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Jimbuna
12-07-08, 12:48 PM
Looks like the link on the GWX Homepage is broken.

Here is the link from my FF account:

http://files.filefront.com/GWX21+torrenttorrent/;10023599;/fileinfo.html

Apologies for any inconvenience.

Thinlizzy262
12-07-08, 04:22 PM
Hi chaps. Im new to the forum so please bear with me!

I am a big fan of SH3 but have had number years off from Uboats. Now I'm back I really am excited bout GWX.

However I have had a few problems. The most notable one at the moment is that the games starts in a window that can't me maximised! I have tried to set it to full screen within the game and Im told that when I restart the game it will load in a full screen. However it still runs in a window which makes it very annoying.

I beleive that I have followed the installation instructions correctly,my OS is Vista

(This is actaully my third install, my first did not have such problems)

Any help would very grateful

Thanks!

Threesixtyci
12-08-08, 02:37 AM
Looks like the link on the GWX Homepage is broken.

Here is the link from my FF account:

http://files.filefront.com/GWX21+torrenttorrent/;10023599;/fileinfo.html

Apologies for any inconvenience.

No problem, really. I did manage to find it a while later after that post. The same link that you just left, in fact. I had edited the post several times; you probably just missed it.

It's about 5 double skip line, paragraphs in...
http://www.subsim.com/radioroom/showpost.php?p=1000438&postcount=3998

Figured it would just be easier just downloading the torrent, The 2.0 one seems to work, but after looking around some of those mass download sites that are listed on the webpage, or should I say, redirected to.... I found this: http://files.filefront.com/GWX21+tor.../fileinfo.html (http://files.filefront.com/GWX21+torrenttorrent/;10023599;/fileinfo.html)

As you may have guessed.... when I started this post, I was still finding stuff.... and editing before hitting submit....


I got it all working, now.
-----------
As for the merchant ship duplicates and their mismatched stats;
These are the difference that are on my install; after the 2.1 mod patch.
(from what I noticed of my one trial run with the 2.0 version, it had less mismatched data; think I only saw Draft variences in 2.0. The Mast height difference of 2.1, are what are worring me a bit.)

Large Tanker:
1st: Mast= 26.8, Draft=11.9
2nd: Mast=28.0, Draft=11.7

Small Tanker
1st: Mast=26.5, Draft=5.1
2nd: Mast=27.4, Draft=4.8

Medium Cargo
1st: Mast=25.6
2nd: Mast=24.5

Small Merchant
1st: Mast=22.4
2nd Mast=22.6

Tramp Steamer
1st: Mast=23.2, Draft=6.8
2nd: Mast=24.1, Draft=6.6

Motor Vessel
1st: Beam=5.2, Mast=11.0, Draft=2.5
2nd: Beam 5.0, Mast=11.3, Draft=2.1

Tugboat
1st: Mast=21.4, Draft=4.6
2nd: Mast=21.5, Draft=4.5

The differences may not really matter much... but then again... they are there.
I've also noticed that on a few of them, the main picture's line scales can vary greatly from what is listed as Mast height in text form. I forgot to write down which one it was on my notes, but the picture I'm thinking of showed something like 20 for the mast, and the text was closer to 30. Which kinda makes it hard to figure out what to aim for when sighting in the range of that one ship; at least, for me.

As for seeing what gets checked off by the AI, right now the watch officer checks off the second ship... but my campaign is still before the war. Heh. Took me a while to figure out why, too. A good 3 hours.... :o Didn't know that this mod change the start date... I thought my game was broken there for a while, until I finally noticed the date was August, instead of September.

I'm guessing that the watch officer will start checking off the first entries once the war starts. Eh...I don't plan on disabling him anyway. So, I guess I'll just let the AI identify the targets. (even though a .5-2m difference probably won't effect hit/miss calculations by much.... it still a bit worrism to me, when a known unknown factor is in play like this.)

Lovemaker
12-09-08, 03:19 AM
Just a quick Q: I have SH3 Commander v3.1.3.185 (the latest one) and have downloaded GWX+SH3C compartibility file from Kpt. Lehmann's Filefront, but it reads it's for v3.0.7 of SH3C.
Is it compartible with the latest one I have?

Jimbuna
12-09-08, 05:23 AM
Just a quick Q: I have SH3 Commander v3.1.3.185 (the latest one) and have downloaded GWX+SH3C compartibility file from Kpt. Lehmann's Filefront, but it reads it's for v3.0.7 of SH3C.
Is it compartible with the latest one I have?

Yes

Threesixtyci
12-09-08, 08:56 AM
Okay, I can live with the duplicate lit/war rec manual entries along with their matched data...

But, I've noticed that more than a few ships on the ref manual picture scale of the mast hieght, does not match the text shown on the top.

------------------------

So. What I'd like to know is:
Does the .cfg file for each ship control every aspect within the game for the said ship? Mainly, does it control the X/Y/Z scaling? (I'm hoping it does.)

Also, does the log control the text for the rec manual or does it grab that info from the cfg file? When I look thru the log file and compare it to the cfg file, there are a lot of numbers that are off. (LCMal is a good example of some prime mismatches, between the log file and the cfg file.). I've noticed that the .log's only Flag is [MUSEUM], so I can only guess that's all the log file effects? Although, I have a feeling that the rec manual used that data instead of the .cfg numbers. due to how the data is layed out in that log file and with the fact that the line begins with, "Text="

I want to know if I can adjust the mast height inside the cfg and log files, to the visual scale on the rec manual...

('cause it bugs me to see the picture's show a visual scale of something, and the mast height text doesn't match up with the drawing. Prime examples are the .cfg and .log files for JunkM and JunkS. (JunkM.log, JunkM.cfg / JunkS.log, JunkS.cfg). Then compare them to the rec manual's tga file: JunkM_sli.tga / JunkS_sli.tga, respecfully. It's almost laughable.)

I can live with the rec manual scale being wrong... but if the cfg file controls the mast height in 3d... then I'd rather just edit the log and cfg files to where they all match up with the drawn out scale on the rec manuals; as well as setting the log file and cfg file with the same values, for all ships....

And I can take it a step further by matching the text differences of the lit ships with the wartime ones....

Jimbuna
12-09-08, 11:35 AM
Keep in mind that many silhouette images were made by 3rd party users, and many of them are not on scale re ship vs horizontal lines.

The data in the .cfg is the one used in the ID book and I think used for range calculations by the stock stadimeter system, but it has no effect on the actual model.
The most notable example was the small freighter with its indicated mast height of 39 metters I think when it was actually more like 24 (don't remember exactly). To have exact data you'd need to export the 3D models, "build" the ships in a 3D studio and measure everything.
If you want to correct the lit ships data in the ID book you just have to copy the data from the regular ships' .cfg files.
The "log" files are indeed only used in the museum, as far as I know they have no effect whatsoever.

Right on Mikhayl http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Threesixtyci
12-09-08, 12:58 PM
Heh....
I guess I'll have to find a way to get a crash course on ship building, if I want to pursue this. I'm only concerned about their height... and... well, the beam, draft, and lengths, too.

Anyway, what brought all this up was:
I'm still in peace time on a saved career. I saw a random peace time ship and just decided to do some practice tacking with it.

The AI was getting a much shorter range than what I was getting. The only way I could duplicate the AI's range was to overshoot the mast a good ways above the ship. At least, a ship profile above the mast. Thought it was very strange and it got me thinking, if that's messed up... what about the rest of the ships?

It may have been that small merchant, you mentioned, but not certain. It was a small something other.... forgot to make note of the name at the time, and now can't remember it. But, I'm positive that I had to greatly overshoot the mast to get a same ballpark reading that the AI was getting.

I guess I'll just wait until the war starts, or make a new profile, and see how much this effect the actual enemy ship contacts; before taking this any further... I really like the other additions to this impressive mod... but all these 3rd party ships and mismatching specs from file to file, are giving me serious doubts about any torpedo accuracy. (even if, I'm extremely late to this...) I probably shouldn't worry about it. huh.
-----------------

Umm... can I remove ships from the mod, with ease? Is it just a matter of deleting directories.... and maybe some sort of .cfg list file? Or is it more complicated, than that.

Pablo
12-10-08, 12:23 AM
Hi chaps. Im new to the forum so please bear with me!

I am a big fan of SH3 but have had number years off from Uboats. Now I'm back I really am excited bout GWX.

However I have had a few problems. The most notable one at the moment is that the games starts in a window that can't me maximised! I have tried to set it to full screen within the game and Im told that when I restart the game it will load in a full screen. However it still runs in a window which makes it very annoying.

I beleive that I have followed the installation instructions correctly,my OS is Vista

(This is actaully my third install, my first did not have such problems)

Any help would very grateful

Thanks!
Hi!

Check your private messages... :)

Pablo

Horsemann
12-11-08, 08:23 AM
I have a question concerning actions of patrol planes in GWX. How much the patrol density is close to the real? The matter is that for long time I have met more patrol ships than planes. :hmm:

melnibonian
12-11-08, 03:40 PM
I have a question concerning actions of patrol planes in GWX. How much the patrol density is close to the real? The matter is that for long time I have met more patrol ships than planes. :hmm:
The density of the patrol planes increases as the war progresses. Generally speaking there are more ships than planes early on but in 1944-45 especially in the Biscay you will find far more planes than ships

U-46 Commander
12-11-08, 05:04 PM
what the hell is a .7z file and how do I install it into my SH3Commander/cfg folder?[/B]

.7z files are short for 7-zip files and it can be downloaded at http://www.7-zip.org/download.html

Radtgaeb
12-14-08, 02:54 PM
Call me a noob...but I'm at an utter loss on how to target manually in 2.1. I've manually targeted in GWX 1 and SHIV....but now I can't for the life of me figure out how to target manually on 2.1...It's a little embarassing to have my crew watch me bilndly fumble around with the periscope, in the end to just have to rely on the :/\\k:
:oops:

makman94
12-14-08, 09:46 PM
Call me a noob...but I'm at an utter loss on how to target manually in 2.1. I've manually targeted in GWX 1 and SHIV....but now I can't for the life of me figure out how to target manually on 2.1...It's a little embarassing to have my crew watch me bilndly fumble around with the periscope, in the end to just have to rely on the :/\\k:
:oops:

a good start is from here:http://www.paulwasserman.net/SHIII/

the rest depends on your patience and reading !

good hunting !

bye

Radtgaeb
12-14-08, 10:51 PM
Okay, right...I don't think I was quite understood...I can't even find the manual input notepad. There's just a chronometer and torpedo settings...and I'm utterly confused.

owner20071963
12-14-08, 11:03 PM
Just A Quick Message To Let You All Know,
Our New Teamspeak Server Is Now Up,
Please Check The Front Page Of Our Site,
For Ip Address,
This Will Soon Be Followed By,
Our Very Own Game Server,
We All At Command Submarines Pack,
Would Like To Wish You,
All At Subsim,The Grey Wolves,bts-mods.com,
And All Flotillas & Friends,
And Your Family
A Happy Christmas,
And A Peaceful New Year,
Happy Hunting,:arrgh!:

Jimbuna
12-15-08, 05:21 AM
You could always try natural progressional improvement (like I did).

At first, never fire at anything over 1000 then when you feel you are proficient, jack it up to 1500 and so on.

The feeling you get after wasting an eel sharp urges the determination on to improve http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

makman94
12-15-08, 09:31 AM
Okay, right...I don't think I was quite understood...I can't even find the manual input notepad. There's just a chronometer and torpedo settings...and I'm utterly confused.

you probably have install the olc gui . if so ,go to onelifecrisis 's page,you will find there one (maybe two ) video tutorial which will guide you

bye

SirHiggins
12-16-08, 10:18 PM
Is it normal that i cannot 'upgrade' my ship with emblems? There's no possiblity to choose emblems just anti sonar coatings in that category.

mariuszj1939
12-17-08, 03:08 AM
You could always try natural progressional improvement (like I did).

At first, never fire at anything over 1000 then when you feel you are proficient, jack it up to 1500 and so on.



Agree in the beginning of War, as from 1943 you have to take into consideration
fire from long range especially against well escorted convoys. After short practice salvo with small spread from even 4000 m is v.effective. :up:

Jimbuna
12-17-08, 08:02 AM
Is it normal that i cannot 'upgrade' my ship with emblems? There's no possiblity to choose emblems just anti sonar coatings in that category.

No, it is not normal.....you should be able to attach an emblem.

Fr8monkey
12-17-08, 12:51 PM
Maybe I missed it in the 100 pages here; but whan I have GWX 2.0 my game runs fine. When I load 2.1 the game slows to a crawl. Any hints?

SirHiggins
12-17-08, 01:33 PM
Is it normal that i cannot 'upgrade' my ship with emblems? There's no possiblity to choose emblems just anti sonar coatings in that category.

No, it is not normal.....you should be able to attach an emblem.

So will be functional if i install some emblem packs?

Jimbuna
12-17-08, 04:03 PM
Is it normal that i cannot 'upgrade' my ship with emblems? There's no possiblity to choose emblems just anti sonar coatings in that category.

No, it is not normal.....you should be able to attach an emblem.

So will be functional if i install some emblem packs?

GWX2.1 already comes with emblems for both boats and flotillas.

Go to:

C:\Program Files\Ubisoft\GWX2.1\data\Emblems\SubEmblems

Check the folder is a) there and b) contains the emblems....you may have a faulty installation.

Jimbuna
12-17-08, 04:04 PM
Maybe I missed it in the 100 pages here; but whan I have GWX 2.0 my game runs fine. When I load 2.1 the game slows to a crawl. Any hints?

That shouldn't be happening.......check your game settings are not set to the max.

What specs is your rig equipped with.

Fr8monkey
12-17-08, 05:21 PM
Intel 2.3 dual processor, 512 k vid. and 2G ram.

Jimbuna
12-18-08, 03:48 AM
Your specs should run it fine then.

What exactly do you mean when you say "the game slows to a crawl" ?

What fps are you getting when in the open sea and also when in the proximity of a convoy ?

SirHiggins
12-18-08, 12:02 PM
Is it normal that i cannot 'upgrade' my ship with emblems? There's no possiblity to choose emblems just anti sonar coatings in that category.
No, it is not normal.....you should be able to attach an emblem.
So will be functional if i install some emblem packs?
GWX2.1 already comes with emblems for both boats and flotillas.

Go to:

C:\Program Files\Ubisoft\SilentHunterIII\data\Emblems\SubEmbl ems

Check the folder is a) there and b) contains the emblems....you may have a faulty installation.
C:\Program Files\Ubisoft\SilentHunterIII\data\Emblems there are the emblems but not in the game, anyway i installed 2.1 over 2.0 is that ok? I think the installation is correct, i see the loading screen gwx 2.1 etc.

SeaWolf U-57
12-18-08, 06:07 PM
Is it normal that i cannot 'upgrade' my ship with emblems? There's no possiblity to choose emblems just anti sonar coatings in that category.

This maybe a Dam stupid question but how many kills do you have and have you completed the recommended amount of patrols …have you qualified for the right to display an icon :hmm:

SirHiggins
12-18-08, 06:30 PM
I did 6 patrols in the Med, but when i start a new campaign i can set an emblem before my first patrol. But this isn't a big prog, i'll start somewhere else and transfer to the 29th.

Another question, is it possile to change the atlantic looking water to some more mediterranean one?

Fr8monkey
12-18-08, 11:52 PM
Your specs should run it fine then.

What exactly do you mean when you say "the game slows to a crawl" ?

What fps are you getting when in the open sea and also when in the proximity of a convoy ?


I checked the frame rate and on all screens I get from 160 - 60 FPS. Once I go to the Bridge, Periscope or Main Gun it drops to 2 FPS. I have JSGME loaded but no moda active.

A Very Super Market
12-19-08, 12:04 AM
I did 6 patrols in the Med, but when i start a new campaign i can set an emblem before my first patrol. But this isn't a big prog, i'll start somewhere else and transfer to the 29th.

Another question, is it possile to change the atlantic looking water to some more mediterranean one?

You can change water clarity with SH3 commander.

3 is about Atlantic. I use 17 for med

Jimbuna
12-19-08, 05:28 AM
I did 6 patrols in the Med, but when i start a new campaign i can set an emblem before my first patrol. But this isn't a big prog, i'll start somewhere else and transfer to the 29th.

Another question, is it possile to change the atlantic looking water to some more mediterranean one?

You can change water clarity with SH3 commander.

3 is about Atlantic. I use 17 for med

I believe he means the actual water colour and not the clarity.

You can do a search and look for a mod someone has developed to change it to a more 'bluey' colour.

I'm sorry but I don't recall the name.

SeaWolf U-57
12-19-08, 09:51 AM
I did 6 patrols in the Med, but when i start a new campaign i can set an emblem before my first patrol. But this isn't a big prog, i'll start somewhere else and transfer to the 29th.

Another question, is it possile to change the atlantic looking water to some more mediterranean one?

You can change water clarity with SH3 commander.

3 is about Atlantic. I use 17 for med

I believe he means the actual water colour and not the clarity.

You can do a search and look for a mod someone has developed to change it to a more 'bluey' colour.

I'm sorry but I don't recall the name.

OOOHHhh let me see i think it went something like Philipp Thomsen :hmm:

Jimbuna
12-19-08, 12:42 PM
I did 6 patrols in the Med, but when i start a new campaign i can set an emblem before my first patrol. But this isn't a big prog, i'll start somewhere else and transfer to the 29th.

Another question, is it possile to change the atlantic looking water to some more mediterranean one?

You can change water clarity with SH3 commander.

3 is about Atlantic. I use 17 for med

I believe he means the actual water colour and not the clarity.

You can do a search and look for a mod someone has developed to change it to a more 'bluey' colour.

I'm sorry but I don't recall the name.

OOOHHhh let me see i think it went something like Philipp Thomsen :hmm:

Really!!

That certainly wasn't what/who I was thinking of.

IIRC there was a mod developed over a year ago but never got round to using it/trying it out personally.

SirHiggins
12-20-08, 04:10 AM
Not really found IIRC, but found only OLCE, but it's not water color change only sun reflections etc. Markhimov (sic) made some about the med water, but it's not downloadable, or i can't find living link to it, any help? thx

pianist
12-21-08, 08:04 AM
Maybe this has already been brought up and somehow resolved, but I was unable to find any information with my searches. Is anyone else having problems with the TDC gyro angle not matching the periscope or UZO bearings? I've tested this on both the TDC screen and the periscope / UZO screens, and the result is always the same - with all other data cleared from the TDC, the bearing does not match the gyro angle.

When looking straight ahead (000), the two figures do match. But turn 30 degrees either way, and the discrepancy is 5 degrees (so 30 degrees reports a gyro angle of 35 degrees). At 50 degrees, the discrepancy is 10 degrees (so if I'm looking at 50 degrees, the gyro angle is reported as 60). At 80 degrees on the periscope, the gyro angle gets stuck at 94 degrees and remains stuck until I'm looking at about 105, and the gyro angle instantly leaps to 123 degrees (so it's actually impossible to get any reading between 94 and 123 degrees. Looking at 180 degrees, there is now a 20 degree discrepancy between the gyro angle and the bearing.

In the stock version, if my TDC was empty of all data and on auto control, if I aimed at 30 degrees and fired, the gyro angle would be 30. If I aimed at 60, the gyro angle would be 60. This affects both blind firing and notepad-generated solutions, so it seems to be a problem with the TDC computer itself, not with the data entry. Simply put, the TDC gyro dial is turning at a slightly faster rate than the bearing dial is. Is it a bug or a feature? If it's a bug, has anyone found a way to fix it?

I have GWX 2.1 with only the Enhanced Damage Effects mod installed. I'm using SH3 Commander and did install the necessary update files. This was a clean install and a new career. I noticed the problem immediately.

makman94
12-21-08, 09:01 AM
Maybe this has already been brought up and somehow resolved, but I was unable to find any information with my searches. Is anyone else having problems with the TDC gyro angle not matching the periscope or UZO bearings? I've tested this on both the TDC screen and the periscope / UZO screens, and the result is always the same - with all other data cleared from the TDC, the bearing does not match the gyro angle.

When looking straight ahead (000), the two figures do match. But turn 30 degrees either way, and the discrepancy is 5 degrees (so 30 degrees reports a gyro angle of 35 degrees). At 50 degrees, the discrepancy is 10 degrees (so if I'm looking at 50 degrees, the gyro angle is reported as 60). At 80 degrees on the periscope, the gyro angle gets stuck at 94 degrees and remains stuck until I'm looking at about 105, and the gyro angle instantly leaps to 123 degrees (so it's actually impossible to get any reading between 94 and 123 degrees. Looking at 180 degrees, there is now a 20 degree discrepancy between the gyro angle and the bearing.

In the stock version, if my TDC was empty of all data and on auto control, if I aimed at 30 degrees and fired, the gyro angle would be 30. If I aimed at 60, the gyro angle would be 60. This affects both blind firing and notepad-generated solutions, so it seems to be a problem with the TDC computer itself, not with the data entry. Simply put, the TDC gyro dial is turning at a slightly faster rate than the bearing dial is. Is it a bug or a feature? If it's a bug, has anyone found a way to fix it?

I have GWX 2.1 with only the Enhanced Damage Effects mod installed. I'm using SH3 Commander and did install the necessary update files. This was a clean install and a new career. I noticed the problem immediately.

maybe the tdc doesn't have any problem at aiming but i believe that the dials IMAGE needs fixing (have notice it too). can be fixed

Trygvasson
12-21-08, 10:06 AM
Could this have anything to do with the fact that the torpedo needs time to turn before reaching your bearing? If you aim at a target 2k away and 90 degrees to stb your torpedo gyro angle will be somewhat greater than 90, to compensate for turn radius...

Able72
12-21-08, 01:27 PM
Ok, I can't find it. When was the official announcement of GWX 3.0 made? I've gotten the rumor that it will be released on Christmas eve, or Christmas day but where is the official announcement from the Grey Wolves?

thanks in advance

Jimbuna
12-21-08, 02:21 PM
GWX3.0 is indeed scheduled for a xmas eve release, but that is totally dependent on everything running smooth and without any hitches http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

http://img88.imageshack.us/img88/5070/animation1xx5vy1.gif

SeaWolf U-57
12-21-08, 02:35 PM
http://img168.imageshack.us/img168/9632/indiaantm2.gif

May the spirit of the wolf travel true and speedily along my broadband conection on the 24th

pianist
12-21-08, 03:32 PM
maybe the tdc doesn't have any problem at aiming but i believe that the dials IMAGE needs fixing (have notice it too). can be fixed

Ah, so it's not just me. That'll save me a re-install. :up:

pianist
12-21-08, 03:39 PM
Could this have anything to do with the fact that the torpedo needs time to turn before reaching your bearing? If you aim at a target 2k away and 90 degrees to stb your torpedo gyro angle will be somewhat greater than 90, to compensate for turn radius...
That's an interesting theory - but in testing, the shots are aimed too far behind the target, even if accounting for turning time. A 5 degree deflection is way too much for firing at a target that is only 30 degrees to starboard. And it certainly doesn't explain the glitchiness where you get those gaps where the gyro angle doesn't move at all, then suddenly skips ahead again.

To be honest, you've got to be silly or desperate to be firing at targets with more than a 60 degree deflection, so I'm not bothered by the problems when you reach extreme ranges. But I very often fire at targets with a 30 degree deflection, especially when I'm attacking multiple targets in a convoy. I guess the solution would be to turn the boat to get the gyro angle as close to 0 as possible before firing.

In the end, it's a small gripe about an otherwise FANTASTIC mod. What this team has done with the game is simply incredible! It is one of the finest and most comprehensive mods I've ever seen for a game.

geosub1978
12-21-08, 04:14 PM
Guys there are two cases:

1st. If you fire a torpedo at about 20deg gyro angle, you don't have to bother about anything, the diference in deflection would be about 1 degree for average speed targets.

2nd. If you have to fire with greater gyro angle, then you have to take into consideration, other two facts:
a. Turning radius of the torpedo.
b. Distance of the target. Try to do adjustments in TDC with 50 degrees relative bearing and various distances. You will see that the gyro angle has great diffrences.

Finally, to my understanding, the acceleration time of the torpedo has much to do if the target is more than 1600-1800meters away. ALWAYS BOW CAPS OPEN!

After all in a salvo firing, if your scope points in the middle of the target, then the 2nd and 3rd torpedo will be much delayed and the spread angle has to be wisely chosen.

I will update my post.

Kpt. Lehmann
12-21-08, 06:30 PM
To all.

We've been busy as hell to make our deadline or more would be posted regarding the 3.0 Gold build.

Illness has kept me out of the wheelhouse for a few days. Hitting that deadline is going to be very hard... and as always, we will not guarantee it.

I'll post more about it when it is time.

Until then, we are saying nothing more.

pianist
12-21-08, 07:26 PM
Guys there are two cases:

1st. If you fire a torpedo at about 20deg gyro angle, you don't have to bother about anything, the diference in deflection would be about 1 degree for average speed targets.

2nd. If you have to fire with greater gyro angle, then you have to take into consideration, other two facts:
a. Turning radius of the torpedo.
b. Distance of the target. Try to do adjustments in TDC with 50 degrees relative bearing and various distances. You will see that the gyro angle has great diffrences.

Finally, to my understanding, the acceleration time of the torpedo has much to do if the target is more than 1600-1800meters away. ALWAYS BOW CAPS OPEN!

After all in a salvo firing, if your scope points in the middle of the target, then the 2nd and 3rd torpedo will be much delayed and the spread angle has to be wisely chosen.

I will update my post.
Thanks for your input, geosub. It's all true, of course. But the issue here isn't just with firing solutions, but also with simple 'point and shoot' mechanics. If the TDC has been totally cleared of data, then the gyro angle should match the bearing indicator exactly (at least it did in vanilla SH3) - so it will simply fire the torpedo on the same bearing that you are viewing. And that's what is not possible anymore. If I clear the TDC of all data, set it to auto, then point my periscope or UZO at 30 degrees, the gyro angle will be 35 degrees. That's where the issue is most obvious, but it naturally affects any firing solutions as well. The same thing happens when you manually adjust the bearing in the TDC computer (leaving everything else unchanged). And you get really odd behavior when you rotate the scope (or TDC bearing dial) in 360 degree circle. The gyro angle freezes at certain points, skips at others, and is 20 degrees removed from the bearing indicator at 180.

Anyway, it sounds like it's not just my installation, and that's what I really wanted to find out. If it was just me, I would have re-installed to try to fix the problem. It's not a game breaker. It's good practice to be firing at targets with a low gyro deflection angle anyway.

pianist
12-21-08, 07:27 PM
To all.

We've been busy as hell to make our deadline or more would be posted regarding the 3.0 Gold build.

Illness has kept me out of the wheelhouse for a few days. Hitting that deadline is going to be very hard... and as always, we will not guarantee it.

I'll post more about it when it is time.

Until then, we are saying nothing more.
3.0!? I'm so out of the loop - I just found 2.0 a few days ago. :rotfl:
Hope you feel better soon, and a big thank you for all the wonderful work you've done with this sim.

Lanzfeld
12-21-08, 08:22 PM
Take some Pepto-Bismol and get to work! Nancy's!:shifty:

Kpt. Lehmann
12-21-08, 08:40 PM
Take some Pepto-Bismol and get to work! Nancy's!:shifty:

Oh go sink something. :p

Jimbuna
12-22-08, 12:33 PM
Take some Pepto-Bismol and get to work! Nancy's!:shifty:

I'd have liked to have been at my pc at 01:22 am


http://www.freefever.com/animatedgifs/animated/men9.gif

Madox58
12-22-08, 01:56 PM
This Guy don't allow Nancy's!
http://features.cgsociety.org/gallerycrits/41669/41669_1123607620.jpg

Kpt. Lehmann
12-24-08, 12:58 PM
GWX 3.0 release is still on target for release prior to midnight tonight Christmas Eve U.S. Central Standard Time.

(6:00 AM Christmas Day Greenwich Mean Time)

prowler3
12-24-08, 04:45 PM
Prowler3 is listening for sleigh bells :up:

dogshu
12-24-08, 07:23 PM
dumb question... has the changelog for GWX 3.0 been released?

SteveW1
12-24-08, 07:42 PM
About 5 mins to go on the clock at the Grey Wolves web site :rock:

Kpt. Lehmann
12-24-08, 08:12 PM
About 5 mins to go on the clock at the Grey Wolves web site :rock:

Sorry matey. We've got til midnight tonight U.S. Central Standard Time.

We're going as fast as we can.

Uploading is PAINFULLY slow compared to most of our download speeds.

Privateer is uploading the final build as fast as the host allows.

Just takes time is all.

Once its up we'll release ASAP. Worry not.

Still on target.

SteveW1
12-24-08, 08:22 PM
Being as I'm in Australia how many hours away is that?

With Daylight savings it's a pain trying to figure out the time difference between here and there.

Steve

Kpt. Lehmann
12-24-08, 08:24 PM
If we remain on target, release will occur within 4.5 hours of this post.

SteveW1
12-24-08, 08:35 PM
Excellent about the time I'll be getting home from the In-Laws.

Steve

Kpt. Lehmann
12-25-08, 12:05 AM
Writing the release thread now.:smug: :yep: :cool:

Task Force
12-25-08, 12:10 AM
The surspence is rising, im gonna do my d**dest to be the first (or atleast one of the first) to press the download button.

irish1958
12-25-08, 12:15 AM
Here comes SantiClaus etc.

thehiredgun
12-25-08, 12:20 AM
I didn't know Santa was from Texas, what happened to the North Pole?

Task Force
12-25-08, 12:25 AM
He got tired of the cold, and dancing penguins, so he decided to move to a warmer climate.

Ping Panther
12-25-08, 12:27 AM
He's checking his list for whose been naughty... :hmm: :yep:

irish1958
12-25-08, 12:29 AM
He is from Texas and he is coming soon!

Kpt. Lehmann
12-25-08, 12:43 AM
GWX 3.0 released on this thread.

Will roll into the first post on this thread as time permits over the next few days.

Spread the word!

http://www.subsim.com/radioroom/showthread.php?p=1012173#post1012173

and MERRY CHRISTMAS from the Grey Wolves Mod Team!:rock:

Sink'em

irish1958
12-25-08, 12:44 AM
Well Done!

Blacklight
12-25-08, 12:49 AM
:o I turn my back for a couple of weeks and GWX 3 gets released ? Wow !!! Thanks guys !

thehiredgun
12-25-08, 11:05 AM
Just reading through the new 3.0 manuel ! Am i reading this correctly that aircraft WILL have working Rockets now!

bigboywooly
12-25-08, 11:29 AM
Just reading through the new 3.0 manuel ! Am i reading this correctly that aircraft WILL have working Rockets now!

They did in previous GWX versions

http://i60.photobucket.com/albums/h22/bigboywooly/b242.jpg

http://i60.photobucket.com/albums/h22/bigboywooly/ScreenHunter_057.jpg

http://i60.photobucket.com/albums/h22/bigboywooly/ScreenHunter_324.jpg

http://i60.photobucket.com/albums/h22/bigboywooly/ScreenHunter_492.jpg

thehiredgun
12-25-08, 11:42 AM
well i of course believe you but i've yet to be attacked by rockets ? Maybe i have some type of malfunction !

Lewis Wingerter
12-25-08, 01:06 PM
I just downloaded GWX 3.0 No problem installing. Already started a campaign.
Thank Kpt. and your crew for a great Xmas Present. Keep up the great work.

Jimbuna
12-25-08, 07:52 PM
BE MORE AGGRESSIVE!! http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

Madox58
12-25-08, 09:20 PM
well i of course believe you but i've yet to be attacked by rockets ? Maybe i have some type of malfunction !

You've just been lucky.

SteveW1
12-26-08, 03:13 AM
Didn't there use to be Locks on the Kiel Canal, having only just now got out of GWX3.0 after playing all night, I thought i'd ask if they have been taken out?

Steve

mr chris
12-26-08, 04:20 AM
Steve check this Thread out.
http://www.subsim.com/radioroom/showthread.php?t=145945
The mod posted.
Will add the locks back in and also add the new St Naz harbour and add some of the new ships from Von dos and IABL.:up:

SteveW1
12-26-08, 05:04 AM
Thanks mr chris

Steve

thehiredgun
12-26-08, 02:18 PM
On the navigator picture , you click on it to get distance to destination & estimation of hours to reach destination , & estimated range with amount of fuel left on board something is radically wrong. Says I only have enough fuel to go 8800 KLM & mind you this is in ahead slow speed. Which by the way 10 or 11 knots in GWX 3.0& Ahead flank in good seas is 38 knots?????? The speed I like but the fuel could represent serious problems in arriving in long distance destinations! If anybody could help on this I would appreciate it.

mr chris
12-26-08, 02:27 PM
Ahead flank in good seas is 38 knots??????

:doh::doh::doh: Dont you mean 18 knots?

thehiredgun
12-26-08, 02:35 PM
no I mean 38 knots

mr chris
12-26-08, 02:39 PM
Hmm:hmm:
What boat are you using also what what year and what Flotilla and base are you sailing from?
Also are you using any other mods?
Have just tried Ahead flank in my Type VIIC41 and i only get 18knots max.

thehiredgun
12-26-08, 02:51 PM
1943, using IXD2, & Gwx mods

mr chris
12-26-08, 02:55 PM
Please could you list what mods you have enabled as it will help to diagnose the problem.

thehiredgun
12-26-08, 03:06 PM
alternative flotillas, alternative loadscreen, enhanced damage effects, main movie- das boots. merged campaign

Wreford-Brown
12-26-08, 04:47 PM
What flotilla and port are you sailing out of? I'll try and replicate the problem.

bigboywooly
12-26-08, 04:52 PM
Started a new career out of Bordeaux in 43 with a IXD2
Fastest I could get was 19 kts but only briefly and now and again
18 kts was the average for top speed

SeaWolf U-57
12-26-08, 05:00 PM
Love the rotating Cranes in port :up:

Wreford-Brown
12-26-08, 05:30 PM
New career out of Lorient in a IXD2 - 18 knots top speed.

@thehiredgun - we're trying to repeat your problem but haven't been able to so far. Hang in there and we'll try and work out why it's happening.

thehiredgun
12-26-08, 06:23 PM
Jumped out of patrol & went back to lorient because of low on fuel ! I had set speed to 10 knots & you'd think i was driving a Cadilac as between base & middle of channel used 1/3 fuel

Madox58
12-26-08, 07:15 PM
Your not useing SH3 Commander are you?

Haveing been going through the files today.
I highly suggest Commander NOT be used
with the malfunctions and sabatoge enabled
till I finish adjustments.

Kpt. Lehmann
12-26-08, 10:20 PM
Hiredgun,

I can tell you definitively that if your U-boat is doing 38 knots... it has nothing to do with GWX itself, mate.;)

thehiredgun
12-26-08, 10:33 PM
Well i cannot tell you what caused the problem but i can tell you what i did to solve it ! Checked Basic configerations {speed boost) & changed it from 1.5 to 1.1 & speed is back to normal .Only change was navigator says maximum distance at 10 knots is 38000 not the usual 50000 ! I can live with that ! Thanks for looking in to this & i have no idea of why this happened !

bigboywooly
12-26-08, 11:33 PM
Was that a fresh install ?
Were you using SH3commander on your last install and if so did you roll back commander before unistalling SH3 ??

Madox58
12-26-08, 11:45 PM
All speed Boost entries for 3.0 should be 1.0
in the Basic.cfg

I'll look into the range thing.
But it's not the sims.
Already been there.

As BBW stated?
I suspect old Commander settings were involved
from what I'm looking at today.

thehiredgun
12-26-08, 11:51 PM
Yes it is a fresh install & by virtue of being out to sea i cannot as yet tell if i pushed roll back but i am using a 3 point something or other sh-3 commander ! Sounds like you guys have figured out the cause ?

bigboywooly
12-26-08, 11:53 PM
Yes it is a fresh install & by virtue of being out to sea i cannot as yet tell if i pushed roll back but i am using a 3 point something or other sh-3 commander ! Sounds like you guys have figured out the cause ?

Depends what mods you had installed on your old install
If commander not rolled back then when used on a fresh install will addin the previous files it stores

Madox58
12-26-08, 11:54 PM
Insure that you DO NOT have sabatoge and Random events enabled!!

That is the quickest way to CTD or screw things up
for now.

I am working on the updates for SH3 Commander.

But it's Christmas!!
Give me a day or two!!
Well,
since New Years Eve is close?

Maybe a day or 5!!
:rotfl:

Wreford-Brown
12-27-08, 04:17 AM
Jumped out of patrol & went back to lorient because of low on fuel ! I had set speed to 10 knots & you'd think i was driving a Cadilac as between base & middle of channel used 1/3 fuel

I believe that fuel consumption is linked to speed so if you have the speed boost set to 1.1 then you'll be going slightly faster but using more fuel in the process.

thehiredgun
12-27-08, 06:24 AM
I did have SH-3 commander set to roll back ! No sabotage or random events either !

SirHiggins
12-27-08, 05:45 PM
Not an important thing, but i like to know that is it normal that there is no band it the harbour?:lol: And a more important for me that on my VIIC there is no rotating RDF antenna:-?

thehiredgun
12-27-08, 08:47 PM
Just finished 1st patrol, & was surprised to not see any convoys at all. Is there any specifics in the manual that tell the differences between 2.1 & 3.0 & if so where? I see the manual tells changes about the convoys but have not seen any other changes.

bigboywooly
12-28-08, 05:25 AM
Nothing was changed re convoys
IIRC there is a section in the manual which runs through the changes in GWX 3

SirHiggins

What port are you sailing from ?

SirHiggins
12-28-08, 06:21 AM
From Salamis. '41. oct

bigboywooly
12-28-08, 07:25 AM
Yes no band by design
Doubt very much uboats had a band send off in far flung Greece

thehiredgun
12-28-08, 09:56 AM
Nothing was changed re convoys
IIRC there is a section in the manual which runs through the changes in GWX 3

SirHiggins

What port are you sailing from ?


Can you tell me what page in the manual is regarding changes in the 3.0 manual. I have read to page 260 & have not seen anything regarding new changes. What do you mean regarding IIRC?

Lanzfeld
12-28-08, 10:21 AM
Read section E-1

It really isnt too much stuff (quantity wise...but quality...?:up: )

bigboywooly
12-28-08, 12:48 PM
Nothing was changed re convoys
IIRC there is a section in the manual which runs through the changes in GWX 3

SirHiggins

What port are you sailing from ?

Can you tell me what page in the manual is regarding changes in the 3.0 manual. I have read to page 260 & have not seen anything regarding new changes. What do you mean regarding IIRC?

If I Remember Correctly

Not read the new manual yet
Tis holiday season remember and other things to do as well :up:

donw
12-28-08, 01:10 PM
Hey Kpt Lehmann...
When ya get a free moment, empty out your PM inbox a bit Mate! ;)

MrYenko
12-28-08, 04:56 PM
Fresh, clean install of SH3 and 1.4, installed GWX3.0, and now I'm having issues.

I get both intro videos, no problem, then the splash screen, and the progress bar fills to 100% there, and I get a warning window that reads:

"There is a new (not implemented) page: <Page Ingame Options> !"

and then, after I say ok, I get:

"Menu ID not found: 0x1a000008!"

Specs follow.

Windows Vista x32, Intel Core2 2.66ghz, NVIDIA GeForce 8800GTS, 4 gigs of ram.

Stock SH3, SH4, SH4 w/RFB, and SH3 w/GWX2.1 all worked without a hitch. I am sadfaced. :p

Re-uninstalling, and re-installing now... Gonna try to work it out, I'll letcha know if anything works.

bigboywooly
12-28-08, 05:01 PM
The game is finding an entry in the menu.ini that there isnt anything for
Either tga or something else

Most odd if a clean install

Try JSGME in this

http://files.filefront.com/Try+this7z/;12798081;/fileinfo.html

As its Vista its possible its retaining an old menu ini from an earlier install

Monica Lewinsky
12-28-08, 07:32 PM
Windows Vista x32, Intel Core2 2.66ghz, NVIDIA GeForce 8800GTS, 4 gigs of ram.

Re-uninstalling ... blah, blah, blah

Wait a minute Bubba ... Define your Uninstall process. You are not just using the Control Panel uninstall only ... maybe ... ? There is other "stuff" to do.

I have a twin of your rig and installed GWX 3.0 today and it worked like a champ on the first try.

What I did after the Control Panel stuff was to go into the C:\Program Files\UBISoft\ and delete the SilentHunterIII folder. Then in Vista you have to hunt down the SH3 folder in your documents folder and delete that too. Would look like 'sumthin like dis:

c:\Users\MyLocalUserProfileNameIsHere\Documents

Find the SH3 folder - delete it. I took no chances - rebooted - probably totally uneccessary but what the heck.

Installed SHIII, patched it, ran GWX 3.0 install ... and ... LOVING IT !!!

Have been playing it all day. :smug:

Kpt. Lehmann
12-28-08, 10:03 PM
Hey Kpt Lehmann...
When ya get a free moment, empty out your PM inbox a bit Mate! ;)

Will do in a little bit.

Its been a long weekend. Just need to breathe a bit first.

owner20071963
12-28-08, 10:33 PM
Here is a tip for you guys Running Vista,
Always Install Your Game As Administrator,
Install The GWX 3.0,
Run As Administrator,
All Compatibilatly Files Will Now Be Stored,
Remember If You Have Used Gwx 2.1 Or 2.O,
You Must Delete All Compatible Files,
Before Installing Your Clean SH3 1.4,
Files Hidden In Vista Are Compatible Files,
Note Delete Them,
Vista Is All About Compatibility,
To Make Your Game Run As Is,
Take A Note,
Hope This Helps Vista Game Issues.:arrgh!:

thehiredgun
12-30-08, 10:48 AM
I was reading the manual for 3.0 & saw that I can use mission editor with campaigns, Can someone tell me where the mission editor is & how to use it? :damn:

11Bravo
01-03-09, 11:17 AM
I was reading the manual for 3.0 & saw that I can use mission editor with campaigns, Can someone tell me where the mission editor is & how to use it? :damn:
SH3MissionEditor.exe in your SilentHunterIII directory. Also listed in the Start Menu.

Note: Resfix must be temporarily disabled (if enabled, obviously) before running the editor...

11Bravo
01-03-09, 11:23 AM
Installed GWX3 and noticed 76 MB of tga's in data\Textures\TLowRes\tex folder. Never saw this in GWX2.1. Normal?

meduza
01-03-09, 11:45 AM
Installed GWX3 and noticed 76 MB of tga's in data\Textures\TLowRes\tex folder. Never saw this in GWX2.1. Normal?
It's the same with me, so yes, I'd say it's normal.
Just checked my old 2.1 installation, the mentioned folder is empty. Go figure... :D

11Bravo
01-03-09, 11:49 AM
Thanks for confirming. Would like to hear from GWX team if this is intended behavior or a mistake.

11Bravo
01-03-09, 11:58 AM
Noticed no GWX 3 entry in the Windows>Control Panel>Add or Remove Programs. The Silent Hunter III uninstall does not remove all the directories.

GWX 2.0 had its own uninstall (The Gray Wolves Expansion 2.0) that removed all directories.

Easy to work around, but wanted to mention it in case it was overlooked. :doh:

Chisum
01-04-09, 03:21 AM
Is it the right place to talk about some GWX 3.0 problems / mistakes ?
I don't know really you tell me.

One little problem: I can't see the trail of foam by night. Is somewhere a file to increase ? Also the night seems to be very clear.

Very little mistakes in the french interface translation:
In french we don't say "juin 15, 1939" but "15 juin 1939".
That concern the datation in the player interface in the right down corner.

http://img381.imageshack.us/img381/5269/15639oi8.jpg

Also as you can see, the time is not the same.

A last thing. In the .pdf you talk about "joueurs français". It will be preferable to say: "joueurs francophones" because all who talks french are not french.
As me for exemple, I'm belgian, but also canadian, swiss, ect...

For the rest, actually all is perfect.

My 2 cents.

;)

BillyGG
01-04-09, 04:02 AM
I just did a fresh install for 3.0 and I'm having a couple of problems. All of the ports on my map are written in green, so I can't tell if they're friendly or not. This isn't too big of a problem since they're usually pretty obvious, but I liked having them be indicated. Also, when I spot a ship their heading isn't indicated on their map icon. Is this some reality setting I can't find?

I've been playing GWX for a few years, and I love it. Thank you!

Chisum
01-04-09, 04:27 AM
What year ?
In 1939 all is green before september 3...

bigboywooly
01-04-09, 06:20 AM
Is it the right place to talk about some GWX 3.0 problems / mistakes ?
I don't know really you tell me.

One little problem: I can't see the trail of foam by night. Is somewhere a file to increase ? Also the night seems to be very clear.

Very little mistakes in the french interface translation:
In french we don't say "juin 15, 1939" but "15 juin 1939".
That concern the datation in the player interface in the right down corner.

http://img381.imageshack.us/img381/5269/15639oi8.jpg

Also as you can see, the time is not the same.

A last thing. In the .pdf you talk about "joueurs français". It will be preferable to say: "joueurs francophones" because all who talks french are not french.
As me for exemple, I'm belgian, but also canadian, swiss, ect...

For the rest, actually all is perfect.

My 2 cents.

;)
I think the date order is set by SH3 ie Month\Day\Year
Time at bottom is I think home port time
Local time is where you are in world

I once sailed to Penang from France and was a 12 hour difference made worse by the fact the navmap turned dark for night mode when it was in fact daytime outside

Jimbuna
01-04-09, 07:36 AM
I just did a fresh install for 3.0 and I'm having a couple of problems. All of the ports on my map are written in green, so I can't tell if they're friendly or not. This isn't too big of a problem since they're usually pretty obvious, but I liked having them be indicated. Also, when I spot a ship their heading isn't indicated on their map icon. Is this some reality setting I can't find?

I've been playing GWX for a few years, and I love it. Thank you!

The ports will change colour as their status/position towards Germany changes.

Green = Neutral
Blue = Friendly/Ally
Red = Enemy

Click on the icon of the ship and you will see a compass bearing eg: south east.

When you are within visual range you can zoom in and see the actual ship shaped icon.

Alex
01-04-09, 09:53 AM
Very little mistakes in the french interface translation:
In french we don't say "juin 15, 1939" but "15 juin 1939".
That concern the datation in the player interface in the right down corner.

http://img381.imageshack.us/img381/5269/15639oi8.jpg

Also as you can see, the time is not the same.

Mr BigBoyWooly is right, Chisum. It's hardcoded.

A last thing. In the .pdf you talk about "joueurs français". It will be preferable to say: "joueurs francophones" because all who talks french are not french.
As me for exemple, I'm belgian, but also canadian, swiss, ect...
You're right... It has nothing to do with racism though. :88)
I just didn't think about that.

For the rest, actually all is perfect.

My 2 cents.

;)
:up:

thehiredgun
01-04-09, 01:38 PM
To everyone that had something to do with creating 3.0 GWX I think it is just a great game, I have been playing since Christmas & everyday since & it gets better . I give you all an A+ This is a true gold edition of GWX. Thank you all for your great effort.

Madox58
01-04-09, 01:52 PM
Thanks for confirming. Would like to hear from GWX team if this is intended behavior or a mistake.

The lowres folder was left in place after being contacted by several users
that can not run in hi res mode.

If you run in hi res just delete all the tga files in the low res folder.

Kpt. Lehmann
01-04-09, 02:47 PM
To all who may have been affected, apologies for my recent absence. My internet access has been CRAP for a few days.:damn:

Gonna take a good bit of time to catch up with everything.:dead:

Jimbuna
01-04-09, 03:26 PM
To all who may have been affected, apologies for my recent absence. My internet access has been CRAP for a few days.:damn:

Gonna take a good bit of time to catch up with everything.:dead:

Not more stinky pickles I hope :doh:

jaxa
01-04-09, 03:28 PM
Thanks for confirming. Would like to hear from GWX team if this is intended behavior or a mistake.

The lowres folder was left in place after being contacted by several users
that can not run in hi res mode.

If you run in hi res just delete all the tga files in the low res folder.

Privateer, I'd like to be sure - I use 1280x1024 resolution, should I delete all tga's in data\Textures\TLowRes\tex folder? These files aren'e the same as in tga's in data\Textures\TNormal\tex folder.
If I should delete them, can I do this during patrol or only after docking in port?

bigboywooly
01-04-09, 03:34 PM
The TGAs in the low res folder will be used instead of the hi res ones inside the dats
Best wait till back in port to be safer than sorry

jaxa
01-04-09, 04:08 PM
The TGAs in the low res folder will be used instead of the hi res ones inside the dats
Best wait till back in port to be safer than sorry

Then I should delete this folder data\Textures\TLowRes\tex for playing with hires models I suppose? Am I right?

bigboywooly
01-04-09, 05:04 PM
Yep correct

jaxa
01-04-09, 05:13 PM
This is important information for players using hires resolutions, over stock 1024x768 (probably most of us use higher resolutions). Why there is no info about that in GWX manual?
Should I delete all data\Textures\TLowRes\tex folder or only delete tga's in this folder, leaving it empty?

Lzs von swe
01-05-09, 07:29 AM
You should delete the folder, not only it´s content. If present it will get loaded to memory even when not used. You only need the low res .tga´s if you´re PC cannot handle the high res option in the game. Has nothing to do with screen resolution.

I think it was Kpt. Lehmann that first posted about this a long time ago:hmm:

11Bravo
01-05-09, 10:06 AM
You should delete the folder, not only it´s content.
Note that GWX 2.1 has empty TLowRes and TNormal folders in data\Textures.

Deleting the contents, rather than the folders, would bring it in line with GWX2.1 practice. If you didn't have problems with GWX 2.1, you probably won't have problems with GWX3, and the lower res textures will only degrade the user experience.

Probably should have included the low res textures as a JSGM mod rather than default.

By the way. GWX rocks, every version, and I have played them all. Salute!

Chisum
01-06-09, 12:04 PM
One more question, sorry if this is already explained in the pdf but 644 pages takes long time to read all !

Well: if I want to play a mission in the asian water, must I actived the "Indian Ocean Campaign Files Only" mod before loading SH3 ?

PS: I played yesterday the Curação mission without ANY trouble ! Six tankers in the bottom with an Ocean of flammes and NO ONE CTD !!
It's the paradise !

:up:

thehiredgun
01-06-09, 01:00 PM
Is there anyway of toning down the expertise of the destroyers in GWX 3.0? I am running into expert destroyers in 1939, allot of them.

bigboywooly
01-06-09, 01:08 PM
Is there anyway of toning down the expertise of the destroyers in GWX 3.0? I am running into expert destroyers in 1939, allot of them.

IF there are any expert destroyers in 1939 they will be escorting fleet units
And there arent very many in that time span anyway
If at all

Same DD set up as in GWX 2.1
Nothing has changed

Jimbuna
01-06-09, 02:15 PM
One more question, sorry if this is already explained in the pdf but 644 pages takes long time to read all !

Well: if I want to play a mission in the asian water, must I actived the "Indian Ocean Campaign Files Only" mod before loading SH3 ?

PS: I played yesterday the Curação mission without ANY trouble ! Six tankers in the bottom with an Ocean of flammes and NO ONE CTD !!
It's the paradise !

:up:

The default install includes the Med and Atlantic.

You can install the Baltic and Indian areas as separates (but in addittion to the default) ...or you can install the merged campaign which includes every area.

I like that Curacao mission :up:

I also rate very highly the clever bastid that created it ;) :rotfl:

thehiredgun
01-06-09, 03:16 PM
Is there anyway of toning down the expertise of the destroyers in GWX 3.0? I am running into expert destroyers in 1939, allot of them.

IF there are any expert destroyers in 1939 they will be escorting fleet units
And there arent very many in that time span anyway
If at all

Same DD set up as in GWX 2.1
Nothing has changed



Thank you

piri_reis
01-06-09, 05:11 PM
You can install the Baltic and Indian areas as separates (but in addittion to the default) ...or you can install the merged campaign which includes every area.
Black Sea :up:

Chisum
01-06-09, 08:27 PM
You can install the Baltic and Indian areas as separates (but in addittion to the default) ...or you can install the merged campaign which includes every area.


I suppose that you confirm that I can't play the solo mission in the Indian Ocean without activate the mod but can I install the merged campaign AFTER begining a campaign ?

Who has created Curacão ?
Because I don't know how sink 52 000 tns...

Jimbuna
01-07-09, 06:51 AM
You can install the Baltic and Indian areas as separates (but in addittion to the default) ...or you can install the merged campaign which includes every area.


I suppose that you confirm that I can't play the solo mission in the Indian Ocean without activate the mod but can I install the merged campaign AFTER begining a campaign ?

Who has created Curacão ?
Because I don't know how sink 52 000 tns...

All you need is the mission installed.

I created Curacao....and I doubt I could either :p

Chisum
01-07-09, 04:31 PM
Wow !
It's a very nice mission, congratulation, good job.
:up:

Where can I found a tutorial to use the mission editor, if possible, in french ??

Jimbuna
01-08-09, 07:31 AM
Wow !
It's a very nice mission, congratulation, good job.
:up:

Where can I found a tutorial to use the mission editor, if possible, in french ??

Not aware of any ME tut in ANY language, unless somebody has taken it upon themselves to make a one :hmm:

Chisum
01-08-09, 09:01 AM
Ok thanks.

And about your Curacao mission, I thank you again because I learned something new.
I did not know that balloons("blimp") had been used by the Americans !

Good historical search !

:up:

Jimbuna
01-08-09, 10:29 AM
Ok thanks.

And about your Curacao mission, I thank you again because I learned something new.
I did not know that balloons("blimp") had been used by the Americans !

Good historical search !

:up:


I think the real credit should go to Privateer (hope I've not missed anyone out :p )....I only put it into the mission.

Lanzfeld
01-09-09, 08:51 AM
I scanned the change logs as best I can but I thought I would ask to be sure:

Was there any change to the subs .zon files between 2.1 and 3.0 ?

JoeSchmoe
01-10-09, 02:30 AM
I really liked the old music in the gramophone, with the fanfare from Das-Boot and all that. Is there any way to get it again?

Jimbuna
01-10-09, 06:30 AM
Welcome aboard JoeSchmoe http://www.psionguild.org/forums/images/smilies/wolfsmilies/welcome.gif

You will find it amongst this collection....I'm sorry but I can't remember which one.

http://www.subsim.com/radioroom/showthread.php?t=128841&highlight=gramaphone+tunes

thehiredgun
01-10-09, 06:31 AM
I really liked the old music in the gramophone, with the fanfare from Das-Boot and all that. Is there any way to get it again?

You might look up one of Jimbuna's pages & click on his Filefront link & he has a good selection there ! thehiredgun

JoeSchmoe
01-10-09, 05:08 PM
Thanks for the welcome guys, and i found what i was looking for.:up:

Lanzfeld
01-11-09, 06:28 AM
I scanned the change logs as best I can but I thought I would ask to be sure:

Was there any change to the subs .zon files between 2.1 and 3.0 ?

Anyone?

Fluffysheap
01-13-09, 07:26 PM
I have just downloaded GWX 3.0, and I am fairly new to SH3 as well, having only recently obtained the Steam version which does not suffer from Starforce. Anyway, I was able to install it fine and it appears to work but I had a few questions/concerns/whatever. Pardon me having so many questions, thanks in advance for any help.

* It seems that if starting a campaign in 1939, you will start on August 1 which is a whole month before the start of the war. This means you will have nothing to do on your first patrol as all nations are neutral, even Germany. So you can just sail around for a few days if you like then return to port, or "return to port" immediately, for a free qualification. Then two weeks will pass and you can set sail on your real patrol. Why not start the campaign three weeks later, so you will still have time to travel to your patrol area before war breaks out, but without having to go through a whole patrol where nothing happens?

* It seems there is no longer any reason at all to go to your designated patrol area. You don't gain anything for going there nor suffer a penalty if you don't. I understand this is done to support the non-European campaigns and also because less renown is needed in GWX. But would it be possible instead to lose renown if you don't go to your patrol area? Or would this not work?

* The GWX manual says you no longer have to play the tutorial missions to get 1500 starting renown. I deleted all my save game data before installing the GWX mod, and did not play the tutorial missions again. But I started with only 500 renown.

* I agree that the crew fatigue model in stock SH3 required crew to be rotated too often. But it seems GWX goes too far in the other direction. My crew can remain on duty for several days at a time before getting tired, then it takes them several days to get rested. This seems to be no more realistic than before although it is less work. Why not have them get tired after 8 or 12 hours, which would be better I think?

* What is the resolution to the situation with manual identification, rangefinding errors and duplicate ships? I read about this in the thread a few pages back. I use manual targeting and identification exclusively. If I always use the first version of each duplicate ship and just point the stadimeter at the top of the mast will everything "just work" or do I need to do something special? Or is manual rangefinding not reliable?

TarJak
01-13-09, 09:15 PM
Welcome aboard Fluffysheap!

First off you will find most of the answers on these boards by doing a search.

That said:

Q1: You can only start a career on the 1st of a particular month even when using SH3Commander. The point is that it allows you to start a 1939 career before the war starts so on your second patrol you have the chance to get into position for when the war kicks off.

Q2:That would not work and the reason for the removal of patrol grid renown is discussed in the manual.

Q3: You have to do at least one tutorial mission to get the full 1500 renown. Doesn't matter which one but the navigation is the easiest.

Q4: It is what it is. I use the No fatigue option from SH3Commander because I don't see that as the captain I should have to go and roust out the slackers and sluggabeds who don't want to do their bit for the war effort.

Q5: I defer to a manual targetting experts but from my experience the range matters the least in getting the solution right. Most important is the AoB and speed of the target. I'm not entirely sure what you are asking in terms of reliability? The manual range finding will only ever give an approximate range. The WO Assist will give accuracy but it is less of a concern unless you are doing very long range shots. In real life the main reason for including the range in the calculation was to allow them to time the run so they could have an idea about when the torp should hit the target.

A Very Super Market
01-13-09, 09:26 PM
Also, there is a glitch where the first patrol tonnage is not recorded by the game.

Skipping 2,3 on to 4!

As far as I know, the only reason it takes longer is because the crew fatigue stops doing anything after you get to 32X times compression (Or whatever you set 3d effects to). At lower levels, it will take 4-12 hours for rotations. And you can always go for No fatigue.

And range doesn't matter in TDC, but if you are using the In-periscope AoB and Speed finders, it can screw you up quite a bit. Duplicate ships are there because the neutral nations' ships are usually lit-up, and hostile ones are dimmed. I think the first ship is for is dimmed out ones.

B.N.R.T.
01-13-09, 10:17 PM
Just a quick post to say that I really really really really really (you get the point, don't you?) like the new GWX. A very big THANK YOU for all the people who put time and effort into this.

Now, I know I should probably RTFM for this one, but in GWX 2.0 I had some programs/mods with which I could make my own shortcuts and alter the TC settings. Will these also work with GWX 3.0?

Lanzfeld
01-13-09, 10:18 PM
Not exactly true.:know:

I did alot of testing with range. The results below, and you can replicate these yourself:

Range is only a factor if you are shooting with a high gyro angle. If you are shooting at a low gyro angle, say 0 to 30 degrees off your nose or tail then range will have VERY little impact on the final torpedo gyro lead angle.

BUT:

If you shoot at higher gyro angles, say 30 to 90 degrees then range will have a greater impact on the final torpedo gyro lead angle. The higher the angle, the more range matters.

Play with the manual TDC and UZO yourself without and targets. You will see this is true.

Almost all my shots are <30 degrees so range doesnt matter too much for me.:arrgh!:

Weiss Pinguin
01-13-09, 10:27 PM
Now, I know I should probably RTFM for this one, but in GWX 2.0 I had some programs/mods with which I could make my own shortcuts and alter the TC settings. Will these also work with GWX 3.0?
I believe they should.

For the question on crew fatigue, yep, running at a high TC (128 or above I think) slows down fatigue almost to the point that it doesn't happen. The flipside is that your crew recovers at the same rate that it fatigues.

Awful Smutje
01-14-09, 08:23 AM
The manual says 64x. ;)

Its all in the "Dealing with fatigue" Part at the end.
(Appendix D-5, it's page 621 in the manual)

thehiredgun
01-14-09, 09:29 AM
I have just downloaded GWX 3.0, and I am fairly new to SH3 as well, having only recently obtained the Steam version which does not suffer from Starforce. Anyway, I was able to install it fine and it appears to work but I had a few questions/concerns/whatever. Pardon me having so many questions, thanks in advance for any help.

* It seems that if starting a campaign in 1939, you will start on August 1 which is a whole month before the start of the war. This means you will have nothing to do on your first patrol as all nations are neutral, even Germany. So you can just sail around for a few days if you like then return to port, or "return to port" immediately, for a free qualification. Then two weeks will pass and you can set sail on your real patrol. Why not start the campaign three weeks later, so you will still have time to travel to your patrol area before war breaks out, but without having to go through a whole patrol where nothing happens?

* It seems there is no longer any reason at all to go to your designated patrol area. You don't gain anything for going there nor suffer a penalty if you don't. I understand this is done to support the non-European campaigns and also because less renown is needed in GWX. But would it be possible instead to lose renown if you don't go to your patrol area? Or would this not work?

* The GWX manual says you no longer have to play the tutorial missions to get 1500 starting renown. I deleted all my save game data before installing the GWX mod, and did not play the tutorial missions again. But I started with only 500 renown.

* I agree that the crew fatigue model in stock SH3 required crew to be rotated too often. But it seems GWX goes too far in the other direction. My crew can remain on duty for several days at a time before getting tired, then it takes them several days to get rested. This seems to be no more realistic than before although it is less work. Why not have them get tired after 8 or 12 hours, which would be better I think?

* What is the resolution to the situation with manual identification, rangefinding errors and duplicate ships? I read about this in the thread a few pages back. I use manual targeting and identification exclusively. If I always use the first version of each duplicate ship and just point the stadimeter at the top of the mast will everything "just work" or do I need to do something special? Or is manual rangefinding not reliable? One thing i like about starting the 1st patrol in early August is that You can go into enemy ports see what is there , as after the war does in fact start you very likely will want to stay out of them as most of them are shallow . Sometimes you can get a idea of something to go after, waiting outside of the port ! Welcome ! As you have already found out, there a lot of good people here that will be very helpful ! Good luck!! To each his own but i like & use SH3 Commander & SH3 Generator ! The Allies & the Axis had intelligence & SH3 Generator will generate you a set of orders that gives you a idea of whats in the enemy ports after the war starts!

Fluffysheap
01-14-09, 04:43 PM
Thanks for the suggestions. I restarted my career, did the navigation tutorial and got the whole 1500 renown. So that is good.

I changed the time compression settings to cause crew to fatigue even up to 1024x compression. I was happy as I could run 6-hour shifts and the crew was just starting to get tired, I can live with 6-hour shift changes even on a patrol, at least for now, we'll see if I get sick of it later on. That was until the weather got a bit choppy, then I had to rotate crew every two hours again. Now I see why the game eliminates fatigue when compression is high, otherwise you could not get anywhere, but would still have fatigue in combat (probably you only are expected to be below 64x when in combat, so it all works out even if you never have to actually change shifts while traveling).

For the torpedo aiming perhaps once I actually have a chance to fire a torpedo I will see how it goes, but between fiddling with the fatigue, restarting my careers, waiting for the war to start and CTDs I haven't had a chance to actually do any fighting in GWX yet, perhaps this evening :)

Weiss Pinguin
01-14-09, 05:16 PM
During combat TC usually caps out at 32x, so fatigue would be present. Although occasionally, when enemy craft don't quite have me pinpointed, I can run around at 64/128x, but that's just suicide when evading depth charges. :hmm:

otto69
01-17-09, 03:25 PM
The new version is great. However, I have a ?. There are to many "recieved messages" while on patrol. Is there a fix to reduce them to be relevent to my boat?

otto

LordNeuro"Serbia"
01-17-09, 04:27 PM
Das enybody have thise bug. I m on my 2 patrol just driving and site seing when in Istanbul port i see thise
http://img515.imageshack.us/img515/1545/sh32009011717184006gl1.jpg (http://imageshack.us)
http://img515.imageshack.us/img515/sh32009011717184006gl1.jpg/1/w1024.png (http://g.imageshack.us/img515/sh32009011717184006gl1.jpg/1/)

And couple more ships in the same port was in thise way. I must been messing somthing up.:damn:

TarJak
01-17-09, 06:47 PM
Looks like they were either spawned too close to one another and merged. BBW might want to take a look at it or not.

Jimbuna
01-17-09, 07:05 PM
The weather looks rough....they may have drifted alittle as a result http://img98.imageshack.us/img98/1817/thinkbigsw1yo4.gif

bigboywooly
01-17-09, 07:39 PM
Using the merged campaign ???


Looks like some of the entries are duplicated there when merged

Boy do I loathe that Merged campaign set
lol

TarJak
01-18-09, 07:00 AM
The weather looks rough....they may have drifted alittle as a result http://img98.imageshack.us/img98/1817/thinkbigsw1yo4.gifI thought that initially but there is usually damage when two ships drift into one another, I think BBW has got it nailed.

Jimbuna
01-18-09, 01:51 PM
The weather looks rough....they may have drifted alittle as a result http://img98.imageshack.us/img98/1817/thinkbigsw1yo4.gifI thought that initially but there is usually damage when two ships drift into one another, I think BBW has got it nailed.

That's the thing though....I always have the merged campaign enabled and have yet to experience this http://img98.imageshack.us/img98/1817/thinkbigsw1yo4.gif

bigboywooly
01-18-09, 02:58 PM
The weather looks rough....they may have drifted alittle as a result http://img98.imageshack.us/img98/1817/thinkbigsw1yo4.gifI thought that initially but there is usually damage when two ships drift into one another, I think BBW has got it nailed.
That's the thing though....I always have the merged campaign enabled and have yet to experience this http://img98.imageshack.us/img98/1817/thinkbigsw1yo4.gif
IIRC there are a couple of places with traffic on both Indian Ocean and normal campaign due to crossover points
Same with the Black Sea and thats where these Turkish ones appear from
would hazard a guess that you may find a couple in South African ports too

Only affects docked units as mobile ones usually go off in diff directions
If you dont pop into ports you wont see it

Jimbuna
01-18-09, 03:11 PM
The weather looks rough....they may have drifted alittle as a result http://img98.imageshack.us/img98/1817/thinkbigsw1yo4.gifI thought that initially but there is usually damage when two ships drift into one another, I think BBW has got it nailed.
That's the thing though....I always have the merged campaign enabled and have yet to experience this http://img98.imageshack.us/img98/1817/thinkbigsw1yo4.gif
IIRC there are a couple of places with traffic on both Indian Ocean and normal campaign due to crossover points
Same with the Black Sea and thats where these Turkish ones appear from
would hazard a guess that you may find a couple in South African ports too

Only affects docked units as mobile ones usually go off in diff directions
If you dont pop into ports you wont see it

That's probably why then....I leave harbour racing to the nancy boys :rotfl:

thehiredgun
01-20-09, 04:28 PM
I am currently reading a series of books by Winston Churchill " The War Years" ! Accordingly i learned that there was a secret British navy base at Addu Atoll, a ring of coral islands surrounding a deep water lagoon at the southern end of the Maldive islands about 600 mile southwest of of Ceylon. The British called this base (Port T) !It is said to have had anywhere from 2 to 4 Battleships & two to three aircraft carriers in it at any give time ! Is any of this scripted in GWX 3.0 ? Can this be modded for GWX 3.0?

bigboywooly
01-20-09, 04:54 PM
No its not
So secret the KM didnt know it was there
:rotfl:

That location isnt on the SH3 map anyway IIRC

Jimbuna
01-20-09, 05:04 PM
No its not
So secret the KM didnt know it was there
:rotfl:

That location isnt on the SH3 map anyway IIRC

Well the kaleun of U-183 did....as well as the Japanese after April 1942

LOL


The Japanese remained unaware of the base’s existence until their plans for expansion in south-east Asia had come to nothing, even during their carrier raids in the Indian Ocean in April 1942. Later in the war, submarine reconnaissance established the base’s existence. Despite openings into the lagoon being permanently closed by anti-submarine nets, the German U-boat U-183 torpedoed the tanker British Loyalty in March 1944 (she had been previously torpedoed and sunk at Diego Suarez); it was an impressive long-range shot from outside the atoll through a gap in the anti-torpedo nets. Although seriously damaged, the tanker did not sink. She was not fully repaired but kept as a Ministry of War Transport Oil Fuel Storage Vessel. There was significant oil pollution after this incident and British personnel were used to clean the lagoon.


http://adduatholhu.wordpress.com/

http://en.wikipedia.org/wiki/Addu_Atoll#British_naval_base

thehiredgun
01-20-09, 08:26 PM
No its not
So secret the KM didnt know it was there
:rotfl:

That location isnt on the SH3 map anyway IIRC

Thank You

ekempey
01-21-09, 11:16 PM
Hey guys,

So I recently re-installed SH3 after I heard of the GWX 3 release and now i can see no visible explosions in game. I have tested in two different careers, firstly an Operation Drumbeat career in 41/42 and secondly a XXI career starting in '44. I am running the most recent SH3 Commander as well as No Medals on Crew, English Nav Map, Das Boot Main Movie, and Lite Harbor Traffic optional mods. I made sure that this was a totally fresh install, no old files lingering. Anyone have any ideas?

torpedobait
01-22-09, 07:32 AM
Try adding "GWX - Enhanced Damage Effects", "Torpedo Damage Final ver 2.0",
"Lifeboats&Debris_v3b", and if you have a sub-woofer and really want to irritate your household, add "explosions_and_gunfire". :rotfl: These will give a realistic sense of what your victims would have been subjected to. You can find them by searching the GWX forum.

Hey guys,

So I recently re-installed SH3 after I heard of the GWX 3 release and now i can see no visible explosions in game. I have tested in two different careers, firstly an Operation Drumbeat career in 41/42 and secondly a XXI career starting in '44. I am running the most recent SH3 Commander as well as No Medals on Crew, English Nav Map, Das Boot Main Movie, and Lite Harbor Traffic optional mods. I made sure that this was a totally fresh install, no old files lingering. Anyone have any ideas?

ivank
02-15-09, 06:15 PM
How do I install GWX 3? do I follow the steps for 2.1?

A Very Super Market
02-15-09, 08:05 PM
I come to help!

Uninstall everything. Clean install of stock.
Patch to 1.4 (Or if it is already, forget this)
Don't install 2.0, or 2.1. Only install the GWX 3.0 files.

ivank
02-15-09, 08:27 PM
I come to help!

Uninstall everything. Clean install of stock.
Patch to 1.4 (Or if it is already, forget this)
Don't install 2.0, or 2.1. Only install the GWX 3.0 files.

Thanks! So I just downloaded the GWX 3.0.exe, so do I just run that and thats it? Do I download all those .bin things?

A Very Super Market
02-15-09, 08:35 PM
Quick, quick, quick! Start downloading those .bins ! They have the real files. The .exe is just to install them. You didn't expect a super-mod to only have 24mbs did you? :03:

ivank
02-15-09, 08:38 PM
Quick, quick, quick! Start downloading those .bins ! They have the real files. The .exe is just to install them. You didn't expect a super-mod to only have 24mbs did you? :03:

No I dont expect that, lol. So do I follow the stuff on the 1st page, and make that folder stuff?

A Very Super Market
02-15-09, 08:44 PM
I think you have to download all the .bins and the .exe into the same folder. Then you start up the .exe and install it all into the silent hunter 3 folder.

ivank
02-15-09, 08:48 PM
Okay, so I made a folder on my desktop, named GWX 3.0, and I put all those Bins and the exe, then I just hit run? thats it?! WOW I thought it would be harder\

A Very Super Market
02-15-09, 08:52 PM
"Run"? As in you tried to start the game? No, you wouldn't do that.

You are clicking the .exe and installing right?

ivank
02-15-09, 08:56 PM
"Run"? As in you tried to start the game? No, you wouldn't do that.

You are clicking the .exe and installing right?

yea in 27 mins

A Very Super Market
02-15-09, 09:00 PM
Wow, your connection must be great. All those .bins in 27 minutes..

ivank
02-15-09, 09:08 PM
Wow, your connection must be great. All those .bins in 27 minutes..

This is very rare, to be honest

ivank
02-15-09, 09:51 PM
Wow, your connection must be great. All those .bins in 27 minutes..
This is very rare, to be honest

okay so now I just run the .exe? no deletingf the SH3 folder?

A Very Super Market
02-15-09, 09:58 PM
The SH3 folder in My Documents is just to store your savegames. You can try and load up a save first, but if it doesn't work, just delete it. Or at least rename it.

ivank
02-15-09, 10:02 PM
The SH3 folder in My Documents is just to store your savegames. You can try and load up a save first, but if it doesn't work, just delete it. Or at least rename it.
okay going to delete, then run the .exe? when do I add JSGME?

A Very Super Market
02-15-09, 10:18 PM
The SH3 folder in My Documents is completely separate from the game. If you want to try and save an old career, keep it for a while. It can't do any harm. Install your mods after you install 3.0 though.

ivank
02-15-09, 10:26 PM
The SH3 folder in My Documents is completely separate from the game. If you want to try and save an old career, keep it for a while. It can't do any harm. Install your mods after you install 3.0 though.

So, iinstall GWX, then JSGME?

A Very Super Market
02-15-09, 10:32 PM
Yep.

ivank
02-15-09, 10:36 PM
okay

ivank
02-15-09, 10:48 PM
I went to install but it says "can't find JSGME.txt" !!! what do I do?

A Very Super Market
02-15-09, 11:03 PM
You can't install 3.0 because of that, or JSGME? If the latter, try redownloading.

ivank
02-15-09, 11:07 PM
I cant instal GWX

A Very Super Market
02-15-09, 11:13 PM
WTH? Have you got a clean install of SH3 going? Hopefully, you didn't have any mod stuff left over. I can't help anymore (Dinner) but try re-reading the installation manual on the GWX site.

ivank
02-16-09, 01:08 PM
In what folder do I install GWX? if I click SHIII it says it can not find the files from the .bins!

Jimbuna
02-16-09, 03:29 PM
Create a folder on your desktop and name it anything you like....place the exe and all the bins into said folder and double click on exe.

It should detect your new installation (provided it is a fresh one and is patched to 1.4b)....simply follow the instructions.

There are comprehensive installation instructions available on the GWX website (click on my sig to access) http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

bigboy3lz
02-16-09, 05:32 PM
Just dusted off SH3 after 4 year haitus.
Played the Stock Version for a while.
Just re watched Das Boot.
So had to reinstall SH3 of course.
So now i am modding SH3.

Noob question once GWX is installed, how do you call up JSGME?
Still downloading the bin files.

Thanks for all the hard work that you guys put into developing this MOD.

Weiss Pinguin
02-16-09, 05:47 PM
When you install GWX, the JSGME program is put into your install folder. Just click on it to bring it up and activate the mods you want.

Good hunting! :arrgh!:

Jimbuna
02-16-09, 06:00 PM
Either that or do as I do....create a desktop icon.

ivank
02-16-09, 06:18 PM
Thanks mates! everything is working now!!!! what mods that come with GWX should I use?

bigboy3lz
02-16-09, 06:35 PM
Weiß Pinguin and jimbuna thanks for the help.
Submerging as we speak.

bielson
02-16-09, 08:45 PM
Hi
I've just gone trough everything to run GW and ...I'm depressed.
I've got a problem with starting a game (single mission , training , museum, career).
Every single time my loading bar gets to 90% and then after 10-15 sec CTD. I've got no idea what to do. I've got SH3 patched to 1,4b plus GW 3.0 . I'm running Sh3 on vista 32 GF9600gt 2gb memory. Anyone? Ideas? ...Thx in advance!

Jimbuna
02-17-09, 08:07 AM
Thanks mates! everything is working now!!!! what mods that come with GWX should I use?

You have a wide and varied choice available to you.....for now, try those that come already packed with the installation.

@bigboy3lz....Well done....SINK EM ALL!!

@bielson....There are comprehensive installation instructions for Vista available from the GWX website (click on my sig).

bielson
02-17-09, 08:27 AM
[quote=ivank]
@bielson....There are comprehensive installation instructions for Vista available from the GWX website (click on my sig).

I've done it all step by step ...i've tried at least 5 times to install and reinstall . After all I've got the most stable version (won't stuck on video or entry screen) I can see menu I can move around menu but still after trying to start any type of game my bar gets to 90 % and CTD. I've got the latest drivers for my graphic card etc. (unmoded version of SH3 works perfect)

SeaWolf U-57
02-17-09, 08:33 AM
[quote=ivank]
@bielson....There are comprehensive installation instructions for Vista available from the GWX website (click on my sig).

I've done it all step by step ...i've tried at least 5 times to install and reinstall . After all I've got the most stable version (won't stuck on video or entry screen) I can see menu I can move around menu but still after trying to start any type of game my bar gets to 90 % and CTD. I've got the latest drivers for my graphic card etc. (unmoded version of SH3 works perfect)

this might help http://www.subsim.com/radioroom/showthread.php?t=148212

Jimbuna
02-17-09, 10:27 AM
[quote=ivank]
@bielson....There are comprehensive installation instructions for Vista available from the GWX website (click on my sig).

I've done it all step by step ...i've tried at least 5 times to install and reinstall . After all I've got the most stable version (won't stuck on video or entry screen) I can see menu I can move around menu but still after trying to start any type of game my bar gets to 90 % and CTD. I've got the latest drivers for my graphic card etc. (unmoded version of SH3 works perfect)

This should sort you out:

http://www.subsim.com/radioroom/showpost.php?p=1032357&postcount=13

thehiredgun
02-17-09, 02:16 PM
Looking for a Bearings Tool mod to work with GWX 3.0, & JSGME ready if possible. Thanks.

bielson
02-18-09, 07:38 AM
Ok after so many times I've got it working. All I did after another reinstallation, I left my SH3 My Documents folder untouched. And after another installation of Grey Wolves bar indeed goes to 90 % but instead CTD after 10 sec I'm in my U-boat.
Thx for tryin to solve my problem . Btw mod's great so far !!!!

Otto Heinzmeir
02-20-09, 02:51 AM
My thanks to the entire team. This mod is awesome! :yeah:

Jimbuna
02-20-09, 11:14 AM
Ok after so many times I've got it working. All I did after another reinstallation, I left my SH3 My Documents folder untouched. And after another installation of Grey Wolves bar indeed goes to 90 % but instead CTD after 10 sec I'm in my U-boat.
Thx for tryin to solve my problem . Btw mod's great so far !!!!

SINK EM ALL!! http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

Uber Gruber
02-27-09, 11:00 AM
@BBW or anybody

The documentation of the "GWX 3 St Naz and Schluese and other units V4" says it includes the Alternative Flotillas mod. Does this mean i have to activate the included "Alternative Flotillas" mod after the GWX 3 St Naz and Schluese mod or is it already included IN the GWX 3 St Naz and Schluese mod?

My goal is to start the war in the 7th Flottila.

Thanks, Hans.

EDIT: I think I answered my own question by enabling the Alternative Flot AFTER St Naz and Schluese. The Mod sub directory threw me for a bit.

Doppelgänger
02-27-09, 11:48 AM
I hope someone can help me, I don't know if I'm posting in the right thread but I installed GWX3.0 to a clean install of SH3 that was patched to 1.4b. It loads up to a full red bar but then I get the message:- Menu ID not found 0x1a00008 also the message:- There is a new (not implemented) page <Page Ingame Options> Can anyone help me to get GWX3.0 running, it looks great! Many thanks!

ceki
03-03-09, 06:19 AM
I am quite interested in Blair Clay's books. Are this book available in pdf format to download, since there are no books from this author in my country?

Threesixtyci
03-04-09, 01:18 AM
I'm currently downloading the torrent for GWX3.0 and I was wondering something about GWX3.0 and SH3 Commander. Are the modded files for SH3 Commander unchanged for GWX3.0? I mean, I don't have to reinstall SH3 Commander and re-overwrite files or anything like that, I hope.

Looking for a Bearings Tool mod to work with GWX 3.0, & JSGME ready if possible. Thanks.

Well, I can point you to a manual dial calculator that works fine enough, that is once you print it out and push pin them together.....
http://postdownload.filefront.com/7385526//01974b31f31cb6142a918aee7e55334fdd4dea8135c4e10419 0a0227078e9eaa4fb82c4ddf098d87

thehiredgun
03-04-09, 09:11 PM
I'm currently downloading the torrent for GWX3.0 and I was wondering something about GWX3.0 and SH3 Commander. Are the modded files for SH3 Commander unchanged for GWX3.0? I mean, I don't have to reinstall SH3 Commander and re-overwrite files or anything like that, I hope.

Looking for a Bearings Tool mod to work with GWX 3.0, & JSGME ready if possible. Thanks.

Well, I can point you to a manual dial calculator that works fine enough, that is once you print it out and push pin them together.....
http://postdownload.filefront.com/7385526//01974b31f31cb6142a918aee7e55334fdd4dea8135c4e10419 0a0227078e9eaa4fb82c4ddf098d87

Thank You for the manual dial calculator.

Threesixtyci
03-04-09, 11:09 PM
Yeah... took me to while to find it, myself; being that the link on the tutoral for it is broken. Speaking of the tutoral webpage...

http://www.paulwasserman.net/SHIII/#Mods%20and%20Tools%20Required

--------------
As for an answer to my own question... Seems that there is an notice on the GWX webpage. That says:
"SH3 Commander Users NOTE! It will be a bit before we are able to release updated SH3 Commander Cfg files to make GWX fully compatible with that program. In the meantime you may use the Cfg files from GWX 2.1 available below. HOWEVER, PLEASE ENSURE that you run SH3 Commander WITHOUT the 'Sabotage and Malfunctions' option enabled."

But what is confusing me is the link above it that says:
SH3 Commander Config files for GWX 3.0: here (http://files.filefront.com/GWX+211+Cfg+4+SH3Cmdr307z/;10022939;/fileinfo.html)

It's a bit of a contradiction....

Anyway I ended up using those files for SH3 Commander 3.2. Although, the readme file for it looks wrong to me. The install instructions say:
Please unzip the contents of this archive DIRECTLY into your SH3 Commander\Cfg folder.

But if you Unzip the file you'll find sub directories named Uboat, Fotillia and Cfg, inside. Seems to me if that's the case, I should really unzip the folders directly into the Sh3 Commander directory, and not it's \Cfg sub directory. I'm guessing the install instructions are wrong, because those 3 sub directories already exist within the main SH3Command directory.

Jimbuna
03-06-09, 04:31 AM
Yeah... took me to while to find it, myself; being that the link on the tutoral for it is broken. Speaking of the tutoral webpage...

http://www.paulwasserman.net/SHIII/#Mods%20and%20Tools%20Required

--------------
As for an answer to my own question... Seems that there is an notice on the GWX webpage. That says:
"SH3 Commander Users NOTE! It will be a bit before we are able to release updated SH3 Commander Cfg files to make GWX fully compatible with that program. In the meantime you may use the Cfg files from GWX 2.1 available below. HOWEVER, PLEASE ENSURE that you run SH3 Commander WITHOUT the 'Sabotage and Malfunctions' option enabled."

But what is confusing me is the link above it that says:
SH3 Commander Config files for GWX 3.0: here (http://files.filefront.com/GWX+211+Cfg+4+SH3Cmdr307z/;10022939;/fileinfo.html)

It's a bit of a contradiction....

Anyway I ended up using those files for SH3 Commander 3.2. Although, the readme file for it looks wrong to me. The install instructions say:
Please unzip the contents of this archive DIRECTLY into your SH3 Commander\Cfg folder.

But if you Unzip the file you'll find sub directories named Uboat, Fotillia and Cfg, inside. Seems to me if that's the case, I should really unzip the folders directly into the Sh3 Commander directory, and not it's \Cfg sub directory. I'm guessing the install instructions are wrong, because those 3 sub directories already exist within the main SH3Command directory.

Follow the instructions as stated. There is a fourth file actually 'ship names' included with SH3 Commander........leave that one alone, you need it to complement the other three files that will overwrite their namesakes in SH3 Commander.

Threesixtyci
03-06-09, 02:25 PM
(I don't really remember the SH3 Commander directory structure spelling, but this will be close enough for a representation.)

I'm going to end up with this if I follow the readme instructions:
c:\Program files\Sh3Commander\Cfg\(everything is unzipped here)

Such as.....
c:\Program files\Sh3Commander\Cfg\Cfg\(unzipped filenames)
c:\Program files\Sh3Commander\Cfg\Fotilia\(unzipped filenames)
c:\Program files\Sh3Commander\Cfg\Uboat\(unzipped filenames)

It's those doubled up, Cfg\Cfg that has me doubting the readme, instructions...

Bonfleck
03-08-09, 04:21 PM
I'm curious if there is a page with the enhancements I will see in 3.0 as opposed to 2.1?

Jimbuna
03-08-09, 04:25 PM
I'm curious if there is a page with the enhancements I will see in 3.0 as opposed to 2.1?

There are plenty of referrals to the changes that were made in the manual http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Bonfleck
03-08-09, 04:38 PM
I read the Appendix E..............So is it worth it?:hmmm:

thehiredgun
03-08-09, 08:14 PM
Is anybody besides me having problems steering the XXI out of base?

donw
03-08-09, 08:26 PM
I know I have not been around here in a while... but might I suggest mate...you be a little more specific with the problem(s) your having? Bumping off walls?..speed control?.. maintaining surface ballast?...long cigar looking things falling outta the sky exploding on impact?... :)

thehiredgun
03-09-09, 06:17 AM
Coming out of Lorient ,it takes a good 45 minutes to an hour just to get out of base because the XXi is so slow to respond to course changes,such as your 1st turn to starboard, in front of the sub pens. If you don't back it up,(like parking in between two cars)your into the bank with damage ! your backing,go forward,at least 3 or 4 times & then it gets ok. The boat performs normal in deep water.

Jimbuna
03-09-09, 06:47 AM
The XXI is quite unresponsive at slow ahead.

Let your escort get a good headstart then crank her up to 5+ knots.

danurve
03-09-09, 08:43 AM
hey you guys I have a quick question I hope.

Loaded up 3.0, Commander & the files for it, out of the 2nd flotilla it's Sept 3rd and I'm just south of Dover. I spot this odd ship in the periscope, hydrophones not picking it up. I use auto targeting - but it was like I was looking at a ghost ship. Brownish color, rustic sort of a coastal freighter but short. Here's the odder thing - it had a light ontop of each mast, slowly flashing like those harbour lights.
What the frack was that?

Not using any other ship mods btw.

I used the exe install from bts, install seemed very smooth, nice job on the water btw!

danlisa
03-09-09, 09:06 AM
hey you guys I have a quick question I hope.

Loaded up 3.0, Commander & the files for it, out of the 2nd flotilla it's Sept 3rd and I'm just south of Dover. I spot this odd ship in the periscope, hydrophones not picking it up. I use auto targeting - but it was like I was looking at a ghost ship. Brownish color, rustic sort of a coastal freighter but short. Here's the odder thing - it had a light ontop of each mast, slowly flashing like those harbour lights.
What the frack was that?

Not using any other ship mods btw.

I used the exe install from bts, install seemed very smooth, nice job on the water btw!

According to Adobe Reader, it's page 429.
According to the GWX manual, it's 416.

Save some time.:DL

http://i149.photobucket.com/albums/s64/danlisa_photo/Lightship.jpg

Jimbuna
03-09-09, 11:44 AM
You will normally find a tug or some other vessel anchored very close to it as means of being able to receive a warning from your hydrophone guy.

Don't bother expending any ordnance on it (lightship) because they're indestructable.

thehiredgun
03-09-09, 05:40 PM
The XXI is quite unresponsive at slow ahead.

Let your escort get a good headstart then crank her up to 5+ knots.

Thank You

Threesixtyci
03-10-09, 03:28 PM
(edit: basic problem I was having...)

Every time I'd exit the canal from 1st Fotilla, about the time I past that small island a bit outside that canal, my boat would sink due to flooding...

I would have TC at 128 during the canal voyage, and then usually jumped it up to 512 afterwards, and the sinking would always take place well, after, passing thru. It would always sink at about the point where I reach that small island with it's own blue dot port, (forgot the name of it. Hel...something?) And being I'd generally have TC active, I just get welcomed to the screen of being sunk. Haven't had a real chance to get into the repair screen to see what was going on...

---------------
(edit, continued):
hmm nevermind... it just happened again. But, I think it's most likely due to some seriously shallow water, near that island... From now on, I'm going to pass by south of it instead of East and then North, of it.

A Very Super Market
03-10-09, 08:34 PM
There are mines by Helgoland. Read the manual for more

Jimbuna
03-11-09, 04:37 AM
http://img21.imageshack.us/img21/882/sh32008061215315589.jpg (http://img21.imageshack.us/my.php?image=sh32008061215315589.jpg)

http://img21.imageshack.us/img21/484/sh32008061215325789.jpg (http://img21.imageshack.us/my.php?image=sh32008061215325789.jpg)

danurve
03-11-09, 11:14 AM
danlisa & jimbuna; thanx for the info, it was a cool suprising detail. :up:

Threesixtyci
03-11-09, 04:00 PM
There are mines by Helgoland. Read the manual for more

...but, I was surfaced the whole time.
I would have thought that mines wouldn't have been a factor, when surfaced. And if it was a mine, why place it so shallow for it to hit a surface running vessel?

(I'm pretty sure it's due to shallow water, though.)
There is probably a patch of water in there that's something like 1 to 2 feet deep. In the past I was using a type II, and I guess I was just missing that patch. Wasn't until I switched to a type VII that the sinkings started happening a lot more, frequently.

Sailor Steve
03-12-09, 03:59 PM
In enemy waters you place mines to catch the surface ships as well as submarines.

Jimbuna
03-12-09, 05:02 PM
Anyone that knows their way around mission editor will easily discover that the mines are scripted in with a variety of depths.

fair_weather
03-12-09, 07:36 PM
Long story short, stick to deeper waters and look at the sunken dangers map to help you plot a course out of base. :up:

Threesixtyci
03-13-09, 03:28 AM
There are mines by Helgoland. Read the manual for more
Only thing I can find in the manual about Helgoland is that it's gotten a Terrain Modification. Can't find anything about there being mines there....

Long story short, stick to deeper waters and look at the sunken dangers map to help you plot a course out of base. :up:
Yeah, I've been doing that... as for the Deeper waters part, I didn't think/realize that it was that shallow around there. Luckly, I was heading out, and not in... If it had happened after a successful patrol, then... I'd probably would have broke something.

BTW: My campaign date during the sinkings was around January 1940. Currently, the date is August of 1990. Regardless, I still think I hit a patch of shallow water around there. Maybe the terrain modification caused it or maybe it's in the stock version, too. Doubt anyone would bother sailing thru there in the stock version though.

edit: heh, August of 1940. Geez...you knew what I meant....

fair_weather
03-13-09, 10:43 AM
August 1990? That's one long war.

And in the sea between Britain and Europe is naturally kind of shallow. (It gets deeper the higher north you go.) Stick to your map and use the echolot. :up:

JohnnyBlaze
03-15-09, 02:18 PM
Salute!

It's so good to be back.. I have finally fixed/updated my computer so I can start hunting again.

So I see GWX has been updated to 3.0 now.. That's awesome :yeah:

I have GWX installed and ready, but I want to use some other mods as well.

Is it possible to use GWX3, LRT v2.04 and OLC Gold together?
And in what order should I activate them?

I'm excited...I'm very very excited to play sh3 again...oh so excited :o

Madox58
03-15-09, 02:36 PM
OLC's fantastic work is a part of GWX 3.0
Enable the 16k mod and it's there.
Other mods are posted elsewhere here at SubSim.
With pretty complete instructions on how to enable,
and the order.