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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Chief
![]() Join Date: May 2005
Location: Germany
Posts: 327
Downloads: 16
Uploads: 0
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UPDATE: NOW JSGME-compatible!
In stock SH4 you get radioed "opportunity contacts" with a distance of up to 1500 km, and "important contacts" with a distance of up to 3500 km from your own position. Not only do these clutter up your message log but most of them are of no real interest for you, since an enemy task force 3000km from you is hardly an attractive target for a sub sailing at 15-20sm. Also, I think this makes it far too easy to find targets, much as in (unmodded) SH3. So, I reduced the range of opportunity contacts to 400km (215 sm) and the range of important contacts to 925km (500sm). This will provide you with much less overall radio contacts, and those you still recieve will be nearer to your boat's actual position. Installation: Rename the file contacts.cfg in the folder ...\SH4\Data\cfg to contacts.cfg_ORIGINAL or something like that. Put the downloaded contacts.cfg file into your ...\SH4\Data\cfg folder. Download Link: (right-click and use "save as...") http://freenet-homepage.de/parabellum/Contacts.cfg Download Link for JSGME-Version: (left-click) http://freenet-homepage.de/parabellu...o_contacts.zip Last edited by ParaB; 03-27-07 at 09:06 AM. |
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#2 |
Grey Wolf
![]() Join Date: Mar 2005
Location: St. Louis, MO, USA
Posts: 772
Downloads: 13
Uploads: 0
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Was just thinking the same thing
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#3 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
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Good work man!. Was thinking about the clutterd message window but never got further as I did other stuff. You hit the nail right on target here. Cheers!
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#4 |
Sonar Guy
![]() Join Date: Apr 2005
Location: People's Republic of Cambridge
Posts: 379
Downloads: 118
Uploads: 0
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nice one!
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#5 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Germany
Posts: 936
Downloads: 0
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Gute Idee! Du auch hier, Para??
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__________________
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#6 | |
Chief
![]() Join Date: May 2005
Location: Germany
Posts: 327
Downloads: 16
Uploads: 0
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#7 |
Dominant Wolf
![]() Join Date: Nov 2006
Posts: 2,143
Downloads: 30
Uploads: 0
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It seems to be a great opportunity. Thanks !
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__________________
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#8 |
Helmsman
![]() Join Date: Apr 2007
Posts: 103
Downloads: 0
Uploads: 0
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Is this 1.2 compatible?
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#9 | |
Lieutenant
![]() Join Date: Jun 2007
Location: Abbotsford BC Canada
Posts: 258
Downloads: 141
Uploads: 0
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![]() I wonder if there's somwhere else we can turn down the number of contacts per minute ![]() |
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#10 |
Watch
![]() Join Date: May 2005
Location: SE Wisconsin, USA
Posts: 23
Downloads: 0
Uploads: 0
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Hi ParaB,
Love this mod! Any idea if it's compatible with 1.3, or if not will you be making it so? ![]() ![]() |
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#11 |
Loader
![]() Join Date: Oct 2007
Location: U.S.A.
Posts: 87
Downloads: 2
Uploads: 0
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Got it, quick question. Renamed the Cfg that came with game Original(as per instruction) now should I leave it where it is or put it in a folder somewhere else, then put in the mod? Or does it matter that I have 2 contact Cfg's?
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#12 |
Loader
![]() Join Date: Oct 2007
Location: U.S.A.
Posts: 87
Downloads: 2
Uploads: 0
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Taken care of.
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