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View Full Version : Assisted Plotting for GMX2.0?


KeldorKatarn
03-03-08, 09:18 AM
Is there such a thing? I'd really like to use it, not so much because of any contact spotting but because it is great to see what directions all destroyers are at when evading.. the limitation of only being able to ask my sonar guy for the closest contact is bothering me since playing SH3 and I don't want to spend my time on the hydrophone because I usually miss an attack run which I don't hear there and fail to take evasive action.

If such a mod doesn't exist

@poor sailor, could you contact me to tell me what the basic steps where that made this mod? I might try to implement it myself, I just don't know what exactly you needed to change. I'd like it to work pretty much like in NYGM.

Uber Gruber
03-03-08, 10:23 AM
Great post. If we could get the NYGM assisted plotting mod to work with GWX then it would give us a realistic ammount of situational awareness without giving us much target data, i.e. it wouldn't be making our targeting easier.

Hope someone can answer your question :yep:

onelifecrisis
03-03-08, 10:31 AM
http://www.subsim.com/radioroom/showpost.php?p=397903&postcount=13

Uber Gruber
03-03-08, 10:37 AM
Thanks OLC, i'm testing this right now, if it works i'll create a JSGME version and host it somewhere. :up:

onelifecrisis
03-03-08, 10:47 AM
Sweet. I searched for it wondering what it was, then posted the link. If I understand correctly what that setting does then it would be a cool little mod. :yep:

mikaelanderlund
03-03-08, 11:17 AM
Try this mod but I'm not sure if it's works with GWX 2.0


http://files.filefront.com/GWX_Assisted_Plotting_Modnrar/;6821163;;/fileinfo.html

KeldorKatarn
03-03-08, 11:35 AM
I found the old mod, but I really doubt that I can just install this over GMX 2.0.
It changes ship map icons and config files which are certainly different in GMX2.0 compared to the older GMX this was made for.

Hoping poor sailor can shed some light on the status of this...

A simply settings change won't do the trick either.. the hydrophone lines have dotted in a special way in NYGM assisted plotting, not the way they are in GMX when no map updates is unchecked...

Uber Gruber
03-03-08, 04:18 PM
For what its worth I just installed the old mod linked to above over GWX and the only file that JSMG complained about was maps.cfg which had been altered by OLC's GUI (I use OLC GUI by the way).

End result looks good and just what I wanted, dashed lines for sonar contacts. That said. I circle briefly shows up when you hover over a ships estimated position if you've spotted her in the scope. It doesn't look like this circle tracks the ship if you take your scope off the ship which, if true, is fine by me as it gives me an idea of a ships position on the map if I have my scope locked on. That seems realistic enough as it simulates the captain calling out the ships estimated range and bearing.

Have a go yourself and see what you think. If what i've said is true then this is exactly what i want to resolve my "situational awareness" complaints.:up:

KeldorKatarn
03-03-08, 04:54 PM
It will work at first glance of course. But there are ship icon tgas in that mod.. and I'm sure GMX2.0 added several ships since their last version that are not changed by this mod now. Also the map.cfg is changed.. what exactly changes and what original map.cfg is it based on.. all this stuff is not something I'm just going to put over other mods, not knowing what I'll break...

So I'll wait for poor saylor to show up to help make this compatible for GMX2.0 since I really don't know what this does exactly and how..

Uber Gruber
03-03-08, 05:43 PM
I checked the maps.cfg changes and they are not substantial, just zoom levels and map square size definitions.

Not sure what you mean about the rest, JSGME didn't complain of any other file conflict so I have to assume there isn't any. Perhapps you could explain in more detail ?

Uber Gruber
03-03-08, 05:53 PM
This is what the mod does (from the read me):

What it does
************************************************** ****************************

1. Have coloured campaign radio contact icons so you can no longer see tails in the boxes. Have decided not to remove friendly and neutral colours, as this would have been reported via radio. I could do this if many request it.

2. Have removed the ships from appearing at higher zoom levels and icons representing the subs precise contact systems i.e. visual and radar.

3. Have made it so if you move hand to location of visual contact a small circle should appear, this represents you man on the periscope giving you info. It is best to get the bearing and run the ruler up that line till circle appears.

4. You just have to add your mark somewhere in the centre of the circle. I never put a crosshair, as I wanted some small error factor to be included.

5. When fully zoomed you will not get the circle and instead just get a text sentence. Again I imagine to myself that it is just me and periscope operator making longer and more precise calculations.

6. You can click on circle and watch one at a time, a bit like following a target to get a feel for its movements.

7. You will still get surprised and sneaked up on if you are not careful with viewing, love that I do.

8. Sonar lines have been reduced to dots on screen and it is not possible to get an accurate range from the dots as they fade over distance. This represents updates from sonar man but only a general idea as to contacts distance.

9. You will lose contact circle the second your scope disappears below water.

10. At longer ranges the circle will not appear (7000) so you may still do your long plotting to get info but anything within 5000 metres comes under the assistance rule.

11. This mod still makes it so that you can influence your shots by taking that last range and bearing through scope just before firing.

12. This mod makes it easier to calculate speeds with minimum scope above water and mathematics as long as you use a nonograph provided by Wazzoo.

13. I have altered the gameplay setting so that you get not penalty in realism by using map updates. Also if you select realistic options the map update is automatically included.



I've looked at the TGAs and it seems they are the map icons of ships, i.e. what you see if you zoom in on a ship in stock. It looks like they've been blanked out or something. If this is the case then maybe the same would have to be done to any ships added to GWX 2.0 that were not in GWX 1.02 but i'm not sure as I didn't notice anything out of the ordinary and i've just tried two single missions.

KeldorKatarn
03-03-08, 07:16 PM
I know what it does.
I don'T know HOW it does it.. you cannot rely on JSGME not complaining because GMX is not installed via JSGME.

Also the mod changes several ship icons to being invisble but missed the icons of several NEW GMX ships, whihc means those will still show up on the map.. map.cfg.

I will not install this before one of the makers has spoken here. This mod was not made for GMX 2.0 and just because JSGME doesn't complain it isn't automatically 100% compatible.
I want to know first from the makers what needs to be done, what is additionally in this mod which isn't really part of the problem (namograph is added e.g.) and how to correctly and 100% working port this over to GMX2.0.

I just tried doing so and ended up with the bearing overlay in the map (another thing added by this that is not really part of it) and my scope didn't zoom anymore.
I know too little about what these settings do exactly to just install this and have a go.

Marko_Ramius
04-18-08, 10:18 AM
Hi guys,

I "up" this post cause i really think a mod like this one should be available for all of us, who think the map update is too much infos, and not enough with map update off.


For exemple, when submerged, we have no infos at all on map. This should not IMO.
And if map update are "on", we have infos, but way too much precise.

Something can't be done between those two extrems ?


If i could make a mod like that, i would do it .. but i'm not enough skilled :oops: Sorry.


There are so much skilled modders here, that i can't imagine a mod like that can't be done with GWX 2.1 compatiblity. This one or another made from scratch.



Well, it's easy for me to ask a thing like that and wait for it, cool on my chair :lol: .. But really, IMHO, a mod like this is a big missing in SH3 GWX today.