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Old 08-30-07, 09:11 PM   #61
XLjedi
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Quote:
Originally Posted by Kpt. Lehmann
Regarding the "realism percentage" versus map contacts enabled. You and I have already discussed the matter. My decision remains (and will remain) unchanged, especially in light of the new presentation of map contact data introduced by GWX version 1.04.
I'm usually careful to say difficulty and not realism... "Realism %" is a misnomer anyway. I thought going half-way might be a good comprimise. I'll just continue to specify 100%-no-map-updates then. I s'pose 99% is out too, huh?

Ah well... I tried...

Quote:
Originally Posted by Kpt. Lehmann
Having NO information plotted onto the F5 map is NOT the way to go for "100% realism" as I see it. You have a crew and a radio. Players do not (typically) have a big plotting and navigation table to plot radio reports onto.


Quote:
Originally Posted by Kpt. Lehmann
Regarding your comment about the periscope being raised and subsequent contacts reappearing and showing their heading etc. I don't see any problem with that. Getting that info by periscope is easier than doing so with binocs from the bridge due to optical assists present in RL periscopes. In SH3, the periscope however also represents a "one size fits all" visual sensor. If you leave the periscope unattended it begins to sweep just as your watchmen do. (IE: Another crewman mans the scope.) We've done what we could. However, the periscope does take longer than a bridge crew to aquire and gather target data. It is ONE sensor... whereas your watch crew represents one visual sensor per crewman.
Well all the contacts just get instantly plotted in their precise locations. I wasn't necessarily zeroing in on just the parascope. The watch crew too, right... it's a very efficient and accurate crew. But like I've said, and you've sorta mentioned, you've done what you could. I don't think there's anything you could do to add some error to the plotted positions. Just the way it's designed.

You guys have done a good job.
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Old 08-31-07, 12:03 AM   #62
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You guys rock. I don't make enough money to buy all the booze ya'll deserve for this level of excellence. And I say that knowing it's gonna kick my ___
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Old 08-31-07, 12:50 AM   #63
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Your ditching the tails! Why? I know I know "it improves realisem" but it will become impossible to intercept convoy as you usaly only get 1 contact and you cant get genral direction!
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Old 08-31-07, 12:57 AM   #64
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Quote:
Originally Posted by WilhelmSchulz.
Your ditching the tails! Why? I know I know "it improves realisem" but it will become impossible to intercept convoy as you usaly only get 1 contact and you cant get genral direction!
If you click on the contact it tells you the general direction. It'll say south, or southeast... that should be good enough for an intercept.
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Old 08-31-07, 01:25 AM   #65
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Quote:
Originally Posted by WilhelmSchulz.
Your ditching the tails! Why? I know I know "it improves realisem" but it will become impossible to intercept convoy as you usaly only get 1 contact and you cant get genral direction!
For exactly that reason... to promote better "realism" in the simulation... not convenience.

Yet again Wilhelmshculz... you failed to read the post closely and fired off your response half-cooked... again.

When you click on convoy or close contacts... it does indeed give you the general heading... not the exact heading. If it doesn't suit your play style... don't use GWX. Simple really.
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Old 08-31-07, 03:23 AM   #66
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Quote:
Originally Posted by Kpt. Lehmann
Quote:
Originally Posted by WilhelmSchulz.
Your ditching the tails! Why? I know I know "it improves realisem" but it will become impossible to intercept convoy as you usaly only get 1 contact and you cant get genral direction!
For exactly that reason... to promote better "realism" in the simulation... not convenience.

Yet again Wilhelmshculz... you failed to read the post closely and fired off your response half-cooked... again.

When you click on convoy or close contacts... it does indeed give you the general heading... not the exact heading. If it doesn't suit your play style... don't use GWX. Simple really.
Oh, LOL. Deja Vu!

Copy & Paste......
Quote:
GWX has, since it's inception, strived for realism, immersion and accuracy. I believe that every member of the Dev Team has pushed hard for a simulation that excells in those catagories and we have nearly arrived.

However, the one area, nearly untouched by the Devs has been the Nav Map information & how it is displayed (apart from grey contacts) and I feel it needs attention. It's the one thing that has never been given the GWX magic.

On the subject of 'No Tail' contacts. Yes this makes it harder but it also makes you plan & plot your course and the course of your prey. I had a great immersive experience last night where I was shadowing a contact for over 2 days and you could actually accurately plot the course changes made by my prey. Yes! I have never ever had to do this before.

I must state that I'm in no way a hardcore player. I usually play with Map Contacts on & with no manual targeting. I do feel that this addition greatly adds to the game and I can certainly see why some may stuggle but in my mind this mod screams to be in GWX for the reasons & values I have stated above.
Simply!

Don't like it?
Don't use it/Fix it yourself!

Time to put up or shut up.

You know who I'm speaking to.
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Old 08-31-07, 05:04 AM   #67
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WOW!

As if all the other stuff thrown at our boats isn't enough!
Now we have an aerial "Silent Service" to worry about!

Fairly easy to avoid and shoot down .... if you see or hear them coming.
The thought of these things drifting, engines off, along the eastern seaboard at night ..... looking for surfaced u-boats .....
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Old 08-31-07, 05:20 AM   #68
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Quote:
Originally Posted by AtlantikEel
WOW!

As if all the other stuff thrown at our boats isn't enough!
Now we have an aerial "Silent Service" to worry about!

Fairly easy to avoid and shoot down .... if you see or hear them coming.
The thought of these things drifting, engines off, along the eastern seaboard at night ..... looking for surfaced u-boats .....
Well, if the airship so much as spots you... it has done its job... as in-game it vectors any local ASW forces (surface or aerial units) to your location... just as it happens when other units spot you... they radio for backup.
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Old 08-31-07, 05:27 AM   #69
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Further developmental tidbit...

Based on the real life recordings found on this post: http://www.subsim.com/radioroom/show...37&postcount=4

We are reverting the external submarine propellor and submarine hydrophone signature to a sound file we first used in the old GW 1.1a mod... as it turns out to be more historically accurate. The old GW 1.1a sub propellor sounds were initially removed as a result of someone complaining that they sounded like a squeaky fan-belt LOL... Well, that's apparently what the real things sounded like... So we are reverting to the relevant Das Boot sounds for the sake of accuracy.

We aren't driving nuke boats... We are driving diesel subs aye?
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Old 08-31-07, 05:28 AM   #70
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Quote:
Originally Posted by jimbuna
Quote:
@Jim, I meant a burning smoke and fire like when you hit an airplane. Is that incorporated too? Or was there some sort of limitation on that?
You'll have to wait and see......Kpt. released a little more eye candy, but it was not intended to stimulate a detailed question and answer debate. Sorry matey
Guess I was wrong

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Old 08-31-07, 06:54 AM   #71
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BTW, the K-ship was filled with helium, right? = no fire.
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Old 08-31-07, 07:30 AM   #72
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Quote:
Originally Posted by headcase
You guys rock. I don't make enough money to buy all the booze ya'll deserve for this level of excellence. And I say that knowing it's gonna kick my ___
I'll second that.

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Old 08-31-07, 08:28 AM   #73
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With the tails gone now, would it be possible to put the contline.tga (I think that is what it is) from a stock version back in to get red warship hydrophone lines back? I think if you did that with grayed out contacts, the tail would go back to the original colors, too. I'm just curious because I may like to do that to my own installation. I don't have the game reinstalled yet so I can't check which TGA it is.
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Old 08-31-07, 08:49 AM   #74
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Will there be an option to choose how " realistic" you want the game to play like with the mods folder in 1.03
Because not everyone wants to play superdooper realistic
And will it be " user friendly " regarding tweaking it to your own personal taste?
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Old 08-31-07, 09:29 AM   #75
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I should imagine it would be quite simple to replace the tails, if its just the one TGA file, sounds like this update is cruising along pretty nicely. And whats this some TGW making its way into GWX? Tell ya, you can't beat the classics.
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