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Old 03-28-07, 03:56 AM   #991
cyclop_si
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Quote:
Originally Posted by Flanker15
I was wondering if the mod made it so large ships wouldn't always sink in seconds and took hours to sink like in real life. I know that if you do something like detonating a magazine it would sink fast but if you just blow some holes in a BB it would slowly flood and sink over many hours (wouldn't it?).
Playing GWX 1.02, last night I spoted Large Cargo (10000 tons) and just one torpedo in rough waters (wind 15 m/s), early in war (Jan 1940). Damn, what to do, should I try to risk magnetic detonator in such condition, since with only I torpedo, i thought that only if I put it under kneel would give me a chance to sink it... OK, I take this apprach... prfect solution, torpedo in the watter, it detonated under ship, which starts burning... I left for home base and from time to time checking its status in periscope. It slowed down, but I was not sure if it will go gown... anyway, after some time I lost it in the periscop, I surfaced and continued to home port. Two hours later (play time), I got credits for it in capitan's log
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Old 03-28-07, 04:02 AM   #992
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Quote:
Originally Posted by cyclop_si
It slowed down, but I was not sure if it will go gown... anyway, after some time I lost it in the periscop, I surfaced and continued to home port. Two hours later (play time), I got credits for it in capitan's log
Good, isn't it?
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Old 03-28-07, 04:04 AM   #993
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I'm sorry if this question have been before but is there any chance in major update to have a some adjustments for flooding or better said Longer repair times like in nvdrifter's mod. Everything else is great for me, have a couple of small mods for better feeling in game. Keep up good work!
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Old 03-28-07, 04:14 AM   #994
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Quote:
Originally Posted by poor sailor
I'm sorry if this question have been before but is there any chance in major update to have a some adjustments for flooding or better said Longer repair times like in nvdrifter's mod. Everything else is great for me, have a couple of small mods for better feeling in game. Keep up good work!
I don't speak for the GWX dev's however I would think that items like the LRT mod might be best left as a standalone optional mod because many of the people who have d/l GWX & are using it might not like the extended repair times.

I think GWX has maintained a central ground in this area (and others) so that the average gamer can still pick up the game and play/enjoy it. I like the LRT mod and feel that it adds realism & immersion but many may not.

There might be a possibilty that something along these lines may be included as an optional addition but again, I am not conversant enought with the files affected to say whether it is possible to include without 'breaking' any key features in GWX. Besides, I don't wnat to make more work for the devs.

GWX, a mod for the people, by the people (to rip off a phrase):rotfl:

KL or JS might be able to answer this more completely.
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Old 03-28-07, 05:54 AM   #995
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Thanks danlisa for the answer, anyway maybe the official optional mod from GWX will be a good solution. Maybe is a not a lot of work with nvdrifter's help.:hmm: But if the LRT mod will still exist I will use them, but I don't see yet the version for v.1.03, maybe the nvdrifter is busy with SH4 and not have time to do this, and that is another reason to GWX team to look in direction for making a optional mod which use the Longer repair time solution if the team have a time for that. Many thanks for your work again GWX team.
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Old 03-28-07, 07:46 AM   #996
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Hello, My wife in her infinite wisdom cleaned out/erased the hard drive a few months ago. Old version of SH3 and GWX poof/gone. So, a week ago I thought about re-installing SH3 and GWX, and lo and behold 1.03 was due out soon. I waited the week (torture) and installed it yesterday. I cant get a game to load. I get to the final loading screen ( the one after Ive chosen a career/name through SH Commander), and the little red bar goes about 90% of the way up, and then it stops, and then it crashes to desktop. My computer is a Pentium 4 ( about a year old) 2 gig of Ram, a Nvidia 7800gtx vid card, etc. Its a Gateway computer., about a year old.

So, I just want to get this right, as Im doing this again today.

1-Install SH3
2-Search frantically for a CD code that works, as mine does not. (Ubisoft provides one in their help section I think.)
3-Update SH3 to 1.4 (well the install says 1.3 but its really 1.4)
4-Download GWX in either five sections or one big zip from that French site
5-Get SHcommander 2.7
6-Get JGSME form JScones site
7-get 1.02 config files from JS
8-Download The GWX skin add on.
9-I think thats about all. ( is this sound correct)

PS-My apologies, as Im not particularly computer savvy. If you need an IV site however, I'm your man!

Any help/comments would be appreciated.
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Old 03-28-07, 08:15 AM   #997
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As your HDD has been formatted I assume that there were no residual files leftover from your previous install of SH3 or in 'My Documents'.

The process that you laid out is correct.

The first thing I would do, is use the MD5 Mate that is available from the GWX website to check the MD5 hash's for the files you have dowloaded. This little proggy makes sure that your d/l is not corrupted.

JSGME is included when you install GWX (inside the program folder).

Just to clarify, you did add the specific Cmdr cfg files to the SH3Cmdr program folder as directed in the readme?

Make sure the 6 parts to GWX are all located together in 1 folder. (click on my sig to check these) 1 x exe & 5 x bin files.

Before installing GWX, run SH3 + 1.4b once to create the save directory in My Documents & to make sure the stock version is working.

Then run the GWX.exe file to install GWX, then run the 1.03 patch.

Now install SH3 Cmdr and apply the specific cfg files as instructed.

Now run the game to make sure GWX is installed correctly. Use the SH3 shortcut not via SH3Cmdr.

If that loads fine, add the GWX Skin pack into SH3Cmdr's date folder.

Now you can begin to setup your career name & options. Load via SH3Cmdr (please note that the load time for Cmdr will increase due to the extra skins).

If at anypoint you get any error warning, please post the details here.

Good luck.
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Old 03-28-07, 08:34 AM   #998
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Is there a dedicated voice interface Shoot! profile for DWX anywhere? I was suprised to learn that the one for vanilla SHIII does not work for DWX in some critical areas like asking for the depth under the keel or ordering to remain on course or manning the flak or deck guns.
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Old 03-28-07, 08:53 AM   #999
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Hit's below the waterline with the deckgun are nice, but I've found that splitting the ships in 2 in GWX is the easiest method to sink 'em with the deckgun. Ok so it's not realistic, but when I can bag a big cargo with 10 rounds I'll take it.
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Old 03-28-07, 10:13 AM   #1000
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I just thought of something: how would an U-boot commander know whether the ship he attacked actually went down the drain, if he had no visual or audio contact and no air support to confirm it?

I like the system of flooding, I like it a lot, but sometimes it feels a bit strange to be in the middle of nowhere and see a message that a ship (finally) went down. Usually, I stay fairly close to make sure I don't get bugged out of the renown award, but sometimes that's not possible for safety reason.

I guess the way credit for ships is handled is hard coded, but I'm still wondering what the philosophy behind "anywhere, anytime" tonnage sunk updates is.
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Old 03-28-07, 10:48 AM   #1001
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Quote:
Originally Posted by ComradeP
I just thought of something: how would an U-boot commander know whether the ship he attacked actually went down the drain, if he had no visual or audio contact and no air support to confirm it?
If it was a lone vessel, then the U-boat would stay to confirm the sinking.

If it was part of a convoy attack, then I assume the U-Boat captain would make sure he put enough torps towards his target to either make the vessel drop back from the convoy (so the u-boat could return to finish the job) or to make sure it sank on the first try.

There was always the hydrophone, an experienced operator could probably distinguish the sounds of breaking bulkheads and severe flooding. I suspect it would be a very daunting sound.

However, realistically many claimed sinkings were not confirmed, the ones that were confirmed were probably done so through captured logs or espionage.

Or maybe the British newspapers.:rotfl:
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Old 03-28-07, 10:19 PM   #1002
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Quote:
Originally Posted by Snakeeyes
Is there a dedicated voice interface Shoot! profile for DWX anywhere? I was suprised to learn that the one for vanilla SHIII does not work for DWX in some critical areas like asking for the depth under the keel or ordering to remain on course or manning the flak or deck guns.
Assuming you are speaking of GWX... as far as I know there has not been one made. I can't say that it has been high on the priority list. Sorry about that.
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Old 03-28-07, 10:29 PM   #1003
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Quote:
Originally Posted by danlisa
Quote:
Originally Posted by ComradeP
I just thought of something: how would an U-boot commander know whether the ship he attacked actually went down the drain, if he had no visual or audio contact and no air support to confirm it?
If it was a lone vessel, then the U-boat would stay to confirm the sinking.

If it was part of a convoy attack, then I assume the U-Boat captain would make sure he put enough torps towards his target to either make the vessel drop back from the convoy (so the u-boat could return to finish the job) or to make sure it sank on the first try.

There was always the hydrophone, an experienced operator could probably distinguish the sounds of breaking bulkheads and severe flooding. I suspect it would be a very daunting sound.

However, realistically many claimed sinkings were not confirmed, the ones that were confirmed were probably done so through captured logs or espionage.

Or maybe the British newspapers.:rotfl:
ComradeP, yes the sinking notifications are hard-coded... though there seems to be an occasional / random absence of the same with some of the new ships when they go down. We tried to eliminate this item... but were not successful.

Regarding real-life sinkings and claims... all sides did what they could to hide such matters from enemy authorities attempting damage assessment... and to hide the huge numbers from the public at home.

Had the civilians on any side seen the true numbers of people being killed... (not just at sea) ... one has to wonder about their reactions.

Of course you can't hide things forever. (German Sixth Army lost at Stalingrad)

One nice thing about simulators... It doesn't hurt when you get killed.
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Old 03-29-07, 01:44 AM   #1004
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Hello, Just wanted to say thank you Danlisa for the detailed instructions. Its working flawlessly now. One patrol down in my VIIB, and got a Revenge class BB! (In convoy) BTW, is there any way to make the Revenge a bit more difficult to sink? Shes ridiculously easy. One shot far forward, just in front of her first turret and she nose dives in a few minutes. Were the Revenges so easy?

Id forgotten how much more agressive/difficult the escort ships are in GWX. (And its only 1939!) Now it is truly a shoot a fan of torps out as close as you dare then skedadle slow and deep. I died a few times trtying to rack up some huge renown on the first mission. Anyway, thanks again for the help, and a big thank you to the GWX team, and all the other modders out there for making this game truly enjoyable.

Michael Forester
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Old 03-29-07, 06:18 AM   #1005
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Hello guys,I have downloaded the GWX super mod.
Thank you for the grater job.
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