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Old 07-10-05, 01:26 PM   #1
Observer
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Default Updated: Assisted Plotting Mod. Contact ID Issue Addressed

This is an update to the assisted plotting mod included in RUb 1.42. You must have RUb 1.42 installed for this to work properly. RUb 1.42 contains files necessary for this mod to function as intended.

This version addresses a couple of issues, some the result of the way SHIII works.

1. This version addresses the problem with losing contact ID when the scope takes a wave, or dips for a second. I've included several different versions for the time the contact ID will be maintained, from 5 seconds to 5 minutes. 5 seconds should be enough to prevent losing contact ID because of wave slaps, but will still require a re-identification if you dip the scope.
2. For those with issues with the bearing overlay included with RUb 1.42, I've included the overlay from RUb 1.41.

Fixes:
1. Addresses the contact ID being lost instantaneously.
2. Addresses issue with Pato 1500 meter bearing overlay.
3. Changed warship and opportunity contacts back to hollow squares from the filled squares of RUb 1.42.

Issues:
1. Single merchant and small convoy (<5 ships) will not show on the strategic map.
2. With the scope up, and the nav map zoomed out, a hollow square will be displayed marking the convoy and convoy information for a period of time. For example, if the 1 minute contact ID version is used, this will not fade out until after the scope has been down for one minute.
3. Similar to #2, the circle with contact info will be available at higher levels of zoom. This circle is not updated, and only shows the last known contact info. It fades out after a preset time.

These screen shots show the mod in operation and the issues in this version. These shots are from the convoy attack training mission.

I've ID'd the Hunt I DD and lowered the scope


I raise the scope again after 40 seconds and the Hunt is still ID'd


I restarted the mission, this time leaving the scope down longer. Note the square on the zoomed out map.


After the scope is lowered, note how the contact info is still displayed on the nav map.



After 1 minute, notice how the info has faded away.



When I raise the scope, notice how I've lost the ID on the Hunt.


In order to install this mod, select the folder with the amount of time you'd like to keep the contact ID (60 sec is the default) and unzip to your \MODS folder. Install using the JSGME mod installer. If you'd like to use the alternate bearing overlay, unzip to your \MODS folder and install using the JSGME mod installer.

Get this mod here:
Assisted Plotting Mod v5
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Old 07-10-05, 02:01 PM   #2
Captain America
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Oh yes...now this I can live with. I just tested out your 5 min version and I think its an excellent work around to the ID issue. It still keeps the realism factor going and doesn't feel like I am cheating. The contacts even kept their ID in the notepad beyond 5 min...good stuff.

Thanks for taking the time to find a workaround...now I can go back to playing.

-Captain America
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Old 07-10-05, 02:17 PM   #3
Observer
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Glad you like it. Do you find any of the issues (above) make this unworkable? (single merchants and info fade times in particular)
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Old 07-10-05, 02:45 PM   #4
Sfinx
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Just the ticket! The 5 min version sounds just about right as ID memory. If I need ID info about something I have not checked in 5 min I ought to have time to do a re-ID.

Can't say anything about the map updates as I don't use it. In this case the notepad is all I need to have as a tool.

Now I just have to install it and head out to sea to test it.
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Old 07-10-05, 04:50 PM   #5
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After some play testing, I realized the need to get rid of the icons for single aircraft and turn the aircraft and land icons a neutral color. This is an update to the mod fixing these issues.

Assisted Plotting Mod v5
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Old 07-10-05, 05:55 PM   #6
mpugsley
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Thanks! About to go try out.
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Old 07-10-05, 05:55 PM   #7
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Thanks Observer. I must admit I haven't had much time to figure out all the details of this issue, but I'm sure your solution will be great. I'll put it in 1.43.
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Old 07-10-05, 08:08 PM   #8
baxter
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Thanks...it seems to work well. I appreciate it.
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Old 07-10-05, 10:22 PM   #9
KL Seestern
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Default Re: Updated: Assisted Plotting Mod. Contact ID Issue Addre

Quote:
Originally Posted by Observer
Issues:
1. Single merchant and small convoy (<5 ships) will not show on the strategic map.
Just to clarify this -- do you mean contact reports? I currently use RUB 1.42 and occasionally get reports of the odd merchant ship in my vicinity -- nothing on the radio, but a black square appears on my map. These will be gone with this mod?
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Old 07-10-05, 11:13 PM   #10
Observer
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Default Re: Updated: Assisted Plotting Mod. Contact ID Issue Addre

Quote:
Originally Posted by KL Seestern
Quote:
Originally Posted by Observer
Issues:
1. Single merchant and small convoy (<5 ships) will not show on the strategic map.
Just to clarify this -- do you mean contact reports? I currently use RUB 1.42 and occasionally get reports of the odd merchant ship in my vicinity -- nothing on the radio, but a black square appears on my map. These will be gone with this mod?
Exactly correct. You will not get the "square" on the map any longer for single merchant contacts. Depending on the RND layer you are using, I doubt the small convoys will even be an issue. I've never seen one at least.
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Old 07-10-05, 11:16 PM   #11
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Quote:
Originally Posted by Beery
Thanks Observer. I must admit I haven't had much time to figure out all the details of this issue, but I'm sure your solution will be great. I'll put it in 1.43.
I think this version is going to take some testing to get right because there are a number of issues, such as do you have a problem no longer showing single ship opportunity contacts on the map? Or, what is the right precise contact decay time? I don't know the answer to the last which is why I created a couple different versions. One minute is the default for precise contact decay time.
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Old 07-14-05, 08:48 AM   #12
Beery
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I'm feeling a bit better now, so I'm getting back to the daily grind that is RUb, LOL. Apologies in advance, Observer, but I'm wondering if we can get to a perfect version of the Assisted Plotting mod, so I have to grill you on a few questions regarding this new version:

What change causes the loss of the map graphic for single ship and small convoy contacts? For me, the lack of a contact 'memory' is not a big deal, whereas the single ship contact issue is. I can always mark a contact while the scope is up, but I can't do anything with a contact that doesn't appear at all. The single ship contacts were a big positive for me. If RUb could have two versions of the file that's responsible for this (one with single ship contact markings still included), I think that would be best, so that players could choose the one that suited their playstyle.

I like the new contact graphics and the U-boat 'blob' is a good size.

I like the current contact lines (although one less dash would make judging the distance harder, which would be a good thing). The distance of the first dash from the boat is perfect - this shouldn't be altered in my opinion. Is there any way that we can have the furthest dash in the line (the one closest to the contact) be further away from the actual contact? Currently, it's possible to judge the exact distance to the contact by finding the last most faded dash. Maybe we could just have that one single dash - the one that appears closest to the U-boat - and no more dashes. I'm thinking that this would give the least info while still giving us some idea of the distance (because it repeats). Maybe what I'm asking for is not possible. What we have is already great, but I'm wondering if we can get to perfect.

Finally, about the new protractor graphic: is this one fixed so that it doesn't cause the 'offset' that some players have experienced? I'm worried that this offset is caused by the greater size of the graphic, which appears to be the same in this mod as it was in the previous version. I like this protractor graphic better than the older RUb one, but I need to be sure that it won't cause the offset problem.

Sorry to be so picky, but I think we're very close to a perfect version of this mod, or as perfect as it can get.
__________________
"More mysterious. Yeah.
I'll just try to think, 'Where the hell's the whiskey?'"
- Bob Harris, Lost in Translation.

"Anyrooad up, ah'll si thi"
- Missen.
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Old 07-14-05, 10:56 AM   #13
U-1966
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Is there another place to get this mod? I tried the link with "free" access and then it says I have a proxy server and need to sign up for the "premium" membership to download the file..
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Old 07-14-05, 11:01 AM   #14
terrapin
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Quote:
Originally Posted by U-1966
Is there another place to get this mod? I tried the link with "free" access and then it says I have a proxy server and need to sign up for the "premium" membership to download the file..
sure...at our file library in the /Mods section
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Old 07-14-05, 11:03 AM   #15
U-1966
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Cool...Is it this new updated version?
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