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Old 01-23-07, 10:39 PM   #1
dertien
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Join Date: Apr 2005
Location: Antwerp Belgium
Posts: 259
Downloads: 130
Uploads: 0
Default Kiel Kanal Ingress route solution for manual mavigation provided.

Hello everyone,

I was looking for a way to make my ingress with the navigator's inbound-Kiel-Kanal's-course-plotting-order positioning more realistic and easy at the same time, as everyone by now knows, I have become a fan of manual navigation in SH3.

I completely removed the GPS navigation tool, and can no longer use it to plot courses. The problem is the Kiel canal. I am not a freak and not prepared to navigate that damn canal manually each time, something my 3rd steerman can do. So for everyone who has done some mannav in SH3 and likes it, I've come up with a little solution

Before I aboard the subject at hand let me all tell you that first of all that I have read the posts, I know why he/she was banned and that I totally disagree with that particular modder's political/ethnic views. This is however irrelevant to the fact that Gary (the modder's name - and I will pronounce him only once and hereby credit him for this mod) came up with a great mod and something that will maybe in the near future will be done again by DivingDuck, who is working on floating debris at the moment.

But as I and most men at sea know, most buoys look the same apart from their colour which depicts their purpose (green and red) for navigation and black and yellow for dangers. There are a few others, who are special buoys used for special circumstances. The IALA A and IALA B system (found probably on wikipedia) was not yet a fact in WWII but, lets not drift too far from the subject.

I added the following entry to the GWX campaign.scr file under unit 5902's waypoints

This will place the buoy on more or less the spot that is on the map called 'kiel canal ingress point'

[Unit 5903]
Name=Kiel Kanal Boje#1
Class=Buoy
Type=104
Origin=Environmental
Side=0
Commander=0
CargoExt=1
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=false
DockedShip=true
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=1096185.000000
Lat=6466770.000000
Height=0.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0


And changed the name 'Kiel Canal Inbound Point' in the campaign.lnd file to 'Kiel Kanal Boje W'

I will not post a complete ready to install mod of this on this website, as I could receive incoming fire from some people, so I leave the matter of using the buoy to all Kaleuns judgement. You can use a lightship instead (tried it myself but found it a bit big to my taste) if you like.

The buoy can be downloaded from the authors website here

I used the TOP link of the buoy download.

Here are some screenshots:

1) approaching on an egress course coming out of the canal, using the appropriate order while being at a dead stop in Kiel. (thnx to BBW to point this out to me)

2) Passing buoy and ready to make a 180° turn to test out the matter.
3) (Too) close to the buoy on my way back into the Kiel canal and moments befor pushing the Kielcanal inbound order on the navigator's icons.
4) The burning remains of what once was... (sub and crew didn't suffer any damage from the collision) but it's imperative to leave a little more space between your boat and the infernal object.



One last note: You must pass the buoy within reasonable vicinity with a 52 degrees bearing and just as you pass it, go to the navmap and press the ingress to kiel order found under the navigator to get a correct course so your u-boat doesn't scrape the sides of the kiel kanal.
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If you have an apple and I have an apple and we exchange apples then you and I will still each have one apple. But if you have an idea, and I have an idea and we exchange ideas each of us will have two ideas. G.B.Shaw
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