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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sea Lord
![]() Join Date: Mar 2006
Location: Port Hardy, BC, Canada 75 yo with M.S. & C.O.P.D. & heart problems
Posts: 1,930
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I just started playing GWX2 and I have a few questions:
1. Who put a coffee cup on the work table. I ask this because there is a coffee cup stain in the bottom left of the Nav Map. Is there a mod that will clean that up. 2. On my submarine, any ship or convoys, there is NO tail. Why? Is there a mod available that I can use to put the tails back on? 3. When I go to the bridge, there is a circular instrument on the right side which continually turn. Is that a standard BUILD on all submarines, even though radar has not been installed? 4. When using SH3, I made movies which I post on YouTube and also on your video thread. In GWX2, the slooooow sinking of a vessel, which I would be capturing with Fraps, expecially if I was attacking a convoy, would place my sub at risk because of the convoy escorts. Would someone PM me regarding this issue. 5. On the right side of the Nav Map, there are three scales, which I cannot read. What are they for? I do not use manual targetting. The main reason I'm asking about tails on ships and my sub, is that I usually go hard port or starboard to get into specific positions and the tail was a guide that would show me when I would have turned far enough. Could someone please answer my questions? I would greatly appreciate it. Rob |
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#2 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
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Hi rob
![]() Can't help with #1 BUT #2 data/menu/gui : remove contline dds and dashline dds. #3 eye candy #5 I'd like to know how to get rid of nanograph myself. Hope I was a little help. |
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#3 | |
Sea Lord
![]() Join Date: Mar 2006
Location: Port Hardy, BC, Canada 75 yo with M.S. & C.O.P.D. & heart problems
Posts: 1,930
Downloads: 1
Uploads: 0
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Rob |
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#4 | ||
Chief of the Boat
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![]() If you get stuck for tails and contact colours, PM me and I'll send you them ![]() |
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#5 |
Commodore
![]() Join Date: Sep 2002
Location: Way out there
Posts: 603
Downloads: 24
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2. http://www.subsim.com/radioroom/show...ighlight=tails
it's a little bit of reading, but in there you'll find what you are looking for, sorry but I dont know exactly where it is. 3. I think its called the RDF antenna. A radio antenna. It's always there and turning. I dont think there is anything to do about it. I could only help with 2 of your questions. edit: firewall found question 2 |
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#6 |
Grey Wolf
![]() Join Date: Jul 2007
Location: LI NY
Posts: 964
Downloads: 13
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Kaluen robj250,
The tails were removed to add realism and make tracking or plotting intercepts courses more difficult. As far as putting them back I am unsure. The coffee stain..umm Bernard put it there? Dunno about cleaning it up tho'. The three scales I believe are for plotting fuel usage, distances. I think. Sorry couldnt be more helpful, Im sure one of the L33T folks will be able to answer all or most of your questions better.
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#7 | |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
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#8 | |
Sea Lord
![]() Join Date: Mar 2006
Location: Port Hardy, BC, Canada 75 yo with M.S. & C.O.P.D. & heart problems
Posts: 1,930
Downloads: 1
Uploads: 0
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#9 | |
Sea Lord
![]() Join Date: Mar 2006
Location: Port Hardy, BC, Canada 75 yo with M.S. & C.O.P.D. & heart problems
Posts: 1,930
Downloads: 1
Uploads: 0
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Rob |
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#10 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
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rob read the first couple of posts. they will be of some help.
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#11 |
Sea Lord
![]() Join Date: Feb 2007
Location: UK
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The reason behind the tail removal was so that when you received a contact report for a convoy or task force you didn't know EXACTLY what heading the contact was on. This was done for realism because when a U-Boat received a report in real life, they too were a bit uncertain of the exact heading.
However since the tails are controlled by one single TGA that meant that removing them removed them for everything including your own sub. But... when you are within visual range of the contact(s) if you zoom in enough on your chart you will see which way they are all headed and thus... get your exact heading. Hopefully you now see the realism behind it. 1. no doubt one of the GWX graphic designers did it, which one, not sure, but since there are only two or three it shouldnt be too hard to work out if you check the manual 2. Yes there is a mod available to put the tails back on to get pinpoint data yet again. Should be in the SH3 mods section somewhere. 3. Standard build, yes. Its an RDF loop and all U-Boats had them it was a Radio Direction Finder so it could locate the origin of an enemy transmission at sea in the U-Boat vicinity. 4. I don't get what you mean and even if I did, my movies are rubbish. 5. Its a nomograph and is used for conversions. Basically you can get away with not using it in SH3 but it was of great use to a real navigator on a U-Boat so while it is functional, it also doubles as a bit of added extra. |
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#12 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
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Trust Me.
![]() When you think you got them setup they ziged when I zaged. ![]() Some of us and I'll will speak for myself don't have the peepers we used to have and need a little help. These little adjustments we make may take a bit of realism away but it's better than not playing at all. And I believe in my heart that the Gwx team with all their hard work want us all to enjoy it the best way we can IMHO. |
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#13 |
Eternal Patrol
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There is a mod for the tails and there is a mod to lower the rotating RDF antenna.
I use the RDF by going to my Navbigator? Radioman and asking him for messages. If anything was heard on the RDF he will tell you how far away. Research SHIII Mods forum. The tail one was fairly recent and the RDF is an older mod. http://silent-hunter-addict.com
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