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View Full Version : red escort sonar contact mod?


danoh
09-11-08, 02:12 PM
Hi, it seems like I've read before on this forum about a mod that makes sonar contacts on the nav map appear in red, to distinguish them from the merchants. I've searched this forum but can't find it, so would someone please link the location of that mod? Thanks

meduza
09-11-08, 02:26 PM
I'm not aware of such a mod, but if you listen a contact in hydrophone station, you can easily (with a little practice) distinguish warship form a merchant, even a small merchant from a large one, or tanker.
You'll find all the sounds in your SilentHunterIII\data\Sound folder, and you can play them in most media players.

Sorry if I wasn't helpful...

nirwana
09-11-08, 02:32 PM
If ure talking about the sonarlines they are red for warships and black for merchants by default. No need for an extra mod.

If ure talking about the contact icons in the map generally warships and merchants have different shapes, any existing color provides the info if its hostile,friendly or neutral. If those contacts are all grey with ure setup u can add the color back with "GWX-Contact_Color" mod.

sharkbit
09-11-08, 03:33 PM
If ure talking about the sonarlines they are red for warships and black for merchants by default. No need for an extra mod.


Actually, GWX 2.1 took those out. They're all black lines in GWX.

However there is a mod to put the red lines for warships back, but I'll be damned if I can remember who did it.

It is in the SH3 mod forum.
try searching again in that forum. I think I found it by putting " contact lines " in the search function and searching titles only.

Try that, it is out there somewhere.
:)

sharkbit
09-11-08, 03:36 PM
Found it. Try this:
http://www.subsim.com/radioroom/showthread.php?t=110141

:)

nirwana
09-11-08, 05:43 PM
Must be OLC's ubermod then which puts them back in. Never played gwx without it.

Erich dem Roten
09-11-08, 06:26 PM
Don't think so, I run OLC + GWX2.1, still all black contact lines. I'm afraid to change it because I'll feel like I'm cheating...though I suppose if a sub were submerged before a convoy attack or something they would have a plot showing targets and threats.

nirwana
09-12-08, 03:32 AM
Ure right checked it in a test installation but its not cheating the sonarguy reports if its a warship or merchant anyway.

Kielhauler1961
09-12-08, 05:08 AM
How come my hydrophone operator gets a sound contact on a sail-boat?

Jimbuna
09-12-08, 05:47 AM
http://files.filefront.com/GWX+Contact+Color7z/;9902069;/fileinfo.html

Murr44
09-12-08, 08:38 AM
I'm not aware of such a mod, but if you listen a contact in hydrophone station, you can easily (with a little practice) distinguish warship form a merchant, even a small merchant from a large one, or tanker.
You'll find all the sounds in your SilentHunterIII\data\Sound folder, and you can play them in most media players.

Sorry if I wasn't helpful...

Warships tend to have a higher, faster pitch than merchants.

nirwana
09-12-08, 01:03 PM
with the exception of large warships in the center of a convoy running the same low speed. I get a std merchant contact msg and it doesnt have a red sonarline.

Jimbuna
09-12-08, 01:13 PM
Have you tried the file from the link in #10

Erich dem Roten
09-12-08, 07:04 PM
File worked just fine, thank you sir!:up:

Jimbuna
09-13-08, 01:33 PM
File worked just fine, thank you sir!:up:

Your welcome http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif