View Full Version : Units disappear on map when zoomed
kvbrock82
06-06-10, 11:12 AM
Hey guys,
Im playing SH4 RFB patched to 1.4.
My problem is that i can see the enemy target on the map but once i zoom in, the contact disappears so im left doing very inaccurate markings and geometry when it comes to setting up an attack. Also, my attack map doesnt have any of the things im seeing in the videos, such as the torpedo's trajectory.
Do i need to download these seperately or does my version have a problem?
cheers
Ive also noticed that my realism is stuck on 100%. If i try and change it, it simply reverts back to the same 100% when i go into the realism settings again.
Inner Sound
06-07-10, 09:52 AM
Never played RFB, I'm on TMO 1.9. Bearing this in mind:
Escorts disappear on close up in the navmap, don't know why, but it alerts me to the danger so it's swings and roundabouts.
Can only change realism in port before a patrol - click on the radio on the shelf.
HTH
kvbrock82
06-07-10, 12:08 PM
Thanks for the reply.
The problem is all contacts appear on my map when zoomed out but when i zoom in they disappear. Could be RFB does it on purpose to make it more challenging. Ill be giving TMO 1.9 a go this week too.
Rockin Robbins
06-07-10, 06:07 PM
Welcome to RFB. They made it work that way on purpose. Somehow they claim it is more realistic that way. If you don't agree, just install TMOplot from my signature and you'll have TMO's great plotting system.
green_abobo
06-07-10, 08:17 PM
do what i do and just use the pencil to mark an "x" where their position was,zoomed out.
kvbrock82
06-08-10, 05:04 AM
do what i do and just use the pencil to mark an "x" where their position was,zoomed out.
Yes thats what im doing. I guess its a pain in the ass cos im used to zooming in more from GWX 3.0.
tomoose
06-08-10, 09:01 AM
....only crack that pencil stuff and make it do more than just "X"s that would be THE mod of the year, LOL. Even if the X's were numbers that automatically incremented would be an improvement. i.e. you click once on a map with the pencil and it shows "1". You click in another spot and it shows "2" etc. At least that would enable some form of manual tracking as if you're writing on your chart so to speak.
I know it's hard-coded but it would be nice. It amazes me that an older version of SH could do it but not this one (or SH5). One can dream I suppose.:03:
Rockin Robbins
06-08-10, 12:36 PM
Yeah, they did a lot of things wrong. It's what happens when computer geeks write a sub simulation. It would be more effective for submarine junkies to learn to program and probably easier. A submarine simulation is completely different from just about anything else the game programmers might be asked to do.
It's not as if Ubisoft Romania crew is only working on sub simulations. They might be told to quit working on the sub sim and begin immediately working on one of the much more important FPS games. They do what they're told and work on or abandon projects as assigned. The game company has no appreciation for the special skill set necessary for a submarine simulation.
They are a crew of generic game programmers, end of story. I wouldn't be surprised if Ubi thought they were totally and easily replaceable by any other randomly selected bunch of generic game programmers. Given the environment, our programmers, who have special skills even if they are not appreciated as such by their employers, have done a remarkable job with SH3 and SH4.
Am I a pessimist or what?:D
kvbrock82
06-08-10, 03:55 PM
Too true. Its no wonder they are providing the bare basics and leaving the community to finish the development..
JoeCorrado
06-08-10, 05:25 PM
delete all of the *shp.dds files from the sea directory of the TMO Mod, and you will have MOST of the old plot symbols returned to you for sea units. There are about 18 or so new ship styles that are in the MOD that you will manually have to copy shp.dds files for that were not part of the stock game.
If you check the *shp.cfg files for these 18, you can find the length, width of the ships and simply copy and reuse matching dds files. The new designs are simply the same ships as stock with minor variations.
Sorry for the brevity of this response, I'm getting ready to leave for work. If you need a more concise explanation- let me know, or others here can no doubt assist you in better detail.
Same thing for air units, and AI fleet boats, all in their respective directories.
Rockin Robbins
06-09-10, 09:41 AM
No, if you want the original plotting system, use EZplot (http://www.subsim.com/radioroom/downloads.php?do=file&id=152) instead of TMOplot. No reason to go mucking around doing surgery on a mod when the job is already done for you.
Another modder and I came up with the idea that RFB could be issued with interchangeable modules for the RFB, TMO or stock plotting systems. The RFB crew shot us down and we issued the mods as separate mods.
I'm goin' down
06-11-10, 02:40 PM
No, if you want the original plotting system, use EZplot (http://www.subsim.com/radioroom/downloads.php?do=file&id=152) instead of TMOplot. No reason to go mucking around doing surgery on a mod when the job is already done for you..
EZPlot works. I agree with Captain Robbins post.
JoeCorrado
06-12-10, 01:05 AM
No, if you want the original plotting system, use EZplot (http://www.subsim.com/radioroom/downloads.php?do=file&id=152) instead of TMOplot. No reason to go mucking around doing surgery on a mod when the job is already done for you.
Another modder and I came up with the idea that RFB could be issued with interchangeable modules for the RFB, TMO or stock plotting systems. The RFB crew shot us down and we issued the mods as separate mods.
EZplot was a great idea. Wish that I had heard of it, or found it before I went through the process of following Duci's instructions in his FAQ on how to restore the original ship silhouettes.
A post on the download page that you linked to says that it does not work with TMO 1.9 - According to the person who tried it with 1.9, the results were hit and miss.... no pun intended.
A newer version out last month is [Stock Map Icons] (http://www.subsim.com/radioroom/downloads.php?do=file&id=1820) if it is easier than "mucking around" with stuff. I'm kind of a tinkerer myself. :O:
Rockin Robbins
06-12-10, 11:55 AM
The neat thing about EZplot and TMOplot modules is that they are fully JSGME compatible. If you want to try the RFB system again, just remove TMOplot or EZplot and in a couple of seconds you're right back to the original. You can't get that quick adaptability by manually changing things.
I think supermods could all be modular. Well, what kind of enemy AI do I want, stock, TMO, or TMO with teeth (Ducimus worked up a super enemy so i could get killed a lot)? Load up the module of your choice.
Do I want a stock sub, a sub a bit more vulnerable, or an RFB quake in fear if you get caught on the surface (the best in my estimation) sub? Load up the appropriate module and you're good to go.
What kind of deck gun? Choose your module for this trip.
Periscope characteristics?
Torpedos?
Sonar: working on the surface, not above 30', not above 50', load up the module.
I could go on and on. A supermod is great, but the ability to tune it to your liking would take the whole concept to the next level. Ducimus has come the closest to my ideal here. But everyone could go a long way to allowing captains to tune their installation.
I think the modular supermod is a worthy goal. I even pushed it to privateer's new SH5 modding group, but they discovered to their mutual horror that there was much more fundamental work to do before they could even entertain the question. It seemed like Webster was starting in that direction with his early devotion to a collection of small mods, but that didn't establish a firm basis for excellence and he moved toward the GFO supermod. I think the underlying supermod, plus supermodder approved, guaranteed compatible modules for tweaking should be the way of the future.
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