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Old 01-15-15, 10:54 PM   #6841
HW3
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Most of us think the AI in GWX is just fine.
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Old 01-16-15, 12:53 PM   #6842
moxeys
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Awesome, thanks for the link to that thread and the responses! Looking forward to getting my ass kicked

One thing I noticed about this mod compared to the stock SHIII (I played a few academy missions before finding the mod) is that the interior of the command room is much more "crowded" with stuff, making it hard to see and click on some of the officers. I assume this is probably more historically accurate, but

I'm wondering if there are additional movement keys for moving around the sub besides the mouse that I'm missing? Or do you guys just use the keyboard shortcuts/officer icons on the bottom left?
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Old 01-16-15, 12:57 PM   #6843
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Default welcome aboard!

moxeys!
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Old 01-16-15, 02:02 PM   #6844
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Quote:
Originally Posted by moxeys View Post
One thing I noticed about this mod compared to the stock SHIII (I played a few academy missions before finding the mod) is that the interior of the command room is much more "crowded" with stuff, making it hard to see and click on some of the officers. I assume this is probably more historically accurate, but

I'm wondering if there are additional movement keys for moving around the sub besides the mouse that I'm missing? Or do you guys just use the keyboard shortcuts/officer icons on the bottom left?
That's one of the reasons I like GWX above the other supermods I've tried. The observation 'scope is where it actually was, and the big housing around the attack 'scope is also accurate. Yes, it was that crowded. While Das Boot is hardly a historical document, their Type VII interior was meticulously constructed. Just watch the movie again to see how crowded it really was.

I use Shift+F2 to move around, but when I want something done I just use the icons.
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Old 01-17-15, 07:08 AM   #6845
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Welcome to SubSim moxeys
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Old 01-17-15, 03:05 PM   #6846
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Thanks guys!
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Old 01-21-15, 09:12 AM   #6847
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What do you think of my mod list?... might be good? :

Merchant_Fleet_Mod_3.2
MFM3.2 displacement correction mod
M.E.P v5
M.E.P v5- VisualSensors for GWX3
FM_NewInterior_V1.0
MaGui F
FM_NI_Fix_for_MaGui F
FM_NewInterior_V1.0 - Blue Interior
Optional - ShipVanishingHull for MEP v5
Optional - Stock Reflections for MEP v5
optional-stopwatch with speed lines for MaGui F
TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)
Ambient Hydrophone Sound
Ambient Underwater Sound
LifeBoats&Debris_v4
GWX - No Medals on Crew
Torpedo_HAHD_1024_GWX
Pascal_Port_People
Supplement to V16B1 (JSGME)


What would you add, what should not be missing in your opinion?

thank you Kaleun
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Old 01-21-15, 09:29 AM   #6848
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Q Ship mod.
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Old 01-21-15, 10:14 AM   #6849
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Quote:
Originally Posted by Sailor Steve View Post
That's just his opinion. Most of us think the AI in GWX is just fine.

And read that Ducimus thread about GWX AI. It really helps a lot.

EDIT: it was an answer for moxeys, of course.

Last edited by banryu79; 01-21-15 at 10:27 AM.
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Old 01-21-15, 11:05 AM   #6850
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Quote:
Merchant_Fleet_Mod_3.2
MFM3.2 displacement correction mod
M.E.P v5
M.E.P v5- VisualSensors for GWX3
FM_NewInterior_V1.0
MaGui F
FM_NI_Fix_for_MaGui F
FM_NewInterior_V1.0 - Blue Interior
Optional - ShipVanishingHull for MEP v5
Optional - Stock Reflections for MEP v5
optional-stopwatch with speed lines for MaGui F
TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)
Ambient Hydrophone Sound
Ambient Underwater Sound
LifeBoats&Debris_v4
GWX - No Medals on Crew
Torpedo_HAHD_1024_GWX
Pascal_Port_People
Supplement to V16B1 (JSGME)
Not an expert, but if you want to use a "NewInterior" model for the submarine, it's more difficult to add something like "LifeBoats&Debris_v4" then. In fact, if you wish to see more visual effects when you attack a boat, it's better to remove the "NewInterior" mod.

I show you my own list for example:

NoIntro
German Hits (1910-1945)
RealDC_4
Das Boot Clothes
Karle's_Crash_Dive_Mod
New Uboat Guns 1.2
Bearded faces
...
Rbs1_SH4_Effects_GWX_30_71 (SH4 effects for SH3:better smoke, explosions, sounds, etc)
LifeBoats&Debris_v4
Rbs3withlifeboat (If you add this, Rbs1 & LifeBoats are compatible now)
...
b25_ConningTower_Mid
Racerboy_VIIc_SDDE_ADM_1_03_GWX
MaGui F
TorpedoSolutionButton for MaGui F
Supplement to V16B1
ManosEnvironmentPro v5
M.E.P v5- VisualSensors for GWX3


In fact, you have a simple rule to follow; the interior of the submarine OR the outside world.
And if you use the MaGui mod, do not add anyhting that may conflict with it after.
But maybe I'm mistaken... so if it's the case, well, I'm open to suggestions too.
And if I choose to do all "The Manual Tragetting" for torpedoes myself without the help of my weapons officer, my list would be different.
My list (suggestion) is not a masterpiece... a SOS if there's a genius around...
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Last edited by Infini; 01-21-15 at 01:17 PM. Reason: Typo
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Old 01-31-15, 04:58 PM   #6851
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Hello everybody,

I'm your casual sh 3 gwx 3.0 player here. Doing some patrols when bored orwhen I have free time. My question is I always notice this Task Force that starts from Liverpool circles around Britain and ends in Dover somewhere. When I try to intercept it I can never see them. Like it shows that im literally in the path of the task force and I never make a contact with them ... ever. AFter which they dissapear from my map contact updates and they start from Liverpool again. Can I intercept them somehow or is it a GWX bug?
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Old 01-31-15, 08:18 PM   #6852
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Default welcome back!

Mafiota2! after a bit of a silent run!
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Old 02-01-15, 07:19 AM   #6853
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Quote:
Originally Posted by Mafiota2 View Post
Hello everybody,

I'm your casual sh 3 gwx 3.0 player here. Doing some patrols when bored orwhen I have free time. My question is I always notice this Task Force that starts from Liverpool circles around Britain and ends in Dover somewhere. When I try to intercept it I can never see them. Like it shows that im literally in the path of the task force and I never make a contact with them ... ever. AFter which they dissapear from my map contact updates and they start from Liverpool again. Can I intercept them somehow or is it a GWX bug?
Not a bug, they do exist, plot your intercept as carefully as possible.
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Old 02-04-15, 06:08 PM   #6854
moxeys
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Originally Posted by Jimbuna View Post
Not a bug, they do exist, plot your intercept as carefully as possible.
Can confirm - nearly got ran over by them the other day and almost **** myself. Good times.
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Old 02-07-15, 09:37 AM   #6855
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Yes I managed to intercept it this time. I was about to post screenshots because I was sure that i wouldn't detect them, but I did.
Strangely i tried a million times to catch them on my old pc. But I think i had gwx 2.0 or something I don't know so it could have been an older bug.
Im kind of dissapointed though since the task force was reported as medium/large and when i found them it was just a plain large convoy soo it's not even a task force (muh dreamed juicy carriers/battleships ) Anyway thanks for your replies

But now that I am on the topic I would like to ask some questions regarding a few things. Where is it possible and during which time can I find the IOWA (Or a task force containing the iowa) aswell as the Russian Revenge BB (or a task force containing the BB) and the greek Giorgious Averof CA. I've never really left the atlantic soo I wouldn't know.

Also when I turn the pacific campaign on are there any juicy british/american carriers or battleships in there (in some big juicy task forces)?
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