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-   -   Map contact (https://www.subsim.com/radioroom/showthread.php?t=244357)

bacchusxxx22 03-28-20 12:13 PM

Map contact
 
After watching tons of sh3 videos, am I the only one who plays without.

Makes me feel like a child game with map contact.

To all you supersinkers, try with off.

Fifi 03-28-20 01:30 PM

I too use to play without.
Only thing annoying me is no hydro contacts lines when untucked.
There is a solution to keep hydro lines with no contacts on, but huge work to give all sea folder ships transparent tga with photoshop (around 250 ships for GWX, more than 380 for Ccom!)

But you’re right, it’s an other world without contacts.

Randomizer 03-28-20 02:37 PM

And if you;re in a late war career with snorkels, no map contacts mean inevitable death from unseen aircraft or surface ships. What a great way to play...

-C

bacchusxxx22 03-28-20 03:03 PM

I never played late war.
What are hydrolines?

Jeff-Groves 03-28-20 04:15 PM

Quote:

Originally Posted by Fifi (Post 2658132)
There is a solution to keep hydro lines with no contacts on, but huge work to give all sea folder ships transparent tga with photoshop (around 250 ships for GWX, more than 380 for Ccom!)

One could create a batch file/program to scan all folders and replace said tga files with a properly blanked tga.

Fifi 03-28-20 04:34 PM

Quote:

Originally Posted by bacchusxxx22 (Post 2658154)
I never play late war.
What are hydrolines?

Hydrophone contact lines

Quote:

Originally Posted by Jeff-Groves (Post 2658164)
One could create a batch file/program to scan all folders and replace said tga files with a properly blanked tga.

Excellent idea :up:

Jeff-Groves 03-28-20 04:37 PM

Myself? I'd write a script for 010 to do the job.
But not everyone uses the program sadly.
If Modding? I can't even imagine doing without it!

Write the script and run it? All files would be replaced in mere seconds!

bacchusxxx22 03-28-20 05:43 PM

Ah ok.

When you surfaced you have the nachster sichtkontakt button. If officer is on post, you get all info to draw the lines yourself .that's the way you get course of ships. No you need to be fast to be exact.

I'm not sure the lines are of need.
Then you just follow lines and Mark with pencil. Ends up same as map contact on.

Manually to figure out the ships course is the real way to play
That's what real captains do. Hehe

John Pancoast 03-28-20 06:32 PM

Quote:

Originally Posted by bacchusxxx22 (Post 2658184)
Ah ok.

When you surfaced you have the nachster sichtkontakt button. If officer is on post, you get all info to draw the lines yourself .that's the way you get course of ships. No you need to be fast to be exact.

I'm not sure the lines are of need.
Then you just follow lines and Mark with pencil. Ends up same as map contact on.

Manually to figure out the ships course is the real way to play
That's what real captains do. Hehe




Actually, that's what real *navigation officers/weapons officers* do. :03:.


Harder does not in itself mean more realistic. Having said that, I'm a fan of the assisted plotting mod, similar to what you're mentioning.

derstosstrupp 03-28-20 07:59 PM

That’s one of those things that no subsim has gotten completely right. As far as U-boats went, the first watch officer did all surface shooting through the UZO, with the skipper giving his input or overriding him if necessary. Of course, for submerged attacks it was completely the skipper’s domain. He alone sat at the scope and made the decisions and called the values. However, every effort was made to estimate The values while surfaced before the boat submerged, Either by plotting, or more often by matching.

The assisted plotting mod is very slick and offers a pretty good compromise.

bacchusxxx22 03-29-20 02:53 AM

Quote:

Originally Posted by derstosstrupp (Post 2658218)
That’s one of those things that no subsim has gotten completely right. As far as U-boats went, the first watch officer did all surface shooting through the UZO, with the skipper giving his input or overriding him if necessary. Of course, for submerged attacks it was completely the skipper’s domain. He alone sat at the scope and made the decisions and called the values. However, every effort was made to estimate The values while surfaced before the boat submerged, Either by plotting, or more often by matching.

The assisted plotting mod is very slick and offers a pretty good compromise.


Stosstrupp: mein man!

I see no reason to turn on map contact.

It's like a cheat with on

To use transparent tga is a nice idea.
However, with map contact off it's a simulation.
With on it's a action game.

derstosstrupp 03-29-20 07:45 AM

Quote:

Originally Posted by bacchusxxx22 (Post 2658262)
Stosstrupp: mein man!

I see no reason to turn on map contact.

It's like a cheat with on

To use transparent tga is a nice idea.
However, with map contact off it's a simulation.
With on it's a action game.

That’s my preference as well. I play with nothing on.:yep:

Sailor Steve 03-29-20 09:44 AM

I've used the Assisted Plotting Mod for years. I'm terrible at math and could never have been a submarine captain, or any other kind for that matter. I let the IWO do the plotting, and use h.sie's mods to create inaccurate plotting and I leave the periscope up for a time to simulate the risk of being spotted.

bacchusxxx22 03-29-20 10:03 AM

Hehe

I never do the deckshooting.
Always crew.
---------

There where real hero's out there...

derstosstrupp 03-29-20 12:27 PM

I could not live without the h.sie fixes. The inaccurate range is a must. I use that, adds a great element of uncertainty. Really forces you to try and plot over decent amount of time and fair the plot, if you have the time and are in a good position to do so.


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