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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: Dec 2007
Posts: 485
Downloads: 64
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Last edited by Mikhayl; 02-10-10 at 09:49 AM. |
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#2 |
Loader
![]() Join Date: Oct 2005
Posts: 84
Downloads: 13
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where I can download it ??
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#3 |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
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Brilliante !
awesome ! Fantastic ! Thanks mate ! ![]() |
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#4 |
Mate
![]() Join Date: Aug 2007
Location: Aachen, Germany
Posts: 52
Downloads: 3
Uploads: 0
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OMG thats fantastics, everything starts to fit together... GWX, OLC GUI, RL navigation...
I really cant wait for that release...
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Thanks for all those wonderful mods |
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#5 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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Looks good!!
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#6 |
Seasoned Skipper
![]() Join Date: Jun 2007
Location: Bremen/Germany
Posts: 749
Downloads: 71
Uploads: 1
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Wow that is in nice addition for the game.
We from AOTD must have it for ouer Onlinecampaign. Hope that you can finish it soon. Greets Maddy
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AOTD is gone, iam the last survivor ........ |
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#7 |
Medic
![]() Join Date: Sep 2001
Location: Germany
Posts: 168
Downloads: 145
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That's awesome! I have a question: how did you solve the camera angle problem that causes some serious distortion and throws off the sextant reading? I have fiddled with the camera settings for a while, and when I managed to have Polaris in the correct postition on 60°N, it was way off at, say, 20°N, and vice versa! I tested everything between 60° and 75° view angle, and 73° seemed to work best, but still not precise enough! Finally I gave up on it. But now I am really curious!
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#8 |
Medic
![]() Join Date: Sep 2001
Location: Germany
Posts: 168
Downloads: 145
Uploads: 0
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Vanjast used the NYGM cameras.dat IIRC. The view angle is 75° or so. But when I set the angle to 75° in OLC, Polaris is out of view at 60°N, and the whole view is skewed somehow. Just to be on the safe side, I strongly suggest some thorough testing before anyone starts a patrol!
Well, what we really need is a moveable vertical scale, just like the compass in periscope or binocs view. This would settle the problem once and for all. |
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#9 |
Medic
![]() Join Date: Sep 2001
Location: Germany
Posts: 168
Downloads: 145
Uploads: 0
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These are good news indeed! If it works near the equator as well, you have won the jackpot! And yes, 1° off is about right (give or take, as we don't have a real sextant anyway that would allow more precise readings)
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#10 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
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If so... depending on how high you need to be able to measure the angle... I can think of a way to do that. ![]() Please don't tell me you need to be able to measure it all the way up to 90 degrees though (sun directly overhead).
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#11 |
Medic
![]() Join Date: Sep 2001
Location: Germany
Posts: 168
Downloads: 145
Uploads: 0
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No, I think 60-70° will be sufficient for game purposes. Using real nav further up to the north doesn't make much sense in the game because of the distorted map. It looks like a mercator at first glance (which would be of great value in navigation), but it isn't! In real life, something like 180° are required, though.
The problem as far as I understand it is the fishbowl effect that throws off any reading by some margin. If we could move the object of interest (i.e. Polaris) into the center of the FOV, this problem wouldn't exist any more (I think). The binocs might be useful for this. In real life, the navigator has to align the sextant with the horizon manually, but in the game this is hard to accomplish, distorts the view and limits the readings to a maximum of 60°. By shifting the view upwards, we might be able to achieve more precision (we are currently in the weird situation that determining the longitude is easier and more precise than the latitude). |
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#12 |
Ace of the Deep
![]() Join Date: Sep 2006
Location: 2 Meters Below Jimbuna
Posts: 1,060
Downloads: 4
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With all that this mod and others have...we almost have ourself a SHV on our hands...
Or am I really off-base here? :hmm: ![]() |
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#13 |
Medic
![]() Join Date: Sep 2001
Location: Germany
Posts: 168
Downloads: 145
Uploads: 0
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Now that I'm thinking about it.....there is indeed such a scale in the game already: the range indicator of the deck gun! Maybe it is possible to mod it in a way that the angle can be displayed (not in the deck gun view, of course, but in the binocs or so!)
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#14 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
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Are you sure that's the problem? In theory the fishbowl effect shouldn't cause a problem, unless I'm misunderstanding something, in which case the method I have in mind should work.
Forgive me if this is old news - as I said I know nothing of real navigation or its mods - but you could set the "on deck" camera fov to something like 90 (horizontal, thus giving you a vertical fov of 67.5) and add a draggable, transparent scale to the GUI, which has a height of exactly 768 pixels and is marked from 0 to 67.5 degrees, looking something like this: ![]() Then you just align Polaris with the centre of the screen (that is, the horizontal centre - it can be anywhere vertically) and drag this scale so that the 0 mark is on the horizon, and voila. I don't see why that wouldn't work. :hmm: Edit: cross posted - sounds like we were thinking along similar lines.
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#15 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
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So this Vanjast fella has in fact already created the thing I just suggested, but you're not getting 100% accurate readings from it? That's strange. Assuming his scale is accurate, and that you have your camera angle set the same as his, I'm pretty sure this fish-eye effect shouldn't matter. :hmm:
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