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Old 08-30-07, 09:11 PM   #1
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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Last edited by XLjedi; 08-31-07 at 01:29 AM.
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Old 08-31-07, 12:03 AM   #2
headcase
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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, 07:30 AM   #3
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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.

Nemo
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Old 08-31-07, 08:28 AM   #4
Syxx_Killer
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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   #5
Pants
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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   #6
Mikey_Wolf
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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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Old 08-31-07, 11:01 AM   #7
danlisa
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Quote:
Originally Posted by Mikey_Wolf
I should imagine it would be quite simple to replace the tails, if its just the one TGA file.
Got it in one.
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Old 08-31-07, 10:08 AM   #8
melnibonian
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Quote:
Originally Posted by Pants
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?
Once 1.04 is out I'm sure there will be ways so that each individual alters the realism levels. Until then it's "Radio Silence" and loads of work in the Beta to avoid mistakes and more complaints
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Old 08-31-07, 10:33 AM   #9
Dimitrius07
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Well here is my opinion on the new contact system that going to be included in GWX 1.4.

As a matter of true i liked it a lot, yes i agreed that the tactic of interseption of convoy or single ship need to be changed (well at least in my case).

But thise is chalenging, aspecially when you play 100% realism. The matter of " If my solution was right, and if my torpidoes going to find they mark" will become more and more important in the next update, and i can`t wait
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Old 08-31-07, 02:12 PM   #10
Kpt. Lehmann
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Quote:
Originally Posted by Pants
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?
The optional mods folder does not influence how realistic the gameplay in SH3/GWX is.

It simply contains optional modifications. No further optional mods will be added to that folder. The only change is that the "Reduced Positive Bouyancy" will become default as it is a refinement of the original... and that optional mod will be deleted.

Regarding being user friendly to alter... that isn't a question I can really answer any differently than before. Any post release changes made by the user will be done at their own risk. The GWX dev team is not responsible for assisting each user with changes to suit individual preferences.
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Last edited by Kpt. Lehmann; 08-31-07 at 04:42 PM.
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Old 08-31-07, 02:20 PM   #11
WilhelmSchulz.
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Woh nice blimp. Will they be escorting convoys? Because thwey actuly did escort a few convoys.
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