View Full Version : Assisted Plotting Mod, use in 2019
wizardmatt
02-23-19, 05:12 PM
Following internet travels on the subject of SH3 map contacts, I arrived at this thread: http://www.subsim.com/radioroom/showthread.php?t=155995. Having read the thread, I decided that I would very much like to try the Assisted Plotting Mod, and downloaded it from the link provided by Sailor Steve: http://www.subsim.com/radioroom/downloads.php?do=file&id=1328
I installed it, not by just installing via JSGME but also following the manual instructions given in the mod's Readme. In doing so, I also made my own adjustments. You may think my individual adjustments may be the problem, but I've been tinkering with SH3 for long enough to make me 99.9% certain that it's not my interference causing the problem. Indeed, other people have been having the same problem as me, such as the OP in this thread: http://www.subsim.com/radioroom/showthread.php?
t=146057 (http://www.subsim.com/radioroom/showthread.php?t=146057) I am having the exact same issue as the OP.
Like him/her, I am convinced that, following the instruction in the mod's Readme to modify Silent Hunter 3\data\Cfg\Contacts.cfg thus:
"Just change the following line
Decay Time For Precise Sensor Contacts=60
To
Decay Time For Precise Sensor Contacts=0"
Is what is causing the issue. Because the visual contact report decays with an interval of zero, my message console is being spammed with repeated reports of the same ship. In harbour, with more than one ship, it is even worse. Indeed, when just sailing out of port on my way to a patrol, the game is unplayable, at least as far as being able to use time compression is concerned. And yes, I have tried sending my Watch Officer to quarters; even this makes no difference.
Following this quote from Sailor Steve in the 3rd link above
Okay, here is the Assisted Plotting mod the way I have it in my GWX3 setup:
http://files.filefront.com/14b+Assisted+Plotting+Myyzip/;13409558;/fileinfo.html
And here is the original version, in case the other one doesn't work for you:
http://files.filefront.com/14b+Assisted+Plotting+Modzip/;12633585;/fileinfo.html
[edit] I forgot: they should be JSGME-ready.
I am assuming it is possible to make Assisted Plotting work in GWX3, especially considering reports in the linked threads that it works fine in other supermods, but sadly Sailor Steve's link to his personally configured version no longer works.
TIA for any help o7
Anvar1061
02-25-19, 05:14 AM
http://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gif
http://www.subsim.com/radioroom/showpost.php?p=2481101&postcount=1
wizardmatt
02-27-19, 12:22 AM
http://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gif
http://www.subsim.com/radioroom/showpost.php?p=2481101&postcount=1
Thanks for the reply and suggestion. I'd already discovered that mod during my research. TBH, I've dismissed it, as, having looked through the files it contains, the solution it uses to provide its functionality isn't as succinct as Observer's mod. That's just my opinion though, someone else's mileage may vary.
Over the last couple of days I've bee making tests on my full installation. The results thusfar are inconclusive, so more testing is necessary. I'll update this thread further when I have more info.
If anybody else pitches in, that would be great o7
hauangua
02-27-19, 02:30 AM
Following internet travels on the subject of SH3 map contacts, I arrived at this thread: http://www.subsim.com/radioroom/showthread.php?t=155995. Having read the thread, I decided that I would very much like to try the Assisted Plotting Mod, and downloaded it from the link provided by Sailor Steve: http://www.subsim.com/radioroom/downloads.php?do=file&id=1328
I installed it, not by just installing via JSGME but also following the manual instructions given in the mod's Readme. In doing so, I also made my own adjustments. You may think my individual adjustments may be the problem, but I've been tinkering with SH3 for long enough to make me 99.9% certain that it's not my interference causing the problem. Indeed, other people have been having the same problem as me, such as the OP in this thread: http://www.subsim.com/radioroom/showthread.php?
t=146057 (http://www.subsim.com/radioroom/showthread.php?t=146057) I am having the exact same issue as the OP.
Like him/her, I am convinced that, following the instruction in the mod's Readme to modify Silent Hunter 3\data\Cfg\Contacts.cfg thus:
"Just change the following line
Decay Time For Precise Sensor Contacts=60
To
Decay Time For Precise Sensor Contacts=0"
Is what is causing the issue. Because the visual contact report decays with an interval of zero, my message console is being spammed with repeated reports of the same ship. In harbour, with more than one ship, it is even worse. Indeed, when just sailing out of port on my way to a patrol, the game is unplayable, at least as far as being able to use time compression is concerned. And yes, I have tried sending my Watch Officer to quarters; even this makes no difference.
Following this quote from Sailor Steve in the 3rd link above
I am assuming it is possible to make Assisted Plotting work in GWX3, especially considering reports in the linked threads that it works fine in other supermods, but sadly Sailor Steve's link to his personally configured version no longer works.
TIA for any help o7
Search here is the last Mod..
ftp://Maik:Woelfe@maikhaas.synology.me/Public/Sharing/SH3COMMUNITYMODS/MIKHAYL/
wizardmatt
02-27-19, 05:33 AM
Search here is the last Mod..
ftp://Maik:Woelfe@maikhaas.synology.me/Public/Sharing/SH3COMMUNITYMODS/MIKHAYL/
Hey, thanks for the reply and the suggestion. I'd also come across this mod in my research. It's discussed in one of the links I gave in the OP. I dismissed this one, too, because the functionality it provides is very different from the Assisted Plotting Mod, they have fundamentally different purposes.
Further to my last post, I am now pretty satisfied with my tests. These tests aren't exhaustive, nor particularly scientific, but have provided me with useful comparisons. In a nutshell, for Assisted Plotting to be at all functional in GWX, then h.sie's No Continuous Ship Spotted mod is essential. It can be found here: http://www.subsim.com/radioroom/showthread.php?t=154745 Without it, Assisted Plotting disrupts the use of time compression so much - especially in port, my testing environment - that it effectively makes TC unusable under certain circumstances. With both Assisted Plotting and No Continuous Ship Spotted, time compression does not function as well as plain GWX without Assisted Plotting, but it is at least functional, in addition to providing the benefits of Assisted Plotting.
A final point is that, from what I can see, the Watch Officer in GWX is quite "trigger happy" anyway, at least in port. In fact, going forward, even if I were to dump Assisted Plotting, I'd probably use No Continuous Ship Spotted anyway. YMMV vOv
Thanks for the help so far. I'll keep this thread posted with any new observations. Similarly, if anyone else wishes to weigh in with observations of their own, that would be great o7
hauangua
02-27-19, 06:18 AM
Hey, thanks for the reply and the suggestion. I'd also come across this mod in my research. It's discussed in one of the links I gave in the OP. I dismissed this one, too, because the functionality it provides is very different from the Assisted Plotting Mod, they have fundamentally different purposes.
Further to my last post, I am now pretty satisfied with my tests. These tests aren't exhaustive, nor particularly scientific, but have provided me with useful comparisons. In a nutshell, for Assisted Plotting to be at all functional in GWX, then h.sie's No Continuous Ship Spotted mod is essential. It can be found here: http://www.subsim.com/radioroom/showthread.php?t=154745 Without it, Assisted Plotting disrupts the use of time compression so much - especially in port, my testing environment - that it effectively makes TC unusable under certain circumstances. With both Assisted Plotting and No Continuous Ship Spotted, time compression does not function as well as plain GWX without Assisted Plotting, but it is at least functional, in addition to providing the benefits of Assisted Plotting.
A final point is that, from what I can see, the Watch Officer in GWX is quite "trigger happy" anyway, at least in port. In fact, going forward, even if I were to dump Assisted Plotting, I'd probably use No Continuous Ship Spotted anyway. YMMV vOv
Thanks for the help so far. I'll keep this thread posted with any new observations. Similarly, if anyone else wishes to weigh in with observations of their own, that would be great o7
:salute:
Hey there, I know I am a bit late here and maybe not even at the right place, but here it goes.
As far as I understand Observer's Assisted Plotting Mod is included by default in NYGM supermod, which is what I try these days.
However, while the mod seems to work for warships, zooming in maximum I can still see the ship icons for merchants (and weirdly some colored black and some colored red, even if they are all merchants from the same nation).
Seeing that you have tweaked this mod a bit, I thought maybe you could advise how I can get this work as it should.
Thanks,
Hey there, I know I am a bit late here and maybe not even at the right place, but here it goes.
As far as I understand Observer's Assisted Plotting Mod is included by default in NYGM supermod, which is what I try these days.
However, while the mod seems to work for warships, zooming in maximum I can still see the ship icons for merchants (and weirdly some colored black and some colored red, even if they are all merchants from the same nation).
Seeing that you have tweaked this mod a bit, I thought maybe you could advise how I can get this work as it should.
Thanks,
Here is little mod for black contacts in NYGM: https://www.subsim.com/radioroom/showpost.php?p=2478194&postcount=1
Ktl_KUrtz
06-02-20, 09:34 AM
Here is little mod for black contacts in NYGM: https://www.subsim.com/radioroom/showpost.php?p=2478194&postcount=1
:Kaleun_Cheers:
KUrtz
Hey Fifi, thanks for the suggestion. Did a quick test with it. While it is certainly better than the stock, it still gives real time moving dots on the map, thus an unrealistic level of awareness. I think I may have messed up some of the mod installations, since I could not find anyone having the problem similar to mine.
Hey Fifi, thanks for the suggestion. Did a quick test with it. While it is certainly better than the stock, it still gives real time moving dots on the map, thus an unrealistic level of awareness. I think I may have messed up some of the mod installations, since I could not find anyone having the problem similar to mine.
You’re welcome, but it’s normal the black dots are moving :yep:
I’m not aware of a mod with static black contacts anyway...
Ktl_KUrtz
06-02-20, 12:49 PM
Hi,
This looks a great mod but the map is not at full size.
There is a black panel to the right on the map.
I am using NYGM with WAC MaGui for NYGM v2017A - 1366x768.
Many thanks if you can help.
KUrtz
Ok, with stock NYGM assisted plotting mod, when zooming close we Still see ships icons.
We would have to delete all ship.tga in all the data/sea folder To get rid of those icons :yep:
Or make transparent ship.tga for all ships in data/sea...
Or other solution would be to disallow the zoom going so close!
Don’t know how to do it though...:06:
John Pancoast
06-04-20, 06:53 AM
Ok, with stock NYGM assisted plotting mod, when zooming close we Still see ships icons.
We would have to delete all ship.tga in all the data/sea folder To get rid of those icons :yep:
Or make transparent ship.tga for all ships in data/sea...
Or other solution would be to disallow the zoom going so close!
Don’t know how to do it though...:06:
The zoom levels are controlled by the maps.cfg file in data/menu/cfg
Yes found it, but best is to add transparent tga :yep:
John Pancoast
06-04-20, 07:43 AM
Yes found it, but best is to add transparent tga :yep:
I don't even use that zoom level, so even easier :)
Running very well with NYGM, i have adapted this mod to work nice with my GWX install (editing Cfg/Maps to work with ARB full map + transparent tga added to all sea folder) and i plan to make it work with my Ccom12 too...couldn’t play without it anymore now! :03:
Ktl_KUrtz
06-11-20, 10:24 AM
Running very well with NYGM, i have adapted this mod to work nice with my GWX install (editing Cfg/Maps to work with ARB full map + transparent tga added to all sea folder) and i plan to make it work with my Ccom12 too...couldn’t play without it anymore now! :03:
Do you have a link for this?
Many thanks if you can help.
KUrtz
Do you have a link for this?
Many thanks if you can help.
KUrtz
I got it from here (bottom Mediafire link) http://www.subsim.com/radioroom/showpost.php?p=2481101&postcount=1
If you are using ARB 1920X1080, the map file must be edited to work properly.
And you’ll have to put transparent ship.tga to your Sea folder to no see the ships icons when full zoom.
I eventually can share my map file edited + my sea folder with transparent tga if needed of course (only for Ccom12)
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.