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Old 06-05-07, 09:59 AM   #1
Mav87th
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Default Real Navigation with SH4

Tests of GMT times versus "Base Time" as the clock is called in SH4 shows, that sun sets and raises look to be just as usable as in SH3 even down to minutes.

The only problem that remains are WHAT TIME ZONE ARE BASE TIME ??? and how does it change over time. I know that it does not change when you save the game (im keeping a logbook and times match whenever i go back into a new saved game)


Below an example:

Game date - 22 november 1942 - located on E 144 deg 50 / N 26 deg 50

I started the stopwatch as the game clock changed minutes, so to have seconds available.

in 3D the sun SET was

Lower Limb - 19:15:00 @ 247 deg True

Center sun - 19:29:10 @ 248 deg True

Upper Limb - 19:40:15 @ 250 deg True


From Almanac data (Starcalc) the real GMT sun SET should be 17:05:00 @ 247 deg True

Difference (to center sun) is + 2 hours 14 minutes or - 16 hours and 36 minutes


3d measurement of Polaris were 310 deg True at 31 deg up from horizon at game Base time 19:57:00

The submarine were parked the same spot the whole time.


Now can anyone tell me what timezone the BaseTime is???

or if this corrosponds with my position lat/lng ?
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Old 06-05-07, 05:54 PM   #2
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bump for reads.... this is (potentially) a realism breakthrough waiting to happen
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Old 06-05-07, 06:22 PM   #3
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I believe I have a copy of starry night pro, I will give it a shot if you want to make some tests.
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Old 06-05-07, 09:19 PM   #4
Mav87th
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todays testing showed, that the starmap is correct as far as to the dates (22. november 1942).

I have now rescaled the SH3 mod's Sextant image and printed it on a transparent, thus enabled a measurement of Polaris for Latitude. And this seems to work fine.
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Old 06-05-07, 10:34 PM   #5
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I believe the time is based on Pacific Standard Time however, the dateline issue isn't implemented therefore the clock keeps ticking away at wherever you start off.
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Old 06-06-07, 07:11 PM   #6
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Quote:
Originally Posted by Mav87th

Upper Limb - 19:40:15 @ 250 deg True


From Almanac data (Starcalc) the real GMT sun SET should be 17:05:00 @ 247 deg True
I put all data in starry night:

sunset 17:04 @247° (gmt+09:36)
if the game renders the sunset at 19:40, that would be gmt+12:12!

timezone is fubar in sh4
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Old 06-06-07, 11:38 PM   #7
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Quote:
Originally Posted by kv29
if the game renders the sunset at 19:40, that would be gmt+12:12!

timezone is fubar in sh4
Not necisarily - but the gameclock is just not simple "local time" - i think its based on something els. The trick is to figure out WHAT Base Time is exactly and then just make the calculations from there. It does not matter if you have to say Local time +12 or Base Time +10 - as long as you know that its +10 or whatever it is...
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Old 06-07-07, 02:07 AM   #8
Fearless
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I wouldv'e thought that base time was from the base you departed from.

Showing local time would be my preference same as in SH3 but again crossing the dateline is the issue.
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Old 06-07-07, 08:28 AM   #9
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@kv29 you're right!


after some testings I found:

- base time is real local time of the exact position the sub starts
- that means: there are no time zones in SH4 - there is a continuous displacement of time


If You start at W001°00' your "local time" = basetime ist 4 Minutes behind GMT.

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Old 06-07-07, 08:31 AM   #10
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So if the clock is ok, time measure should remain accurate for the rest of the mission, or the clock is bad too?
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Old 06-07-07, 08:36 AM   #11
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Quote:
So if the clock is ok, time measure should remain accurate for the rest of the mission?
Yes!

And we need the time difference (local time - GMT) for every start - location.
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Old 06-20-07, 11:52 AM   #12
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Quote:
Originally Posted by Mav87th
--

Great Thread Gents!

Ah longitude and the celestial sky.
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Old 06-20-07, 04:49 PM   #13
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Quote:
Im using the sim stopwatch in conjunction with the onboard watch.
Ok. I'll try your method, but, what I was looking for was a time-piece with hr/min/sec all in one unit, like a real pocket watch.
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Old 06-21-07, 05:35 AM   #14
Uber Gruber
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@Mav

Someone produced a mod that changed the dragable gramaphone into a dragable map in this forum, perhapps you could extend the idea and use it to produce a drag
able sextant ? I still think the OBS scope would be better though...if it can be done that is. No word from lethal so maybe captain cox can liaise with mav and beery to produce it ?
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Old 06-21-07, 04:40 PM   #15
Mav87th
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Well....what can i say....im a genious...


The Sextant image is now implemented in SH4...draggable...and with an ability to close it and open it as you see fit...


I have simply tied it to the Chronometer. So when ever you open the chronometer the sextant image shows up as well, lined up to the one side of the chronometer. You can then drag the chronometer around as you see fit and the sextant image will follow along:rotfl:

I only need to adjust the placement relative to the chronometer, But for now here is the stuff to change in menu_1024_768.dat file....

Added this part after the LAST of the chronometer sections G29 I15 - make really sure this is the one.

Appart from that all you need is the graphics file from the REAL NAV mod to SH3 placed in Data/Menu/Gui/KF_SextantX.tga - Beware that in the below text you need to rename the tga file to the above name (remove 1280x980)

;;;;Dragable Sextant BY Kaleun Freddie and Mav;;;;
[G29 I16] Be DAMN sure this is the next and last in the section
Name=Dial
Type=1031;Stat bmp array
ItemID=0x29030001
ParentID=0x29020001 ;1024x768
Pos=512,384,191,962 ;560,970,194,230
zone=512 0 191 962 0 1 0x29020001 0.5 -0.5 0x29030001 0.0 0.0 0 0 placements is done here, mine is done with the image scaled for 1280x980 res.
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/KF_SextantX1280x960.tga Remade image scaled for 1280x980
Crop 0=0,0,1.0,1.0
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=false
SelOne=false
IdGroup=0
;;;;Dragable Sextant BY Kaleun Freddie and Mav;;;;

I think its going to be a NO JSGME mod as i guess most of you guys have your "own" menuxxxxxxx.dat file.

---------------------------------------------------------------------------------------------------------

This worked a little better

[G29 I16]
Name=Dial
Type=1031;Stat bmp array
ItemID=0x29030001
ParentID=0x29020000;1024x768
Pos=100,981,191,962
zone=0 -250 191 962 0 1 0x29020001 0 0 0x29030001 0 0 0 0
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/KF_SextantX1280x960.tga
Crop 0=0,0,1.0,1.0
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=false
SelOne=false
IdGroup=0

The sextant is now placed up along the left side of the Chronometer, so when you only need the chronometer you can drag it to the left side of the screen, thus dragging the sextant out of the screen area. Now i only need to adjust the sextant image to the exact screenhight.

Last edited by Mav87th; 06-23-07 at 12:40 AM.
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