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Old 11-03-06, 05:44 PM   #1
NipplesTheCat
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Default GW mod generic contacts?

I installed GW and I am sure that I did not check the generic contacts box yet my contacts on the map all show up as grey and when I submerge all of my sound contacts are grey even warships. Anyone know what ive done?
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Old 11-03-06, 06:28 PM   #2
danlisa
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Grey contacts are standard installation stuff. What you are referring to is the GENERIC CONTACTS mod which makes every ship you view through obs/attack/uzo come up as just plain old CONTACT. Your crew will no longer identify them for you.
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Old 11-03-06, 06:51 PM   #3
NipplesTheCat
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Are you saying that my crew will no longer id sonar \ map contacts for me or that if I install the generic contacts option they will no longer id for me. Because I didnt install it and my map contacts are all grey and with the "ship" id and all of my sonar contats on the map are grey as well. I never know whats a warship and whats not anymore, they all look the same.
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Old 11-03-06, 06:57 PM   #4
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Contacts on the nav map used to be red, green and blue to give you an idea on friend or foe. Since RUB, which most supermods used as a base, they have been made grey for realism purposes.

The generic contact mod will (if installed) mean that ships will no longer be automatically identified.
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Old 11-03-06, 07:07 PM   #5
NipplesTheCat
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Ok I get it now. Thank you. I guess its just something I will have to get used to then. Take the good with the bad right? And in this case, the good FAR outweighs the bad. Im really enjoying the mod so far.
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Old 11-03-06, 07:10 PM   #6
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Quote:
Originally Posted by danlisa
Contacts on the nav map used to be red, green and blue to give you an idea on friend or foe. Since RUB, which most supermods used as a base, they have been made grey for realism purposes.

The generic contact mod will (if installed) mean that ships will no longer be automatically identified.
Partly true... GWX is not based on RUb... It uses some of the individual mods that were a part of RUB.

RUb had a system of map contacts where you had to wave your cursor around to reaveal them on the map... When your cursor was not hovering over a contact you could not see it.

The generic contacts mod in GW is out. In GWX it is replaced by a new naming method that reflects how the average Kaleun would be generally familiar with various vessel types... namely warships controlled by the enemy.

For example... when you see a Tribal Class destroyer... The optics and maps will show "Tribal Class." etc etc.

ALL contacts will remain in the current black/grey format.

I hope this helps.
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Old 11-03-06, 07:49 PM   #7
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Quote:
Originally Posted by Kpt. Lehmann
Quote:
Originally Posted by danlisa
Contacts on the nav map used to be red, green and blue to give you an idea on friend or foe. Since RUB, which most supermods used as a base, they have been made grey for realism purposes.

The generic contact mod will (if installed) mean that ships will no longer be automatically identified.
Partly true... GWX is not based on RUb... It uses some of the individual mods that were a part of RUB.

RUb had a system of map contacts where you had to wave your cursor around to reaveal them on the map... When your cursor was not hovering over a contact you could not see it.

The generic contacts mod in GW is out. In GWX it is replaced by a new naming method that reflects how the average Kaleun would be generally familiar with various vessel types... namely warships controlled by the enemy.

For example... when you see a Tribal Class destroyer... The optics and maps will show "Tribal Class." etc etc.

ALL contacts will remain in the current black/grey format.

I hope this helps.
Doesn't this effectively eliminate the need to manually ID ships with the Recog manual? Or are there more "expert" options that make it so that you have to ID them yourself?
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Old 11-03-06, 07:58 PM   #8
NipplesTheCat
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Understood. Thanks. Just sank my first ship with the mod,...awesome.
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Old 11-03-06, 08:09 PM   #9
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Quote:
Originally Posted by Kpt. Lehmann
Quote:
Originally Posted by danlisa
Contacts on the nav map used to be red, green and blue to give you an idea on friend or foe. Since RUB, which most supermods used as a base, they have been made grey for realism purposes.

The generic contact mod will (if installed) mean that ships will no longer be automatically identified.
Partly true... GWX is not based on RUb... It uses some of the individual mods that were a part of RUB.

RUb had a system of map contacts where you had to wave your cursor around to reaveal them on the map... When your cursor was not hovering over a contact you could not see it.

The generic contacts mod in GW is out. In GWX it is replaced by a new naming method that reflects how the average Kaleun would be generally familiar with various vessel types... namely warships controlled by the enemy.

For example... when you see a Tribal Class destroyer... The optics and maps will show "Tribal Class." etc etc.

ALL contacts will remain in the current black/grey format.

I hope this helps.
ha ha Just gave us another clue about GWX THX Kpt L
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Old 11-03-06, 09:04 PM   #10
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Why must realism = Hard
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Old 11-03-06, 10:21 PM   #11
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Quote:
Originally Posted by Soviet_Sharpshooter
Why must realism = Hard
Because life is hard. Anyone that's ever dated a girl knows that.:rotfl:
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Old 11-04-06, 07:11 AM   #12
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Quote:
Originally Posted by P_Funk
Quote:
Originally Posted by Soviet_Sharpshooter
Why must realism = Hard
Because life is hard. Anyone that's ever dated a girl knows that.:rotfl:
True that may be, but i was refering to the game though :rotfl:
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Old 11-04-06, 05:10 PM   #13
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Quote:
Originally Posted by Soviet_Sharpshooter
Why must realism = Hard
Yes, too hard for me. You must compare realism with the fun of it, if it isn't fun drop it...like I did.

Just look at this manual targeting system, holy dolphin I tried this in a convoy once. I had to do a 100 things at once, calculate attack, know position of ships so I didn't get rammed, make sure I know where the escorts are and so on. My eels went in all directions and so did I, was lucky to escape...and my WO laughed his butt off. The next attack was more successful, by the assist of the WO.

So realism down for me thanks. Btw the torpedo calculations wasn't the captain's job anyways was it...
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Old 11-04-06, 07:47 PM   #14
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I like realism in this game the simple reason that almost every other game out there is an unrealistic sham. Which is fine. But a game that makes you into a U-boat captain demands realism. Arcade style control is just so defeating in a game like this. Plus everytime you hit a ship with manual targeting it is about 100 times better than if you let the computer do it.
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Old 11-04-06, 08:14 PM   #15
NipplesTheCat
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Im a long ways off from that yet. Im still working on getting used to the grey map contacts and having to id the ships by the flags. You really have to get in close to the ships to id the flags. Also, I havent seen much good weather at all since I installed GW. I assume its because its september.
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