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![]() Join Date: Aug 2008
Location: Vienna - Austria
Posts: 25
Downloads: 89
Uploads: 0
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In preparation to a new navigation mod (working title: ***8222;pretty new navigation mod***8220
![]() I don***8217;t expect that SH5 has implemented currents or wind drifts, I think I***8216;ve never noticed this before (but I will make some tests tonight). So this leads me to some questions: Q1) is it possible to slew an object (eg.u-boat; speed = 0!), whether on surface or submerged, with a predefined force-vector (direction and quantity)? If yes... Now the ideas: Step 1) implement wind drift (simple mode: force is independent from the exposed surface of the boat) Step 2) implement ocean current (no tidal current at this stage): Step 2a) surface and subsurface current (increasing constantly with depth); create ocean current maps (mip-mapping?) for gameplay; for calcualtion purpose the map will be divided into square-zones and each zone has it***8217;s specific current vector. But keep it simple! Step 3) implement tidal current The currents at the bottom of the ocean should be zero because otherwise an enduring creak***8217;n***8217;squeak would get on our nerves. This should be also true at harbors. Facing some problems: P1) boats speed = 0, heading 360°, wind from 270°at 5 kt; surface current = 0: the boats heading should remain constantly at 360°but it***8216;s position changes (with a reduction factor for the wind speed, of course). P2) boats speed = 2 kt, heading 360, depth = 30m, wind = 0 (doesn***8217;t matter at all); subsurface current = 7kt from 360°: the boat should remain 360° but should be pulled back with less than 5kt with engines running forward . This should be enough for this time. I read some threads for SH3 but haven***8217;t found some for SH5. Would be very pleased if you tell me what you found out yet. Last edited by silent marshal; 03-08-12 at 05:11 AM. |
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Tags |
dead reconing, ocean current, wind drift |
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