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Let us not forget that the captain ain't alone on the boat. You are not alone in keepimg track of the ships.
Part of the drill is to first try to ID the ship/target (specific ship or class/type of ship) in order to be able to work out your following actions. Among other things the ship, or type/class of ship, is in your report on ships sunk together with their presumed tonnage. So I think that target ID would not be forgotten once it was estblished. On my boat it sure as "warm place" would be jotted down on the target plot. As said, if there is only one ship it would be hard to forget what your ID for it was from peek to peek. Even a small number would not be that hard to remember all by yourself, if not with a bit of help from your crew. When I sight a convoys I try to ID as many of the merchants as I can. As captain I inform my plotting crew of nos. of columns, nos. of ship per column, and for every ship that I ID I will give its place and column. The escort I will not give toss about making more of an ID than to stat destroyer there and corvette there. It is enough for me to know the nos. of escort and their general whereabout. I know they are naval and therefore most probably dangerous for me. As this is war I can't trust the ship info about a certain class having or not having this or that type of weapon, or how many of this and that. So losing or not losing ID of an escort does not matter — not to me that is. Capital ships are a different story compared to escorts. I will treat them as I treat merchant, I will ID them and place them. So my point is that once I have ID:ed a ship either I or my WE ought to pretty quickly be able to come up with a ID for it if I just give the ships relative location. However, if the columns start to break up and the ships intermingle then I ought to have at least some problem ID:ing them. Still, I ought to be able to come up with an ID pretty quickly without having to use the Rec.Manual. Now think about the glorious prospect of having 356 different merchant ships in your Recognition Manual, the futur "sigh", then it would a mouse clicking "varm place"! In the current form of establishing ID it would be. |
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But I also see it it happen alot in the stock game too. :-? |
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I am not trying to put the blame on the excellent RUB mod...I'm just trying to state the facts.
I believe since patch 1.3 (1.2?) the devs corrected this issue. If you look at the default 1.4 patch, before any modding, the decay time was set to 60. I have tested many different values and found some weird things: If I set it to any value other than 60 the ID problem persists. The value of 60 is supposed to represent seconds..so in theory that would mean after 1 min I should lose the ship ID. BUT, thats not the case; It seems that putting in a value of 60 keeps the ID in memory for a very long time after that. This can be proven with time compression. The weird thing is if I set the value to any number less than 60 the ship ID will still disappear. For example, setting it to 30 you would think that means that you have 30 seconds to keep the scope down before the ID disappears...but this is not the case; the ID disappears again once the scope is down. What I did notice was that setting the value to a decimal yielded different results: For instance when I use a value of 0.30 the ship ID remains in memory for 30 seconds before going bye bye. So it appears that decimal values relate to true "seconds" (still have to test further). I know it doesn't make sense but the results don't lie. The reason I said RUB was the cause of the issue because it changes the default value to 0 and thats when the problem is introduced. Some of you say that you noticed this happen with the "vanilla" version of the game....I can tell you that I have not. It actually works fine until you set the value to 0. Please, if anyone has the time you can prove this for yourself. Set the value back to 60 and load up the academy convoy mission. Take an ID of a ship and lower the scope...then wait several minutes...heck, even put on some time compression and you will see when you pop your scope back up the ID will still be there. I've tested this over and over again and the results are the same. -Captain America |
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Either way, I'm not convinced that it's a flaw. If it's a choice between no ID memory and an infinite ID memory, or indeed a 60 second memory, I'll choose none every time, because we can always mark the contact while the scope is up (or from our own memory, just as we had to do before when RUb had no contacts at all drawn on the map). |
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I know you have a lot on your plate so I'll mess around with it and if I find anything useful I'll let you know asap. I think the end result is I either have to get used to doing the extra steps or revert to the old way. I am going to miss those nice dash lines for sonar contacts though. :cry: -Captain America |
See here for a fix. It's not perfect and has some issues, but might be a better work around than the existing version.
http://www.subsim.com/phpBB/viewtopic.php?t=40037 |
Observer definately found the solution on this one....highly recommended.
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