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Lanzfeld
11-28-06, 11:29 PM
Hi,

Just loaded up GW and SH-3 for the first time in a long time. I think that you need to include a small note in the read me as to what EXACTLY each option means in GW.

Questions:

1. What does the 24 hour crew option do?

2. If I want to switch an option after I install GW (like if I want 16 km vis instead of 8km or I dont like the 24 hour crew deal) then do I just rerun the GW install again and select the new option?

Thanks and I look very forward to the addiction!

Lanzfeld
11-29-06, 12:48 AM
Ok...

I just went to the GW webpage and I got an answer to my 2nd quetion. I can just rerun the install.

Still....

Anyone know what the 24 hour mod does or the generic contacts mod does?

Albrecht Von Hesse
11-29-06, 01:16 AM
Ok...

I just went to the GW webpage and I got an answer to my 2nd quetion. I can just rerun the install.

Still....

Anyone know what the 24 hour mod does or the generic contacts mod does?

Not sure about the first, but the second just lists every contact as 'contact'. Not Hunt III, or C2, etc. Just 'contact'.

U-snafu
11-29-06, 02:06 AM
#2. I used the 24 hour crew "fatiuge" optin w/gw1.1A--without storms or high winds--you only have to rotate your crew every 24 hours instead of 8 to 10 hrs to keep them lasting and fresh on a long patrol. storm conditions will make your bridge and diesel engine crew tire out faster. Iv'e been told that it is buggy but I guess I do not know enough about the fatigue system to notice yet.:hmm: Using this, I beleive Time Compress settings have no effect on the fatiuge one way or another.

VonHelsching
11-29-06, 04:30 AM
#2. I used the 24 hour crew "fatiuge" optin w/gw1.1A--without storms or high winds--you only have to rotate your crew every 24 hours instead of 8 to 10 hrs to keep them lasting and fresh on a long patrol. storm conditions will make your bridge and diesel engine crew tire out faster. Iv'e been told that it is buggy but I guess I do not know enough about the fatigue system to notice yet.:hmm: Using this, I beleive Time Compress settings have no effect on the fatiuge one way or another.

This has been fixed. Actually it was the only (minor) fix required after the installation GW1.1a. It is required only for the users using the 24hour rotation scheme. Here´s a link:

http://users.forthnet.gr/ath/helsing/sh3mods/GW_24_Hour_Fatigue_Fix.zip


Von

melnibonian
11-29-06, 06:39 AM
.....the generic contacts mod does?

The generic contacts mod forces you to identify manually every single ship you come accross. That means it's identity (by the flag) and it's type (by the recognition manual)

Lanzfeld
11-29-06, 08:34 AM
ok,

So all I need is the 5 GW files and the "24 Hour Fix" and that is all?

I cant wait!

I hope it is realistic!:rock:

melnibonian
11-29-06, 09:09 AM
Make sure you install GW through the mod enabler http://www.users.on.net/~jscones/software/products.html

That way if you don't like it you can always uninstall it without having to uninstall SH3.

Lanzfeld
11-29-06, 11:02 AM
Again....

If anyone from GW could post EXACTLY what each option does that would help me alot.

"No torpedos TDC" option (or something like that) ......What is this???:88)

Lanzfeld
11-29-06, 12:14 PM
One more.....

What is the difference between the light and dark vis mods?

melnibonian
11-29-06, 01:00 PM
One more.....

What is the difference between the light and dark vis mods?

I think the difference between them is just visual. The dark mod has darker nights than the light one. I don't think there is any difference in game-play and detection levels. It's just there for people who like their nights really dark.

bigboywooly
11-29-06, 01:11 PM
Again....

If anyone from GW could post EXACTLY what each option does that would help me alot.

"No torpedos TDC" option (or something like that) ......What is this???:88)

Pretty sure the No torpedo tracking in TDC is if you zoom into TDC you can see the torpedo on the map
Well with that you cant

:hmm: