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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Planesman
![]() Join Date: Apr 2005
Location: Sweden
Posts: 195
Downloads: 8
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Just run "GWX-Contact Color" in JSGME.
Back to basic with red-blue-green contacts and a tail on the map. Happy hunting all and a Marry Christmas. I want to thank the dev. team for GWX. SHIII would´nt be the same without it. ![]() /VV
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I sink (ships), therefore I am! ![]() ------------------------------------- Acer Aspire - Intel® Core™ 2 Duo T6600 nVIDIA GeForce GT 240M 1 024 MB 4 GB RAM |
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#2 | |
Sonar Guy
![]() Join Date: Nov 2007
Location: Scotland
Posts: 392
Downloads: 47
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EDIT - just discovered the Jimbuna one too
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GWX v3.0 Gold, Commander v3.2. WINDOWS 10, G3258 @ 3.8Ghz, 8GB RAM, GTX 960 2Gb. |
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#3 |
Planesman
![]() Join Date: Apr 2005
Location: Sweden
Posts: 195
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Maybe.....
It was such a long time ago I downloaded it. The file name is: GWX-Contact_Color.7z /VV
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I sink (ships), therefore I am! ![]() ------------------------------------- Acer Aspire - Intel® Core™ 2 Duo T6600 nVIDIA GeForce GT 240M 1 024 MB 4 GB RAM |
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#4 |
Mate
![]() Join Date: Nov 2006
Posts: 57
Downloads: 15
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Has anyone tried this? I looked at the files, and the mod includes files for specific units - are these units the same in GWX2.0? I thought they were different.
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#5 | |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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It will not work fully with GWX 2.0, we've added to many new units. There is no 'quick fix' available.
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#6 | ||
Planesman
![]() Join Date: Apr 2005
Location: Sweden
Posts: 195
Downloads: 8
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Is that right? /VV
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I sink (ships), therefore I am! ![]() ------------------------------------- Acer Aspire - Intel® Core™ 2 Duo T6600 nVIDIA GeForce GT 240M 1 024 MB 4 GB RAM |
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#7 | ||
Black Magic
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#8 |
Sonar Guy
![]() Join Date: Nov 2007
Location: Scotland
Posts: 392
Downloads: 47
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I think it would be wise to give GWX a chance (as Kpt. Lehmann suggests) before we add any mods on the basis of someone saying it's 'compatible' after using it for two patrols.
That is unless the creator of the mod OK's it for compatability, possibly after confirmation from the GWX team. I think, Racerboy, that's what you're intending with your other thread? I may have it all wrong. Just my tuppence worth. ![]()
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GWX v3.0 Gold, Commander v3.2. WINDOWS 10, G3258 @ 3.8Ghz, 8GB RAM, GTX 960 2Gb. |
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#9 | |
Black Magic
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![]() That is part of my intentions, yes. If we all posted ideas and mods there then maybe GWX would take a look at them and say yes or no. And hopefully they will also say Why if they say no so we can fix them to work ![]() thread returned. |
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#10 |
Watch
![]() Join Date: Jul 2005
Location: Austria
Posts: 18
Downloads: 52
Uploads: 0
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I would like to have the tails but no contact colour, only black but WITH tail. Like in GWX 1.03. How can i do this?
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#11 | |
中国水兵
![]() Join Date: Dec 2007
Location: Perth, Western Australia
Posts: 279
Downloads: 22
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#12 | ||
Chief of the Boat
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It should be safe to use becuse it is only a tga. As danlisa has already stated "There is no 'quick fix' available". I think it is best to give people a chance to get a 'feel' for the mod first. However, if someone is impatient enough, let them dabble into it themselves. My advice if you really want to see tails and colour, would be to try the mod and decide for yourself if it's what you want, until somebody comes up with a better fix/solution/mod ![]() |
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#13 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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Tell you what guys, try it like it is for now and when more people have had a chance to adapt/adjust to this small change we will visit this issue again.
Remember: 1) The tails will return at higher zoom levels. Ship & direction of travel will be shown. 2) You have a large/accurate compass that shows your direction of travel. 3) You can click on any contact (minus tail) and it will tell you direction of travel. With this in mind, next time you get a contact report, click on it to get the direction of travel, then use the ruler tool + bearing tool to plot the approx course of the vessel and then adjust your course/waypoint accordingly. Just put yourself in the Navigation Officers boots for awhile and see how it sits with you. Seriously, when we removed this tiny tga file (tail) we increased the immersion factor exponentially, which is all we have ever tried to do with GWX. You guy's have got to believe that you are actually in a U-Boat & at war, or we have not done our job. Give it a little time. ![]()
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#14 | |
Commander
![]() Join Date: Feb 2007
Location: UK
Posts: 473
Downloads: 411
Uploads: 0
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Others want to sail around the oceans, making kills with lots of explosions and without too much of the math and uncertainty a realistic simulation entails. They want to find targets ( relatively easily ) fire torpedoes ( or their deck gun ) with a fair certainty of a hit; see and hear big explosions ( we all love pyrotechnics ) and earn lots of renown. Both are perfectly acceptable ways of playing the game. The heart of this Community is the broad spectrum of playing styles and the mods they give rise to. Thanks to that we can all modify SH3 to give us the playing experience which most suits us, from hardcore realism to almost arcade-style submarine warfare and everything in between. It's entirely up to each of us. What we should not do, I believe, is condemn a modder - or team - for not delivering precisely what we want from the game. The GWX Team have delivered an astonishing piece of work - but designed to meet their objectives and to fulfil their ambitions for and vision of SH3. Generously, they decided to share the fruits of their massive labours with the rest of us, but unfortunately, some players, who do not find their preferred style of play is supported by the GWX concept, immediately start to complain and talk about "bugs," "glitches" and omissions. The message is simple. If GWX2 doesn't deliver the kind of gaming experience you want from SH3 - leave it alone, or, if you wish, modify it yourself so that it does suit you better. I'm sure the GWX Team won't mind if you modify their work, but what they can - and do - object to is criticism based on gaming needs and expectations which aren't and never were part of their vision. No one should ever carp, criticise or condemn people for achieving what they set out to achieve. |
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#15 | ||
Eternal Patrol
![]() Join Date: Nov 2006
Location: Southampton. UK
Posts: 189
Downloads: 0
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For those of you who are finding things difficult without the tail....punch into your search engines "images" either...."Marine Compasses or Boxing the Compass".....you can take your pick from there. You can then "copy/paste" into Word etc. and print off a card giving you 16 points of the compass which will cover all the courses of all contacts in GWX 2. For your own heading......well youve got a compass in-game. E.G. Contact course NNW =337 degrees approx. My heading can be 247 degrees (337-90) or 067 (337+90), depending on wether I am N or S of the contact. The closer you get to your quarry so tweaking your boats course to give you that 90 AOB is a doddle. It really makes for a super game!
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