SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 12-28-06, 11:26 AM   #421
MONOLITH
Grey Wolf
 
Join Date: Nov 2002
Posts: 997
Downloads: 0
Uploads: 0
Default

*feels ignored*

And after all those nice things I said. :p

@werewolf.... just wanted to say the frustrations you're having are flaws built into the original SH3, and not a product of GWX.

I never used sonar so as not give my self away. I use the hydrophone man to give me a bearing, then I pop the scope up briefly to get a range from that.


In regards to my questions...(any Grey Wolves out there please?) I just wondered if the map updates setting had been altered in any way as to limit the info provided, as RUB did. In Vanilla SH3, I leave map updates off, so that I have to mark contacts on the map and update them myself (adds more to the game)

With RUB I believe we were told to leave map updates on, but the information had been limited by the mod. Just looking to see what GWX's postion on map updates was.

As for the sensors... I'm assuming leave 'realistic sensors' on, yes?

In regards to my crew shelling my own escort on the way out of Keil.... I assume this is simply part of the vanilla AI bug with the AI not recognizing it's allies? At first I thought perhaps this is why there were no escorts or friendly ships in ports in vanilla, but then i remembered in the first training navigation in the academy, there are 4 friendly ships in the area. I think they deleted the deck gun from that scenario though..... Hhmmmm.

Thoughts?



Thanks
__________________
MONOLITH is offline   Reply With Quote
Old 12-28-06, 11:36 AM   #422
Woof1701
Commodore
 
Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
Default

The Nibelung was a revolutionary sonar system and I'm not sure how well it works in SH3, but it was mainly used to verify an existing resolution or when the boat had already been detected. The Typ XXI was also able to launch acoustic torpedoes by using the active sonar. BUT active sonar like the Nibelung poses a great danger for you: It gives your presense and even your position away. So try not to overly use it to calculate your resolution or the enemy ASW forces will spoil your day.
Even today submarines don't use active sonar unless the have to.
Woof1701 is offline   Reply With Quote
Old 12-28-06, 11:43 AM   #423
Kpt. Lehmann
GWX Project Director
 
Kpt. Lehmann's Avatar
 
Join Date: Jul 2005
Location: The Republic of Texas
Posts: 6,875
Downloads: 115
Uploads: 0


Default

Quote:
Originally Posted by MONOLITH
*feels ignored*

And after all those nice things I said. :p

@werewolf.... just wanted to say the frustrations you're having are flaws built into the original SH3, and not a product of GWX.

I never used sonar so as not give my self away. I use the hydrophone man to give me a bearing, then I pop the scope up briefly to get a range from that.


In regards to my questions...(any Grey Wolves out there please?) I just wondered if the map updates setting had been altered in any way as to limit the info provided, as RUB did. In Vanilla SH3, I leave map updates off, so that I have to mark contacts on the map and update them myself (adds more to the game)

With RUB I believe we were told to leave map updates on, but the information had been limited by the mod. Just looking to see what GWX's postion on map updates was.

As for the sensors... I'm assuming leave 'realistic sensors' on, yes?

In regards to my crew shelling my own escort on the way out of Keil.... I assume this is simply part of the vanilla AI bug with the AI not recognizing it's allies? At first I thought perhaps this is why there were no escorts or friendly ships in ports in vanilla, but then i remembered in the first training navigation in the academy, there are 4 friendly ships in the area. I think they deleted the deck gun from that scenario though..... Hhmmmm.

Thoughts?



Thanks
Sorry mate. Thank you for your good words earlier. It is just difficult to respond to everything. Lots going on... and for awhile I'm letting real life take first place.

Regarding map contact updates. You can leave these on or off... there is no realism percentage hit for either choice.

Enemy single ship radio contacts have been reduced to roughly 5% of stock SH3. Convoys of all sizes typically have to be a bit larger than stock SH3 by 1-3 ships for a possible radio contact message to be sent.

Regarding friendly ships shelling other friendly ships... it is a stock SH3 bug that we haven't been able to do anything with.
__________________

www.thegreywolves.com
All you need is good men. - Heinrich Lehmann-Willenbrock
Kpt. Lehmann is offline   Reply With Quote
Old 12-28-06, 01:44 PM   #424
Werewolf
Sonar Guy
 
Join Date: Jul 2003
Location: Europe
Posts: 394
Downloads: 69
Uploads: 0
Default

Huaaah, I cannot figure out if the new posts are on top or the old ones, but I think that Monolith replied to my question.....

First of all, maybe my English is too bad for people to understand, I certainly did not blame GWX for the bug, nono, I love GWX! ....only wish my computer was strong enough to pull it . I know it's an SHIII bug, just wondering if there's anything to do about it. I used the same tracking method as you, but in my eyes it is too risky in the late war due to the allied radar, so I wanted to change tactics, targeting with absolute minimum exposure of the scope and launch of torpedoes from a long distance in order to avoid the active sonar, but it takes deadly accurate targeting
Werewolf is offline   Reply With Quote
Old 12-28-06, 03:17 PM   #425
gouldjg
Grey Wolf
 
Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
Default

I originally thought that map updates were too easy, thats why I did the realistic plotting mod for RUB however I have since changed my mind.

I used to use the nomograph and do everything but to be honest, I now think I prefer GWX set at 100% and map contacts on.

Man it is still bloody murder to get into position and ensure your hydrophone operator updates you on time cos for a few times I have been in position in heavy fog and relied on him to tell me when my target is in relation to the position I want him to be.

All of a sudden he loses sound contact and the blinking fecker merchant has just slipped by me in the fog and is now past my decent firing solution which leaves me to have to chase him again and start over.

Love it
gouldjg is offline   Reply With Quote
Old 12-28-06, 03:53 PM   #426
BandofBrothers
Swabbie
 
Join Date: Mar 2005
Posts: 13
Downloads: 0
Uploads: 0
Default

hehe I am still seeding the files on torrent.

Uploaded over 25gb now in ~10 days
__________________
BandofBrothers is offline   Reply With Quote
Old 12-28-06, 05:46 PM   #427
Lovro
Sailor man
 
Join Date: Aug 2006
Location: Slovenia
Posts: 46
Downloads: 0
Uploads: 0
Default

A question- I'm still on the original grey wolves mod (and I like it). So can I just install GWX over it or do I have too uninstall SHIII and apply GWX over the vanilla version? (I realy realy dont want too...)
Ps. does it need more computer power than GW because I dont think my PC can take much more...
Lovro is offline   Reply With Quote
Old 12-28-06, 05:50 PM   #428
bigboywooly
Rear Admiral
 
Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
Default

lol sounds like you are trying to talk yourself out of it
Try adding a second install and putting GWX on that
If you like you can delete the GW one
If not see a doctor - nah j\k - delete the GWX one

My comp is @ss end 1.8Ghz pro and 1Gb ram and a ATI 9250 128Mb card
Runs fine for me even with the full harbour traffic - I get slowdown i port but can live with that as most of my time is at sea
__________________


My mediafire page http://www.mediafire.com/?11eoq19bq9r41
bigboywooly is offline   Reply With Quote
Old 12-28-06, 05:53 PM   #429
Kpt. Lehmann
GWX Project Director
 
Kpt. Lehmann's Avatar
 
Join Date: Jul 2005
Location: The Republic of Texas
Posts: 6,875
Downloads: 115
Uploads: 0


Default

Quote:
Originally Posted by Lovro
A question- I'm still on the original grey wolves mod (and I like it). So can I just install GWX over it or do I have too uninstall SHIII and apply GWX over the vanilla version? (I realy realy dont want too...)
Ps. does it need more computer power than GW because I dont think my PC can take much more...
Just to add to BBW's post...

Please view the online manual here relative to startup and system requirements.: http://www.users.on.net/~jscones/GWX/GWX_MANUAL_EN.pdf

The loading times may be a bit longer for you. However, in-game performance should be better than before.

Harbor areas will always cause an FPS hit if a mod contains harbor traffic... as both GW and GWX do.

GWX comes with an optional mod to remove all harbor traffic except for your escort.
__________________

www.thegreywolves.com
All you need is good men. - Heinrich Lehmann-Willenbrock
Kpt. Lehmann is offline   Reply With Quote
Old 12-28-06, 06:19 PM   #430
u48
Mate
 
Join Date: Dec 2003
Location: England
Posts: 52
Downloads: 1
Uploads: 0
Default

How come you can see crew members on deckwatch on the subs in gwx single campaign but you cannot see them on your friends sub in GWX-Multiplayer? Yet you can see the crew members on the Destroyers in multiplayer..........
u48 is offline   Reply With Quote
Old 12-28-06, 06:20 PM   #431
Lovro
Sailor man
 
Join Date: Aug 2006
Location: Slovenia
Posts: 46
Downloads: 0
Uploads: 0
Default

Thx for the quick reply. I dont realy care about loading times since I allready get myself something to drink while game loads and I ussualy come back just in time it loads so I can sip it while blowing stuff up (can life get any more beautiful)

One more question- sice I will have to reinstall can I use my old saved games to continue my current patrols in GWX?
Lovro is offline   Reply With Quote
Old 12-28-06, 06:22 PM   #432
Kpt. Lehmann
GWX Project Director
 
Kpt. Lehmann's Avatar
 
Join Date: Jul 2005
Location: The Republic of Texas
Posts: 6,875
Downloads: 115
Uploads: 0


Default

Quote:
Originally Posted by u48
How come you can see crew members on deckwatch on the subs in gwx single campaign but you cannot see them on your friends sub in GWX-Multiplayer? Yet you can see the crew members on the Destroyers in multiplayer..........
...because the Multiplayer end of things was streamlined by STOCK SH3 to increase online performance and efficiency of data transmission.

You will begin to notice other such things in MP play as well... IIRC ship props do not revolve as well.

This is not an issue caused by the GWX mod.
__________________

www.thegreywolves.com
All you need is good men. - Heinrich Lehmann-Willenbrock
Kpt. Lehmann is offline   Reply With Quote
Old 12-28-06, 06:38 PM   #433
MONOLITH
Grey Wolf
 
Join Date: Nov 2002
Posts: 997
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Kpt. Lehmann
and for awhile I'm letting real life take first place.

As you should, and deserve.

Thanks.
__________________
MONOLITH is offline   Reply With Quote
Old 12-28-06, 08:00 PM   #434
blood1453
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

i have downloaded installed gwx mod its perfect but game is too slow now
i have amd 3000+, 768ram, radeon x800gto 256mb
when i open game its loading too slow and when i try to enter a patrol mission load time very slow too.

so i wanna uninstall the mod if there is nothing to do something for make game faster.

but how can i uninstall mod fully, i wanna just return to original game ver.
  Reply With Quote
Old 12-28-06, 08:03 PM   #435
Kpt. Lehmann
GWX Project Director
 
Kpt. Lehmann's Avatar
 
Join Date: Jul 2005
Location: The Republic of Texas
Posts: 6,875
Downloads: 115
Uploads: 0


Default

Quote:
Originally Posted by blood1453
i have downloaded installed gwx mod its perfect but game is too slow now
i have amd 3000+, 768ram, radeon x800gto 256mb
when i open game its loading too slow and when i try to enter a patrol mission load time very slow too.

so i wanna uninstall the mod if there is nothing to do something for make game faster.

but how can i uninstall mod fully, i wanna just return to original game ver.
Please read recommended specs in the manual. You need more RAM.
__________________

www.thegreywolves.com
All you need is good men. - Heinrich Lehmann-Willenbrock
Kpt. Lehmann is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 03:41 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.