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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 |
Lieutenant
![]() Join Date: Apr 2005
Posts: 256
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Sure, just please add that "dot" in "U.S Navy" sign... Otherwise it may kill the GWX 1.04 for me. :hmm:
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#47 |
Torpedoman
![]() Join Date: Aug 2007
Location: South Wales
Posts: 114
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Good heavens above, I'll give you GWX guys your dues! You really have done wonders for the game. I'm in awe.
I don't know what to say in reply to what all Ive seen, except that I can't wait to stick the update on. I'll be here again just like with 1.01 I'll be here at the download no matter what tim eof night it is. Well done fellers.
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Proud Captain of U-37, U-138 (GWX 2), and U.S.S Devastator (Various mods) |
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#48 | ||
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
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![]() I've also been critical of the hydro-contact line terminating at the exact target location. By chance could we expect to see a line that extends to a non-discriminate point? Pretty sure I've seen a mod for this somewhere... ...and I guess those contacts are still gonna be exact in the sense that they pinpoint target location. I guess now you'll just mark a position, wait a few minutes, mark the next position and you'll have target true course and exact location again. Is that a fair assessment? I still think the standard version of GWX should include the original %age deduction for enabling map contact updates. Granted, people can mod it as they see fit (although, this is really more of a valid argument for GWX NOT messing with it). At least that way I would understand the difference when people say they play 100% vs. those that play 100% with map updates turned off. From what I can see, there's still going to be a big difference in the difficulty. (Notice I said difficulty and not realism, as most people around here seem to equate realism to simulating the captain's perspective alone.) |
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#49 | |
Black Magic
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#50 | ||
GWX Project Director
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#51 |
Grey Wolf
![]() Join Date: Aug 2006
Location: The United Kingdom of Great Britain and Northern Ireland
Posts: 785
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Kpt, as usual it all sounds and looks great.
I can't wait. Looks like you guys at GWX are'nt just raising the bar again, but downright stealing the thing with a crane and driving out the stadium! And now finally I can see a point to having AA Guns! Can't wait to shoot down one of those blimps!
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![]() Sir Humphey Appleby, GCB, KBE, MVO and MA. Britain's Greatest Orator, well bar that Churchill fellow.
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#52 | |||
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
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I guess there's nothing we can really do about the pinpoint accuracy on the plotted contacts though huh.... ie. there's no way for us to mod variability in the contacts plotted location to account for maybe a little tracking team error. :hmm: |
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#53 | ||||
GWX Project Director
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Its as far as we will go. The option to turn off all contacts will remain if you feel it is still too much information. |
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#54 | |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
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What I was talking about had to do with the picture that was posted showing the perfect position of all the close proximity contacts. If I understand correctly, if you go under water you don't see em and the hydro will now give non-descript bearings (very good). But if you raise your scope the perfect info would instantly appear on the map as squares without tails... is that right? I'm sayin I don't think anything can be done about that. What you've done sounds good to me. ...and you're right, I can turn it off if I want. Whadya think about setting the realism/difficulty % of your modded map updates to reflect half of the deduct of the original? That seems fair. :hmm: |
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#55 |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
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Oh, and I almost forgot...
Would it be possible to either... 1) Get rid of that gi-normous compass image for the sub when zoomed all the way in. I'd be content to stick with the default. That's gotta save on file size too right? 2) or at least adjust the alignment so 0° actually points to 0° relative? It's off by like at least a degree or two. I hate this giant compass. But... I guess I can unmod it if it's something that's back by popular demand. ![]() |
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#56 |
Sonar Guy
![]() Join Date: Apr 2007
Location: Newfoundland,Canada
Posts: 398
Downloads: 6
Uploads: 0
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That compass helps alot, lets you know when your in visable range of a ship..althougth cheating
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#57 | |
Black Magic
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#58 | ||
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
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What's the prevailing mood? Do the majority like it? Maybe at least fix it so it's properly aligned. |
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#59 |
GWX Project Director
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We have incorporated an alignment fix for the compass overlay that you speak of in GWX. Though I am unsure of exactly how much it reduces the false declination to stern bearings that is present in SH3... The declination is reduced however, making for a higher degree of accuracy. The overlay itself will remain.
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. 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. Some F5 map situational awareness is in my view entirely appropriate for playing at "100% realism." 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. @ Racerboy and anyone else using this thread to deconstruct elements of GWX 1.04 prior to it even being released... Start your own thread to do so. I don't think you'd appreciate it much if you cooked us a steak and we put ketchup on it before we even tasted it. |
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#60 | |
Black Magic
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