View Full Version : GWX 3: Two questions about aircraft and rwr
thoomsn
05-02-2009, 02:59 PM
Ahoj Kaleus!
First question: The aircraft do not use their rockets when attacking my sub. Instead they attack only with machine guns and bombs/depth charges. Does anyone know why? Could this be caused by a mod I use? Am using graphic and sound mods, Stay alert crew, SH3 Weather 1.5 and latest SH3 Commander. Which file contains the "rocket attack command" and should be edited to change this?
Second question: Is it possible to reduce the perfectness of german radio warning receivers? As far as I know mainly Naxos and Metox were effective, others (Borkum etc.) were less useful or not at all. If it is possible, what do I have to do? Can I use the S3ditor? And which file has to be worked over?
Here the background: I'm now in April 1945 and it's still no prob to dive away when warned by my rwr (which is absolutely perfect - only ONES it failed warning my bridge watch within the whole campaign).
And: Right now I'm sailing down the northsea and really do not need my snorkel 'cause there are very few aircraft at all to see. I mean sailing across the Northsea in April 1945 surfaced and waiting for air attacks but nothinh happens. Is this the way it was designed or do I have a bug in my installation? If I'm right in GWX 2.1 there where much more air attacks and those HOLY MOSES rockets were used at any possibility. And hit quite well.
Thanx for your support and help.
thoomsn (first campaign: 13 trips with 227.655 tons; realism set to 80%)
Rubini
05-05-2009, 11:19 PM
Sometime ago (probably an year ago) I worked on exactly these issues for GWX 2.1 (in that time). As far I know no problems with the mods that you are using and the rockets...but The Stay Alert crew is really an old mod that is not probably compatible with GWX 3.0 without a more deep look at itīs settings&modifications.
Anyway, I worked with the help of Sergbuto to make the rockets much more effective and fun. In Sergīs original mod and even in GWX the planes donīt fire all the rockets in the first pass, and in GWX (by the presence of long range mod - IIRC) an adaptation was made on the rockets attacks behaviour and sometimes they just not fire all the rockets at all. After my work with Sergbuto now they always fire all the rockets on the first pass (like in RL) and they are more powerfull and hit their target more frequently. Just be scared now when you see a rocket airplane!:arrgh!: But i never released this mod, IIRC CapZap have it and just some other people too.
Now speaking about the rwr issue, in the same mod I also made all the RWR with variation (probability) on the detection distance, which means that you could just detect the planes too late, etc - very more challenge, no?. Also donīt forget that some planes donīt have active radar, then you could not detect them anyway.
I will see if I can find this never released mod in my old HD...and if I find it, could you test it a bit more? If you like it (and other that also could test it a bit) i then will finally release it. :up:
Just to finish...Iīm not more playing SH3 (or any other game) since some time ago - RL duties and life options - so I can't assure you that i will make anything but I will try at least.:yep:
Cheers,
Rubini.
irish1958
05-06-2009, 07:56 AM
"I will see if I can find this never released mod in my old HD...and if I find it, could you test it a bit more? If you like it (and other that also could test it a bit) i then will finally release it. :up:"
Hi Rubini,
If you can dig this up, I will be happy to test it for GWX3.0.
Rubini
05-06-2009, 02:37 PM
I just found the Rocket part of the mod and below the readme of this never released mod. Note that i also increase a lot the FX effects of the rockets (smoke)...and that the mod was made for GWx2.0 in truth:
Rockets fix for GWx2.0 by Rubini & Sergbuto
===========================================
This is a fix for the rockets planes attacks in GWX2.0.
All credits for Sergbuto who first made the rockets and new guns for the planes on SH3 and also suggested some ideas for this fix. I just implemented/tested them after some interchange of ideas with him.
This is just a fix for how the rockets attack happens. In the original mod (and more noticiable in GWX) the rockets are fired a bit much far away (eventually even before enter in attack run), they eventually never fire all the 8 rockets that are carry with each plane and frequently miss the target, resulting in a no so dangerous attack.
In RL, the rockets are fired very near the target, showing a lot of smoke and resulting in several hits.
These features are totally achieve now with this fix!
Each one of the 8 rockets are now fired individually with its own smoke&fire effects, very near the target, so the average hits results change from less than 10% for more than 40% now, what is enough to damage your boat a lot. All 8 rockets are always fired in the first pass by all the planes present on the air attack group.
Good hunting and whatch carefully at skies!
march 2008
Rubini&Sergbuto
I need now to find the RWR part of the mod. Then compare/adjust all files&settings to make them GWX3.0 compatible. I like to say that if others big mods also want it we can talk and adjust the files adequately.:up:
irish1958
05-06-2009, 04:50 PM
Thanks, Rubini; Again, I'll volunteer to test it when ready.
Jimbuna
05-06-2009, 04:57 PM
Never come across the issue stated in the original post but quite willing to check out any adjustments/refinements Rubini http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
Rubini
05-09-2009, 12:04 AM
Just an Update.
I finished some minutes ago all the adaptation of the mod to GWX3.0.:up:
This is a much more complete version, with a complete work on all files/sections that are necessary to we have not only the reply to the first questions (RWR/Rockets) but in truth a much more challenge air stuff for GWX. Late air attacks are really very, very dangerous now: with a new "not always the same at same distance" RWR (which means that you canīt only relies on your RWR system, it now have inconstant lectures like in RL) but the Rockets added to the planes are much more effective and dangerous, as they must did since the begginning for GWX.
Now a info for GWX Devs:
I can be wrong, but after these 3 days digging on the above matter I noticed some probably mistakes on GWX3.0 files.
1. GWX 3.0 manual says that Mosquitos have rockets (also on the .log files) but in truth only the Liberator and Beaufighter have rockets on GWX 3.0
2. I noticed that in GWX 3.0 library folder (in truth after a more deep look I noticed this since GWX 2.0) Sergbuto's guns files have the same active IDs and nodes that are also already on GWXīs guns files. Is this Intentional? One noticed practical problems is that all the rockets are fired in doubled, so, not only 8 rockets (two barrels) but 16 rockets per planes! I suggest a deep check on all nodes/ids on Serg's files because probably others doubled IDs and nodes for anothers guns on GWX could be present.
Anyway, I already corrected all the problems related to rockets on this mod:up:
I will post to download probably tomorrow.
Cheers,
Rubini.
Rubini
05-09-2009, 12:16 AM
Swordfish now have rockets late war as in RL ...and they are very effective...:arrgh!: Take care!
http://img27.imageshack.us/img27/2483/swordfishwithrockets.jpg
http://img27.imageshack.us/img27/2309/swordfishwithrockets2.jpg
makman94
05-09-2009, 03:49 AM
Just an Update.
I finished some minutes ago all the adaptation of the mod to GWX3.0.:up:
This is a much more complete version, with a complete work on all files/sections that are necessary to we have not only the reply to the first questions (RWR/Rockets) but in truth a much more challenge air stuff for GWX. Late air attacks are really very, very dangerous now: with a new "not always the same at same distance" RWR (which means that you canīt only relies on your RWR system, it now have inconstant lectures like in RL) but the Rockets added to the planes are much more effective and dangerous, as they must did since the begginning for GWX.
Now a info for GWX Devs:
I can be wrong, but after these 3 days digging on the above matter I noticed some probably mistakes on GWX3.0 files.
1. GWX 3.0 manual says that Mosquitos have rockets (also on the .log files) but in truth only the Liberator and Beaufighter have rockets on GWX 3.0
2. I noticed that in GWX 3.0 library folder (in truth after a more deep look I noticed this since GWX 2.0) Sergbuto's guns files have the same active IDs and nodes that are also already on GWXīs guns files. Is this Intentional? One noticed practical problems is that all the rockets are fired in doubled, so, not only 8 rockets (two barrels) but 16 rockets per planes! I suggest a deep check on all nodes/ids on Serg's files because probably others doubled IDs and nodes for anothers guns on GWX could be present.
Anyway, I already corrected all the problems related to rockets on this mod:up:
I will post to download probably tomorrow.
Cheers,
Rubini.
hello Rubini,
thats really good ! i will tell you one thing : you are a REAL modder !
irish1958
05-09-2009, 10:53 AM
Whoopie: another way for me to lose my sub":damn:
Thanks Rubini; I am really looking forward to this. I suspect the attacks will be spectacular. :up::up:
Jimbuna
05-09-2009, 01:34 PM
Responded to your PM/request http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
Rubini
05-09-2009, 05:05 PM
Responded to your PM/request http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
Thanks Jimbuna,
Just waiting GWX permission to put the link.
So this mod thread is now here:
http://www.subsim.com/radioroom/showthread.php?t=151612
Jimbuna
05-09-2009, 05:36 PM
Going by our most recent PM exchange this is a standalone mod I believe?
If so.....put it up....looking forward to trying it out http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
thoomsn
05-11-2009, 02:39 PM
Ahoj Rubini and the ohter Kaleus!
Thanx for your support. I just downloaded this tiny rocket blaster mod and will check it out in the Atlantic later. And: Will uninstall the stay alert crew mod (liked it basically for the crew being able to look as far as I can).
Its always great to get help and support in this forum. Therefore my big big THANX to all of you!
Thoomsn (at sea)
Rubini
05-11-2009, 04:14 PM
Ahoj Rubini and the ohter Kaleus!
Thanx for your support. I just downloaded this tiny rocket blaster mod and will check it out in the Atlantic later. And: Will uninstall the stay alert crew mod (liked it basically for the crew being able to look as far as I can).
Its always great to get help and support in this forum. Therefore my big big THANX to all of you!
Thoomsn (at sea)
Please post feedback (after try it for some time) on the rocket fix thread.:up:
About the Stay Alert crew mod, yes, I agree that it's great (I'm a bit suspect because it is another mod of mine :DL) but the problem is that it isn't actualized for GWX 3.0. I'm too lazy and out of free time to adjust and test all those settings again. My GWX 2.1 installation have it actualized but as I always mess here and there, it's not ready as a mod anymore.
thoomsn
05-15-2009, 09:06 AM
Hi there!
I tested Rubini's Rocket fix; here's what came out:
1st trip in mid 1943: Got attacked by three Avengers at a clear night who had no rockets but attacked my sub with their machine guns VERY AGGRESSIVE! Never saw such an attack of one engine aircrafts before: They came back several times and hit the conning tower and the hull (saw little sparkels where bullets hit the metal). finally they sank my sub due to many hits in the hull under water level. Very realistic, but more important: Very AGGRESSIVE.
2nd trip: At day time after a Metox warning stayed surfaced with manned aa guns awaiting the enemy. After four minutes a Mosquito came in sight but first I saw the smoke of those rockets shot by her far away. I turned to port to show a narrow silhouette with ahead flank while my gunners (two twins and a quadrupel 38mm) shooting. The rockets missed my sub only for a few meters and hit the water at both sides of the boat. The sound of the rockets splashing into the sea very near to the brigde was scary. But htis Mosquito didn't stop and turned behind the boat for a second attack (had obviously some rockets left). I once again changed course to geht all my aa guns into her direction which didn't impress her much: Second attack and one rocket hits my hull near the tower; one man of the flak crew wounded. While passing over, all my 8 guns fired at her and hit, but the Mosquito came out of sight without any visible damage. Any somewhat clever Kaleu would have dived now (if not directly after that first Metox warning) - I stayed surfaced to see what happens next. And yes: Around seven minutes after the first attack she came back and shot her last (two?) rockets at my sub. This time I failed to change course rapidly which was her luck: I got another two hits at the hull and lost my boat soon after due to the flooding of three compartments.
Finally: Both scenarios were impressive because the were very realistic (concerning to historic sources). NOW getting a Metox (or Naxos) warning really means "DIVE!". Well done Rubini; well done! :rock:
Thanx a lot
and always have one eye on the Luftzielsehrohr.
thoomsn
Rubini
05-15-2009, 12:01 PM
Many thanks by the reply thoomsn.:up:
The mod was designed to the RWR donīt work always the same but have variable distances contacts, sometines you just can be surprised by the planes just over you. The planes have more persistent and agressive attacks and rockets will hit you more. The fact that you described about the mosquito shooting the rockets far away can be solved totally if you use AAmax distance on sim.cfg = 2000 (was 3500 in GWX, 2500 in the mod, but 2000 is the better).;)
Post more feedbacks!
See you!
Rubini.
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