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-   -   Boats and Ships without a TAIL (https://www.subsim.com/radioroom/showthread.php?t=127024)

Dustyboats 12-15-07 03:45 PM

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?

KeptinCranky 12-15-07 04:04 PM

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

Blacklight 12-15-07 05:30 PM

Quote:

Who needs the tail?
I could certainly use it... more for close in maneuvering with ships all around me. I agree that you shouldn't see the tails unless you know the direction the ships are actually moving or when you get a reported contact from a German unit out there, they should report direction and there should be a tail. If you can't see them or the report doesn't contain the course of the reported ships, there should be no tail.

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.

Cohaagen 12-15-07 06:53 PM

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

papa_smurf 12-16-07 08:50 AM

I manage no problem without the tail, makes course plotting more realistic.

looney 12-16-07 10:20 AM

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

papa_smurf 12-16-07 12:12 PM

Quote:

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
No they don't - not sure if they do when you zoom in on a contact.

Jimbuna 12-16-07 12:30 PM

Quote:

Originally Posted by papa_smurf
Quote:

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
No they don't - not sure if they do when you zoom in on a contact.

When you zoom in (hydrophone/visual range) the tails reappear :arrgh!:

http://www.itsnature.org/forums/imag...s/wolfmoon.jpg


http://i224.photobucket.com/albums/d...de/wolf-38.gif

Schwuppes 12-18-07 06:13 AM

Quote:

Originally Posted by jimbuna
Quote:

Originally Posted by papa_smurf
Quote:

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
No they don't - not sure if they do when you zoom in on a contact.

When you zoom in (hydrophone/visual range) the tails reappear :arrgh!:

http://www.itsnature.org/forums/imag...s/wolfmoon.jpg


http://i224.photobucket.com/albums/d...de/wolf-38.gif

Hi jimbuna!

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.

danlisa 12-18-07 06:23 AM

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.

Von Manteuffel 12-18-07 06:44 AM

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.

Carotio 12-18-07 09:13 AM

data\Menu\Gui\ContLine.tga has changed a little since GWX1.03 ;)

danlisa 12-18-07 09:17 AM

Quote:

Originally Posted by Von Manteuffel
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.

There are no game breaking bugs in GWX 2.0 so there will be no need for a overhaul of the files (unless something is found). So the only other option is to release the Tails as an optional mod. It may not even be an official GWX mod but this mod will eventually surface.:yep:

ref 12-18-07 10:23 AM

Quote:

Originally Posted by danlisa
There are no game breaking bugs in GWX 2.0

Damn Dan, please don't mention that again, you know about Murphy's laws don't you? :D

Ref

danlisa 12-18-07 10:28 AM

Quote:

Originally Posted by ref
Quote:

Originally Posted by danlisa
There are no game breaking bugs in GWX 2.0

Damn Dan, please don't mention that again, you know about Murphy's laws don't you? :D

Ref

Don't worry mate, I crossed myself, touched wood and had a black cat cross my path when I posted. I should be covered.:smug:


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