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Old 09-28-14, 10:10 PM   #6811
jagdpanther
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Danke gentleman . Then I must be doing something wrong then. I have SH3 Cmdr and gwx3 gold as well as a few other mods and im halfway through my second patrol (which i set the starting date somewhere in 1939) and both times i have never seen it on there. My apologies if i should be writing this sort of message somewhere else (if this isnt a troubleshooting thread).
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Old 09-29-14, 05:32 AM   #6812
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Welcome to SubSim panther
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Old 09-29-14, 02:58 PM   #6813
Nobon
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Well, now I have two cases to discuss, so lets split them:

1.: back to the merchant sinking anomaly:


I finished two patrols since, and refined my theoretic problem:

I can't say, that in -any- cases (Not a single one. Im not kidding. no wonder, that I love this mod XD) the damage, or flooding, or regained/continued buoyancy is -unrealistic-. I can see what went wrong, or what's the wounded ship's advantages in every cases.

All matches the historic cases that you wrote.

the problem is this:

In the real world, these events, or EVEN a case, when a single, non armored merchant survived one well placed hit, in middle, under the waterline, 90 degrees, deep penetration, without slow flooding, or without an instant collapse, was -very rare-.

Rare.

So to speak, one occasions out from 10-15.
In GWX 3.0 gold, these inpropable events with certain merchant ship classes are one out of every three....

Actually, you have a feeling, that you have mutch more chance NOT to sink a medium merchant with one torpedo, not even with a day of flooding, (as in most cases they don't even slow down, so after half a day you can't even follow them) or NOT to sink that medium merchant in a next few hours after TWO hits...

We speak about well placed impact hits, as I gave up on magnetic. I can score fine hits, right under the keel, BIG hole, but seems they upscaling the panzerschiffe' behaviour of merchants, compared to impacts.

So actually, the damage IS realistic, but hell of unpropable.

If I can sink certain "tricky" classes of a medium ship with 2, or God forbids, one torpedo, after half a day, I feel very lucky

To tell the truth, -flooding- is more dependable, than I first thought, but I have to remain in the vicinity, until it devours the ship, and sometimes that takes more than I can afford with battery.

Not to mention the countless cases, when a ship, with all its stern underwater, and 20 degrees tilted to one side, manages to carry on on full speed, and after half day, you give up ^^

O.K., to cut the whining, I started to get used to it.

I always loved GWX.

But still, it feels painful to read the Das Boot, or any novels, or any historic patrols where merchant ships was actually normally hit, and I need to double up the hit count, to match my patrols XD

Still, more than ten ships sunk in a patrol is quite well, and unrealistic.
Even with the Mighty Merchant types. But a man always complains about something that ruins the "perfect" thing he likes.

So, everything is in order, and as far as I can tell, very realistic with damage, just the propability turned upside down.



2.: Psychic destroyers


That's a way bigger problem. 1940, august, north of Scotland.
Convoy attack, boat is intact.
Ive spent like a hundred reloads, and a total real time day to this four nice gentlemen, one by one, so I tested this all around.

Nice attack, four destroyers, they doesn't realise a thing, until I hit.
Even then, they react slowly, and mix up my position. Veery good.
But: I surface, as I sank one destroyer, and all the others are very far, to finish off an almighty merchant, that doesnt even slow down after half a day, and with stern underwater: maximum speed, ahead. One destroyer slowly starts to be in range, it's hits are just missing the tower.

I destroy the target, and submerge. NOW comes the problem.
First I was thinking, that I started the 180 degrees turn too early, as the destroyer from 5000 meters turned towards me, (I was 50 meters deep) and after a chase, it finally pinged me.

Ok, several reloads, several escape attempts:
No matter when I turned, no matter where I started, the destroyer always -knew- where I am, from very far, no, not hydrophones, as we tried silent running, even full speed, THEN drifting motors stopped...

Second, and third destroyers, from very far, from a strange angle was able to catch up just like this, after I finished off one after another.

We talk about ONLY one destroyer at a time.

Every turn I made in silent running, was matched on the same seconds, from a very far distance. Then pinging, when they near.


OK, about the asdic: for starters: whenever I was able to not trick, but physically halt them with a wreck, (went under them so they have to painfully go around it) so they -did- lost me, and I was able to change course, and sneak away, they "felt" where to start, speed up, alter course, and find me again via asdic. Like I was -visible- all along, only underwater.
minimum speed, silent running. Various depths...

Second thing about the asdic: after hours of "not peeking", and only doing realistic maneuvers, u turns, playing with high speed, drifting, silent running,
I realised that the intervals between the asdic "finds" is very short. Maneuvers doesn't bother it all. Like I doesnt have the speed to get far enough even showing the smallest silhouette, AND switching to silent running, before they do a complete circle with the asdic... On that time my maximum speed was 7 knots, after some hours, 5.

Then I started to peek.

What I realised, is the field of the asdic is... Not what it needs to be.

If I saw the destroyer from 90 degrees, then they were LONG time pinging me... WITH THEIR SIDES XD

The only safe area was a cone around 30 degrees ON THEIR BACK.

Every time I left that area, and the destroyes started to show side, (stern is till mutch closer than bow) they found me with the ping.

Even in 50 meters. So thats the reason why I can't get far enough even on lowest silhouette, before they shoot a ping towards me...


I tried with all four destroyers. All the same. S&W's, AB and a Hunt I ? Sorry if I doesnt remember the names correctly.

Their only asdic free side was their BACK, in a very narrow cone.

But no problem, as they can find me even without asdic.

i remember my patrols also in GWX, like a month ago, it was hard to sneak away, but not this hard. I think something is amiss with either the convoy escorts, certain dest. types, or the fact that the game doesnt really like submerged reloads, for example the watch is always set -underwater-. If you reload.

The only time I was able to flee this four destoyers, when I was stop-1-knot-stopped my way (with peeking) right under a floating, stopped, sinking ship, and put myself right onto the bottom. Doesnt worked before, but these two factors, the bottom, and the wreck right on top of me, was enough. No, the destroyer doesn't lost me, he started to circle like a madman, and every time I moved a little, even without asdic, on the bottom, it altered course, so I backed up under the wreck.

After a few hours the "asdic can't find anything since hours" ingame script was kicked in, and the destroyer was ordered back to the convoy.

On my way back to the convoy I was able (by night) to roam towards it, from the semi back, and destroyed it with a surface artilerry attack. Strangely enough, we was the more precise.


So, any of you can tell me, why the destoyers always follow me, even from large distances, and why they have almost full circle asdic coverage, except the narrow back?

And if it's a bug, how can I evade it? I remember destroyers that I can trick in GWX, with the learned methods, and its still 1940, but late war destroyers just had a more wide asdic coverage, -forwards-, not an almost full circle...

Can you help me, how to avoid this?
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Last edited by Nobon; 09-29-14 at 03:10 PM.
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Old 09-29-14, 03:15 PM   #6814
Nobon
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What I wrote is not very clear as I read it XD so I say again, there were always -one- destroyer on me. The others doesnt even bothered, was barely visible, 11k far at least. I think, early war convoy rules.

The many "their like this, they like that" is because I cant think about the destroyer, as a homogen enemy, but a vessel with lots of people, each on their stations.
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SH5 The Wolves of Steel Megamod- Realnav+Full manual targeting. -no contact updates, no map help.
U-50 forever - still a Smiling bastard
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Old 10-01-14, 04:36 AM   #6815
steevo45
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Saved game problem

Does anyone know why I can load a saved game before making enemy contact but after that all saved game loads lead to ctd?
Really weird!
Changed to Steam version after dark sky problem with disk and problems with windows 8 but this is a real headache having to leave the game running all the time with no game saves!
GWX gold and SH Commander installed.
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Old 10-04-14, 05:11 AM   #6816
Nobon
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That's an old problem. When you near burning targets, or many ships, crowded harbor, the savegames just refuse to fit in the avaliable ram, and start to make ctd's. SOmetimes happen to high end pc users also, but more common with lower end machines, or with machines that running alot of debris programs in the background.

The only solution is to "reduce the pressure": close all unneccessary programs, set sh3.exe to "high" priority, and uninstall all mods you can afford.

After you loaded the savegame, you only need to finish the battle, sail away, and in a huge enough distance from any burning targets, (lets say 50 kilometers) save again. Then you can activate all of your mods, that savegame is going to work.

I dont know any other solution, and I live together with this problem, since I have a very limited system, so it's more common with me.


But make sure first, that you only run a skeleton windows XD eg.: closed all programs you can, and only run sh3.exe

As for the mods, SH commander I think doesn't make any difference. Just the mods you can activate, and deactivate in JSGME

I'm also using GWX, but I only deactivate the custom GWX content in JSGME, the main mod itself is integrated to SH3 folders.
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SH5 The Wolves of Steel Megamod- Realnav+Full manual targeting. -no contact updates, no map help.
U-50 forever - still a Smiling bastard
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Old 10-05-14, 12:41 AM   #6817
steevo45
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Thanks, I'll try prioritizing the SH3.exe.
Oh, forgot, also got the OLC Gold ALC Reloaded mods installed too, maybe part of the problem?
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Old 10-06-14, 04:47 AM   #6818
Nobon
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Sadly, you have to try,that those mods is involved, or not.

The main "rule" is this: if you want to fix a save game, you need to deactivate the largest mods. You can test this, by deactivating and activating them again in JSGME, the ones that take more time to activate, are the biggest ones XD (you can also check their folder's size)

I use a good old priority system for that: I made a list, which mods I want to remain, while I continue a battle, and making other saves with "minimised resources", until I can sneak away in a safe distance, where I can create a save game that will load with all the mods. So to speak, 16km view distance, my "stock, rusty VIIB textures", Fm newinteriors 2.1, navy personnel skins, these ones -remain-. The newinteriors is a HUGE mod, but I doesn't wan't to get rid of it, even for finishing a battle, so I deactivate other mods.

You have to find the deadline, how mutch mods -your system- needs to shut off...

Popular mods to disable by users around is:
-GWX enhanced damage effects, !!!!
-New Merchant Skins, (huge texture packs, full scale reskins are the biggest)
-Any GWX side mods in JSGME, that you can live without while finishing a battle.
-GUI mods, (sometimes not very big, but it counts for my system, for some strange reasons, and also not a "lethal" cutback for a short time)


While you are "reduced", and able to load the "faulty savegames" (you -will- going to be able to load them, you just need to find out how mutch mods you need to shut off, results may be painful...) and you can continue the battle, UNTIL you are near burning ships, crowded harbor, or many ships, you can still save, but most propably you can only load it in this reduced state. If you finished what you want in this memory demanding area, and you sailed away for example to 50 kilometers, you can make the "safe" save, that will going to load in any case.


Things to keep in mind:

-Make a screenshot, write a txt, or a hand note about your -original- list of mods. You need this, to activate them back in a correct order, when you have your "safe" save.

-Then, when you found out, which mod's need to be deactivated to load the too big saves, make a list AGAIN. You shouldn't mix up the order... ^^ Every mod should be on the same place on these lists... Thats going to be your "reduced, temporary" list. You can switch to it anytime, if you know what mods to disable, and their order.

-On the future, you may encounter saves, that still "won't fit". Then you need to deactivate some more mods from the "reduced" list. That means that you doesn't found the "worst scenario" yet. But that only happened to me twice in two years.

TO AVOID THIS SITUATION for most of the times,
you can still make saves near a crowded area, or battle, for securitiy reasons, but try to solve the problem without reloading... And accept the realistic results, until you are able to crawl away XD and save there aswell. As the only time you HAVE to reload, is: death. Not counting the situation when you need to cut half a battle, and leave the computer. But sadly, this game needs time... If you know, theres a battle is coming, you need 2-3 free hours XD

Either this, or a nuclear power plant PC. Where you can STILL reach this situation, if you increase the number of mods... Or if you run many programs in the background.





For -ingame- ctd's (beside the memory manager programs) theres also some methods, mainly "discliplines", when to wait, instead of making another click, or when to stick to a lower time compression, until your system frees some resources, eg.: leaving behind some ship's that was near, but thats another topic.
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Oberleutnant z. s. Daniel Wolf

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SH5 The Wolves of Steel Megamod- Realnav+Full manual targeting. -no contact updates, no map help.
U-50 forever - still a Smiling bastard
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Old 10-14-14, 01:16 PM   #6819
Pisces
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The download link for the manual on the official The Grey Wolves site is dead.

http://www.thegreywolves.com/downloads/ See at the bottom:

http://wwwnew.filefront.com/13951729/Manual_V3.0.pdf/

This is a dead filefront link.

Can somebody of the GWX crew (looks at Jimbuna) replace it with a correct link?

Although, the link to the manual without background image higher up the page is still good. (Until Mediafire decides to bork it)
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Old 10-15-14, 01:14 AM   #6820
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Default GWX 3 SEA PLANE QUESTION

Hi Chaps I need help from the inhouse technokrats how do I get a sea plane to just sit there on the sea not moving or cant it be done in the mission editor they always explode
in LSH 5.1 there was a sea plane that was on the surface of the sea

Regards Blackswan40
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Old 10-15-14, 07:47 AM   #6821
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Quote:
Originally Posted by Pisces View Post
The download link for the manual on the official The Grey Wolves site is dead.

http://www.thegreywolves.com/downloads/ See at the bottom:

http://wwwnew.filefront.com/13951729/Manual_V3.0.pdf/

This is a dead filefront link.

Can somebody of the GWX crew (looks at Jimbuna) replace it with a correct link?

Although, the link to the manual without background image higher up the page is still good. (Until Mediafire decides to bork it)
Sorry but I don't have the access code to the site anymore, can I suggest you PM kpt. Lehmann.

In the meantime here are links from my Mediafire account to the manuals with and without the background image:

http://www.mediafire.com/view/b6tb3m...V3.0_Final.pdf

http://www.mediafire.com/view/41oqk4...background.pdf
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Old 11-02-14, 10:04 AM   #6822
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Just been informed Kpt. Lehmann is currently pre-occupied with an extremely serious real life event.

One option therefore would be to attempt contact via myself and should I deem the matter important enough I may consider contacting him.

Best I can do under the circumstances.
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Old 11-02-14, 10:50 AM   #6823
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No worries on my part. A few weeks ago, after Jimbuna posted those links, I sent a private message to Kpt. Lehmann about it. I'm sure he will take care of it whenever he is able. It is clear now that there are far more important priorities on his agenda.

Best wishes to him, in every possible way he may need them.
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Old 11-19-14, 11:05 PM   #6824
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Hi guys, do you have any tips for preventing corrupted saves? I seem to be having this issue frequently with GWX and I am not sure what's going on. I always save while surfaced and under normal conditions, no contacts, etc. When I try to load the game, I get all the way to the "Not so long ago...", and then after a bit the whole game crashes. If I go back to an earlier save everything is fine. What gives?
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Old 11-21-14, 03:53 AM   #6825
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Quote:
Originally Posted by Wolf52 View Post
whole game crashes...
On wednesday i lost all my saves. Nothing helped me: http://www.subsim.com/radioroom/showthread.php?t=166283. I abandoned this mod, install LSH3 and start new career.
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