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View Poll Results: I think you should....
Keep the speed chart and lose the airbase markers 18 18.95%
Keep the airbase markers and lose the speed chart 31 32.63%
Keep both 23 24.21%
Lose both 23 24.21%
Voters: 95. You may not vote on this poll

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Old 11-27-07, 07:17 PM   #1
Ducimus
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Default TMaru - general concensus on two features i might axe

I am thinking about:

1.) throwing out the airbases displaying on the map, for three reasons:

a. Map in TM is laggy with all the extra names and such

b. Kind of unrealistic knowing where all the jap airbases are.

c. the reason for my use of it was to display some semblance of battle lines. Much like ports would change color in Sh3. I don't feel it accomplishes this enough in over ride A and B.

2.) Throwing out the gramaphone as a speed/range chart. This little feature generates nothing but complaints, and no compliments. I use it, but i swear, all i hear is complaints about "my gramaphone is broken" and frankly im tired of it.

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Old 11-27-07, 07:24 PM   #2
Drakken
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Keep the airbase markers. A map in which you do not know if its bases are enemy or friend would feel much too empty.

I would ditch the speed chart.
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Old 11-27-07, 07:37 PM   #3
Defiance
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Hiya,
Hmm well i know you mods put so much effort and your valuable time into these great creations so for me what you end up offering is fine by me

But (aint there always a but lol)

A: Is it possible to give choices of what individuals could have as there "default" tm map etc ?

B: Would this overload your workload so to speak if at all it is possible ??

Ohh ps: Please if you ever think of losing the what i call "auto identifyer" (Lock on and after a few secs it shows target) could you please at least make this a seperate offering As it sure does save my eyes and makes the sim more playable for me in the sometimes limited time i have to play he he

Anyways looking forward to 1.4 vs of TM I have clean installed and await the go ahead for my beloved mods (TM/ROW/Hud mod etc)

Take Care

Have Fun

Ciao

Def

EDITED: Forgot to vote lol, Voted lose speedchart keep air base markers (solely due to me not yet getting to grips with the speedchart (also i scribble on papaer by me with rough course calcs lol)
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Old 11-28-07, 06:52 AM   #4
FooFighters
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Quote:
Originally Posted by Defiance
Ohh ps: Please if you ever think of losing the what i call "auto identifyer" (Lock on and after a few secs it shows target) could you please at least make this a seperate offering As it sure does save my eyes and makes the sim more playable for me in the sometimes limited time i have to play he he
Tried to mod this, but it's not possible.
The lock triangle is coded in the exe file.

I also tried it the other way around.
Using manual targeting removes the problem.
So I tried to mod manual to semi auto targeting.
Also no joy..

I've also asked the devs, they say it not possible to mod.

ontopic.. I voted remove both..

Foo
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Old 11-28-07, 08:18 AM   #5
DrBeast
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I'd say keep 'em both. I don't use TMaru, but I've scavenged it for some of its parts I liked. One of it was the speed chart (the air nav map I don't know how to implement to RSRDC, as it uses different air bases I think, but I'd gladly do it if I could). Only yesterday, as a matter of fact. Got the gramophone playing within seconds of seeing the chart for the first time. And you're telling me people complain they can't use the gramophone anymore?! Maybe you should just redo the buttons...big, fat colorful buttons with PLAY, STOP etc written in garish letters all over them! Now, if only I could understand how that blasted speed chart actually works! :rotfl:
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Old 11-29-07, 04:38 AM   #6
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Quote:
Originally Posted by DrBeast
Now, if only I could understand how that blasted speed chart actually works! :rotfl:
Yes, it's just as I suspected...no knowledge of rocket science required: how many Kilometers you'll cover if you're moving with x knots in y amount of time.
My only gripe with it is, it takes about 3-4 seconds to load, but I suspect it's my antiquated computer that should take the blame.
I'd vote "keep 'em both" again if I could!
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Old 11-27-07, 07:37 PM   #7
tater
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Hmm, just got an idea for a mod...

tater
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Old 11-27-07, 07:40 PM   #8
Defiance
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C'mon Tater Sir, Don't keep me in suspenders err i mean suspense lol

Have Fun

Ciao

Def
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Old 11-27-07, 07:46 PM   #9
tater
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It's easy enough (in theory) that I might bang out a test and show a screenshot later.

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Old 11-27-07, 07:51 PM   #10
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Quote:
Originally Posted by tater
Hmm, just got an idea for a mod...

tater
:hmm:

I voted to keep the airbases. Because I like them. As for those who complain about what you've done ...

Cheers!
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Old 11-27-07, 07:59 PM   #11
Defiance
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Woohoo, Sounds intriguing (spell check ? lol)

Will await screenie tater sir

Have Fun

Def

ohh blast i was doing so well on my 2nd patrol too lol then arrives 1.4 to scuttle me grrrrrrrrrrr lol
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Old 11-27-07, 08:30 PM   #12
tater
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Leo did the airbases, not me. Credit where credit is due!
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Old 11-27-07, 10:08 PM   #13
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I like the airbase markers as it is unrealistic due to it's 100% accuracy but i'd imagine knowledge of some enemy air base locations would have happened, ie: Wake Island.

I don't use the speed chart OR the gramophone so "NO COMMENT."
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Old 11-27-07, 10:23 PM   #14
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I must be the only person here who plots intercept courses on contact reports. :rotfl:
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Old 11-27-07, 10:53 PM   #15
Reaves
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Quote:
Originally Posted by Ducimus
I must be the only person here who plots intercept courses on contact reports. :rotfl:
I do but I just use the normal map. If the contact is close I check it's heading and speed to determine if I can reach it. I then hit flank, make a path that intercepts and hope I end up in front of them.

Once i'm in the area where I assume the contact was heading i'll dive and listen to sonar to find them. It doesn't always work but I don't normally have problems finding targets.
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