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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Dec 2007
Location: Oz
Posts: 41
Downloads: 0
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a easy fix 4 u mate with the hydrophone is mark at the end of the line then let 3:15sec past and mark again this will give a rough speed and heading
![]() and when u get a square in the top right of map click on the ? this will help u with the N , E , S , W then put ya mouse to the right Bottom and a compass will come up use that to find out the degrees that's if u don't kknow them ![]() hope that helps Ya Kaptain ![]()
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#2 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,777
Downloads: 171
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Or if you want to revert to stock just go to my DL site for the patch, this is not how the GWX was meant to be played though, it's more realistic the way it is.
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#3 |
Sea Lord
![]() Join Date: Feb 2007
Location: UK
Posts: 1,893
Downloads: 0
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There are limits to how far GWX is "meant" to be played, as BBW said its supposed to be that way for the reasons given. However you play your game though, is entirely your choice though.
![]() It is a pain you are right, if you are saying its a pain, then good.... sorry lol, but good in as much as its doing what its meant to....As far as this change is concerned I doubt anybody made more vocal their disagreement about the tail removal than me. lol I even went as far as to call it an "arsehole thing" one night on team speak. However... I stuck with it and still have it now. It really does add to the immersion of having to guess roughly which way they are headed. If you find it a pain in the arse, congrats you have felt similar feelings to how a real U-Boat commander felt. The only thing is, they never had such accurate data to begin with. We did, which is why it smarts like it does when they go. ![]() ![]() Welcome to subsim! |
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#4 |
Ace of the Deep
![]() Join Date: May 2005
Location: Off your Stb side with good solution
Posts: 1,065
Downloads: 44
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First let me say I havent played GWX since the inital release...and just loaded 2.0 up yesterday (home sick so need something to do between bouts of fever induced sleep)... WOW!
![]() I will say though, I think you should have left the "contact tails" as an option. As far as realism goes, if you get a visual contact on a ship you can pretty much tell which direction they are headed. If you get a radio contact you can bet est speed and direction of travel will be communicated. I almost feel bad giving anything that can be construed as a negative comment about GWX, as you guys have made an AWESOME mod... but I have to agree Penelope_Gray here... (well not the arsehole part :rotfl: :rotfl: ) |
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#5 |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
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So you plot an 'X' on the contact position... wait 5-10 mins... and draw a line from the 'X' to the contacts new position and that gives you the course line.
Not sure why this is considered difficult. On the other hand, it's still a perfect tracking party cheat... The GWXers can't really do anything to add variability to the plotted position so it's perfect info. Bearing lines also still terminate pretty much at the exact location, so I find that it's better to just turn it all off. In which case, you could probably argue that you might as well leave the plot mode alone because it only irritates the folks who like it enabled and for those of us who prefer not to have perfect info, it's not being used. (still should be a hit to difficulty level ![]() Edit: I do have to retract one comment... For those of us playing 100% w/o updates it does make a difference for radio contact report intercepts. Before, with the tails it was just a trig exercise. Now without the tails and a general direction there is sufficient (and appropriate) error which makes a long-distance intercept more of a hunt. This was a definite improvement! Last edited by XLjedi; 02-13-08 at 09:47 AM. |
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#6 |
Eternal Patrol
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Funny, I still use the 'Assisted Plotting Mod', which removes ALL marks from the map except for the one ship you have tagged. Not quite as extreme as Map Contact Updates off, but much more realistic in my view.
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“Never do anything you can't take back.” —Rocky Russo |
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#7 |
Grey Wolf
![]() Join Date: Jul 2007
Location: LI NY
Posts: 964
Downloads: 13
Uploads: 0
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Welcome aboard Kaluen Rabin!!
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![]() "Only if I can save first..." |
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#8 | |||
GWX Project Director
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![]() Quote:
![]() Naturally though, if they are outside of visual range you cannot. Regarding including it as another optional mod... No sir. Theoretically we could include BUCKETS of optional mods and in so doing would cause mass confusion. The current contact arrangement makes a lot more sense in real-world terms... so it is what we've decided to go with. Quote:
![]() Stiebler wrote very detailed documentation on the matter. I kindly suggest that you gents read it closely. ![]() |
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