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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Stowaway
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i added the TMO Plot mod by Orion and Rockin Robbins
it will remove the ship ID, course, speed, and direction info from the map to be more realistic comments: i know its nice to have all that instant information you should have no way of knowing but its like having a built in cheat for the game and im thinking its something we shouldnt have, so in that reguard i kinda think removing it would be a "fix" but i will wait and see what comments i get about it. if too many people want this info to stay, then i will offer a patch to add it in seperately if wanted. but then i could offer a patch to undo the change too so im still up in the air as to what i should do here. Last edited by Webster; 03-03-09 at 08:07 PM. |
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#17 | |
Admiral
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What we do in life echoes in Eternity Last edited by tonschk; 02-21-09 at 04:46 PM. |
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#18 | |
Commodore
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#19 |
Pacific Aces Dev Team
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@Munchausen, Webster & Mav87th
Thanks for the clarification ![]() Now this rocks ![]()
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#20 |
Commodore
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![]() Would "funnel height" be a change to the graphic (recognition manual) or would it be an alpha-numeric value "pasted" over the graphic? |
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#21 |
Stowaway
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Im not sure how much you can muck with the Recognitions Manual. My idea was to make a copy of the relevant pages from the ONI manual and edit the ships datafiles to relect the real numbers...
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#22 | |
Stowaway
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#23 |
Pacific Aces Dev Team
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I for one would prefer a fixed set of mast values in the cfg files instead of the super accurate values for funnels or superstructures by CptScurvy. Reason is -aside from personal and subjective taste- that the spirit of this patch is to fix the game, not to "improve" it with alternatives.
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#24 | |
Stowaway
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yes keep in mind its a grey line im dancing on and sometimes i may not follow my own guidelines but these are the guidelines im trying to use for things i include: fixes something that didnt work correctly corrects something that wasnt suppoesed to be that way makes adjustments to the game for realism as long as game play difficulty isnt changed much adds something to the game that should have been usable in the first place my view on the rec manual is it should be realistic with the type and accuracy of the numbers that were available during the war. if you get exact accurate numbers it is sort of a cheat because you shouldnt have that info. in real life most of those numbers were guesstimates based on spotty comparisons so there must be a certain margin of error to maintain realism. if you wanted to provide a "cheat sheet" text document of these exact numbers to use with the games rec manual you could do that but i dont think a perfectly accurate rec manual is something that belongs in my fixes patch because it is in no way reality based. Last edited by Webster; 03-03-09 at 08:11 PM. |
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#25 |
Stowaway
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Reality based is to use the ONI pages of the ships in the game. Use the values of that manual for your target solution - no matter what is in the ships cfg file.....
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#26 |
A-ganger
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Any updates on the full release date?
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#27 | |
Pacific Aces Dev Team
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![]() On that line, I'd like to suggest something usually overlooked, which is both a realism and a probable game error issue, which enhances gameplay and has absolutely no drawbacks: Give the periscopes their historically correct 1,5x/6x zoom instead of the current 1x/4x zoom. It's a verye asy fix in the cameras.dat, and once you are tweaking it, some more fixes that allow a better (closer) view of radar screen would also be wellcomed.
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#28 | |
Stowaway
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the periscope fix will be in the full release coming out in just a few days, it will also include my free cam tweak to allow getting up 400ft high and being able to get within 1 ft of things (without going inside them) so that should give you better radar view you want to. |
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#29 |
Stowaway
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#30 |
Admiral
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