg file or ini file and reduce this drift to zero.

any help is appreciated...


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Old 03-26-21, 01:53 PM   #2
Bubblehead1980
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Quote:
Originally Posted by Pilot_76 View Post
Folks,

I am using the "no sub on map" mod for realistic navigation (cel/DR) and in not using TC at all. A few things:

1-The submarine will drift off course unless a plotted course has been placed on the map.

2-That ruins realistic navigation because the plotted course makes me see where my sub is with an unrealistic gps precision.

Possible workarounds:

1- Plot a course then abandon the games's map and use another pc/laptop with another copy of SH3/4 etc and use that one's map.

2- Find the graphic file for the plotted course and make it transparent but this might affect other tools such as the ruler.

3- Same as option #1 but use Google Earth or any other Nautical Navigation app instead but errors will arise due to the games's map being a flat Earth and corrections must be made in order to have distances and ETA's etc correct. (SH3 GWX Manual explains this further).

4- Find the data (if it exists) in some sort of cfg file or ini file and reduce this drift to zero.

any help is appreciated...


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Interesting. I have always wanted to try out the celestial navigation dead reckoning in SH 4 but man that has to take months longer than an actual patrol lol. Frequent saves and and a logging of positions outside of the sim in case of CTD etc I am sure.

I'll ask around, hopefully can get this worked out.
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Old 03-27-21, 10:06 AM   #3
propbeanie
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When doing manual navigation, I would just set a course, such as "Bring her to bearing 196° True!" "Aye, Cap'n, bearing 196° - Yes sir! Yes sir!", and not bother with the route setting. The helmsman does appear to have a "drift" set in the game's logic though, no matter which method you use. I don't know if they are simulating the human condition, or ocean currents with that, or what... You also have to refrain from using the "Center on sub" short-cut keys.
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Old 03-27-21, 02:36 PM   #4
Mad Mardigan
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Would say they are simulating the human condition, & ocean currents with that.

But... that's just My take on that. A combo of what's known of, as human error coupled with tides & current interaction with ships & subs. Not perfectly but.. as you oft say, propbeanie... it is, what it is...

M. M.

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