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Old 02-21-09, 02:06 PM   #16
Webster
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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.
 
Old 02-21-09, 02:12 PM   #17
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Quote:
Originally Posted by WEBSTER
well, thank you, but the goal is to NOT be a mod but rather a patch to be perminently installed over the stock game to get you as far as you can get to fix everything thats fixable.

im still anti-supermod in as much as to have stand alone mods to allow for everyones own personal taste to customize their own game. (i couldnt have done this without stand alone mods)

the idea is to create a whole new starting point to begin adding your mods to and i hope also allow the super mods to not have to include all the fixes so they will be smaller and faster and easier to download as well as to load or unload in the game.
I Totally agree with you , may be send this " Unofficial 1.6 patch " to UBISOFT , and later we can have a " Official 1.6 Patch " from UBISOFT , this patch is really needed
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Old 02-21-09, 03:31 PM   #18
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Quote:
Originally Posted by Mav87th
If anyone here is interested i can make a mod (build on top of "JP Ship Dimension Fix1.3") available for use with any SH4 ver. where you have the ONI pages for the merchants in SH4 and ship cfg files with Gross tonnage, height, beam, length and draft from the ONI (and crew amount when possible).
I'd be happy with a mod that just adds funnel height to the default recognition manual. Maybe beam length too ... I don't use it now but you never know when you'll get the itch to try something different.
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Old 02-25-09, 03:20 PM   #19
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@Munchausen, Webster & Mav87th

Thanks for the clarification I downloaded and tried the mod when it first came out and wasn't aware that it had been further improved

Now this rocks
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Old 02-25-09, 03:28 PM   #20
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NP.

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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Old 02-26-09, 03:55 AM   #21
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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...
 
Old 03-02-09, 12:01 PM   #22
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Quote:
Originally Posted by Hitman
@Munchausen, Webster & Mav87th

Thanks for the clarification I downloaded and tried the mod when it first came out and wasn't aware that it had been further improved

Now this rocks
 
Old 03-03-09, 09:24 AM   #23
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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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Old 03-03-09, 11:32 AM   #24
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Quote:
Originally Posted by Hitman
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.

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.
 
Old 03-04-09, 01:14 PM   #25
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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.....
 
Old 03-22-09, 12:22 AM   #26
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Any updates on the full release date? . Looking forward to it and also i need to download the pre-release again but it's not on your filefront anymore, any chance you could reupload it for the time being?
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Old 03-22-09, 04:44 AM   #27
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Quote:
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
Good

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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Old 03-22-09, 11:09 AM   #28
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Quote:
Originally Posted by Hitman View Post
Good

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.
yes that is a good fix, i cant believe how many simple easy things get overlooked trying to move mountains lol.

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.
 
Old 03-22-09, 11:09 AM   #29
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Quote:
Originally Posted by el cheguevara View Post
Any updates on the full release date? .

full release coming out in just a few days
 
Old 03-22-09, 12:21 PM   #30
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Thank you very much WEBSTER to remove errors in this SH4 game
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