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Boats and Ships without a TAIL
As the new language of the Royal Navy was being taught to us in the late months of 1950; we the New Intake were constantly raising the wrath of a very plump, awesome bearded, rolling gait, three badged Petty Officer and punishment was duly dished out according to the adjudged seriousness by same Petty Officer. One of his favourites for, "Being an untidy sack of spuds, tied in the middle", was to wash everybody's socks, they having worn them on the Parade Ground that day. For the gross offence of having an untidy bed space or locker was to dig the little garden, in front of our wooden hut, with a dinner fork.
H.M.S. Collingwood was at that time the training base for prospective Electrical and Radio personnel so although most of us caught these punishments, we thought little of it as we voiced...."Well this will never really apply to us tech. people!" Some 57 years later you can probably appreciate my amazement that in playing SH3/GWX 2.0 how, having cast some dogral on the Forum about "No Tails", this memory comes to mind!! If you got all in a dither about Port, Staboard, Fore, Aft, Bulkhead. Deckhead, Halyard and many other of these Seaman Terms, a Seamans Manual was thrown at you and that night, in front of the whole mess of fellow intakes, you had to "BOX THE COMPASS" without the book. Reciting its 31 points was no easy memory test.....but HULLO !!!!.... it all comes back to me now. As SH3/GWX 2.0 presents us with a galaxy of NNW to SSE or ESE to WSW etc. I remember the degrees....Who needs the tail? |
I can by no means claim your wealth of experience, only a number of years as a boy scout :D, but that was enough to be able to pick this no tails thing up very quickly. I agree :up:
now, since you've been in the Royal Navy, could I direct your attention to my question posted here: http://www.subsim.com/radioroom/show...20&postcount=7 |
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I like the idea of the tail on my own ship simply because it makes maneuvering so much easier in close quarters. I'm sure it's something easy to put back in too. |
I don't think the map "tail" has gone as such, just that the length has been reduced to zero. I think.
Well done on surviving Collingrad, Dustyboats :D |
I manage no problem without the tail, makes course plotting more realistic.
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I think a tail aint to big a deal I just hope the contacts have a "dot" at the center cause I like to work form precize calcs
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http://www.itsnature.org/forums/imag...s/wolfmoon.jpg http://i224.photobucket.com/albums/d...de/wolf-38.gif |
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If its not too much trouble could you please make a mod to enable the tails for our own U Boat aswell as contacts again? just like it was in GWX 1.03 basically. |
If you put the player boat tails back in, all ships will have tails.:yep: It's a single TGA and it affects all ships/planes. We have already said we will make a mod to return the tails but we're too busy enjoying our work.:arrgh!:
I can understand people having trouble with close up navigation, maybe leaving port for example, however, I use waypoints to leave port or I manually navigate from the bridge. Shouldn't be too hard to do. As for close navigation at sea or in a convoy, at a higher level of zoom, the U-Boat and the ships within visual range will be displayed on the map with their direction of travel indicated. |
If the tails do return, let it be as an optional mod, please. Personally, I like trying to hunt with no more information about a potential target than time sighted, course and rough speed ( "Slow" "Medium" etc.) Calculating that first rough interception course and then the final manoeuvering for the shot is, for me, one of the joys of GWX2.
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data\Menu\Gui\ContLine.tga has changed a little since GWX1.03 ;)
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