auricom
12-01-2009, 06:10 AM
I'm a fan of map contact updates.. here's why, a skipped would usually have a chart officer no..? Conning tower would call out a contact, bearing and estimated range to target, or sonar, and the chart man would maintain all of this information somewhere.. I don't really want to have to do ALL of that myself, all the time so I don't play with contact updates off...
HOWEVER, it's pretty annoying how 'dead accurate' these always are.. radar and visual contacts are spot on down to the meter, and sonar updates give you a 'line length' to the target, which really is unrealistic .. the sonar man would only know bearing, how loud the contact was and a few other things (approaching, moving away, increasing speed etc)
It would be nice if the 'gods eye view' could be disabled, but the 'charting officer' (I don't know what he was really called) could be kept turned on ..
IE create a degree of uncertaininty to map contacts.. radar contacts would be less accurate, visual contacts as well esp at distance.. exact bearing, distance and speed should be subject to a modifier that makes them a little less accurate, with accuracy becoming greater as distance closes, and weather is more fair.
Sonar especially .. I should get a 'bearing line' to the contact, and a 'best guess' at it's distance but it should not be dead dead accurate as it is in SH4
I can pretty much setup calculate an absolutely perfect AOB, bearing, range and speed with just 2 or 3 sonar plots in SH4 which really isn't realistic, but like I said, I don't want to have to maintain all of these myself
another request on the same vein: it's pretty annoying that the sonar op will not sound off on 'unknown' contacts that are detected.. this sucks for when i'm running in time compression .. often times these 'unknown' contacts are *very obviously* ships, but just haven't been ID'd as 'warships' or 'merchants' .. it would be nice if the sonar man would call out 'unknown contact' for something that is obviously another ship
just some suggestions .. hope to see these implemented, but i'll still play your game if they aren't http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif lol
HOWEVER, it's pretty annoying how 'dead accurate' these always are.. radar and visual contacts are spot on down to the meter, and sonar updates give you a 'line length' to the target, which really is unrealistic .. the sonar man would only know bearing, how loud the contact was and a few other things (approaching, moving away, increasing speed etc)
It would be nice if the 'gods eye view' could be disabled, but the 'charting officer' (I don't know what he was really called) could be kept turned on ..
IE create a degree of uncertaininty to map contacts.. radar contacts would be less accurate, visual contacts as well esp at distance.. exact bearing, distance and speed should be subject to a modifier that makes them a little less accurate, with accuracy becoming greater as distance closes, and weather is more fair.
Sonar especially .. I should get a 'bearing line' to the contact, and a 'best guess' at it's distance but it should not be dead dead accurate as it is in SH4
I can pretty much setup calculate an absolutely perfect AOB, bearing, range and speed with just 2 or 3 sonar plots in SH4 which really isn't realistic, but like I said, I don't want to have to maintain all of these myself
another request on the same vein: it's pretty annoying that the sonar op will not sound off on 'unknown' contacts that are detected.. this sucks for when i'm running in time compression .. often times these 'unknown' contacts are *very obviously* ships, but just haven't been ID'd as 'warships' or 'merchants' .. it would be nice if the sonar man would call out 'unknown contact' for something that is obviously another ship
just some suggestions .. hope to see these implemented, but i'll still play your game if they aren't http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif lol