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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Bosun
![]() Join Date: Mar 2005
Location: Montreal, Canada
Posts: 68
Downloads: 8
Uploads: 0
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*Edit: It turns out a mod was already in the works for this but I hadn't found it.
Thanks Observer. Here's the link: http://www.subsim.com/radioroom/showthread.php?t=108998 Edit* I was using RUB when I was playing SH3 and the thing that I missed the most from it when I started playing SH4 was the mod that made all contacts on the map the same color. It really adds to immersion to have to actually see the flag on a ship before knowing if you can attack it. So I ported it from RUB to SH4 and thought you guys might enjoy it. Credits go to GouldJG, Observer and Beery for the original mod. (let me know if I forgot somebody) Description: - This mod has all contacts displayed on the map the same color regardless if they're Allied or Axis. You now have to visually identify the ships yourself. - Contacts no longer have a "tail" revealing their true heading. - Contacts on the map do not appear at high zoom factor. - The sonar contacts have reduced precision for distance to the contacts. I recommend installing it with JSGME. Enjoy.
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Iceberg. Last edited by Iceberg; 04-30-07 at 05:40 AM. |
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#2 |
Sparky
![]() Join Date: Apr 2005
Posts: 152
Downloads: 8
Uploads: 0
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Thanks, sounds like a great mod!!
Maybe you know how to do this. I want to turn off the contacts on the map but retain the sonar lines (with the decreased distance precision)? Any idea what files I need to change? |
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#3 |
Commander
![]() Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
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FYI
http://www.subsim.com/radioroom/show...isted+plotting New version in the works to fix a few small errors if anyone is still interested. |
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#4 |
Ensign
![]() Join Date: Mar 2005
Location: Gent, Belgium
Posts: 228
Downloads: 94
Uploads: 0
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Just what I had been looking for!
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Rock 'n' roll is the only religion that will never let you down |
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#5 |
Engineer
![]() Join Date: Oct 2006
Location: Berlin, Germany, Europe
Posts: 205
Downloads: 38
Uploads: 0
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Nice idea, thank you alot !
Can you please tell me which files i need, to just not be able to see the "color" (friend or foe) of the contacts ? Because i would still like to be able to see the tail which shows the general course of the contacts. Thanks for your efforts, Tell |
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#6 | |
Bosun
![]() Join Date: Mar 2005
Location: Montreal, Canada
Posts: 68
Downloads: 8
Uploads: 0
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![]() Quote:
People, he's got the original mod so I'll leave you in his capable hands for this one! Perhaps you sould make a [REL] thread to announce your mod and have it posted to the List of Mods thread: http://www.subsim.com/radioroom/showthread.php?t=108964
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Iceberg. |
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#7 | |
Bosun
![]() Join Date: Mar 2005
Location: Montreal, Canada
Posts: 68
Downloads: 8
Uploads: 0
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![]() Quote:
You should be all set.
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Iceberg. |
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#8 | |
Weps
![]() Join Date: Nov 2005
Posts: 351
Downloads: 0
Uploads: 0
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If you have your opportunity and important radio contact ranges shorten in the contacts-cfg, you get lot less contacts on the map than with the original values. These "rarer" ones reflect quite nicely (IMO, better than not at all) the information that could be gathered via friendly forces and most importantly from Ultra. Even though those contacts on the map with the tails and all information, are too regularily on the spot, it is better than not have them. For the obvious reasons, mainly cos it leaves the Ultra-codebreaking - a key element- information from the game.
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"Gentlemen, we have no choice. Total engagement. Die with dignity." Last edited by Krupp; 04-30-07 at 04:31 AM. |
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