Sorry I got back into this thread a bit late...just got home from work.
Quote:
Originally Posted by Beery
I'm feeling a bit better now
|
That's good to hear.:up:
Quote:
I'm wondering if we can get to a perfect version of the Assisted Plotting mod, so I have to grill you on a few questions regarding this new version
|
It's going to have some compromises either way. I'll explain as best I can.
Quote:
What change causes the loss of the map graphic for single ship and small convoy contacts?
|
The "problem" is with the "Decay Time For Precise Sensor Contacts" in the Contacts.cfg. If you set the decay time to zero, as soon as a you lose sight of the contact, even for an instant, you must re-identify the contact in order to take range using the periscope stadimeter. If the decay time is set to >0 in order to avoid the identification problem the nav map is effectively restored to God's Eye Mode.
This means in order to eliminate the identification problem, decay time must be >0, but without precise contacts showing on the nav map. The size of the icon is controlled by these lines in the Maps.cfg (these are just the merchant ships)
Code:
;units military symbols
;MatSymbXY where X digit means the type of the unit/convoy and Y digit is the size of the convoy (0 for small, 1 for medium and 2 for large)
MatSymb10=0x3B,0x0B,data/menu/gui/Units/UnitMShip.tga
MatSymb11=0x3B,0x0B,data/menu/gui/Units/UnitMShip.tga
MatSymb12=0x3B,0x0B,data/menu/gui/Units/UnitMShipM.tga
MatSymb13=0x3B,0x0B,data/menu/gui/Units/UnitMShipL.tga
And the "size" definitions are in this portion of the Contacts.cfg:
Code:
Single Contact Min Size=1 ;[>0] minimum numbers of units in this type of group
Small Contact Min Size=2 ;[>0] minimum numbers of units in this type of group
Medium Contact Min Size=5 ;[>0] minimum numbers of units in this type of group
Large Contact Min Size=13 ;[>0] minimum numbers of units in this type of group
The problem is that the tgas used to display precise (think visual) contacts on the map in God's Eye Mod are exactly the same ones used to display opportunity contacts (think radio contacts) for two or less ships on the nav map.
In order to maintain ship identification, I erased the tga used for single ships (it's the UnitMShip.tga above), and set the decay time for precise contacts to something greater than zero.
I notice above the MatSymb10 line uses the same tga as the MatSymb11. It's possible, though I haven't tested it, one might be for precise contacts and the other for contacts of opportunity. It should be easy to determine by just changing the reference tgas in the Maps.cfg file to the UnitMShipM.tga or UnitMShipL.tga which I did not erase.
Long winded anser...sorry.
Quote:
For me, the lack of a contact 'memory' is not a big deal, whereas the single ship contact issue is. I can always mark a contact while the scope is up, but I can't do anything with a contact that doesn't appear at all. The single ship contacts were a big positive for me.
|
As I noted above, no contact memory was a big deal for player who are on 100% realism in heavy weather, or dip the scope. One workaround is to map a key for the WO to ID the ship, and another is to measure range on the nav plot, but I'm not crazy about either. I also worked up a set of generic range tables, but I find entering range a bit fiddly on the attack map.
Quote:
If RUb could have two versions of the file that's responsible for this (one with single ship contact markings still included), I think that would be best, so that players could choose the one that suited their playstyle.
|
This is possible if you want this as an option.
Quote:
I like the new contact graphics and the U-boat 'blob' is a good size.
|
Agreed. I really like the size and color.:up:
Quote:
I like the current contact lines (although one less dash would make judging the distance harder, which would be a good thing). The distance of the first dash from the boat is perfect - this shouldn't be altered in my opinion. Is there any way that we can have the furthest dash in the line (the one closest to the contact) be further away from the actual contact?
|
I can simply erase the last dash. Easy to do.
Quote:
Currently, it's possible to judge the exact distance to the contact by finding the last most faded dash. Maybe we could just have that one single dash - the one that appears closest to the U-boat - and no more dashes. I'm thinking that this would give the least info while still giving us some idea of the distance (because it repeats). Maybe what I'm asking for is not possible. What we have is already great, but I'm wondering if we can get to perfect.
|
I hadn't noticed this in the current version.
Quote:
Finally, about the new protractor graphic: is this one fixed so that it doesn't cause the 'offset' that some players have experienced? I'm worried that this offset is caused by the greater size of the graphic, which appears to be the same in this mod as it was in the previous version. I like this protractor graphic better than the older RUb one, but I need to be sure that it won't cause the offset problem.
|
Unfortunately it's not fixed. I included the original Jace version in this download because of it. I'm not graphically skilled enough to fix it either. I think it's a driver problem, but I can't swear by it. Perhaps a solution is to include both versions, and let people pick the one that works best.
Quote:
Sorry to be so picky, but I think we're very close to a perfect version of this mod, or as perfect as it can get.
|
No problem. The more I use this mod, the more I really like it.