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Old 01-22-08, 03:44 AM   #3016
danlisa
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I've noticed, through the last few pages of this thread, that there are a lot of new members, posters or people I've not seen frequent the SH3 boards before.

I'd just like to say, that is very cool and goes to cement our feeling that what we're doing is worthwhile.

Guy's, welcome to GWX enjoy it and thank you for your support.

Felt that needed special mention.
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Old 01-22-08, 09:57 AM   #3017
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Quote:
Originally Posted by Kpt. Lehmann
Secondarily, for best results... go into your in-game menu and set speech for German and use English text. (subtitles) We put a LOT of work into the German speech bits to make it more immersive.
I already said this elsewhere, but indeed....the person(-s) who worked at this audio, did an excellent job.
Especially the volumes blend-in nicely with the rest of the environmental audio.
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Old 01-22-08, 03:52 PM   #3018
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Quote:
Originally Posted by darius359au
Quote:
Originally Posted by KeptinCranky
Darius this isn't all that inexplicable, an auxiliary cruiser is a warship after all so it will help in the hunt, even if it shouldn't because it doesn't have any depthcharges...these things happen.

wait till you do a black sea patrol and an entire russian convoy does exactly the same thing once you hit one of the ships and that includes the passenger liner you hit doing DC runs
Yeah , thats what I was thinking , atleast it doesn't have any D/C's - you'd run out of wall space counting before it ran out of charges
We did toy with the idea of giving DCs to some cruisers
Not auxilary but Town class IIRC
They do exhibit escort properties - although the game doesnt let you select them as escorts in mission editor

Quote:
On the 9th, south, southwest of Utveer in 60-48.5N, 04-20E, at 1006 light cruiser EDINBURGH dropped depth charges on a submarine contact. Light cruiser GLASGOW dropped depth charges at 1052 in 60-45N, 04-25E
.


http://www.naval-history.net/xDKWW2-4001-10JAN01.htm

Quote:

Light cruiser GLASGOW attacked a submarine contact east of Copinsay in 58-54.5N, 1-23W.

Light cruiser EDINBURGH, in company with GLASGOW, attacked a submarine contact three hours later east of Duncansby Head in 58-33N, 1-51W.
http://www.naval-history.net/xDKWW2-4001-10JAN02.htm


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Old 01-23-08, 08:24 PM   #3019
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Default Let me know

Hey, I only check my email occasionally, used mailwasher, saved the subsim newsletter, then deleted the damn thing. Said in there about a nice little update to GWX 2.0. Have not noticed a sticky. What gives?
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Old 01-23-08, 11:09 PM   #3020
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Default GWX 2.0 possible glitch

Great looking mod Just started playing again after about 8 months. No problems getting the mod via GameShadow, but beware... the mod is installed into a separate folder by itself . Anyway, since I was restarting I decided to go through the Academy and during the convoy exercise noticed that while the sonarman was reporting the contacts bearing, ie: angle numbers increasing - therefore contact would be going from left to right, when I'd take a peak via F12 found that the contact was actually going from right to left (bearing angles decreasing). Has anyone else noticed this problem, and if so is it only in the Academy?
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Old 01-23-08, 11:40 PM   #3021
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Quote:
Originally Posted by dbf574
Great looking mod Just started playing again after about 8 months. No problems getting the mod via GameShadow, but beware... the mod is installed into a separate folder by itself . Anyway, since I was restarting I decided to go through the Academy and during the convoy exercise noticed that while the sonarman was reporting the contacts bearing, ie: angle numbers increasing - therefore contact would be going from left to right, when I'd take a peak via F12 found that the contact was actually going from right to left (bearing angles decreasing). Has anyone else noticed this problem, and if so is it only in the Academy?
Hmmm odd. We didn't do anything that would reverse sensor reports. That is handled by the game engine itself.

Will keep an eye out for it... but probably won't be able to correct it if it is a persistent problem with SH3.

That's a new one for me though.
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Old 01-23-08, 11:44 PM   #3022
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dbf574
Is it possible your sub was turning when these reports were being made?
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Old 01-24-08, 03:33 AM   #3023
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Quote:
Originally Posted by Kpt. Lehmann
Quote:
Originally Posted by Teddals
Been playing SH4 for awhile then decided to come back to SH3 GWX & give version 2 a go. No problems on installation of expansion & set the expansion up for English Language, but find that the Recognition Manual & Museum is in French. Is there anyway to fix this? I have looked at all the data files to see if they are defaulted to French Language configeration but didn't find any.
BTW. Great improvement on version one. Well done to all concerned
Sounds like you may have enabled the French language optional mod by mistake.

Just double click on the JSGME icon that the GWX installer placed on your desktop. (It looks like a gear cog.) Then disable the "GWX - Fix French" optional mod.

Secondarily, for best results... go into your in-game menu and set speech for German and use English text. (subtitles) We put a LOT of work into the German speech bits to make it more immersive.

Just make the changes above and then go crashdive to see what I mean. (You'll leap out of your skin.)
Thanks Kpt. Lehman. Problem fixed & I see what you mean by the German speech.!!!!!
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Old 01-24-08, 04:42 AM   #3024
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Cheers Teddals!

Happy hunting.
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Old 01-24-08, 07:22 AM   #3025
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Quote:
Originally Posted by donw
dbf574
Is it possible your sub was turning when these reports were being made?
No, in fact I was creeping on a steady course while a destroyer was searching for me and while I had my sonarman read out his (the destroyer) position, the destroyer would be going from screen right to left but the bearings relayed by the sonarman would have had him going screen left to right... note: but once he'd cross my bow to my port (the error would only occur while the contact was on the stbd beam to bow area), the bearings correlated. I've never experianced this before, through the initial appearance of SH-III, with IUB mod or at any other time:hmm: . Maybe the problems only at the Academy, I'll find out when I start my campaign this weekend.
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Old 01-24-08, 06:32 PM   #3026
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Default Uninstalling GWX and reinstalling SH3 problem

I have been playing SH3 version 1.4b with SH3 Commander and various mods for a year or so and it has all worked well. Last week I installed GWX 2.0 into SH3, adding the GWX SH3 Commander changes and the suggested mods with JSGME.
I have an 2.50 gigahertz AMD Athlon 64 X2 Dual Core processor, 2048 MB Memory,NVIDIA GeForce 8600 GT graphics card.
Initially I was very impressed with GWX (especially the music and the harbour traffic) but when I realised that there were no engine sounds as the submarine moved, I looked to the Subsim forum for an answer.
Someone with a similar problem had mentioned uninstalling and reinstalling everything. I decided to do the same but then I battled to get the game to uninstall. Eventually (after three frustrating hours) I managed to remove SH3 entirely. I reinstalled SH3 from my DVD and the game worked well. I then tried to add the patch but now it will not load and keeps stopping because it cannot verify the version of certain files: (SilentHunterIII\data\Menu\Data\de_hlp.txt, en_hlp.txt). I downloaded a fresh patch but had the same result.
Can anyone offer some advice please?

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Old 01-24-08, 06:41 PM   #3027
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Could you post that in white?
My eyes can't read the black.
Sorry.
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Old 01-24-08, 06:49 PM   #3028
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Hightlight the text...works well.
*thx Poet
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Old 01-24-08, 07:49 PM   #3029
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Ahh, much better, Thank you!!

Ok, when you un-install, some files and folders are left behind.
You MUST do a manual delete of them before doing a re-install.
The best way to un-install is to use the SH3 DVD to un-install.
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Old 01-24-08, 08:32 PM   #3030
Kilhmar
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Hello

Hi good Volk! Kilhmar signing in.

First let me express my unadulterated adulation for this great mod and the people who made it. It has completely changed SH3 from an ok game to a truly masterful simulation!


However, I got myself into a bit of trouble (easy to do in this game ) and discovered to my disbelief a few game play problems (IMHO). Having read the last 50 pages of this thread I now know the reason for some of them, but I'm getting ahead of myself ... first the trouble I got my self in:

STORY
There I was in my IXb in the spring of 1940, merrily shelling a hapless coastal freighter just off the east coast of Britain when, lo and behold an ASW trawler comes charging to the rescue. I don't fancy a gun duel with the gunboat, nor can I dive to relative safety in the shallows, so I quickly finish of the freighter and run at flank speed.


"Flugzeug gesichtet!" - My weapons officer yells and points to the sky. "Uh-oh", this was bad. I order the men to man the flak guns and they scramble ... just in time to open up on the two approaching Hawker Hurricane IIc's before they drop their bombs. "POM POM POM" - the FlaK 30 cannon pummels 20 mm pain at the incoming attackers. Thanks to a last minute hard-over maneuver der Tommy's bombs miss my big boat by a distance far too short for comfort, and not totally surprising my AA fire was ineffective. Just how ineffective it really was I did not yet know, so I kept going.

My gunners opened up on the returning fighters before I could spot them in the sky; here they come again. Suddenly my men screamed in terror as they were shredded by gunfire from the quad-cannon armed planes not yet invented, and damage reports were coming in from all over the boat. "Verdammt ... VERDAMMT!" - How can this be?! My pressure hull has the thickness of the frontal armour of a Panzer III tank; the best British anti tank gun at the time had trouble penetrating that much steel, let alone a 20 mm aircraft gun, especially with the HE ammo they used. I immediately ordered the Chief to dive my rice paper sub to periscope depth. No longer able to run I had to fight the ASW trawler.


I ordered flank speed and turned my boat into the charging gunboat. Set my torpedoes to 2 metres and 44 knots. I charged right at him, I needed to shoot him in the face. When my sonar operator reported the gunboat was less than 1000 metres away I opened the tube, raised the periscope, locked-on and FIRE! Half a minute later I'm rewarded by an explosion and a great plume of water shooting into the air from the trawler's bow. "TREFFER!" - the crew cheers, but to my surprise and utter astonishment the gunboat kept coming! Dumbfounded for a moment I watch as the little ship opened up with all the guns it could bear on me. Regaining my senses I lowered the periscope amidst a hail of small calibre gunfire and ordered my boat to take evasive maneuvers. As the ASW trawler passed overhead, just aft of the sail, I kept saying to myself "why is this happening to me?". The damage from the DC's was not critical and my damage control team was already working hard to patch the boat up. Again I raised the periscope and after a brief, but frantic search found the pesky gunboat in my sights. I opened tube six and waited until the target was more than 300 metres away ... LOS!


The torpedo ran true and exploded amidships on the trawler. The crew cheered ... again. The little ship was now on fire from bow to stern, but still refused to sink! Bloody hell ... either someone's replaced my torpedoes' warheads with firecrackers, or that gunned-up fishing boat's got the armour belt of a battleship! Quickly scanning the sky I pray the planes have gone and order to surface the boat. Live or die, I'm going to shell that gunboat!

As the sail broke the surface and my watch crew scrambled ... teleported to the bridge, I grabbed my watch officer and threw him to his station. I then ordered him to man the deck gun and then jumped into the gunner's seat myself; this was personal. As soon as I got there the enemy pocket battlefishingboat started shooting, but I quickly silenced her guns with 105 mm death. Now dead in the water and after I had fired an unknown number of shells into her waterline the gunboat finally succumb to her wounds. My WO reported that she was going down, and for the third time now the crew cheered. I saluted the incredibly staunt enemy vessel as she sank. When her bow disappeared beneath the waves I set a course for home ... nervously scanning the sky for anti-tank autocannon armed flying tanks.

The End.




Now, as I've already stated I have read the last 50-or-so pages of this thread and now understand why my AAA was completely unable to protect me. However I have not seen any posts conserning the incredibly though ASW trawlers. At first I though it was a fluke, but later I had to fight another ASW trawler and again two torpedo hits failed to sink her ... and this time she sank me.

Has anyone else experienced this or am I just incredibly unlucky?

Also, as some other people have requested in perhaps a not completely polite way ... is there a way to make my AAA more effective? As someone mentioned earlier 120-ish aircraft were shot down by u-boats, probably in similarly desperate situations like mine. I understand the reasoning behind the way they are, but it's not my cup of tea. I like to have the option to shoot back, even if the odds are long. If it is not too complicated to explain I would very much appreciate some community help in getting my guns back in action.


I also read that there was a problem with the Elco torpedo boats. If I may be so bold as to offer a suggestion, I would suggest removing the troublesome Elco from the game altogheter. There are so many different units missing from the game that one more will not make a difference; and its existence is inconsequencial in any case. In the campaign it can be replaced with another unit, like an armed trawler or some other armed ship to offer the same level of protection along the coast. Just a friendly suggestion.


In closing I'd like to again offer my gratitude to the developers of this greatest of the great mods. How you find the time and stamina to undertake such a feat is beyond me!
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