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Old 02-06-08, 10:55 PM   #211
gimpy117
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my uzo never locks....no idea why

oh and i better have res coming out my ears after the tex is done!!
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Old 02-06-08, 11:32 PM   #212
Gewehr98
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Whew...Hesse just sank two tramp steamers while I managed to totally miss with all 4 torpedoes and dance around the convoy for about 20 minutes...was at least hoping to kill some with the 37mm but alas!
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Old 02-06-08, 11:34 PM   #213
Albrecht Von Hesse
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Default It was a wee bit rough weather out there . . .

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Old 02-06-08, 11:34 PM   #214
yamato9
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Location: Sisak, Croatia
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Default Menu profile

Mikhayl, my S-Boot menu profile is finished and ready for download.




Crew managment


NOTE: all type IIa TGA´s is reworked, conning tower of Type IIa is removed(invisible) so now there have no visual errors in profile menu and crew managment.

This addon is JSGME ready

All users of Mikhayl´s S-Boot BETA v 0.1 can use this addon if they wanna replace Type IIa with S-boot profile.

Download link:
http://files.filefront.com/S+Boot+mo.../fileinfo.html

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Old 02-07-08, 12:07 AM   #215
sh3rules
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Watching those weapons and crew management screens made me feel good. I could almost write something in leetspeak.
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Old 02-07-08, 12:35 AM   #216
Clyde00
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Default Campaign Progress

Well a campaign in '39 is pretty easy if you find targets. Fire on the unarmed merchants and run from the destroyers. From Kiel you can pick up a few Polish targets but there is alot of neutral traffic out there. The Med and Baltic seas have good traffic patterns. I use GWX with some custom traffic scripted in also so stock SH3 campaign files probably would be a little thin for traffic.

A small workaround for the range is to check unlimited fuel, go to the base you want, then start a new patrol from there. As stated above, most GWX ports start new patrols ok from them.

I also try to only hunt down the unescorted vessels and sink most of them with gunfire. Anything above 2500 tons gets one torp, 4000 gets two or three depending on how the torp hits them. I usually pick up anywhere between 1000 and 3000 tons a patrol. Also good for those hit and run attacks near enemy ports.

If you use manual targeting and steer an intercept course, firing at 0 gyro angles, you can have pretty good success with medium speed torp attacks. I try to avoid any shot over 60 to 120 degrees angle on the bow. I also try to close to within 1000 yards or less with 600 yards being the norm. (a good plotting wheel or MOBoard helps with this)

In the later years, it is a bit of a challenge and you must pick your targets carefully or shadow them till you get the destroyers patrol paths down.
All in all, using it in a campaign is a bit harder, but well rewarding.

Although the lack of bases will need to be addressed in the future, the number of contacts in GWX is sufficient for campaign play with it. The range is decent as long as you don't cruise around in flank speed all the time. Also using setkeys to remove some of the crew commands and customizing the steering controls can cut down on the mouse click - actual turn of the boat time lag. No major bugs found in campaign mode either

Looking forward to the next release.
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Old 02-07-08, 01:20 AM   #217
CCIP
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I hope there's a more developed version of this soon. This mod is front page material, someone go let Neal know about it!

I have to admit, I had some doubts in the back of my mind when I first saw this (mostly on the point of SHIII being a U-boat game and this being a non-U-boat put into its environment), but having played around with it - it's fantastic! SHIII fits Schnellboot dynamics like a glove.
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Old 02-07-08, 02:57 AM   #218
Albrecht Von Hesse
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Leaving Kiel on my first patrol:



My first career kill!:



(Actually my only kill so far )
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Old 02-07-08, 04:34 AM   #219
Albrecht Von Hesse
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I ran some tests regarding weather conditions. Because it takes forever to load a mission I haven't narrowed it down to the exact point, but this is what I've discovered so far:

15 meters winds (max the game will do) and no precipitation = flak guns can be manned

0 wind and heavy precipitation = flak guns can be manned

15 meter winds and heavy precipitation = flak guns cannot be manned; you get the 'cannot man guns in rough weather' message

Also, ordinarily I just click on the flak station and it automatically mans the flaks. For some reason when I do that in heavy precip/no wind I get the message 'crew not available'.

As an aside, on my second career patrol I took out a large merchant. Yay! Right now I'm basing out of Heligoland, but boy you don't have a lot of fuel to play with! So far it seems that setting your speed at 17 or 18 knots gives you the best fuel efficiency. But so far I've only encountered 6 meter winds. God only knows how badly, if at all, that drops during bad weather.
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Old 02-07-08, 05:39 AM   #220
Kaleu. Jochen Mohr
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anyone tell me if i have done somthing wrong, i enabled the S-boat mod, the camera thing, few things like integrated orders and crew skinns, also the thingy that gives a S-boat in the damage menu


in a MP game it loads fine and fast, now i am trying to start a career and the game freezes halfway the loading
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Old 02-07-08, 06:17 AM   #221
Kaleu. Jochen Mohr
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after more then half an hour (from wich 25 minutes of waiting) to get the thing working (with only the S-boat mod) it STILL freezes up halfway the loading.


conclusion: i can only use it for MP games
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Old 02-07-08, 07:12 AM   #222
Kaleu. Jochen Mohr
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i found the bad boy wich didnt want the game to load.... SH3 COMMANDER



(why didnt i found out earlyer)
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Old 02-07-08, 07:57 AM   #223
Boris
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This mod is an awesome little development! I can see this becoming a type of S-Boot total conversion for SH3 with time.

The S-Boot skins, including the one with the cam pattern on the current model, were the first thing I ever did for Kpt Lehmann back when I joined the GWX team. I reckon now I'm gonna try my hand at a hi-res skin for this mod.
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Old 02-07-08, 08:23 AM   #224
USS Sea Tiger
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Default " actual turn of the boat time lag."

Hi

just my two cents worth,

from driving about US Coast Guard 110 ft patrol boats at 35 kts,, that lag is quite correct as it does take time to have enough action on the rudders to turn a long vessel at speed. That is just the dynamics of a long narrow fast moving hull. They do not like to twist, and a high speed run sallying your rudders(turn the helm 20 right,, then 20 left ect for a zig zag) ,, you drive 3 to 5 seconds ahead of what you are accually doing.

I was suprised when I encountered that effect as most do not realize this response exists. Good job!
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Old 02-07-08, 08:31 AM   #225
Kaleu. Jochen Mohr
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MWAHAHAHAHA! i kick polish ass

patrol 1:
days: 01SEP39 - 03SEP39 (3 tage) ships: 1 (1/0) tonnage: 10615 (10615/0)

patrol 2:
days:
04OKT39 - 07OKT39 (4 tage) ships: 1 (1/0) tonnage: 2395 (2395/0)


now going to ask transfer so i can terrorise the channal
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