Lat and Long are opposite of X and Y

KillaHurtzKillaHurtz Join Date: 2017-02-23 Member: 228166Members
I am reposting this from the post I made on Reddit because I realize this is probably frequented more by the devs and I really want them to see this and to see what you think so here goes:

I am in the Coast Guard and in the Nautical community, we express position in degrees of Latitude and Longitude. If you are looking at a map, Latitude would be akin to the Y axis position and Longitude would be the X axis position and when you express the position you always do Latitude first, then Longitude to avoid confusion.

In Subnautica, however, you express the X position first and then the Y position. This is terribly confusing for me. I know not every gamer really cares about this but the title of the game is subNAUTICA. So if we are going to have any sort of nautical basis for this game, can we at least express position in the final build of the game with a more traditional positioning system?

We already have a North South East West compass, so the concept of Latitude and Longitude would not be far off from what is already in the game. Some of you might say "Well thats good but it's not lore appropriate because there's no GPS satellites circling the planet." Good point but Latitude and Longitude have been around long before GPS was.

Before GPS there was Dead Reckoning which was determining your current position based off your last known position, how long you have been traveling on your current course and your speed while traveling on that course and then adjusting for current speed and wind speed or set and drift.
There was also celestial navigation where you could chart your position based on the time of day and where you saw the stars in the sky.
There's also triangulation where you can cast a bearing to 2 or more fixed objects (position of those objects must be known), draw those bearings on a chart and where those lines intersect, you could determine your position.

There are other methods of navigation too but the 3 I listed would be very appropriate for this game.

Tl;Dr I hope the camera position is removed from the final build of the game as it is. At the very least, express position with Latitude, Longtitude and then Depth in that order. Adding some different navigation methods would be very lore appropriate and really add to the exploration aspect of the game and teach some people a thing or two about how navigation is done today on the oceans.

Comments

  • scifiwriterguyscifiwriterguy Sector ZZ-9-Plural Z-α Join Date: 2017-02-14 Member: 227901Members
    The coordinate system isn't meant for general use; that's why it's hidden on a development information pane and called "camera position." The coordinate system in use has to be the way it is; any 3D map is built based around a single origin point (0,0,0) and you never ever want that to be in a corner. Consequently, you're always going to have positive and negative values for all three axes. It's been the nature of the 3D beast since the beginning.

    In all likelihood, once the game leaves Development status, we could lose access to that coordinate data. It was never meant to be an in-game tool anyway; just a way to pinpoint elements for development purposes. Under-the-hood engine stuff, not part of fit-and-finish.

    With the map the size that it is, there's no need for elaborate navigation systems - you're never more than a few kilometers from a given point anyway. There's no in-game map, after all. You're meant to use basic reckoning to get around (okay, that wreck is 750m ENE from my base) and it works. You can even use beacons to mark key spots which is what most people do. But if you absolutely need to set up navs, you can: use beacons. Establish position-fixing beacons and use basic triangulation. You're just going to be putting in a lot of time with pen and paper for very little gain.
  • phantomfinchphantomfinch West Philadelphia , born and raised on the playground is where I spent most of my days. Join Date: 2016-09-06 Member: 222128Members
    edited February 2017
    Why would you record coordinates in a Y,X,Z system.
    makes no alphabetical sense.
  • SnailsAttackSnailsAttack Join Date: 2017-02-09 Member: 227749Members
    I've never seen coordinates expressed as Y X Z. I've always seen it as X Y Z.
  • scifiwriterguyscifiwriterguy Sector ZZ-9-Plural Z-α Join Date: 2017-02-14 Member: 227901Members
    All the 3D work I've ever done was X-Y-Z, too. Never having worked with Unity, I just found it convenient to blame it on that.
  • KillaHurtzKillaHurtz Join Date: 2017-02-23 Member: 228166Members
    I think I didn't explain myself very well. I am not asking for y and x to be flipped. I am asking for coordinates to be represented as Latitude and Longitude and depth at the very least.
  • phantomfinchphantomfinch West Philadelphia , born and raised on the playground is where I spent most of my days. Join Date: 2016-09-06 Member: 222128Members
    KillaHurtz wrote: »
    I think I didn't explain myself very well. I am not asking for y and x to be flipped. I am asking for coordinates to be represented as Latitude and Longitude and depth at the very least.
    Oh my apologies,
    But the way the coordinates system is laced out is to do with the unity engine not unknown worlds. The X,Y,Z could be changed by the developers in the debug screen but it would make improvementing assets like props or creature positions much harder as for a few of the staff, English isn't their first language, take the Qute fish incident for an example.
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