View Full Version : Any need for a GWX3.0 SpySat?
Jimbuna
01-04-09, 10:46 AM
Would anyone have a need for a GWX3.0 SpySat mod?
Bit of a game killer I know.....but has been handy tool in the past as an aide to testing.
If there's enough interest I'll release it.
http://img385.imageshack.us/img385/1497/sh32009010119203190qw2.jpg (http://imageshack.us)
http://img136.imageshack.us/img136/7205/sh32009010119213734bm5.jpg (http://imageshack.us)
http://img136.imageshack.us/img136/2919/sh32009010119271745xe5.jpg (http://imageshack.us)
I'm interested... :up: Out of curiosity, if nothing else. I probably wouldn't use it for my career because, as you said it, it is a game killer. But it would be interesting to see how things work.
owner20071963
01-04-09, 12:11 PM
Interested Jim,though using it in your career
mode won't make much of a difference,Or will it?
as the convoys would be gone from that grid
by the time you get there?:hmm:
mr chris
01-04-09, 12:27 PM
@owner
I think though i could be wrong. That the spysat tracks the convoys course and updates it on the map.
Interested Jim,though using it in your career
mode won't make much of a difference,Or will it?
as the convoys would be gone from that grid
by the time you get there?:hmm:
jims past spysat mods have been very accurate and it does kill a fun part of the game. i used it a while back in a few careers and it really took the fun out of the hunt. I quickly realized that half the fun of the game is searching for the convoys and getting excited when you find one.
that said it works great for testing, etc. :up:
owner20071963
01-04-09, 12:47 PM
@owner
I think though i could be wrong. That the spysat tracks the convoys course and updates it on the map.
Cheers mr.chris,gord96,
Would be perfect after Creating a Multiplayer Map,
To track the convoy in Test Mode I think:hmm:
difool2
01-04-09, 01:18 PM
I just ran a patrol using the .exe mod recently discussed here, and discovered some interesting patterns:
[SPOILER WARNING]
There's a crapload of single merchants who enter and exit the Irish Sea, going either ENE or WSW south of Ireland.
There's very few convoys which take the "southern" of the two North Atlantic routes you see on the foldout map.
And weirdly enough of all, there's a constant stream of ships which ply the Baffin Sea (icebreakers I guess).
Personally I'd like to see a campaign mod which simultaneously cuts down greatly on the amount of traffic out there down to more historical levels, but also occasionally provides, via other subs (the "circle" contacts) and intel (which varied greatly on the German side throughout the war), the locations of convoys.
A Very Super Market
01-04-09, 01:28 PM
Hm... on that third one there seems to be quite a number of submarine flotillas travelling on convoy routes....
Jimbuna
01-04-09, 02:32 PM
@owner
I think though i could be wrong. That the spysat tracks the convoys course and updates it on the map.
That's correct Chris.....but on this version I've randomised what contacts are reported and how often they are updated.
Example: A convoy approx 200 mile away is reported....the map icon will remain for at least an hour game time to all ow you to plot an intercept course.
of course, on occasion, there may be a course change.
The majority of the single ship/hunter killer/task force traffic I have left alone for any careless Kaleun to 'stumble' upon.
Laufen zum Ziel
01-07-09, 01:01 PM
If any modder takes the time to do a mod
then it is worth releasing. There are no
bad mods just dif strokes for dif players.
Jimbuna
01-07-09, 01:46 PM
If any modder takes the time to do a mod
then it is worth releasing. There are no
bad mods just dif strokes for dif players.
Obviously we have found the exception here :lol:
Mod archived for testing purposes.
FIREWALL
01-07-09, 02:19 PM
I'm Old. Gimme, Gimme, Gimme... :p :rotfl: :rotfl: :rotfl:
Ping Panther
01-07-09, 02:21 PM
Jimbuna,
I have not had the chance to try SpySat in the past. It sounds good to me if it is set with a random clarity of updates, then I could imagine that it was the word from the big guys at BdU H.Q.
I imagine that it was not at all uncommon to tap into leads to assumed and actual routes, as would be deciphered at the time, then th`e u-boat commander would be at freedom to make runs at the projected cargo route lines as they are able.
If the effort was made on the first mod of this kind, then it does deserve updates to stay fresh.
DanFraser
01-08-09, 06:05 AM
Ooooh you! Do we have a SpySat war here?
Red Heat
01-08-09, 06:22 AM
Interesting tool...but i prefer the "hard away"! :up:
Jimbuna
01-08-09, 07:15 AM
Interesting tool...but i prefer the "hard away"! :up:
The only way http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
Interesting tool...but i prefer the "hard away"! :up:
The only way http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
The boring way. :shifty:
Yes, I could use the mod.
Red Heat
01-08-09, 08:58 AM
Interesting tool...but i prefer the "hard away"! :up:
The only way http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
The boring way. :shifty:
Yes, I could use the mod.
The only reason im here...its to play SH3-GWX 3.0, not for spy...if i want spy i will install "Spycraft"... :lol:
thehiredgun
01-08-09, 03:26 PM
Looks good to me
Erich dem Roten
01-08-09, 05:18 PM
Personally I think it'd be interesting to goof around with. Obviously I would never use this for a serious career, but seems like it would make a great tool to accompany the '39 XXI mod...maybe even set up a little "best tonnage patrol" using the two mods.:p
Jimbuna
01-09-09, 05:00 AM
Looks good to me
You have a PM....as promised ;)
A few of the Grey Wolves and The Hired Gun are testing to see if it could do with any tweaking.
Either way it'll be out tomorrow.
Jimbuna
01-11-09, 08:04 AM
GWX3.0 SpySat released http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
http://www.subsim.com/radioroom/showthread.php?p=1023434#post1023434
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