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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Jul 2009
Posts: 8
Downloads: 9
Uploads: 0
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Halfway house map contact updates mod?
Hi again, more basic questions I'm afraid.
I've searched the forums but I can't find an answer for SHIV, though there was one for III. Is there a mod for the stock game which changes the behaviour of the nav map contact update feature so that it's less helpful, but doesn't generate as high a workload as turning it off completely? The sort of thing I'm looking for would replace the pinpoint accurate blue sonar bearing lines (which terminate at the exact range of the contact) with lines of fixed lengths for contacts at long, medium and short ranges. It would also leave off the course tails from visual contacts and perhaps also not plot their range so accurately. In my view this simulates having a competent but not omniscient crew working for you. At the moment the workload of tracking a convoy and it's circling escorts by sonar is crippling with map contacts off, but turning it on makes it slightly too easy. If this is in TMO please forgive the question. I found it quite hard to find out what's different between stock and TMO but if this is one of the things it does then I'll put it on once my copy of 1.5 arrives. Thanks! |
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#2 |
Navy Seal
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TMO does that except that the sonar lines are the same length as stock.
TMO removes friend/foe/neutral colors, replaces target silhouettes with position marks, text descriptions are partially nerfed, deletes the impact X from the attack screen, kills the velocity tails and I'm sure I'm forgetting something because I play stock so seldom. ![]()
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#3 |
Watch Officer
![]() Join Date: Dec 2005
Location: Melbourne, Australia
Posts: 331
Downloads: 75
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I've found the lines aren't always accurate in TMO they usually finish further away than the actual distance of the contact, I could be wrong but that is what I generally find in TMO.
Steve
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#4 |
Navy Seal
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If so, that's good. The real solution is just don't plot by the length of the sonar lines! That's analogous to not taking speed measurements from visual positions. Sure, you can cheat, but does that mean you must? Of course not!
There is no unscammable system, including reality.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#5 |
Swabbie
![]() Join Date: Jul 2009
Posts: 8
Downloads: 9
Uploads: 0
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Thanks RR & SteveW1. TMO it is then.
I admire (but sadly don't share) your self-discipline, Rockin Robbins. |
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#6 |
Helmsman
![]() Join Date: May 2009
Location: Essex, England
Posts: 107
Downloads: 87
Uploads: 0
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There again RFB does something very similar, no lines and the attack plot doesn't have the line going to the target only small dashes.
Of course the folks at RFB could tell you more about it, I'm only just getting used to it myself! |
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#7 |
Seaman
![]() Join Date: May 2009
Posts: 42
Downloads: 44
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RFB uses just a thin dashed line for sonar contacts. It's impossible to tell the distance to contact from it, as far as I can see.
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#8 | |
Helmsman
![]() Join Date: May 2009
Location: Essex, England
Posts: 107
Downloads: 87
Uploads: 0
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![]() Quote:
Also your sub is a dot not a icon so that makes it more realistic I would have thought. |
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