View Full Version : Unrealistic Mission Complete messages
Elphaba
04-30-2007, 06:43 AM
Sorry if this has been asked before, but I'm a noob :)
Anyway, I'm new to Sub Sims in general and DW particularly, but I'm really enjoying SH3 with GWX - and waiting for SH4 to get stable and playable.
In the mean time I started to mess around with DW (in particular the Seawolf class) but I found when trying to play the campaign missions was that just after my sonar person reported a contact a womans voice said something like "Mission Goal Complete"
I'm like WHAT? :damn: The things only just popped up on sonar - I don't even know what it is yet so how can it have been positively id'd to the point where I KNOW it meets one of the mission objectives.
I find that this 'message' is very off putting and breaks the realism / tension of the missions...
Is there anyway to stopping it?
Thanks
Elphaba
Bill Nichols
04-30-2007, 07:52 AM
Sorry if this has been asked before, but I'm a noob :)
Anyway, I'm new to Sub Sims in general and DW particularly, but I'm really enjoying SH3 with GWX - and waiting for SH4 to get stable and playable.
In the mean time I started to mess around with DW (in particular the Seawolf class) but I found when trying to play the campaign missions was that just after my sonar person reported a contact a womans voice said something like "Mission Goal Complete"
I'm like WHAT? :damn: The things only just popped up on sonar - I don't even know what it is yet so how can it have been positively id'd to the point where I KNOW it meets one of the mission objectives.
I find that this 'message' is very off putting and breaks the realism / tension of the missions...
Is there anyway to stopping it?
Thanks
Elphaba
That message sound (and others) are inserted during the mission design process. You could go into the editor and remove reference to that sound. It may also be possible to replace the 'goal complete' message with a different .wav file (perhaps a silent file). Will need to do some experimenting to see if the latter will work.
Elphaba
04-30-2007, 09:10 AM
Thank you.. wow, my first mod! :)
Castout
05-04-2007, 03:00 AM
not to add to your pain but when you press escape and see the mission status you will know exactly what you have shot at(damaged and killed). It's a bit annoying
OneShot
05-04-2007, 03:10 AM
Simple solution ... don't press Escape while in a mission. :doh: :rotfl:
SwordfishCrew
05-04-2007, 09:31 AM
not to add to your pain but when you press escape and see the mission status you will know exactly what you have shot at(damaged and killed). It's a bit annoying
You can see the mission status in game by using the "\" key
Dr.Sid
05-04-2007, 03:37 PM
What do you suggest ? Pop up, ask for sat-recon ? How is damage estimate done in real life ?
Castout
05-04-2007, 08:30 PM
Simple solution ... don't press Escape while in a mission. :doh: :rotfl:
Can't help myself to the tempation. It's all Sonalyst's fault:damn:.
You can see the mission status in game by using the "\" key
Oh no now it's even getting harder to resist...
What do you suggest ? Pop up, ask for sat-recon ? How is damage estimate done in real life ?
Well there's should be a feature whereby if you see the end status, your current mission will be considered permanently finished. So there's no more save game to continue from then on. and you are out to the menu. somethin like that.:roll:
Molon Labe
05-04-2007, 09:12 PM
they should just remove the killed/damaged list from stauts. There's nothing wrong in principle with having a status streen telling you your time in the sim and the status of objectives that the scenario designer has chosen to allow the player to see by using goal triggers.
There is no justification for having a killed/damaged list shown while the sim in running, though. It's a straight up cheat and should be removed.
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