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Old 08-30-07, 03:23 PM   #48
XLjedi
Ace of the Deep
 
Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
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Quote:
Originally Posted by Vader 1
Quote:
Originally Posted by Kpt. Lehmann
Contacts: (Aaronblood this is for you. Sorry you had to wait so long.)
In keeping with our "some... but not all" situational awareness availability of information given to the player... contacts are now LOSING their tails. This may not seem like much at first, but that tail gives you the exact heading of the contact, making intercepts a great deal simpler than should be. Making a successful intercept should not be a certainty. This coupled with the pre-existing random waypoint changes of convoys/merchant shipping (and now ASW forces and task forces) makes a successful intercept contain the same frustration in part that the real U-boat forces faced. We cannot simulate the nearly real-time decryption and dissemination of Enigma communications that were VERY often used by the Allies to re-route shipping well away from U-boat hunting areas... so this will serve the purpose. <Yes i hear many of you groaning... now stoppit!>
Once you DO attain visual range though... you can then click on the different contacts and zoom in on the map to reveal the outline and disposition of individual contact headings... as the watch crew could relate to the U-boat commander on his request.


Thank you thank you and finally a huge thank you, this is a huge immersion killer for myself....1st rate work as always

Vader
That's pretty good news... nice work.

I've also been critical of the hydro-contact line terminating at the exact target location. By chance could we expect to see a line that extends to a non-discriminate point? Pretty sure I've seen a mod for this somewhere...

...and I guess those contacts are still gonna be exact in the sense that they pinpoint target location. I guess now you'll just mark a position, wait a few minutes, mark the next position and you'll have target true course and exact location again. Is that a fair assessment?

I still think the standard version of GWX should include the original %age deduction for enabling map contact updates. Granted, people can mod it as they see fit (although, this is really more of a valid argument for GWX NOT messing with it). At least that way I would understand the difference when people say they play 100% vs. those that play 100% with map updates turned off. From what I can see, there's still going to be a big difference in the difficulty. (Notice I said difficulty and not realism, as most people around here seem to equate realism to simulating the captain's perspective alone.)
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