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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Mate
![]() Join Date: Jan 2019
Location: Home port: Lorient, last reported: grid AN423390
Posts: 55
Downloads: 32
Uploads: 2
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![]() Quote:
So, you would like the kind of "last spotted" box data and the square thing? I can try doing that, but I don't know if it is possible, the main problem is that I can't find the variables giving enemy boat data, because I'm pretty sure there is a code giving the location in which the data should go to (e.g. Speed data goes to line xxxxxxxx or something like that...) and this would be good to mod in a data box with no solution percent and an estimate only (or even nothing) I'll look in to it soon! ![]() Happy Hunting! |
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#2 | |
Sea Lord
![]() Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,721
Downloads: 107
Uploads: 4
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I remember that the big number of enemy icons on the map (even on hardest game difficulty) and too much information about them was the major complaint players had about the game. In the hardest level, the icons will be without 'cue' to not reveal their course, but because their position is updated often this restriction is useless. In most of my patrols I succeed placing my sub ahead of a group when intercepting, this gives me a huge advantage to start combat. As a comparison: In SH3,4,5 there are 'convoy reports' sent to you which are not totally accurate, so you have to do some guessing with the map plotting tools (alas not present in SH1). Especially the course estimate of the report can be wrong by as much as 30° which at long distances could make the difference wether you meet the contact or not. Also the speed is only guessed (slow, medium, fast; which can show 3 knots difference in one category). And actually contacts could appear as icons on the map with no speed or course data at all, simulating a radio interception of the contact (which is realistic because in such a case you would only have the position and nothing else.) However, I'm aware that this code part in SH1 can not easily be changed (if at all). If possible I would take away the course and speed data in 50% of icons appearing on the map and considerably delay their data update also. But again, impossible or not, I highly appreciate that you take your time with SH1 ![]() Cheers, XS Last edited by XenonSurf; 06-05-19 at 04:15 PM. |
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#3 |
Swabbie
![]() Join Date: Jan 2002
Posts: 12
Downloads: 250
Uploads: 0
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Thank you UnderWaterGamer for your effort in SH1
![]() rooivalk |
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#4 | |
Mate
![]() Join Date: Jan 2019
Location: Home port: Lorient, last reported: grid AN423390
Posts: 55
Downloads: 32
Uploads: 2
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I think I'm spending a little bit too much time on trying to find the variables giving enemy boat data, and on top of that, I'm now working on the RealSHips mod that I have been planning on working on since my first mod.
So, I'm sorry to tell you that I'll work on the RXSH mod update ( Quote:
The only thing left to do really, is to find these variables and either stop the ones giving real time updates on the enemy ships data or replace them by the convoy ones, so, that way, if you got a convoy report, you will get the general convoy data when you click on each ship, but if you didn't get the convoy report data, you won't have any ship data. Also, when I went in the ships.dat file to start understanding the meaning of all the hex bytes, I'm pretty sure I found the spawn/render byte, which means I might be able to change the traffic rate of ships! Happy Hunting ![]() |
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