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Old 12-26-06, 10:43 PM   #406
mick81
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Hi there,

I´m playing this really great mod for some days now. But I have some questions now:

-Recently I was ordered to patrol in area HD77. This is quite a long way and I have not enough fuel to travel from Wilhelmshaven to HD77 and back. Can I get fuel somewhere else?

-Some of the smaller ships are really tough. To sink a small freighter I need at least 2 torpedos. I tried to send a torpedo right under the exaust and also before and after the exaust. But I need always 2 torpedos. Same at "tramp dampfer" (german version) Does these ships have no weak points? I also shot some of these "tramp dampfer" all in flames with my deck gun. But they did not sink. So I shot a torpedo on each of them. But they were still able to move and did not sink.

-Is the deck gun strong enough to pierce the armor of a ship at the waterline? Sometimes I have to fire half of my ammo to sink a single ship. Any hints for using the deck gun?

-Is it normal that I have so many days with bad weather? Very often the weather is so bad I cannot see ships that are more than 400 meters away. So it´s very hard to find and attack them. Sometimes the weathers stays bad a whole tour.

-the minimum range of 300 meters for torpedos is a little bit annoying. Is there a way to change it to e.g. 150 meters?

-very often I shoot all my torpedos before I reach my designated patrol area. How much prestige points will I lose if I return to base without patroling 24 hours in the designated area. Or is it possible to get somewhere new torpedos?

Thank you for your great work
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Old 12-26-06, 11:44 PM   #407
Dallass_Drake
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Quote:
Originally Posted by jimbuna
Quote:
Is there any way of getting back the orange, sub-locating marker in external view?
Here's a quickie (bedtime for me)
Copy and paste the 'Umark tga' from an original install of SH3...you can find it in:
C:\Program Files\Ubisoft\SilentHunterIII\data\Misc
Thanks mate, I've got it back now

I forgot to add as well to my questions ... I know it's advised for the first patrol not to make any modifications to your U-Boat otherwise you may not record any tonnage ... does this also mean you cannot add to or change your crew?
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Old 12-27-06, 05:09 AM   #408
Jimbuna
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Quote:
Originally Posted by Dallass_Drake
Quote:
Originally Posted by jimbuna
Quote:
Is there any way of getting back the orange, sub-locating marker in external view?
Here's a quickie (bedtime for me)
Copy and paste the 'Umark tga' from an original install of SH3...you can find it in:
C:\Program Files\Ubisoft\SilentHunterIII\data\Misc
Thanks mate, I've got it back now

I forgot to add as well to my questions ... I know it's advised for the first patrol not to make any modifications to your U-Boat otherwise you may not record any tonnage ... does this also mean you cannot add to or change your crew?
I always bring my crew up to strength (numbers wise) prior to commencing my first patrol.
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Old 12-27-06, 08:14 AM   #409
hyperion2206
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Just a quick question concerning the GWX Dec 23. Patch: Do I have to I have to disable the German keyboard hotfix before enabling the patch or will it just override the hotfix? I mean if I enable the patch no harm will be done, right?

EDIT: Oh no, now I'm the dreaded Navy Dude!!:rotfl:
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Old 12-27-06, 08:17 AM   #410
fredbass
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If you're worried about it, then disable it since it is now in the 23rd patch. Same goes for the Penang mod.

Always use JSGME to enable and disable. Only do so when in base and rollback SH3 Commander first if you use it.
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Old 12-27-06, 09:08 AM   #411
Akinesis
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Default 400m Depth Guage Mod

Hi all!

Been playing SH3 for a while now and thoroughly enjoy it, but nothing has compared to the GWX mod. I am extremely pleased (and greatful) with GWX's work - well done ppl

Just one querie: The dials are a big thing for me in the game , and the ones that come with GWX are spot on . However, I was just wondering if there would be a patch to include CA's 400m depth guage? Although this can be installed, the design looks a bit out-of-place against the new GWX setup. Is this something that may be on the cards? Only it feels a bit strange to be diving to 260m in a Type-VIIC with the hull holding strong and no way of increasing the depth further. I would have a crack at adding the GWX designs over CA's graphic myself (bar the 400m guage, of course ), only the TGA's for the dials are no longer in 'Textures' since adding the GWX patch...

Also, being British, the mods I have made myself have included a redesign of the German ranking structure. I have changed the in-game shoulder badges of the PO's and Off's and the arm badges of the sailers to conform with British designs. This also holds true with the rank insignia's in the 'Barracks' as well. The text that appears next to the name of the repective person also reflects British ranks.

I'm probably alone on this mod, as I know it destroys the point of GERMAN U-Boats, but it's a little bit of fun for me. One might look at it as a 'renegade' group of Brits who've hijacked a German U'Boat... :hmm:

OK, maybe not. But if anyone shows interest in this I'll send screen shots, and then the patch for whomever desires.

A final note (I promise! ). Before GWX I was using the Sea Wolves add-on, and some of the sounds I found to be a little more authentic, or dramatic, than GWX. This does not hold true for most, and I spent an hour chopping and changing between the two programs to find (in my view) the best effects. This also cures the formentioned 'Torpedo Loop'. If interested let me know and I'll load it up. Copy your orig and if you don't like it just paste the former file back in.

I'll go now

Well doen again for the GWX patch, guys. It's awsome
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Old 12-27-06, 09:16 AM   #412
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Welcome aboard kaleun
400 metre depth guage ?...now yer talking...always wanted to try that but never got round to it...here's hoping for a speedy helpful response
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Old 12-27-06, 10:57 AM   #413
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Quote:
Originally Posted by mick81
Hi there

I´m playing this really great mod for some days now. But I have some questions now:
Seems you didn't read the gorgeous manual that came with the mod. Several of your questions are answered there.

Quote:
-Recently I was ordered to patrol in area HD77. This is quite a long way and I have not enough fuel to travel from Wilhelmshaven to HD77 and back. Can I get fuel somewhere else?
Depends on the year you're playing. You can dock at any axis base no matter whether you're assigned to it or not. Also try to not to hit the gas too often. If you're going full speed or flank a lot you'll use up your diesel fuel in no time.

Quote:
-Some of the smaller ships are really tough. To sink a small freighter I need at least 2 torpedos. I tried to send a torpedo right under the exaust and also before and after the exaust. But I need always 2 torpedos. Same at "tramp dampfer" (german version) Does these ships have no weak points? I also shot some of these "tramp dampfer" all in flames with my deck gun. But they did not sink. So I shot a torpedo on each of them. But they were still able to move and did not sink.
The deck gun is of little use if you're shooting at the upper structure. You can only damage it if you hit it on the waterline and as you already noticed it takes a lot of ammo. With the torpedoes it sounds as if the didnt strike the ship at a good angle and bounced off. Normally aiming half a meter to one meter below the keel will produce the desired effect. Hitting the ship just below the waterline may sink it, but very slowly. Yesterday I had a little freighter too, which simply wouldn't sink even after an hour. So I put another torpedo into it, since I was afraid to be jumped by enemy planes so close to the coast.

Quote:
-Is the deck gun strong enough to pierce the armor of a ship at the waterline? Sometimes I have to fire half of my ammo to sink a single ship. Any hints for using the deck gun?
That's normal. The stock SH3 deck gun was too powerful. Real deck guns were not strong enough to sink a large ship. A uboat simply is a bad artillery platform.

Quote:
-Is it normal that I have so many days with bad weather? Very often the weather is so bad I cannot see ships that are more than 400 meters away. So it´s very hard to find and attack them. Sometimes the weathers stays bad a whole tour.
Depends on WHERE and WHEN you're going on patrol. A nasty winter in the North Atlantic certainly is nothing uncommon. Fog in the Carribbean certainly is.

Quote:
-the minimum range of 300 meters for torpedos is a little bit annoying. Is there a way to change it to e.g. 150 meters?
300 meters was the historic distance which a torpedo needed to activate itself. This was done in order to avoid a torpedo blowing up its own boat.

Quote:
-very often I shoot all my torpedos before I reach my designated patrol area. How much prestige points will I lose if I return to base without patroling 24 hours in the designated area. Or is it possible to get somewhere new torpedos?
As with fuel you can get new torpedos at every axis base, but this will also end your patrol and you will have to start a new patrol from the new port. I'm not exactly sure, but I think if you do not patrol your assigned patrol grid you'll lose 100 points. If you really used up all your torpedos before you arrived at your patrol area consider yourself lucky and you afford losing a few points by skipping the patrol area

Quote:
Thank you for your great work
I cuncur. The Mod's great. Thanks!!!
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Old 12-27-06, 01:36 PM   #414
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So, I hadn't been around in awhile. Hadn't played SH3 for awhile.

Hearing news about SH4 becoming a very looming reality, I decided to get my feet wet again and fired up SH3.


Then I figured might as well give GWX a look.


All I could think when I ran it was.....WOW.

Hands down the most polished, feature laden game mod I have ever seen. The extra features you guys have installed into the game are incredible. Every station I go to, I find some other surprise waiting to be pulled in from the edge of the screen. The extra charts, the dials, the timer, everything is flawless and something that SH3 should have had when I paid money for it.

Amazing job. I hope Ubisoft takes a good look and incorporates these features into SH4.

Freeware? You guys deserve much more. I Used to work on large mods for Ghost Recon, and I saw more than few talented modders get hired into the dev teams. You guys certainly meet the criteria.

I know how much of one's life this can consume. I salute you.

Awesome job.


*Kneels before greatness*


.
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Old 12-27-06, 07:01 PM   #415
MONOLITH
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A couple of quick questions please. Sorry if these are covered somewhere, Like I said I haven't been around for awhile...

I've noticed that the AI will still attack it's own allies. In the training convoy attack for example, escorts will continue to blast each other after engaging me and I've crash dived. This was always there in Vanilla SH3 and I guess it's never been fixed.


With GWX, on my first patrol, while leaving keil; I manned my deck gun (I was just trying to get familiar with controls again), and I had to laugh my *ss off as my crew immediately started shelling my escort. The escort did not return fire. Is this normal, as a limitation of the AI and something we have to live with, or have I found a bug?

Secondly, With GWX, in my realism settings, do I want to leave Map updates off? I remember using RUB1.45, and it suggested leaving Map updates on, but limited the info.

And finally, the sensors... leave realistic sensors on?


Thanks.
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Old 12-27-06, 08:06 PM   #416
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Yeah, I've just restarted my campaign and doing the training ...

On attempts when I just attacked merchants ... the two escorts would attack each other ... but just now I just did it so I took out the destroyer and deck gunned the Armed Trawler (Glad to see I can still pick on those ) ... I took out the entire convoy, but I missed out on the secondary 15000 target because ... One of the tramp steamers just sunk for no reason without being touched, so I didn't get any credit Is this is a bug with GWX?


Can anyone answer these questions:

Quote:
Do the generic realism options prior to patrol actually effect the game anymore? I finished my first patrol with GWX yesterday, I had 'No Dud Torpedos' on but I put three into a ship (In rough seas @ 700-800m) and 2 of them just cracked off the hull The other went off smoothly ...

Do I have to pay attention to the extra radio messages regarding what I should and shouldn't hit? tbh i don't fully understand it all, obviously it says no passenger ships etc but then I took out some Passenger/Cargo's and it was no problem... I have SH3 Commander installed too but this is the first time I've used that too...
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Old 12-28-06, 03:40 AM   #417
danlisa
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Ref - Torpedos - It is likely that as you were in rough seas that the torps glanced off the hull of your target. This is due to the fact that the ships a rising up and down with sea swell. In rough sea it best to set you torp depth a little shallower.

Ref - Messages - These are really just candy for the long patrols. Some have historical significance some are just blurb. All you can ignore as orders, messages have never been able to contain orders that will affect your gameplay. One of the downfalls of SH3.
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Old 12-28-06, 04:24 AM   #418
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I have a question.
In GW 1.1 I used to use officer targetting(I only choose target, and fire in good moment) but in GWX I have to choose WO tell him to indetify target, than one more time choose him tell him to make a calculations than one more time click him and tell to fire. I was searching a forum but I don't find answer.
Is it a possibility to have fire settings like in GW 1.1 or I have to used to this?
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Old 12-28-06, 09:18 AM   #419
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I am probably the last person here to comment on GWX, but I would feel bad if I would use it and didn't say a few words.

It is by far the best addon package ever released for SHIII, possibly even for all games I know of. If GWX was a commercial addon pack, I would not hesitate to pay the usual 20-30 Euro for such a product. It is detailed, comprehesive, balanced, professionally tested, and most importantly, thorugh the sum of it's parts it achieves it's aim, which is to make SHIII interesting again. I have not played much, but I was blown away by simply sailing out of Kiel. I felt no need to enter time compression for the first two hours I also found out that the AI is much more aggressive, and that it's no more just a matter of getting into the right position and guessing the speed of the target, but that you also require luck and intuition to surive.

All in all: Great job!

One little thing I would change: After you have done such a great job with the background movie and all, I find the GWX loading screens a bit cheesy. It's of course no problem, but I could imagine a more serious impression could be made. Maybe it's just because I don't like dogs though ..

GE
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Old 12-28-06, 10:37 AM   #420
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@Global:

Dogs?....it's a wolf, one of my favourite animals..it's beautiful, I like the intro

Regarding the targeting, I'm confused, I want to do the targeting myself, but also make use of the sensors. Popping the scope out off the water and get the targets' speed and course only by watching the icons on the map is too simple, but on the other hand I'm annoyed by sensors that don't work and officers who just stand there like statues without being of any help. This is not a criticism of GW, obviously I do not know how the game works. Right now I am trying to calculate course and speed by the help of bearing and sonar ranging, using the nibelung device, but I cannot make it work! If I hear a contact at a certain bearing and point the sonar head towards it I only get a no target selected message in German, Then later suddenly it's possible to ping the target, but....the ranges are awfully inaccurate, so inaccurate that a ship heading 90 Dg. will turn out on a course of maybe 20 when I plot the ranges and bearings on the map, and yes, I have remembered to make the relative bearing into true bearing and yes I do know how to use the bearing overlay. If I then raise my scope and turn it towards the target and lock it and then ask the sonar man for the range to it I get a more accurate range, but still way off, it's as if there is no cooperation between the sensors and the crew members if you know what I mean. Also it's impossible some times to get a range to a selected target and not only the nearest war- or merchant ship. It annoyes me targeting is impossible to do properly unless on the surface which is the last place I want to be in the vicinity of an escorted convoy in 1943 or 44. What do I do wrong? Personally I think that the sonar approach is the best since it's more accurate than the scope and I want to keep the scope below the surface as much as possible..real German late war tactics also moved towards this which is why the nibelung device was developed in the first place.
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