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Old 11-22-07, 05:03 AM   #1
Woof1701
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Default GWX 2.0 New Features All-in-One

First of all I'd like to say: NO THERE'S NOTHING NEW HERE.

I just found that keeping up with the long sneak peak threads was quite a lot of reading due to all the (much deserved) praise, questions and other chat, and went through all the sneak peak threads and tried to unearth as much information as possible and compress it here in an all-in-one thread so everyone get's a nice overview. For more information I've provided the link to the actual thread.


Sneak Peak I: AI submarines
http://www.subsim.com/radioroom/showthread.php?t=116843

The GWX team's objective is to further counteract the lack of AI submarines in stock SH3. As we all know from GMX 1.03 there have already been released the lend lease American S-class boats used by the Royal Navy as well as an American Gato/Baleo/Teng-class sub.

In GWX 2.0 we will see further more:

(real) British S-class


British T-Class


Italian Adua Class


Russian Scuka Class



Additional Information in Sneak Peak I:

Liberator Bomber


He-111 Medium Bomber

Last edited by Woof1701; 11-23-07 at 07:59 AM.
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Old 11-22-07, 05:04 AM   #2
Woof1701
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Sneak Peak II: The Sea Forts
http://www.subsim.com/radioroom/showthread.php?t=117511

Those Forts were built to protect the English Coast from uboats and surface vessels and some still stand today.
They are land units but can be torpedoed and according the Kpt Lehmann are quite deadly





New German coastal ship


Additional Information:

Including whales was discussed but tabled:


But there's hope yet:
http://www.subsim.com/radioroom/showthread.php?t=123111
http://www.subsim.com/radioroom/showthread.php?t=123199

Last edited by Woof1701; 11-23-07 at 08:11 AM.
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Old 11-22-07, 05:08 AM   #3
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Sneak Peak III: The Campaign
http://www.subsim.com/radioroom/showthread.php?t=118211

- Hunter Killer groups now start and end in harbors
- Hunter Killer groups now can be randomly roaming around independantly or trail or precede a convoy. Therefore if you're nailed by a convoy escort in late war years, expect a hunter killer group to appear on the scene.
- Patrol routes around the coast have been randomized and now start and end in the harbors.
- Merchants, Destroyers, Patrol boats and Frigates are now plug and play. That means any of those ships added to the roster will automatically be included in the game without scripting! (especially important when Iambecomelifes Merchant Mod is finally released)
- Milk Cows now start and end at harbors too and do not simply appear out of nowhere.
- Convoys are now entirely generic except for historic convoys and lit (neutral) ships.
- New real Kriegsmarine units were completed and scripted into the campaign to replace placeholder units.
- more than 35 new sea units can be expected
- Black Sea and Pacific campaigns can now be activated via JSGME in order to improve loading times.
- Air cover has been tweaked to use more realistic airplanes and to be as realistic as possible.


Additional Information

There's been talk about audible SSS radio calls from torpedoed ships. But noone can say if something like this is included. Maybe a case for Cpt. Racerboy?

However, ships with barrage balloons will be avaiable

Last edited by Woof1701; 11-23-07 at 08:15 AM.
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Old 11-22-07, 05:10 AM   #4
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Sneak Peak IV: Shipping
http://www.subsim.com/radioroom/showthread.php?t=119741

I especially recommend this thread for its extensive number of images

Just a few:
Cruiser


Lutzow


Milk Cow


Higgins Boat


Sperrbrecher


Kriegsfischkutter


Trawler


Raumboot


Cyclops Type Collier


Granville Type Freighter


Nipiwan Park Type Tanker






Additional Information:

Loading times and ingame speed should be similar to GMW 1.03!
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Old 11-22-07, 05:10 AM   #5
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Sneak Peak V: Gameplay Issues
http://www.subsim.com/radioroom/showthread.php?t=121331

This section deals with realism and gameplay issues that have often been a grounds for discussion with SH3. Hard to put into a few sentences. You'll have to read this one yourselves

Just a few things to give you an idea:
- Longer Repair Times Mod is not included
- Stay Alert Mod is not included
- Radar warners have been tweaked to be more realistic
- Loading Times will increase from 1.03 but the game will run well with the same specs as before
- no tails for map contacts.
- Enemy AI will remain unchanged from 1.01

And a small surpise to download

Last edited by Woof1701; 11-23-07 at 08:07 AM.
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Old 11-22-07, 05:11 AM   #6
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Sneak Peak VI: Aircraft Galore
http://www.subsim.com/radioroom/showthread.php?t=123357


- All stock aircraft were replaced
- Aircraft AI behavior tweaked (repeated passes over the target and all aircraft attack as they should now)
- Better damage models
- real Leigh Lights
- many new units
- U.S. Navy airships!

Just a few pics:







Additional Information:
- floating drydocks
- new fighter planes (like the Fw 190) were left out due to the fact that they seldom served as naval planes and had little to do with the uboat war.

Last edited by Woof1701; 11-23-07 at 08:09 AM.
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Old 11-22-07, 01:21 PM   #7
bigboywooly
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That took some doing Woof

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My mediafire page http://www.mediafire.com/?11eoq19bq9r41
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Old 11-22-07, 01:53 PM   #8
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Very good collection!

Thank you for making me unable to sit still anymore...

:rotfl:
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Old 11-22-07, 02:02 PM   #9
JU_88
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cool. but just one mistake - your first pic is also of the russian sub, not the S-class.
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Old 11-22-07, 03:20 PM   #10
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Color me salivating.

HB
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Old 11-22-07, 05:04 PM   #11
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Great collection, Woof, thanks!

Quote:
Originally Posted by U49
Very good collection!

Thank you for making me unable to sit still anymore...

:rotfl:
you could translate danurves expanded radiolog, or help tarjak to draw subemblems, there ist enough work todo..

auf,auf :rotfl:


I know, I'm sitting in a glasshouse

Last edited by Paco; 11-22-07 at 05:59 PM.
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Old 11-22-07, 05:05 PM   #12
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Am I to expect playing U-boats after 1943 will be completely senseless in GWX 2.0 mod?
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Old 11-22-07, 05:09 PM   #13
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Now counting the days till the release! Thanks for getting together an overview of all the sneak peaks!
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Old 11-22-07, 05:13 PM   #14
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Quote:
Originally Posted by Gorshkov
Am I to expect playing U-boats after 1943 will be completely senseless in GWX 2.0 mod?
As was mentioned before in a another thread by Kaptn. Lehmann, the AI will remain unchanged. So 1943 will be still surviveable
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Old 11-22-07, 05:33 PM   #15
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Quote:
Originally Posted by Gorshkov
Am I to expect playing U-boats after 1943 will be completely senseless in GWX 2.0 mod?
To be honest for me it is one if the most interesting periods of the war. 1939 through 41 is relatively simple but after 1942 things get interesting. New technologies become available to both sides, there is a real challenge in hunting down and making a kill and unless you are very lucky no more turkey shoots. 1944/45 is where things get really tough though and you spend more time submerged than up top more time hiding and trying to survive rahter than being the hunter you are the hunted. It is a different game and it is not to everyone's taste but imagine the thrill you get when you do score a kill under the adverse conditions in those years! Makes me feel good anyway.
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