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View Full Version : How i can restore the Contacts Tails ?


Fangonauta
02-16-12, 07:31 PM
Hi all, i'm new here, and im not veteran in this game, i have download and mounted the "Fall of the rising sun" and "Operation monsun with OMEGU" but if i use those mods i cant see the contacts tails in navigation map, someone know if possible to restore the tails? Im not good submarine Captain :O:, and the contact tails can help me!

Very sorry for my english, and ty all for help!

magic452
02-16-12, 11:45 PM
Welcome to the boat mate. :salute:
Your English isn't that bad, quit good really.

Uninstall the mod you're using.

Go to the main SH4 folder and open it.
Scroll down to the mods folder and open it.
Scroll down to the mod you are using and open. (TMO)
scroll down to the Data folder and open.
scroll down to the Menu folder and open.
Scroll down to the Gui folder and open.
There is a file there called ContLine.DDS
Just change the name to something like ContLineX.dds
I use a name change like this so if I want to undo it I just find the file with an X.

You'll have the tails back.:know:

Magic

Edit I missed the Menu folder, just added it. :damn::damn:

Fangonauta
02-17-12, 04:43 AM
tnx for help, work fine! :yeah:

WernherVonTrapp
02-17-12, 06:25 PM
I use a fine point number 2 pencil with a clean eraser. Oh yeah, I make sure I don't press down too hard on my active matrix screen also.:D:03:

Loudspeaker
02-18-12, 04:07 PM
Welcome abored. After a little playing you don't want the tails. Trust me. They offer too much information and too much information makes the game a bore. Use the pencil on nav map and put an x on the target. Let it move for a while and put an x on it again. Combine the two x's with the ruler, and you will know more than any tail can ever tell you. This procedure is called 'plotting', and this is how the real sub commanders operated, when they tried to figure out a firing solution.

I'm goin' down
02-18-12, 07:52 PM
Welcome to the boat mate. :salute:
Your English isn't that bad, quit good really.
Magic

Uh? :D

Fangonauta
02-19-12, 01:15 AM
Welcome abored. After a little playing you don't want the tails. Trust me. They offer too much information and too much information makes the game a bore. Use the pencil on nav map and put an x on the target. Let it move for a while and put an x on it again. Combine the two x's with the ruler, and you will know more than any tail can ever tell you. This procedure is called 'plotting', and this is how the real sub commanders operated, when they tried to figure out a firing solution.


Ty for learn me how i can known the route of ships without tails, i repeat, im novice player here, and i have much to learn!

I'm goin' down
02-19-12, 01:33 AM
Download the video tutorial, "Sonar Only By God" by Rockin Robbins in the Skippers Bag of Tricks sticky thread to get started on plotting. There is also one by Werner Sobe, but he is German, and you may find that his English is a little difficult. Both teach the same thing. Plotting is not difficult. You need to use your map tools to plot.

The tutorials in the Skippers Bag of Tricks tutorials will teach you a great deal, and may get you pormoted if you learn what they teach.

magic452
02-19-12, 03:41 AM
To expand on what Loudspeaker said.
When you get a contact on the map just mark that spot with an X and start the stopwatch. Wait 3 minutes (or 3 minutes and 15 seconds for metric) and mark an X on the new position, wait 3 more minutes and mark another X.
Draw a line through the Xs and extend the line to show the targets course.
Measure the distance between the first two Xs and that distance will give you the target's speed. 1,000 yards or meters equals 10 knots. 500 yards = 5 knots, etc. Check the speed with the second and third Xs, should be the same. If a little different measure the distance between the first X and the last and divide the distance by two to get speed.

If the target is a sonar contact you will see a line from your boat, mark the X at the end of the line.

If the target is a visual or radar contact than mark your X at the target icon.

If the contact is more than 20 nm away and does not move, that is a radio report and for someone just starting out I would suggest that you just don't pay any attention to them, you will drive yourself crazy trying to find them as they won't be there when you get there. If you run the mouse over the contact it will give you the direction of travel (heading) and speed,You'll learn how to do this when you get more experience.

I'm goin' Down gave you some good advice, the Bag of Tricks has a lot of good information in it.

Magic

I'm goin' down
02-19-12, 04:35 AM
i have been playing with map contact disabled. This means you have nothing on the map to help you calculate speed. Here is what to do in that situation, still using the 3 minute rule. Stop your boat.

To calculate speed in yards, I wait until the target is closing. If it is going to cross the bow of your boat, wait until it is between 270 deg. and 60 deg. on the scope for an accurate measurement. (Again, your boat should not be moving when you calculate speed using this method.)

1. Measure the time in seconds it takes the target to cross the line (ie. the wire) in the center of the periscope if the target is closing on the bow of your boat.
2. Divide the ship's length by the nummber of seconds to derive the speed per second in feet.
3. Divide feet per second by 3 to convert feet to yds.
4. Mulitply speed in terms of yards per second x 180 seconds and you have calculated distance over a 3 minute time span.
5. Convert distance over 3 minutes to knots using the 3 minute rule. See example below.

Example:

Target is 100 feet in length per identification manual (target length in feet is provided in the ship's manual for the OTC mod).
1. It takes 10 seconds for the target to cross the wire.
2. 100 ft./10 seconds = speed is 10 feet per second.
3. 10 ft. per second/3 ft. = speed is 3.33 yds. per second.
4. 3.33 yds. per second x 180 seconds (i.e. 3 minutes) = 584 yds. travelled over the course of 3 minutes.
5. Distance travelled over 3 minutes coverted to knots = 584 yds. translates into 5.84 kts. using the three minute rule.

Why measure speed between 270 deg. and 60 deg.? Because, according to Karamozonev (spell?) in a post in the ATO forum dealing with his Kiub (Kreigsmarine Interface for U-Boats) mod, speed calcuations based upon the time it takes a target to cross the wire are most accurate when the readings are between those bearings on the scope. It has worked like a charm for me, so I use it.

If measuring speed when the closing target will cross the stern of your boat rather than its bow, take the speed readings when the target is between 120 degrees and 240 degrees on the scope. Otherwise, the steps above are same as nos. 1 -5 above.

Between plotting course manually, calculating speed manually, and setting up to fire torpedoes, plan on spending a LONG time. You are going to miss dinner, the movie you were going to see, and your date will be pissed.