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-   -   Navigation Bathymetry Map (The final version of the mod) (https://www.subsim.com/radioroom/showthread.php?t=252948)

astvitaliy1982 06-15-22 03:36 PM

Navigation Bathymetry Map (The final version of the mod)
 
Navigation Bathymetry Map 27.08.2022



1. The Archipelago of Saints Peter and Paul has been added to the map.

https://i.postimg.cc/3wvXgK3s/image.jpg

2. Orinoco and Amazon have been added to the map.

https://i.postimg.cc/HxmyXXZM/image.jpg

3. The River Thames has been added to the map.

https://i.postimg.cc/PqWLXNX5/image.jpg

4. The island of Sula Sgeir has been added to the map, as well as the heights of
the island of Rhone have been redone.

https://i.postimg.cc/vHnGFkHQ/image.jpg

5. Tjeldoya Slott Skerry Pass has been redesigned.
Reworked depths in the Narvik and Harstad areas.

https://i.postimg.cc/Cxf0x4zw/image.jpg


-----------------------------------------------------------

Navigation Bathymetry Map 2022 (Stock version Final)

Download:

https://www.subsim.com/radioroom/sho...d.php?t=252093


--------------------------------------------------------------

Navigation Bathymetry Map 2022 (SH2 version Final)

Download:

https://www.subsim.com/radioroom/sho...d.php?t=250315


---------------------------------------------------------------

Navigation Map (Physical map Final)

Download:

https://www.subsim.com/radioroom/sho...d.php?t=252133


---------------------------------------------------------------

Navigation Bathymetry Map 03.08.2022

The final version of the mod.


Additions:

The depths of the Gulf of Mexico have been redone, the Caspian Sea has been added to the game,
the Volga-Don navigable canal (Caspian Sea) was built, the Kiel Canal was improved,
in the Brest area, the Goulet-le-Brest passage was built, the Ria-le-Conque bay was built.
In general, the Brest area has been improved, islands built in an earlier version have been removed from the map.
fashion.

Scroll down this page. Added one more map - NavMap SH3 (Experience) 08/07/2022


https://i.postimg.cc/NfBKGSmJ/1661.jpg

https://i.postimg.cc/BQSvfDfR/1662.jpg

https://i.postimg.cc/MpXKvSTD/1663.jpg

https://i.postimg.cc/vHZGNsWs/1664.jpg

https://i.postimg.cc/jSWtR4g3/1665.jpg



-----------------------------------------------------------

Navigation Bathymetry Map 2022 (Stock version Final)

Download:

https://www.subsim.com/radioroom/sho...d.php?t=252093


--------------------------------------------------------------

Navigation Bathymetry Map 2022 (SH2 version Final)

Download:

https://www.subsim.com/radioroom/sho...d.php?t=250315


---------------------------------------------------------------

Navigation Map (Physical map Final)

Download:

https://www.subsim.com/radioroom/sho...d.php?t=252133

-----------------------------------------------------------------

NavMap SH3 (Experience) 07.08.2022

All updates from previous mods are present in this mod.
The main difference is that now every person who has downloaded
this map will be able to change the colors in it at his own discretion.
There are six positions that can be changed:

1 - color of names of bays and cans.
2 - color of grid numbers.
3 - coordinate grid color.
4 - color of country names and color of continent names
on a long distance map.
5 - color of country borders.
6 - the color of the names of the seas and oceans and the color of the oceans on the map
far scale.

Inside this mod is an instruction in Russian and English.
(I wrote the English instruction using Google translator,
but I hope the presence of images will make it easier to read)

https://i.postimg.cc/J7kXzS0Z/1694.png

https://i.postimg.cc/Gpt8w56B/1693.png

Download:

https://drive.google.com/file/d/1IQI...ew?usp=sharing

Anvar1061 06-15-22 04:00 PM

https://www.subsim.com/radioroom/ima...n_Salute-1.gif

Kal_Maximus_U669 06-15-22 04:20 PM

astvitaliy1982 carte sh3
 
good evening friends
I wanted to put here the work of astvitaliy1982...
I want to say that it is really remarkable and that from the beginning that you have approached this theme...
I really like the details.. the precision.. that you bring and it keeps getting better. Thank you to all those who help and contribute to make this possible (Jeff.. Anvart..etc)
I can already hear the criticisms: I quote "yes but the Krieg marine didn't have this kind of map..." we don't care.." this can help during certain dangerous navigation passages..
screens:
http://image.noelshack.com/fichiers/...-40-37-571.png
http://image.noelshack.com/fichiers/...2-27-3-883.png
http://image.noelshack.com/fichiers/...-25-12-433.png
PS : don't wait download this pearl friends

propbeanie 07-25-22 12:10 PM

Quote:

Originally Posted by astvitaliy1982 (Post 2819795)
After all, this is not the final version of the mod... having started once, it is impossible to stop ...)

:arrgh!: aka: CTD - Compulsive Tweaking Disorder, astvitaliy1982... although, I would argue the use of the word "Disorder" there... "Disease" maybe? contagious? Most likely... lol ;^)

kyle9154 07-25-22 03:43 PM

This is a really nice mod and I would really like to use it but I can't use it with the Onealex mod for the fact that some of the new islands you made, namely the ones outside of Brest has ships running into them because you would need to edit all the traffic paths in the .RND campaign file and the .SCR campaign file and that's way too much work for someone such as myself to do. Maybe if you play with Onealex's mod you can look at the paths the ships takes in mission editor and change them or place the French islands outside of Brest in such a way that traffic goes between them. But simply placing new land masses is fine if your able to ensure ship traffic routes is not affected.

Something you should look into maybe as future work on this mod ;) :Kaleun_Salute:

Doolar 07-25-22 06:55 PM

re
 
Can't use the "Navigation Map (Physical map Final)" with the new Toyotagt86 v2.2. I really like that map too. But I'm sure an updated map will be along shortly. So no problem.

astvitaliy1982 07-25-22 09:24 PM

Astvitaliy1982
 
I will remove these islands. If they are needed, they can always be pulled from previous versions of the mod.Thank you for pointing out this nuance)

kyle9154 07-26-22 10:24 AM

Quote:

Originally Posted by astvitaliy1982 (Post 2819901)
I will remove these islands. If they are needed, they can always be pulled from previous versions of the mod.Thank you for pointing out this nuance)

I very much appreciate and look forward to your updated version plus I'll also open up silent Hunter mission editor to see if any other ship traffic is affected in the RND and SCR campaign files by your map changes and get back to you later today.

astvitaliy1982 07-26-22 10:45 AM

Astvitaliy1982
 
This is what you need! I'll be waiting)

kyle9154 07-26-22 04:05 PM

https://i.gyazo.com/79e8b572a742a438...c63882baa8.png - the Islands outside of Brest as I mentioned

Rockall island may be alright but might have some close calls but I think we're fine because of its small size https://i.gyazo.com/e259bef8f9bfc2e7...c6f200d765.png

So really all the Brest islands are the major issue, rest of the areas seem good. Now its less of an issue after June 1940 because the French traffic isn't present anymore after Germany defeated them but there's still a few that path right into them after that point (probably best just to remove all the French islands in the attached screenshot to avoid ships running aground.

astvitaliy1982 07-26-22 09:38 PM

Astvitaliy1982
 
Excellent) If you have any suggestions or ideas, write)

kyle9154 07-27-22 05:22 AM

No that was the only thing I noticed so I'm looking forward to your new updated version without the small Brest islands.

Mornar Brane 08-04-22 08:04 AM

Im downloading (exp).

Looking amazing

Very pro

Congratulations comrade

FUBAR295 08-04-22 09:41 AM

Quote:

Originally Posted by Mornar Brane (Post 2821458)
Its possible, isn't it?
How hard can it be to change some waypoints.
20 min. Job

Beware of Murphy's Law, it strikes at the most easiest of tasks. :yep:

Jeff-Groves 08-04-22 02:05 PM

Well. I'll chime in on changing waypoints.

It can be a WAY bigger problem then just skirting around a few points.

Say We have a Convoy that was scripted to be at Position X at a very specific Date/Time. That Convoy follows a give route from it's start point to Position X.

Changing just the way points to skirt around a few given areas changes the time lines! So it's possible to totally screw up somethings.

Then next thing you know? People whine that Whoever did the Campaign fills are at fault! Not taking into account someone ELSE screwed the Doggy!


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