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Old 12-27-10, 12:49 PM   #31
skookum
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Quote:
Originally Posted by Jaeger View Post
hey vanjast,

what we need are more experts who can give advise concerning real navigation.
If it helps, I'm a serving naval officer. I can probably answer most of your questions about navigation.
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Old 12-27-10, 06:02 PM   #32
vanjast
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Quote:
Originally Posted by Jaeger View Post
hey vanjast,

tdw and some guys are discussing real navigation and tdw is implementing this feature to his mod. what we need are more experts who can give advise concerning real navigation. buy it and help us making a good real navigation mod. because of the script possibility, everything is possible to implement. you will be surprised, what tdw can do. we only need ideas and testing guys...
I was referring to SH5's DRM... I cannot be much help with a mod until i have the game, which I won't have while DRM is present .....

I'd like to see pics of the mod and ideas though... maybe I can provide some input.
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Old 12-28-10, 06:30 AM   #33
Pisces
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Check the messages of the user don1reed in this thread:

http://www.subsim.com/radioroom/show...47#post1558947

Specifically post 154 and the 2 following. He has much personal experience in celestial navigation, and applied it often in the game (in as much as SH3 and SH4 allowed).
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Old 01-05-11, 11:37 PM   #34
ETsd4
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First real Navigation with help of dead recon, sunset- and celestial-navigation.
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxx
(1)
4 1/2 min after Sunset near Bornholm (in the right side of the photo) at real position 55.00,00N 15.00,00E

I read a sunset (upper-limb of the sun fully disappears behind the horizon) at 18:15:50 GMT.
But at my actual position of 55.00,00N 15.00,00E the sunset had to be at 17:53:00 GMT according
to this

http://www.srrb.noaa.gov/highlights/...e/sunrise.html
Sunsetcalculation for a specific time and location.
So this gives me an error of 5°40' because the sunset at 18:15 GMT for Sep 02 1939 is at location 009°20E, 15°00N which gives me an
error of 361.3 km ( http://www.movable-type.co.uk/scripts/latlong.html ).



(2)
Actual Moon at 02-Sep-1939, 21:00 local time

The moon-display could be correct because the correct phase of the moon
(according to http://www.maa.mhn.de/StarDate/moon1939.txt ) is
Full moon 29-Aug-1939, 22.16
Last quarter 06-Sep-1939, 20.41.


(3)
Celestial navigation with Polaris (north star).
Polaris + sextant gives me a position of 53°09N.

The reading was 52.15 + 1 (correct the misleading of polaris) = 53.15 = 53°09'.
But i am at position 55°00N. So the Polaris gives me an error of 1°51' = 205.7 km.
( http://www.movable-type.co.uk/scripts/latlong.html )



(4)
My Route with dead reckon-navigation in real time:

The fact that i reached Bornholm (that was my intention) surprised me and was not so bad.
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Old 01-05-11, 11:58 PM   #35
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pretty cool! The integrated mod of Otto's chalkboard in my UIs mod has a sunrise/sunset/moonphase calculator built into it. You access it by pressing shift+B
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Old 01-06-11, 12:15 AM   #36
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Didn't know that. Thxs.
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Old 01-07-11, 09:59 AM   #37
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Ah.. thanks for the pics...I see not much has changed since SH3 days
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Old 04-11-11, 02:42 PM   #38
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This is interesting stuff.

Does the in-game sextant work like they do in real life?

In other words, can I use the real-world navigation links provided earlier in this thread and just use the tools in game to get a fix, or do I have to apply some other techniques to compensate for any in-game limitations on the SH5 sextant, sky, celestial bodies, etc?
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Old 04-12-11, 03:47 PM   #39
ETsd4
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Quote:
Originally Posted by Rykaird View Post
This is interesting stuff.

Does the in-game sextant work like they do in real life?
yep.
(1) vertical sextant angle for coastal navigation: here distance-measurement


Code:
 ==================
| arc   | distance  
| in °  | in m
| =================
| 0.2   | 19385.948
| 0.225 | 17231.935
| 0.25  | 15508.723
| 0.275 | 14098.82
| 0.3   | 12923.9
| 0.325 | 11929.735
| 0.35  | 11077.592
| 0.375 | 10339.067
| 0.4   | 09692.856
| 0.425 | 09122.669
| 0.45  | 08615.835
| 0.475 | 08162.351 
| 0.5   | 07754.214
| 0.55  | 07049.248
| 0.6   | 06461.773
| 0.65  | 05964.675
| 0.7   | 05538.589
| 0.75  | 05169.312
| 0.8   | 04846.192
| 0.85  | 04561.083
| 0.9   | 04307.652
| 0.95  | 04080.895
| 1.0   | 03876.8
| 1.1   | 03524.299
| 1.2   | 03230.532
| 1.3   | 02981.954
| 1.4   | 02768.881
| 1.5   | 02584.213
| 1.6   | 02422.623
| 1.7   | 02280.04
| 1.8   | 02153.294
| 1.9   | 02039.886
| 2     | 01937.815
| 2.5   | 01549.898
| 3     | 01291.221
| 3.5   | 01106.395
| 4     | 00967.726
| 4.5   | 00859.829
| 5     | 00773.472
| 6     | 00643.837
| 7     | 00551.128
| 8     | 00481.497
| 9     | 00427.252
(2) horizontal sextant angle for coastal navigation: here measure the
angle between 2 points (lighthouse, factory)




(3) Vertical sextant angle for moon/star/sun-shoot.

1 and 2 working pretty much out of the box. For 3 it depends on your screen-resolution. A rework of the sextant correspond to your screen resolution is probably necessary. For good accuracy many uses the program stellarium. Also what you need here is definitely a nautical almanac of 1939 resp. 1940 or later or a program that creates nautical almanac data.
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Old 04-20-11, 02:32 PM   #40
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can anyone tell wich mods I need from DKW s ui mod for real navigation (in addition to real navigation)? I have a pretty good idea but he just said no mapupdates etc etc...do I put them behind the megamod?can I put in hole of dkw s ui mod maybe just to be sure ? I get confused what is the actual mod and what are add on mods but I ll have a closer look at the files there.
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Old 04-20-11, 02:35 PM   #41
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Quote:
Originally Posted by Husksubsky View Post
can anyone tell wich mods I need from DKW s ui mod for real navigation (in addition to real navigation)? I have a pretty good idea but he just said no mapupdates etc etc...do I put them behind the megamod?can I put in hole of dkw s ui mod maybe just to be sure ? I get confused what is the actual mod and what are add on mods but I ll have a closer look at the files there.
you install first the stand allone mod for TDW interface and after that the optional mod that is in the same UI package -

NewUIs_TDC_6_4_0_ByTheDarkWraith
NewUIs_TDC_6_4_0_Real_Navigation
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Old 04-20-11, 05:41 PM   #42
Husksubsky
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thx for quick answer. I was in a bit of a hurry when I wrote the post. I have put in the beta megamod and I think new ui s is a part of that but not the add mods, and I put the add ons I need after the megamod right?
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Old 04-20-11, 05:41 PM   #43
TheDarkWraith
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Quote:
Originally Posted by Husksubsky View Post
thx for quick answer. I was in a bit of a hurry when I wrote the post. I have put in the beta megamod and I think new ui s is a part of that but not the add mods, and I put the add ons I need after the megamod right?
Yes
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Old 04-20-11, 05:45 PM   #44
Husksubsky
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thx again
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Old 04-21-11, 09:46 AM   #45
Itkovian
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Pardon my ignorance, but I haven't been keeping up with the community in between my bouts of playing SHV (I play it on and off, with bursts of enthousiasm *grin*).

But just what are the features of Real Navigation? I can't find the mods workshop thread for it, and what I did find remains a bit obscure.

I understand it no longer shows the boat's position on the map, but what features are added to enable navigation?

Also, is it part of the UI mod now? I've got an early version of TDW's mod, and now am daunted by the idea of ripping it out and trying to wedge in an updated version with my other mods. It's gotten to the point I should probably uninstall/reinstall, but I'd rather avoid that.

Mind you, I love the UI and AI mod.

Itkovian
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