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Old 05-08-17, 01:06 PM   #16
aanker
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My thought was to let the PPI happily spin away out of sight either below the CT deck or behind the CT curved wall.

Maybe there would be an 'out of sector' error if it was moved into that area, but not far enough to be out of sight.

In my opinion the covers are silly because they cover the display on a unit that hasn't been invented or is in its test phase of development.
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Old 05-08-17, 02:13 PM   #17
yubba
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Default What's the Key Stroke

What's the key stroke to manually turn the radar antenna ???? or to fix it.. to answer my own stupid question it's home and end in stock ,, when I put Claytons optical correction 1.4 I get a view up and down motion so it must be in the camera file,, of claytons now this is just going to bug the crap out of me. and the mouse wheel will turn it who would have thought.

Last edited by yubba; 05-08-17 at 05:31 PM.
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Old 06-04-17, 10:46 PM   #18
Stoli151
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How about a mod that puts sd radar contacts in the a-scope like they're supposed to be? That's always bothered me in SH4. It's correct in SH1.
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Old 06-05-17, 08:29 AM   #19
CapnScurvy
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Quote:
Originally Posted by Stoli151 View Post
How about a mod that puts sd radar contacts in the a-scope like they're supposed to be? That's always bothered me in SH4. It's correct in SH1.
That's what I'm talking about when I say its "hard coded". The Developers simply took the output from the SJ (Surface Search) and displayed its output on both the A-Scope and PPI screens. The SD (Air Search) was put onto the Navigation Map?!?!?!

Just a rinky-dink way of doing it! The problem is, to make things work as expected the game needs a hard coded patch.......dig into the files that aren't supposed to be accessed by us the consumer, and fix it by programmers that know what their doing.

As modding goes, we can change colors, adjust screen sizes, add content from time to time following the method that the hard coded files allow. But, changing the hard coded files to do what we want is entirely something else.
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