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Old 02-03-08, 06:06 AM   #1
Rabin
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Default Map problem in GWX 2.0!!

Hi,
well I got some weird map problems in GWX 2.0 and I dodnt know if its normal or not.
Here is the thing,
When I get a contact to show on map it only shows a cube for ships or triange for planes but I dont see that little line that used to show its direction.
So now its pain in the $#% to track those targets when I dont visual see them...
and the other prob is that when I "catch" a target with hydrophones now I see black line pointing to that target but now that line is severed in a couple of plasces.
Anybody know is there is some fix or smething for that maybe?
Ty!!!
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Old 02-03-08, 06:22 AM   #2
bigboywooly
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They are not problems
They are supposed to be like that so you DONT know where they are going or exactly how far they are using the Hydraphone lines
Works as designed

There is a way to add contact tails back in
Use the search function

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http://www.subsim.com/radioroom/show...3&postcount=23
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Old 02-03-08, 06:54 AM   #3
Herr Trigger
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If you click on the square or triangle it tells you the direction, then you work it out from there.
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Old 02-03-08, 07:13 AM   #4
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a easy fix 4 u mate with the hydrophone is mark at the end of the line then let 3:15sec past and mark again this will give a rough speed and heading

and when u get a square in the top right of map click on the ? this will help u with the N , E , S , W then put ya mouse to the right Bottom and a compass will come up use that to find out the degrees that's if u don't kknow them

hope that helps Ya Kaptain
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Old 02-03-08, 07:19 AM   #5
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Or if you want to revert to stock just go to my DL site for the patch, this is not how the GWX was meant to be played though, it's more realistic the way it is.
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Old 02-03-08, 07:40 AM   #6
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There are limits to how far GWX is "meant" to be played, as BBW said its supposed to be that way for the reasons given. However you play your game though, is entirely your choice though.

It is a pain you are right, if you are saying its a pain, then good.... sorry lol, but good in as much as its doing what its meant to....As far as this change is concerned I doubt anybody made more vocal their disagreement about the tail removal than me. lol I even went as far as to call it an "arsehole thing" one night on team speak.

However... I stuck with it and still have it now. It really does add to the immersion of having to guess roughly which way they are headed. If you find it a pain in the arse, congrats you have felt similar feelings to how a real U-Boat commander felt. The only thing is, they never had such accurate data to begin with. We did, which is why it smarts like it does when they go. Give it a try and see how you get on.

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Old 02-13-08, 08:54 AM   #7
Faamecanic
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First let me say I havent played GWX since the inital release...and just loaded 2.0 up yesterday (home sick so need something to do between bouts of fever induced sleep)... WOW!

I will say though, I think you should have left the "contact tails" as an option. As far as realism goes, if you get a visual contact on a ship you can pretty much tell which direction they are headed. If you get a radio contact you can bet est speed and direction of travel will be communicated.

I almost feel bad giving anything that can be construed as a negative comment about GWX, as you guys have made an AWESOME mod... but I have to agree Penelope_Gray here... (well not the arsehole part :rotfl: :rotfl: )
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Old 02-13-08, 09:23 AM   #8
XLjedi
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So you plot an 'X' on the contact position... wait 5-10 mins... and draw a line from the 'X' to the contacts new position and that gives you the course line.

Not sure why this is considered difficult.

On the other hand, it's still a perfect tracking party cheat... The GWXers can't really do anything to add variability to the plotted position so it's perfect info. Bearing lines also still terminate pretty much at the exact location, so I find that it's better to just turn it all off. In which case, you could probably argue that you might as well leave the plot mode alone because it only irritates the folks who like it enabled and for those of us who prefer not to have perfect info, it's not being used.
(still should be a hit to difficulty level )


Edit: I do have to retract one comment...
For those of us playing 100% w/o updates it does make a difference for radio contact report intercepts. Before, with the tails it was just a trig exercise. Now without the tails and a general direction there is sufficient (and appropriate) error which makes a long-distance intercept more of a hunt. This was a definite improvement!
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Old 02-13-08, 11:56 AM   #9
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Funny, I still use the 'Assisted Plotting Mod', which removes ALL marks from the map except for the one ship you have tagged. Not quite as extreme as Map Contact Updates off, but much more realistic in my view.
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Old 02-13-08, 12:08 PM   #10
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Old 02-13-08, 12:15 PM   #11
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Welcome aboard Rabin. PSSST, a little secret: The GWX team works for the British Admiralty. :rotfl: :rotfl: :rotfl:
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Old 02-13-08, 06:50 PM   #12
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My whole point is that maybe not everyone likes 100% realism, just like not everyone likes 20%. I play around 70% (would be higher but I like to have the external camera on just to take in eyecandy).

Did a search and restored my "tails". If it wasnt for the crappy 30 days of solid fog and rain, thanks to the craptastic sH3 weather engine, I wouldnt need the tails. But for those month long squalls, that is the only way I can plot an intercept close enough (within 500m) to see what Im shooting at.

Next I will try that Realweather file and see if it works (reading conflicting posts that say it does NOT work with GWX 2.0). If it does I will be taking tails OFF again, as I do like having a reason to use my hyrdrophone after I make intial hydro contact with the enemy.
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Old 02-13-08, 07:36 PM   #13
Abd_von_Mumit
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Quote:
Originally Posted by Faamecanic
My whole point is that maybe not everyone likes 100% realism, just like not everyone likes 20%. I play around 70% (would be higher but I like to have the external camera on just to take in eyecandy).

Did a search and restored my "tails". If it wasnt for the crappy 30 days of solid fog and rain, thanks to the craptastic sH3 weather engine, I wouldnt need the tails. But for those month long squalls, that is the only way I can plot an intercept close enough (within 500m) to see what Im shooting at.

Next I will try that Realweather file and see if it works (reading conflicting posts that say it does NOT work with GWX 2.0). If it does I will be taking tails OFF again, as I do like having a reason to use my hyrdrophone after I make intial hydro contact with the enemy.
RealWeatherFixMod DOES work with GWX 2.0 to my big joy. Though I think 15 wind, rain and fog is sometimes better than clear weather.

:rotfl:
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Old 02-15-08, 01:48 PM   #14
Faamecanic
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Quote:
Originally Posted by Abd_von_Mumit
RealWeatherFixMod DOES work with GWX 2.0 to my big joy. Though I think 15 wind, rain and fog is sometimes better than clear weather.

:rotfl:
Oh so RealWeather kills ALL stormy weather?! Thats not good either... I usually wait for at least choppy seas and high winds to mask my escape from those uber DD and DEs..... ughh I cant win.
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Old 02-15-08, 02:00 PM   #15
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I kinda like bad weather. They can't see me and it takes fewer torpedos to put em on the bottom. Gamewise, I don't notice that I come across any more or less ships... I usually try to expand my search sweep area by using radar and hydrophones.

What's kinda funny in the big waves is when I get hydro contacts when I'm s'pose to be cruising on the surface.
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