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Author Topic: NG-MAP v3.2  (Read 50323 times)

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tomoose

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Re: Next Generation MAP (NG-MAP) Mod v3.1
« Reply #132 on: January 15, 2021, 10:13:53 AM »

I'll second Vampire's request please.  Perhaps an option for 'grid on' / 'grid off'?
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glibble

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Re: Next Generation MAP (NG-MAP) Mod v3.1
« Reply #133 on: January 15, 2021, 12:03:31 PM »

I hope this is a small request:

For the Actor Viewer, would it be possible to display the names in chief.ini instead of the $ class name?

Usually the names match, but sometimes there are "hacks" to rename certain vehicle/ship as required.

For example, the Gneisenau is a "hack" using Hipper's slot. The chief.ini entry looks like this:

Code: [Select]
Gneisenau                      ships.ShipAsheKM$Hipper       2 icons/shipDestroyer.mat
And the Actor Viewer picks it up like this:


It would be nice if the Actor Viewer can show "Gneisenau" in the menu instead of "Hipper".
Hope that wasn't too confusing. :D

Thank you!
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whistler

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Re: Next Generation MAP (NG-MAP) Mod v3.1
« Reply #134 on: January 15, 2021, 12:30:08 PM »

Vampire, Toomose, thanks for the suggestion.

In my opinion rendering moving lines (and I guess you want the coordinates as well) defeats the purpose of "Follow" mode: focus & clarity. Follow mode is intended for combat and geographical navigation. We don't (I don't) need the grid in the middle of a dogfight. I don't need the grid to see how far I am from reaching that next bridge. A quick glance is all required, and for a quick glance to succeed clarity is key.

I use the "Pin Location" feature a lot. The marker is easily spotted and it is available in all map modes. NG-HUD complements NG-MAP: the coordinates are always present there in the speedbar and we get navigation / wing leader tips when bringing the mini-map up. And when I need more, the full map is always there for me at a keystroke distance.

I don't quite understand why anyone would want more stuff in "Follow" mode, but we all are different and have different preferences. Now that we can change conf.ini settings "on the fly", thanks to MissionProCombo, it could be a conf.ini option, I guess. And if you like it that way, you can have it your way :)
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whistler

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Re: Next Generation MAP (NG-MAP) Mod v3.1
« Reply #135 on: January 15, 2021, 12:50:15 PM »

glibble, thanks for the suggestion.

IL2 modders are very diligent and the majority of class names describe pretty well the actor but there a few exceptions... I stick to class names because modders are somehow forced to limit the length of the name and length is key in missions packed with hundreds of actors. If a few names are too long you probably wouldn't be able to see and access all menu entries. We don't have this constrain in NG-HUD, as seen in your image. Lucky you to have both mods!

We could slice names after a number of characters but, would KM Battlecruiser "Gne be any better?

EDIT - Hmm from ship.ini you say... is it worth the effort for a few entries... wondering...
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whistler

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Re: Next Generation MAP (NG-MAP) Mod v3.1
« Reply #136 on: January 16, 2021, 12:58:02 AM »

Vampire and Toomose,

Isn't disabling follow mode and going directly to the regular mini-map what you actually want? (as a configurable option)
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Vampire_pilot

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Re: Next Generation MAP (NG-MAP) Mod v3.1
« Reply #137 on: January 16, 2021, 01:11:03 AM »

I like to reduce mouse action while flying. Map on/off is a HOTAS button for me for a quick check.
Well, I like that the map follows, as it reduces continuous mouse interaction.

Recently, I like using Navigator C&C, which gives me grids. So I want to compare grids on the map.
I don't necessarily "need" transparency (you remember our very initial exchange on the feature?) although I got used to it
I guess I could go back to "stock" behavior (which is what you mean, right? No following, and no transparency) if the rendering of the grid is complicated.
An on/off sounds plausible as different scenarios call for different quick checks on the map.

a note on ship names:
A lot of display names (from technics.properties) in BAT are not in line with class names, and the naming so far is inconsistent altogether (in class, chief and technics alike). For the next BAT update, the WAW ships (largest section by far) will have a consolidated display naming convention in the technics.properties
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whistler

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Re: Next Generation MAP (NG-MAP) Mod v3.1
« Reply #138 on: January 16, 2021, 02:37:18 AM »

I like to reduce mouse action while flying. Map on/off is a HOTAS button for me for a quick check.

How about a(nother) HOTAS button to launch the fullscreen map? The spacebar can also come in handy.

I don't necessarily "need" transparency [...] although I got used to it

You can configure transparency from the menu.

[...] if the rendering of the grid is complicated.

Not complicated at all. I don't see a need for an entry in the menu and I created a conf.ini setting to enable/disable the grid (and coords) in follow mode.

a note on ship names:
A lot of display names (from technics.properties) in BAT are not in line with class names, and the naming so far is inconsistent altogether (in class, chief and technics alike). For the next BAT update, the WAW ships (largest section by far) will have a consolidated display naming convention in the technics.properties

Cool 8)
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Vampire_pilot

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Re: Next Generation MAP (NG-MAP) Mod v3.1
« Reply #139 on: January 16, 2021, 03:38:45 AM »

How about a(nother) HOTAS button to launch the fullscreen map? The spacebar can also come in handy.

Are you kidding? No. I only use minimap.

Quote
You can configure transparency from the menu.

I fail to see the relevance of this? Does it bring me grids on first opening of the minimap? No, I think.

Quote
I don't see a need for an entry in the menu

I never asked for that. I asked if it would be possible to have grids visible in the first (the transparent, or as you call it, "follow") view mode.
It was a seemingly simple question, sorry. If possible, I'd like that, if not, then not.

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whistler

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Re: Next Generation MAP (NG-MAP) Mod v3.1
« Reply #140 on: January 16, 2021, 04:25:44 AM »

I was saying that you don't have to "get used" to transparency. It is configurable, and the setting is permanent. We probably were talking different things.

I find this a valid argument:

1.  We're flying a Pacific campaign and every time I open the Standard map there are no grid squares or grid numbers, just a blue 'nothing' until I click on the map and move the cursor. Having to do this every time I open the map while flying is quite distracting (and a bit annoying if I'm being totally honest).  Is there a setting to keep the grid lines on permanently in the Standard map? [...]

I actually found myself in this situation many times, and follow mode is useless when the path is off but then, I don't restrain myself from using the fullscreen map. A menu entry might be an option after all.
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whistler

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Re: Next Generation MAP (NG-MAP) Mod v3.1
« Reply #141 on: January 16, 2021, 10:28:55 AM »

There we go:

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tomoose

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Re: Next Generation MAP (NG-MAP) Mod v3.1
« Reply #142 on: January 17, 2021, 05:48:12 AM »

Whistler;
Ackd on your last post with my quote.  I appreciate your patience on this and sorry to be a pain. When all is said and done it's not the end of the world for me and playing the game!  ;) 
Having the mini-map come up with the grids already on is indeed what I'm asking.  I freely admit I'm biased due to a long career in the military which (prior to GPS....which still includes grid refs ;)  ) included a lot of map reading, orienting and sending grids etc.  I'm more of a realism type of WW2 player (e.g. look out the window, find a geographic reference point(s)...if there are any..., find it on the map, orient myself, send or note grid etc) , no friendly or enemy icon just the flight 'planned' waypoints so having the grid on the mini-map on opening, at least to me, simulating a knee-pad map or map board in the cockpit is more realistic.  Even with my Pacific ocean example, with no icons and only the waypoints you can still guesstimate your position via bearing and time-of-flight and send a grid.  The full-screen map in a fighter (particularly when I'm leading my coop flight) essentially takes me out of the cockpit so to speak for precious seconds in which I'm technically no longer flying the aircraft (I don't use auto-level in the fighters).  The mini map allows me to keep some flight situational awareness (i.e. drifting off heading when fixating on the map etc).  I like and use the NG-HUD too but try to avoid looking at the grid in the corner of the screen, particularly over vast Pacific waters, as it's a bit of cheating to know exactly where you are at all times and part of the challenge for us is to try find your way back the carrier and home.
Sorry, that's a bit of a long-winded blurb, I'll shut up now, LOL.
cheers,
Tomoose
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whistler

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Re: Next Generation MAP (NG-MAP) Mod v3.1
« Reply #143 on: January 17, 2021, 01:57:48 PM »

You aren't a pain, don't be sorry, don't shut up. Please.

I sometimes don't immediately get why something is important or relevant to someone else. User stories are important for me to understand whether we can all benefit from someone else's needs or not. I like keeping user options to a minimum: NG mods touch critical aspects of the game and must satisfy the vast majority of players right out of the box. Thanks toomose and vampire_pilot for your stories! The mod is now a little better.

I have yet to debug the brief for online use but v3.2 should be ready in a week time.

By the way, this has been taken care of as well:

G'day whistler

Great MOD that I've been using for some time.
I'm one of those "Lazy Pilots" who actually agrees with you that it's better to have hostiles OFF by default, however I also prefer to have friendlies OFF whilst playing (still like to have both available though).
So IF you ever do another update may I request the default option to turn OFF friendlies ngMAPfriendly=0.
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NG-HUD v3.6.1 | NG-MAP v3.2 | NG-CAM v2.0 | NG-PAL v1.2: https://www.sas1946.com/main/index.php/board,93.0.html
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