View Full Version : Bouncing ships
06-21-2008, 10:44 AM
Since the last GWX update I have experienced that destroyers are bouncing on un under water.
It happens when playing on a Lan and it ocours only at the client side.
On the server the ships just seems fine but on the client pc's the destroyer are continuously going under water. Very difficult for the other playes to sink the ships because all torpedo's mis.
Does someone have the same problem?
06-21-2008, 11:21 AM
Someone else may....one thing I can think of off hand is...
You both need the same mods installed...both client and server host. Or no mods at all...
06-21-2008, 12:30 PM
Yeah was noticed in testing of GWX 2.0
Others mentioned they had had it before in stock and other mods so was left at that
Couldnt track down why it happens only on MP
06-21-2008, 08:17 PM
It's the reason I finally gave up on playing SH3 with GWX 2.0 or later online. Even with low pings, my buddy and I were seeing two vastly different visuals of an event. Ultimately it meant pumping an arsenal's worth of torpedoes into a ship only to watch it do a bucking bronco routine of almost slipping under, then bobbing back up as it sailed away. The problem was not nearly as prevalent in GWX 1.03. Offline, both versions are a dream to play, but I suspect the increased data of 2.0 may have had significant impact on it's online playability. Too bad, too, since the enhanced features so enjoyable offline are sorely missed when having to revert to 1.03 or the vanilla SH3 to play online. I enjoy playing online with friends, but there are some games that don't work well in multiplayer, even when MP is available.
06-22-2008, 09:32 AM
AOTD play online using a mod which reduces the Sea folder and cuts the campaign files out
Stable and very functional
Or you can just JSGME in a blank set of campaign files
Tis what I use for testing as vastly increases loading times
Dont forget to disable for normal play or you will see no ships
And remember ALL players in MP\LAN need to have the same set up
When we were testing GWX MP we all used a second install with no mods just for MP play
That way we knew all were the same
06-22-2008, 10:28 AM
BBW, I'm wondering if the AODT mod you're talking about might be the same one discussed in http://www.subsim.com/radioroom/showthread.php?t=129335
I had no luck with it, but if it's a newer one, it'd sure be worth a try.
I followed the link to the AOTD site, but I don't speak German although I managed to decipher enough to get to the Downloads section and view the GWX mods. Still, I'm not sure which, if any, of them are the one you're talking about. Btw, BBW, the line below your sig, under the "GWX 2.1 Files and extras", is that a link to it? I hope you're mend is coming along nicely :up:
06-22-2008, 11:27 AM
Yes nicely thanx
The SS link is basically blank campaign files and 0 messages
I remember Max saying they use a reduced Sea folder for their clan too
Maybe thas only available to members
But it has been a long time guess that the size of the sea folder impacts on MP play
You can always PM AOTD_Max and ask him
He is a great guy and will be able to let you know what the score is
No the link below my sig is just for our GWX files
vBulletin® v3.8.4, Copyright ©2000-2013, Jelsoft Enterprises Ltd.