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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#91 |
Navy Seal
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This will switch to meters only for the nav officer reporting possition (used in .mis files) so as Obelix says - the lines will remain.
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#92 | |
Black Magic
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I said it would take awhile to find at it did. ![]() |
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#93 | |
Navy Seal
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#94 |
中国水兵
![]() Join Date: May 2010
Location: BY
Posts: 271
Downloads: 80
Uploads: 1
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Hi captains!
![]() @Trevally. You can use the "MQK" at your discretion. ![]() |
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#95 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Hi Illyustrator,
have you ever thought about integrating your awesome mod with some of the grids it is currently missing? ![]() Seeing OH's objectives and real U-boat patrol areas, adding quadrants to the following zones might be required (areas with higher priority marked in orange): Greenland Sea (up to the northern tip of Svalbard) Missing part of the Norwegian Sea Barents Sea Eastern Mediterranean (Levantine Sea) Black Sea Southern Ocean (between Cape of Good Hope and the Southern coast of Australia) Indian Ocean (especially along the Eastern coast of Africa, Arabian Sea, Laccadive Sea, Bay of Bengal, Andaman Sea, peninsular Malaysia, Western Coast of Sumatra, Western Australia) Pacific Ocean (along the Eastern coast of Australia) |
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#96 | ||
Navy Seal
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![]() Today I have remade half of the patrol missions for the campaign Coastal Waters ![]() Serge is also making upgrades for these missions - so this will half the work and speed up its finish date. I will post some images when I test the first campaign ![]() Quote:
![]() Most of the missions will fall within the grids already made ![]() You are correct about some missing grids - I could only add 50% of the missions around Norway and Russia. Where this is the case - so far I have made them sink missions so that a map marker will be used. For the patrols within the MQK mod - these will be informed to the player by mission brief and by radio message that they must patrol " Patrol BF2113 in a 150km zone blah blah...." So player must look to the grid and mark their own patrol area ![]() |
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#97 | |
中国水兵
![]() Join Date: May 2010
Location: BY
Posts: 271
Downloads: 80
Uploads: 1
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![]() I am currently working (spare time) on another game design (Mods). You and Trevally how creative people can continue my project (MQK). ![]() |
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#98 | |
中国水兵
![]() Join Date: May 2010
Location: BY
Posts: 271
Downloads: 80
Uploads: 1
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#99 | ||
Navy Seal
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Here it is when added to missions. Select request mission from the KMO as normal ![]() Check your Captains log for mission info ![]() Mark your patrol area on your map using the cords given ![]() New missions will be sent to you by radio message as you finish your patrols - these can also be checked in the captains log page ![]() |
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#100 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Unfortunately the next month I am due to leave for a destination where I won't have a constant internet connection, and also my free time for modding will be heavily reduced. I will check the forum whenever I can though, and I will keep posting from time to time. ![]() Quote:
![]() One small suggestion, if I can. I think your work would be much easier if you centered OH's patrol areas on the MQK grids visible at the max map resolution (i.e. two letters and two numbers), thus making the last two quadrant numbers "55" by default. This way, you (and OH's players) wouldn't need to guestimate them each time. Obviously, the optimum would be having square patrol areas matching MQK's grids, but I suppose only circular or oval areas can be set in ME2 ![]() |
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#101 | |
Navy Seal
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![]() Yes I was going to do this but it would require ne to move and resize all the zone points within the mission. This would not be to hard to do. However - I have found a faster way to edit the 333 files required - it is where I load up one mission and remake it to the grid system with messages and objectives updated. I the load all the other missions from a campaign objective (each campaign has about 5 of 6 groups of 9 mission) and each of these 9 missions have three zones. I the write down the grid position of these zones. Keeping the games positions (metres lat and long from centre point) I used editing text software to insert the grids that I have written down. This is still a very slow way of doing it but lots faster than opening and editing each and every mission (that you be required if I changed the zone position) So far Serge and I are both looking at this - last night was swapped files to see how each other was doing it Perhaps we can find a method to allow us to move the zone by editing rather than using ME2 ![]() Any suggestions most welcome ![]() |
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#102 |
Navy Seal
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What size of patrol area would you expect to see?
Using a 150km zone - I can cover 2 to 3 of these grid squares ![]() |
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#103 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() I think that 150 km is a good compromise, but it all might also depend on mission/objective type: keeping in mind that a "large square" (i.e. a square designed by two letters) was about 900 x 900 sqkm wide, general "sink tonnage/ship(s) in area" objectives should have the widest radius. "Patrol area" objectives (without tonnage requirements) should be a bit smaller imo, and every mission involving rendez-vous (mostly refuelling and escorting missions), should be quite strict as far as area designation is involved. |
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"marinequadratkarte" |
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