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Old 03-11-11, 05:43 PM   #5806
Vannevar
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Realised I had saved literally a couple of hours gametime before encountering that convoy, so exited, reloaded and re-encountered.

Different convoy makeup (No Aux cruiser, more can dropping escorts, different positioning/subclass of merchants.)

However, I found another sounding the same. Still a Medium Merchant class but a different unit. Different position within the convoy.







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Old 03-11-11, 07:33 PM   #5807
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Those all appear to be MFM Units.
So there's a problem with it is my thinking at the moment.


You have no other Mods enabled correct?
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Old 03-11-11, 08:32 PM   #5808
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Running: (In order, ignoring eye-candy only)

GWX 3
Whh & StNaz V6
MFM 3.2
Lifeboat & Debris v4

On:
Win7 64 Pro,

In:
c:/Games/SH3/...

Easy to check if it is MFM I guess as I've just reached port again.

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Old 03-17-11, 07:29 PM   #5809
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By complete accident I was able to re-create this problem.

I assigned a Unit as a Docked Ship,
I assigned it a speed of 10 knots,
I set the place on water in the sim to 00 or false.
In the Test Mission I set it's depth at -15 meters.

The ship moved on the surface,
It was wakes and such,
It's props do not turn,
and it plays that annoying sinking ship sound!
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Old 03-17-11, 07:44 PM   #5810
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Quote:
Originally Posted by privateer View Post
Those all appear to be MFM Units.
So there's a problem with it is my thinking at the moment.
The first is M37B, the second is M39B. Yes, both MFM ships.
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Old 03-18-11, 02:07 PM   #5811
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Quote:
Originally Posted by privateer View Post
By complete accident I was able to re-create this problem.
So I am not going quite so mad after all!
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Old 03-18-11, 02:22 PM   #5812
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So, for the rest of us using MFM who haven't encountered this yet - is it something that needs to be corrected in the existing files for those two ship classes?
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Old 03-19-11, 01:07 PM   #5813
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Might not be just those two, they were just two I found on that encounter, and I havent had the chance to see how many more I can find.

I have a feeling though, call it a programmers hunch, that the issue wont be with either the MFM nor GWX, but on how the two are combining in these particular circumstances, which I thought may have just been particular to my win7 install.

I was hoping it would be a simple fix like "Ah, you just need to copy this sound file into these locations as its got corrupted", but Privateer being able to recreate it via a test setup seems to sink that one.
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Old 03-22-11, 03:55 PM   #5814
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Default Renown question

So I'm curious as to why renown levels in SH3 with GWX3 seem to be much lower than in stock SH3, when the original renown values for better subs and upgrades are the same as in stock SH3? I mean, are you just supposed to sink more and/or bigger, more important ships? I've been on God knows how many patrols and I can't seem to find a nice fat BB or large tanker to put to the bottom of the briny deep. I keep picking off tramp steamers and small cargoes, making piddly for renown. I made it to 1500 renown once, then put a damn neutral passenger ship to the bottom because I shot blind and at night using the hydrophone triangulation method. Any suggestions? I would really like to get that XXI, if I make it that long

Cheers!
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Old 03-22-11, 04:50 PM   #5815
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Under "Revisions to the Renown System" in the GWX manual it mentions that renown for reaching your patrol grid and staying there 24 hours as ordered has been removed from the game. (The renown for returning all the way to base never worked, so its value was also changed to '0' with no effect on gameplay.)

IIRC it also increases the renown required for some medals.

Many of the changes GWX makes to the game are there to make it more realistic, which usually means more difficult in many respects.

You can increase your starting renown by passing one of the Academy tests, the Navigation one is easy and passing it will give you a bit of a leg up where renown is concerned.

Other renown related settings can be changed by opening the basic.cfg in Notepad and editing the data there. In the lines

[RENOWN]
RenownReachGridObjCompleted=0
RenownPatrolGridObjCompleted=0
CompletedPatrol=0
NEUTRAL=-1
ALLIED=1
AXIS=-10
WrongShipSunk=-5000
FirstRankRenown=100
SecondRankRenown=350
EndCampaign=-5000

you can add renown rewards for reaching your grid and staying 24 hours by changing the '0' in the first two lines to whatever you like.

I checked a few of the GWX renown values for ships against the values in the stock game's data\Sea files, there doesn't appear to be any difference in the ones I looked at.

As far as not being able to find any juicy targets - that could be bad luck, but GWX does strive to be more realistic, and in RL targets (especially the juicy ones) were few and far between. Many u-boats went out on patrol and came home after several weeks without having sunk anything or even caught sight of an enemy target.

Your best bet for finding more targets is to check the pull down SH3 map when you're at the Navigation station and look at the location of the main shipping lanes. Park yourself along one of those and you'll have better luck... for early in the war I recommend the Western Approaches to England, where ships must pass either to the north or south of Ireland and then into the Irish Sea to gain access to the western UK ports. Ships must eventually pass through those waters to reach their destination, and geography becomes your ally.
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Old 03-22-11, 04:52 PM   #5816
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Quote:
Originally Posted by gi_dan2987 View Post
So I'm curious as to why renown levels in SH3 with GWX3 seem to be much lower than in stock SH3, when the original renown values for better subs and upgrades are the same as in stock SH3? I mean, are you just supposed to sink more and/or bigger, more important ships? I've been on God knows how many patrols and I can't seem to find a nice fat BB or large tanker to put to the bottom of the briny deep. I keep picking off tramp steamers and small cargoes, making piddly for renown. I made it to 1500 renown once, then put a damn neutral passenger ship to the bottom because I shot blind and at night using the hydrophone triangulation method. Any suggestions? I would really like to get that XXI, if I make it that long

Cheers!
If you can find and sink the larger merchant vessels then you won't ever be short of renown. The chances of finding a good target is not purely random as some locations seem to be consistently better for hunting then others...

I might be just lucky but I always tend to find lone large merchant vessels when I'm patrolling just north of the Shetland Islands (Lerwick) which is one of my favourite spots if I'm sailing a type II.

If you have a larger boat like a VIIB then try the North Atlantic and go for convoys. A convoy will generally consist of a good mix of small and large ships and if you are lucky you may find a capital ship sailing with them. So far in my early war experience, patrolling just north of Rockall Bank and the BE30 grids seem to be good spots for intercepting convoys.

Also it is a good idea to refer to the merchant traffic route map for more hunting spots.

And be aware that the amount of renown you'll receive relates directly to your difficulty settings. So (if you are not doing this already) playing with map contacts off, manual targeting and realistic sensors etc can potentially yield you much more for each sinking.

Hope this helps...

Last edited by King_Zog; 03-22-11 at 07:24 PM.
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Old 03-22-11, 05:23 PM   #5817
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Quote:
Originally Posted by frau kaleun View Post
So, for the rest of us using MFM who haven't encountered this yet - is it something that needs to be corrected in the existing files for those two ship classes?
I have no idea at this time.
I was working on something completely different with a stock Unit when it started palying the sinking sounds!
That rang the bell about the issue I responded to.
I did several tests then.

What I found in my tests was this,
IF the Unit is not set to put on water in the sim AND has a negative depth in the Missions stuff?
It will play that sound.
IF the Unit is not set to put on water in the sim?
It's props DON'T SPIN, but it will move and show wakes and such.

I didn't watch it long enuff to see if it ever did sink.
But it sounded like it would scare everyone into Life Boats!
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Old 03-22-11, 05:39 PM   #5818
frau kaleun
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Quote:
Originally Posted by privateer
I have no idea at this time.
I was working on something completely different with a stock Unit when it started palying the sinking sounds!
That rang the bell about the issue I responded to.
I did several tests then.

What I found in my tests was this,
IF the Unit is not set to put on water in the sim AND has a negative depth in the Missions stuff?
It will play that sound.
IF the Unit is not set to put on water in the sim?
It's props DON'T SPIN, but it will move and show wakes and such.

I didn't watch it long enuff to see if it ever did sink.
But it sounded like it would scare everyone into Life Boats!
So it's more like something is telling the game that a ship meets the "requirements" for triggering the sinking sound sfx, even though something else is telling it that the ship is actually still chugging along on the surface and therefore not sinking.

I say '' as though I actually know enough to think this one through.
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Old 03-22-11, 05:46 PM   #5819
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I would first examine the files of the identified Units.
Looking closely at the Put on Water setting and The draught for both Surfaced and Submurged.

If they are correct?
There's a BoogyMan in the Wood Pile somewhere!
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Old 03-22-11, 05:55 PM   #5820
frau kaleun
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Quote:
Originally Posted by privateer View Post
I would first examine the files of the identified Units.
Looking closely at the Put on Water setting and The draught for both Surfaced and Submurged.

If they are correct?
There's a BoogyMan in the Wood Pile somewhere!
This is from the .sim files in data\Sea\**** under unit_Ship, correct?

For both the ships, M37B and M39B (as IDed by Sailor Steve upthread):

put_on_water=True
Surfaced, draught=9.3
Submerged, draught=11.0
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