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NipplesTheCat
11-03-06, 05:44 PM
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?

danlisa
11-03-06, 06:28 PM
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.

NipplesTheCat
11-03-06, 06:51 PM
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.

danlisa
11-03-06, 06:57 PM
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.

NipplesTheCat
11-03-06, 07:07 PM
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.

Kpt. Lehmann
11-03-06, 07:10 PM
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.

P_Funk
11-03-06, 07:49 PM
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?

NipplesTheCat
11-03-06, 07:58 PM
Understood. Thanks. Just sank my first ship with the mod,...awesome. :up:

FIREWALL
11-03-06, 08:09 PM
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:)

Soviet_Sharpshooter
11-03-06, 09:04 PM
Why must realism = Hard :damn:

P_Funk
11-03-06, 10:21 PM
Why must realism = Hard :damn:

Because life is hard. Anyone that's ever dated a girl knows that.:rotfl:

Soviet_Sharpshooter
11-04-06, 07:11 AM
Why must realism = Hard :damn:
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:

Subwolf
11-04-06, 05:10 PM
Why must realism = Hard :damn:

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...

P_Funk
11-04-06, 07:47 PM
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.

NipplesTheCat
11-04-06, 08:14 PM
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.

P_Funk
11-04-06, 09:04 PM
The ends of years are terrible in the Atlantic.

As for IDing the flags it isn't as important as yu'd think. If you are attacking a convoy then you can sink neutrals becuse in a convoy they're all enemies. That was the policy. I'm pretty sure GW has removed the penalty for sinking neutrals too. Plus if its a night attack yu can't really see the flag. And later in the war everyone is your enemy anyway.:p

Manual TDC isn't that hard. People are intimidated but its really simple stuff. Grade 10 math is harder than this once you figure it out.

homeless1
11-05-06, 07:46 AM
I'm pretty sure GW has removed the penalty for sinking neutrals too.


I don't think this is the case. The cfg file still shows a renown penalty of minus one for sinking neutrals in TGW.

Subwolf
11-05-06, 07:58 AM
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.

But when you are the commander of the uboat, do you find it realistic to do everything yourself? Wasn't the torpedo targeting handled by the IWO during surface attacks?

To me it was too much to keep under control, so I find it more realistic to let the WO do the calculations. But it's everyones taste of course...

Sailor Steve
11-05-06, 03:51 PM
It was part of the 1WO/XO's job to take care of the calculations. The biggest problem with SHIII in that respect is that he is perfect; he never gets anything wrong.

On the other hand, one of the most exciting things about doing the calculations yourself is getting them right and hitting the target at all.

If we're going to complain about realism, though, we need to complain about contacts. Many u-boats went entire patrols without ever seeing an Allied ship. Is that also the kind of realism you want? Actually I like that possibility.