UBOAT
[2025.1]Real Navigation
457 条留言
Sweeps 10 月 22 日 下午 3:12 
so does this remove the ability to measure via relative bearings with map tools then
Heuristik 10 月 17 日 上午 7:17 
But if you want to test it out any way and make sure you like it, try it out on a new save, or keep a pre-real navigation mod save.
Heuristik 10 月 17 日 上午 7:16 
WARNING: This mod won't remove itself even when deactivated, you can still play the game but not with any UI or rightclickable maneuvering, I do not recommend this mod.
Moifern 10 月 13 日 下午 7:23 
I'm having a tiny listening circle appear on my map near the sub, not one it. It's pretty much the area of accurate estimates.
Heretek 9 月 5 日 下午 12:14 
mandatory mod. It changes the whole gamedesign to a deeper step. Here you can check if you do or don't know how to compute a solution by trigo and measurements.
Great work out there !
tyvm
Mouse Rat 8 月 20 日 下午 2:19 
Not sure if possible, but an UI element for the odometer including a reset button would be mandatory to make this mod usable.
aquelarrefox 8 月 16 日 下午 6:30 
this mod doesn't seem to work for 2025.1 patch 12, i have the issue with the sectant that didnt appear
Mouse Rat 8 月 5 日 上午 9:07 
Any chance you can remove "locking" as part of the mod.
kjones12 6 月 24 日 下午 4:06 
Wish-List Add a way to set bearing tool to uboats current heading since the sub is missing the bearing tool points the 0 bearing up or North but then you have to the relative course calculations again :/
BattlePants#2233 4 月 6 日 上午 2:25 
this mod doesn't seem to work for 2022.1 for me at least ;((
KaKuchKe_SpaiN 3 月 28 日 上午 7:31 
It's working properly again. Thank you very much! :steamthumbsup:
Don D Dwain 3 月 13 日 上午 7:54 
P.S. Radio signals are more realistic due to vast distances, where a lighthouse has a limited visual range due to weather conditions, and distance. There are no actual radio signals in the game for navigation that I know of, so it has to be imaginary.
Don D Dwain 3 月 13 日 上午 7:54 
Sorry I will update my last confusing comment, lol. I saw a comment somewhere in here about being able to center the map on the last position known. An easy fix without changing any files, and is more consistent with history, is to place at least 2 points on the map (name them whatever you like, (exp: lighthouse, radio station, etc.) as long as it is on land or a fixed position and at least 2 points. On your last updated position, draw a line from 2 of however many positions you created, and intersect them to your position, extend the line a little further than your actual position so then it appears as an "X" on the map. Simply move those lines from that point, when you update your position again. After you save the game, then on Reload, it should be very easy to find your last updated coordinates.
cr8z_cuban 3 月 6 日 上午 12:28 
So I tested it quite a bit, and on my end everything seems on point. Also an easier explination to your question would have been: In your mod you have the line "odoContactDistanceInt += Mathf.RoundToInt(odoIncrementalDistance);". Mathf.RoundToInt() rounds the distance to the nearest whole number before adding it to the odometer. If the result is below 0.5 meters, it rounds down to 0, meaning no distance is added to the odometer. If the movement is above 0.5 meters, it rounds to 1 meter. So unless the movement is large enough to round up, it won’t register at all. I didnt change this, so by the logic it should still be accurate. I did a couple more tweaks for ease of use for myself. distance under 25km in meters, and over 25km in xx.xx format. Love the mod, just was pulled into the black hole of trying to improve it a little for myself and since it worked, figured id share!
cr8z_cuban 3 月 5 日 下午 1:24 
-"position2" stores the submarine's current position for this frame.
-The line "float odoIncrementalDistance = Vector2.Distance(odoLastPosition, position2) * 1000" calculates the distance moved since the last frame.
-Change: "odoLastPosition = position2" - This updates the reference point to the current position, ensuring that the next frame's distance is always measured from the most recent position instead of an old, outdated reference.
-"odoContactDistanceInt += Mathf.RoundToInt(odoIncrementalDistance)" - This adds the calculated distance to the total odometer reading.

Sorry, didnt fit all in one comment.

Everything seemed extremely accurate during an attack last night. also might I add this doesnt mess at all with the estimated location/actual location. Its up to you where you choose your reference point for calculations!
cr8z_cuban 3 月 5 日 下午 1:20 
Vector2 position2 = new Vector2(__instance.SandboxEntity.Position.x, __instance.SandboxEntity.Position.y);
float odoIncrementalDistance = Vector2.Distance(odoLastPosition, position2) * 1000;
odoLastPosition = position2;
odoContactDistanceInt += Mathf.RoundToInt(odoIncrementalDistance);

The distance calculation remains identical—it still measures only the distance between the last recorded position "odoLastPosition" and the current position "position2".
cr8z_cuban 3 月 5 日 下午 1:20 
Should be no accumulation of errors.
Original method of calculating distance:
odoIncrementalDistance = Vector2.Distance(odoLastPosition, position2) * 1000;

-"odoLastPosition" last recorded position of the submarine.
-"position2" is the current position.
-"Vector2.Distance(odoLastPosition, position2)" measures distance traveled since the last position update.
-This was then added to "odoContactDistanceInt", which keeps track of total traveled distance.
The mod measures distance between these two points and added it to the odometer total.
The problem is it only tracks distance between those 2 points, hence counting down when going back.

What I did keeps the same logic, but ensures "odoLastPosition" is properly updated before the next calculation:
Matta  [作者] 3 月 5 日 上午 2:48 
@cr8z_cuban
Getting this to work was one of the planned updates-- have you tested whether its accurate?
I'm worried there could be an accumulation of small errors.
cr8z_cuban 3 月 4 日 下午 6:51 
Also, if the Odometer popup is annoying, heres how to get rid of it:

In C:\Program Files (x86)\Steam\steamapps\workshop\content\494840\2618451929\Source\RealNavigationPatch.cs, Find:
if (eventData.button == PointerEventData.InputButton.Left)
{
odoContactDistanceInt = 0;
tutorialTicket = tutorialUI.Open(locale["Parameters/Odometer Null"], 10);
tutorialTicket.Pause = false;
tutorialTicket.CloseByClick = true;
}

Replace this section with:
if (eventData.button == PointerEventData.InputButton.Left)
{
odoContactDistanceInt = 0;
}
cr8z_cuban 3 月 4 日 下午 5:11 
I found a fix for it. In C:\Program Files (x86)\Steam\steamapps\workshop\content\494840\2618451929\Source. Open Realnavigationpatch.cs in a text editor (I use word pad) Find the line "float odoContactDistance = (Mathf.Sqrt(Vector2.SqrMagnitude(odoLastPosition - position2))) * 1000;" Replace it with "float odoIncrementalDistance = Vector2.Distance(odoLastPosition, position2) * 1000;
odoLastPosition = position2;
odoContactDistanceInt += Mathf.RoundToInt(odoIncrementalDistance);" . Make sure you only delete EXACTLY the code provided, and not a space more or less. If you do you will mess up the code.

Ive been driving in a circle for an hour and the odometer continues to count up. The odometer reset works as its supposed to.
cr8z_cuban 3 月 4 日 下午 4:10 
Is there any way to have the odometer track actual distance taveled, and not just from last known point? As some have pointed out this causes the odometer to count backwards when going towards last known point. not a huge deal, but it eliminates the ability to accurately plot your location after a turn, which then makes a submurged 4 bearing method much less accurate.
Matta  [作者] 3 月 3 日 上午 10:36 
@jtone1234 did you reactivate it in MODConfig.xlsx?
jtone1234 3 月 2 日 下午 8:10 
It looks like Hard Mode doesn't work anymore after this last update either :(
Maverick_1957 3 月 2 日 上午 2:34 
Thank you much Matta.
Sam Wise 3 月 1 日 上午 6:06 
Wonderful! Good job guys!
Matta  [作者] 3 月 1 日 上午 5:44 
I just updated the mod using the fixes by Ostik and DARKNESS! Big thanks to them :)
cr8z_cuban 2 月 27 日 下午 6:22 
Glad I could help
LAntorcha 2 月 27 日 下午 5:59 
Thx @cr8z_cuban. Seems the Bifrost takes some time updating numbers between a new mod activation and another.

And the KTB missing lines probably is my fault.
Again, thanks @ostik for the hotfix!
cr8z_cuban 2 月 27 日 下午 5:11 
@ostik Dude youre a godsend! Working fine I tried to go down the rabbit hole of finding the problem with the help of chat gpt, with no luck. I dont know code lol. @LAntorcha As to Projekt bitfrost, its working fine for me with this, and 39 other mods lol. close the game and go to C:\Users\your_username\AppData\LocalLow\Deep Water Studio\UBOAT and delete youre cache, data sheets, and temp folder. sometimes the appdata foder is hidden. google it on how to un hide it. you wont lose any save data, just makes the game rewrite potentially corrupted files. if that dooesnt work, unsub and resub from your mods, and delete the folders i mentioned before you launch. it should work
ostik 2 月 27 日 下午 3:08 
you can fix it manualy in \494840\2618451929\Source\Actions\SwitchSextantAction.cs
instead
"
base.UseDevice(character, "Use", null, int.MinValue, null, false, true, false);
"
place
"
base.UseDevice(character, "Use", null, int.MinValue, null, false, SlotUsageFlags.IgnoreOtherCharacters, false);
"
ostik 2 月 27 日 下午 2:58 
I'll try to re-upload the mod with the fix if the author doesn't do it.
KaKuchKe_SpaiN 2 月 26 日 上午 11:44 
The same thing happens to me, it is no longer possible to perform a measurement with Sextant.
LAntorcha 2 月 26 日 上午 11:34 
School of Real Navigation
Learn how to fix our true position from a lighthouse.

This is a list of the Lighthouses i have found so far:

Wilhelmshaven Lighthouse 53º33N 8º10E
La Pallice Lighthouse1 46º9N 1º15W
La Pallice Lighthouse2 46º10N 1º13W
La Pallice Lighthouse3 46º10N 1º13W
Helgoland Lighthouse 54º11N 7º54E
Brest Lighthouse 48º22N 4º31W
La Spezia Lighthouse 44º6N 9º49E
GavJam 2 月 26 日 上午 12:59 
same here - it is no longer possible to take a measurement from Sextant.
don donno 2 月 26 日 上午 12:38 
dear good... thank you!
cr8z_cuban 2 月 26 日 上午 12:11 
Bro youre a lifesaver! I cant wait. Definitely making a backup this time.
Matta  [作者] 2 月 25 日 下午 11:46 
I'll be able to take a look this weekend!
LAntorcha 2 月 25 日 下午 12:10 
Is there any fast way to locate Map Lighthouses?
Any .xlsx were they are?

I wish this mod was working again.
WyG Splitter 2 月 25 日 上午 10:01 
Plz save us creator!
Kerberos 2 月 25 日 上午 4:27 
The mod no longer works for me today. someone has an idea?
Maverick_1957 2 月 25 日 上午 3:33 
yes, i comfirm, today, after patch 12, no more possible to use sextant.
don donno 2 月 25 日 上午 2:26 
Yep, i think the last patch kinda messed up the sextant :(
Don D Dwain 2 月 24 日 下午 5:20 
Loved the mod until patch 12.....you might have to go take a look, the officer now does not use the sextant, at least not for me. Sorry about the bad news.
PapaOscar 2 月 23 日 上午 1:25 
Any plan to allow sextant readings to be manually performed?
TexasHambone 2 月 9 日 上午 11:36 
It would be best if the sextant position and the estimated position used military time found in the game instead of local time as this is the standard for real-life nautical navigation.
R6ckStar 2 月 7 日 下午 7:54 
@DARKNESS do you mean replacing with or adding those lines below?
Urban79 1 月 31 日 下午 8:08 
Is this mod working with patch 23?
Don D Dwain 1 月 14 日 下午 4:19 
@er.tz
Not sure if this will help, but move away from your last position and note odometer, then turn around and move back towards the last position you started the odometer from, this should result in a counting backwards, or closing on your last position.
Don D Dwain 1 月 8 日 上午 7:44 
I have an idea, but I have no idea if it can be done or if it would work. So far I find this Navigation mod to add to this game the touch it needs for a higher degree of realism. I also have a Mod for the Functional RDF antenna. So I thought if it could be done, how nice it would be to be able to use direction finding to fix your position as done realistically by setting 30 min, an hour, or whatever interval, to add a plotted position automatically only when the RDF is up and a radio man is at the station, and of course on the surface. Just an idea.
DARKNESS 2024 年 12 月 15 日 下午 10:49 
@worstl - mod working fine for me.