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Author Topic: Next Generation MAP (NG-MAP) Mod v3.1  (Read 17706 times)

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greybeard

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  • diligo veritatem
    • Old stuff about RB3D and a tiny "IL2 corner"
Re: Next Generation MAP (NG-MAP) Mod v3.0
« Reply #84 on: May 11, 2019, 03:11:35 AM »

... I am happy to have my squad mates on the map and target points but enemies? Why would I want that? Sorry but my brain does not process it :D

Perhaps because all belligerents at that time did have radars and GCI...


[source: http://www.asgs.sm/mensile/553-battaglia-di-inghilterra]


[source: http://alpassoconlastoria.blogspot.com/2016/03/1940-battaglia-dinghilterra.html]

 ;)
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arquillos

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Re: Next Generation MAP (NG-MAP) Mod v3.0 ~New Version~
« Reply #85 on: May 11, 2019, 03:42:13 AM »

Hi Arquillos,

I know my friend. Stock IL-2 map shows enemies by default. Why? I have no idea. You are forced to play either with all or with no icons. Middle-ground anyone? What this game needs is a "Map & Icons > No Enemy Icons" option. Why was this never implemented? I have no idea. Why nobody ever complained? I have no idea either, but most games I play or played hide my enemies on maps for a simple reason: excitement! I am happy to have my squad mates on the map and target points but enemies? Why would I want that? Sorry but my brain does not process it :D

I explained before I try to offer something new, different, better if I can. I understand you want all icons and I have nothing against it. You are one click away from unveiling enemy icons. You play 2, 3, 5 missions a day? That's 5 clicks. Not much asking for in my opinion. In any case, your persistence has been noted ;)

Yeah! I know your resons and I accept them.
Don´t worry!
Thank you VERY much for your work!!!!!
(I´ll keep trying ;) )
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whistler

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Re: Next Generation MAP (NG-MAP) Mod v3.0 ~New Version~
« Reply #86 on: May 11, 2019, 04:25:56 AM »

Hiding enemy icons by default is the only liberty I took from stock behavior and it was doomed to create controversy :D and not because my decision is right or wrong, but because I changed something established for years.

So long greybeard! I hope you are doing great!

This can be a never ending debate so we have to look at it from a gaming point of view. Most (serious) games don't tell you enemy positions on the other end of the map. Here's a map pad from the Dunkirk Movie:



Now tell me what those ladies can do for the pilot when he is airborne and how the pilot processes the information.

The new "Intelligence Services" feature can be helpful to somehow resemble what a pilot would have had in his map pad: notes and marks. That's the idea. Sure stock "Reckon Points" are and will always be the best solution but Reckon icons don't look as cool as X marks! :D

Guys: two clicks to get enemy icons back. I am sure you already played missions where you forgot about enemy icons only to think later "damn you whistler" ;D

Perhaps you get to appreciate it some day :)
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NG-HUD v3.5H | NG-MAP v3.1 | NG-CAM v1.6: https://www.sas1946.com/main/index.php/board,93.0.html

SpongeBob

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Re: Next Generation MAP (NG-MAP) Mod v3.0 ~New Version~
« Reply #87 on: May 11, 2019, 05:15:14 AM »

Well, here I totally agree with Whistler.
I find it makes sense to know where your fellows are whereas you are not sure about your enemies' location.
In real life I suppose you could use your radio to ask your fellows where the hell they are. I suppose your enemies wouldn't be so kind to tell you from which direction they intend to attack you.

Concerning the radars and CGI, especially in WW2, I think they could be useful to detect groups of enemies approaching the front. This can be simulated with C&C features. However, I don't think they could give you the same information in the middle of a dogfight as you can obtain from map icons. In a melee, sometimes I get completely confused, I lose sight from my enemies, and eventually they get my 6 and shoot at me insanely. At the beginning I used to cheat and use map icons to find where my enemies were. But now, I find more satisfactory to conceal the enemy icons and trying to find my enemies by looking for them (Track IR is a must here. It changes completely the way you look for enemies, and permit to go without map enemy icons).

So I think that Whistler option is the wisest and most immersive. You have the advantage of knowing in detail where your friends are, which is completely understandable provided you have a radio, but you also suffer the uncertainty of your enemies whereabouts aside from the information of C&C systems.
And as he says, in moments of dispair, you can always switch on enemy icons...

Whistler, thank you very much for your impressive work. I do not fly anymore without your New Generation HUD and New Generation Maps.
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-=MaD=-

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Re: Next Generation MAP (NG-MAP) Mod v3.0 ~New Version~
« Reply #88 on: May 11, 2019, 01:04:14 PM »

Thanks @whistler for these new version of your great mod.  Nice new ideas. Keep up your work and keep 1946 alive!  ]cheers[

edit: Just one hint: Same problem as with hud mod with my monitor configuration: The fonts are way to big with new MapMod - will try the old fonts from version 2.x.
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whistler

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Re: Next Generation MAP (NG-MAP) Mod v3.0 ~New Version~
« Reply #89 on: May 12, 2019, 05:22:22 AM »

Hi -=MaD=-

For triple monitors setups open with Notepad NG-MAP > font > elevation.font, labels.font and log.font and delete all lines below your main screen width. In example:

1024  8
1152  8
1280  8
1600  8
1920  8
2560  10
3440  14
3840  16
5120  22
6144  26
7680  32


That should do it!
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NG-HUD v3.5H | NG-MAP v3.1 | NG-CAM v1.6: https://www.sas1946.com/main/index.php/board,93.0.html

-=MaD=-

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Re: Next Generation MAP (NG-MAP) Mod v3.0 ~New Version~
« Reply #90 on: May 12, 2019, 10:45:04 AM »

Great... thats even better, so I know how to edit fontsize when I'm getting older and seeing even worse like now  ]notworthy[
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MJJWalsh

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Re: Next Generation MAP (NG-MAP) Mod v3.0
« Reply #91 on: June 07, 2019, 09:09:44 AM »

Hi Whistler,
Thank you for the excellent NG map mod - it's a great enhancement on what was previously available.  Two questions (just nit-picking I know):  is it possible to move the position of the map to the top right hand corner of the screen, rather than the current part way down the right hand side?  And can the 'small map' be made even smaller?  I appreciate these are very much 'if you have the time' requests - but perhaps they already do-able by changing some parameters in the conf.ini anyway?
Thanks for all your NG work - brilliant!
Mike
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whistler

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Re: Next Generation MAP (NG-MAP) Mod v3.0
« Reply #92 on: June 07, 2019, 10:02:20 AM »

Hi MJJWalsh, nice avatar!

You can move the mini map by pressing both right and left mouse buttons or by pressing the mouse wheel button. When the pointer changes, drag the map around.

Regarding the size, it is not configurable. The initial idea was to have better side views while the map was on, hence the final squared format. I tested different sizes including a wide map and a tiny map that could always be on. A wide map gets into your frontal view and it was discarded. I found a tiny map ok when looking at it up close but unsuitable when you are actually playing from some distance. A combo of Small Map + Transparency should suffice to meet most preferences. Drag the map and hide part of it off screen, play normally. How small can it be?
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NG-HUD v3.5H | NG-MAP v3.1 | NG-CAM v1.6: https://www.sas1946.com/main/index.php/board,93.0.html

MJJWalsh

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Re: Next Generation MAP (NG-MAP) Mod v3.0
« Reply #93 on: June 09, 2019, 10:39:16 AM »

Many thanks for the rapid response Whistler.  Yes that's fixed it - with the map moved to the top right edge, and about 1/3 of the area moved off screen  - plus 70% transparency  - means there's nothing blocking my vision.  Perfect!
Mike
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WxTech

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Re: Next Generation MAP (NG-MAP) Mod v3.0
« Reply #94 on: October 04, 2019, 09:14:47 PM »

I have the two mods listed below installed, and ClassCheck.exe reports the following potential conflicts:

Code: [Select]
48804A2897F67F1A exists with :
CRC -1f30c3a0 : .\#SAS\!!!_MissionProCombo-PLUS_v1.0\48804A2897F67F1A
CRC -8817a8c : .\#SAS\! ! ! NG-MAP_v3.0\48804A2897F67F1A


57DE639A2FE9F2CC exists with :
CRC -3978c438 : .\#SAS\! ! ! NG-MAP_v3.0\57DE639A2FE9F2CC
CRC -187fde1e : .\#SAS\!!!_MissionProCombo-PLUS_v1.0\57DE639A2FE9F2CC


FFC2DE9AB26754D8 exists with :
CRC 1b076e55 : .\#SAS\!!!_MissionProCombo-PLUS_v1.0\FFC2DE9AB26754D8
CRC -2a96307a : .\#SAS\! ! ! NG-MAP_v3.0\FFC2DE9AB26754D8


506D5326E8420DDA exists with :
CRC  a76f49a : .\#SAS\! ! ! NG-MAP_v3.0\506D5326E8420DDA
CRC 3d5f01aa : .\#SAS\!!!_MissionProCombo-PLUS_v1.0\506D5326E8420DDA


74654C3ADCD9BBA2 exists with :
CRC 6d79ae80 : .\#SAS\!!!_MissionProCombo-PLUS_v1.0\74654C3ADCD9BBA2
CRC  a332984 : .\#SAS\! ! ! NG-MAP_v3.0\74654C3ADCD9BBA2

I see no obvious problems in the game. If one must choose, which version of each these 5 classfiles is the most relevant? (I prefer to not have duplicates, if at all possible :)  ).
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whistler

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Re: Next Generation MAP (NG-MAP) Mod v3.0
« Reply #95 on: October 05, 2019, 12:48:18 PM »

Keeping duplicates is actually the way to go in custom installs: if someday you move a mod around, or remove one mod, that other mod you removed duplicates from may not work as intended.

Regarding your question, take Mission Pro Combo PLUS as a base mod (place it at the bottom of your modded install) and keep adding mods on top, which is to say: remove duplicates from Mission Pro Combo PLUS.

PS: Consider upgrading to Mission Pro Combo PLUS v1.2
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NG-HUD v3.5H | NG-MAP v3.1 | NG-CAM v1.6: https://www.sas1946.com/main/index.php/board,93.0.html
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