Quote:
Originally Posted by High Voltage
3) Although i have not yet installed GWX2 and still play on GWX, i believe that the coordiantes still do not correspond to real contacts and are just added for "atmosphere"...
I also believe the blinking lights may just be random and don't actually have any meaning.
Am I wrong about these?
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each set of coordinats on the grid map had a set of subcoordinates.
AM23 would posess 9 sub coordinates for example (at least i think it was 9)
when a skipper knew his exact position he could radio in a more precise location of a convoy or ship by saying that he was in grid AM2342 generally this was a more precise way of plotting on the kriegsmarine grid map. (The KM grid map in SH3 is very limited in this regard.) High voltage is correct in stating that the messages you receive about sinking ships and ships in distress is simply for immersion and historical accuracy... there will likely never be a ship in distress if you manage to travel to the coordinates. be aware that sometimes your radio operator will receive a message with latitude and longitude coordinates as well... these messages are also for immersion and realism and there is no way in the game for you to determine lat long.
to answer question 1: Sound travels much further in water than it does through the air. The hydrophone will always give you sound contact over the horizon and beyond visual range. You will hear a target on hydrophones long before you will be capable of seeing it with the naked eye. As far as the accuracy goes, that depends entirely upon the user. You will notice that depending on the range to the contact, the sound of the particular contact might cover an arc of perhaps 5 or 10 degrees on the hydrophon screen. also contacts can blend in together if there is a great number of them in a tight grouping making it hard for you to single them out from the noise clutter.
2) Blinking lights? Perhaps this is a simple matter of something in the command room getting in between you and the light as the boat rocks back and forth. if even the smallest object gets between your point of view and the light, the light source will appear to go dim... try viewing the light from a different angle and it should stop "blinking"
4) due to the hard coded constraints of Silent Hunter 3 the modders have no way of changing this side effect without Ubisoft's SDK program. So for now there is nothing that can be done about it. The game thinks you have docked and therfore have completed that patrol, but... when you start the patrol again it has no record of your patrol area and defaults to "NULL"... you will either have to use a program called SH3 Commander to exit out of SH3 and set the patrol grid back to your original grid... or simply ignore the "NULL" message.