View Full Version : GWX (Grey Wolves eXpansion Mod)
danlisa
03-28-07, 10:48 AM
I just thought of something: how would an U-boot commander know whether the ship he attacked actually went down the drain, if he had no visual or audio contact and no air support to confirm it?
If it was a lone vessel, then the U-boat would stay to confirm the sinking.
If it was part of a convoy attack, then I assume the U-Boat captain would make sure he put enough torps towards his target to either make the vessel drop back from the convoy (so the u-boat could return to finish the job) or to make sure it sank on the first try.
There was always the hydrophone, an experienced operator could probably distinguish the sounds of breaking bulkheads and severe flooding. I suspect it would be a very daunting sound.
However, realistically many claimed sinkings were not confirmed, the ones that were confirmed were probably done so through captured logs or espionage.
Or maybe the British newspapers.:rotfl:
Kpt. Lehmann
03-28-07, 10:19 PM
Is there a dedicated voice interface Shoot! profile for DWX anywhere? I was suprised to learn that the one for vanilla SHIII does not work for DWX in some critical areas like asking for the depth under the keel or ordering to remain on course or manning the flak or deck guns.
Assuming you are speaking of GWX... as far as I know there has not been one made. I can't say that it has been high on the priority list. Sorry about that.
Kpt. Lehmann
03-28-07, 10:29 PM
I just thought of something: how would an U-boot commander know whether the ship he attacked actually went down the drain, if he had no visual or audio contact and no air support to confirm it?
If it was a lone vessel, then the U-boat would stay to confirm the sinking.
If it was part of a convoy attack, then I assume the U-Boat captain would make sure he put enough torps towards his target to either make the vessel drop back from the convoy (so the u-boat could return to finish the job) or to make sure it sank on the first try.
There was always the hydrophone, an experienced operator could probably distinguish the sounds of breaking bulkheads and severe flooding. I suspect it would be a very daunting sound.
However, realistically many claimed sinkings were not confirmed, the ones that were confirmed were probably done so through captured logs or espionage.
Or maybe the British newspapers.:rotfl:
ComradeP, yes the sinking notifications are hard-coded... though there seems to be an occasional / random absence of the same with some of the new ships when they go down. We tried to eliminate this item... but were not successful.
Regarding real-life sinkings and claims... all sides did what they could to hide such matters from enemy authorities attempting damage assessment... and to hide the huge numbers from the public at home.
Had the civilians on any side seen the true numbers of people being killed... (not just at sea) ... one has to wonder about their reactions.
Of course you can't hide things forever. (German Sixth Army lost at Stalingrad)
One nice thing about simulators... It doesn't hurt when you get killed.
mskvforester
03-29-07, 01:44 AM
Hello, Just wanted to say thank you Danlisa for the detailed instructions. Its working flawlessly now. One patrol down in my VIIB, and got a Revenge class BB! (In convoy) BTW, is there any way to make the Revenge a bit more difficult to sink? Shes ridiculously easy. One shot far forward, just in front of her first turret and she nose dives in a few minutes. Were the Revenges so easy?
Id forgotten how much more agressive/difficult the escort ships are in GWX. (And its only 1939!) Now it is truly a shoot a fan of torps out as close as you dare then skedadle slow and deep. I died a few times trtying to rack up some huge renown on the first mission. Anyway, thanks again for the help, and a big thank you to the GWX team, and all the other modders out there for making this game truly enjoyable.
Michael Forester
bruschi sauro
03-29-07, 06:18 AM
Hello guys,I have downloaded the GWX super mod.
Thank you for the grater job.:up: :rock: :D
Hello there , could some please answer this question thats been niggling me .
I've installed GWX 1.3 over clean sh3 1.4 , when unchecking high quality texture in video options it has no effect in the sim (even when reloading the game ) .
The texture is still high quality . Is there anything I could to the one of the config files to not use the high quality texture.
Thanks
OddjobXL
03-29-07, 11:44 PM
I'm trying to get this installed. I had what I thought was a clean install of SHIII with the 1.4b patch but it didn't work. So I uninstalled and repatched but got the same error message. I am running in Vista which is supposed to be compatible.
Error message in the install log:
Verification of "C:\Program Files\Ubisoft\SilentHunterIII" by The Grey Wolves Expansion failed.
Test 1 = PASSED
Test 2 = PASSED
Test 3 = FAILED - 1.0.0.1
Test 4 = PASSED
Test 5 = PASSED
I did a search for the error code in this thread without success. Any help would be appreciated.
Hey I'd like to just randomly ask: what are the degrees between the reticle marks in the attack scope and uzo in GWX?
danlisa
03-30-07, 12:54 AM
I'm trying to get this installed. I had what I thought was a clean install of SHIII with the 1.4b patch but it didn't work. So I uninstalled and repatched but got the same error message. I am running in Vista which is supposed to be compatible.
Error message in the install log:
Verification of "C:\Program Files\Ubisoft\SilentHunterIII" by The Grey Wolves Expansion failed.
Test 1 = PASSED
Test 2 = PASSED
Test 3 = FAILED - 1.0.0.1
Test 4 = PASSED
Test 5 = PASSED
I did a search for the error code in this thread without success. Any help would be appreciated.
Have a look at this thread - http://www.subsim.com/radioroom/showthread.php?t=105144
This is a patching problem related to vista, the above thread has solutions.
JScones
03-30-07, 01:53 AM
I'm trying to get this installed. I had what I thought was a clean install of SHIII with the 1.4b patch but it didn't work. So I uninstalled and repatched but got the same error message. I am running in Vista which is supposed to be compatible.
Error message in the install log:
Verification of "C:\Program Files\Ubisoft\SilentHunterIII" by The Grey Wolves Expansion failed.
Test 1 = PASSED
Test 2 = PASSED
Test 3 = FAILED - 1.0.0.1
Test 4 = PASSED
Test 5 = PASSED
I did a search for the error code in this thread without success. Any help would be appreciated.
In simple terms, the SH3 installation you selected is not patched to v1.4b. the 1.0.0.1 indicates that your installation of SH3 is the original. You can prove this yourself by loading it up - if the main screen does not have "v1.4b" in the lower right corner, it ain't patched.
OddjobXL
03-30-07, 08:29 AM
Thanks for the quick response. I'll try it out when I get home tonight and let you know how it goes. If it's half as impressive as the manual is, and from all accounts this is so, I think the Pacific may have to wait a bit for me. :D
SteamWake
03-30-07, 08:37 AM
Hey all,
Im currently running GW version 3.0 or something. I would like to move up to GWX.
As I understand things I have to have a "fresh install" to be able to apply GWX.
What about my carrier and "settings" ?
melnibonian
03-30-07, 08:42 AM
What about my carrier and "settings" ?
As the manual say:
1. Frash install of SH3 patched to 1.4b
2. Previous carriers might be non-GWX compatible. You will be better off to start a new one.
Sorry to keep asking this Question but can some one just confirm that when using the GWX mod the ingame options Quality texture and particle density have no effect .
EXAMPLE
stock sh3 1.4 : with high quality texture checked most things are clearly visable .
stock sh3 1.4 : with high quality unchecked some dials ,gauges,pictures and other things are a little blurred freeing up frames.
note : not sure if that setting effects the whole sim world(water, AI, terrain ect..)
sh3 +GWX: with high quality texture checked all things are clearly visible .
sh3 +GWX: with high quality texture unchecked all things are still clearly visible making me think that its having no effect on the game(sim).
Or could it be that its just effecting different things now GWX is installed.
Like I said I'm sorry for asking this again but could some one please shed some light on this for me.
Thanks
danlisa
03-30-07, 12:30 PM
@ meylan
I'll just test my copy & report back.:cool:
danlisa
03-30-07, 01:30 PM
@ meylan
I've just tested and you are right.
This is probably due because stock SH3 placed textures in dedicated folders called TNormal & TLowRes, now, because GWX has made these textures high res with large file sizes the only way that the devs could maintain sensible performance (load times) they had to pack these textures into DAT files. Although this enabled them to totally revamp the graphics while keep low load times it did mean that SH3 has no low res textures to load when you choose to enable Low Textures in the options.
Are there any settings in your GFX Card Control panel which you can change to help you raise your FPS in game?
I hope this helps you.:up:
Thank you for doing that it has helpled me and yes I have ATI tray tools to play around with.
So would you say the particle density slider still works ?
I have read that GW used have an optional stock sea floor mod . GWX 1.3 does not have this optional mod but would THIS (http://hosted.filefront.com/Tuddley3/1880448) stock sea floor mod be compatible with GWX 1.3 .
Thanks
danlisa
03-30-07, 02:38 PM
So would you say the particle density slider still works ?
Yes:yep:
I have read that GW used have an optional stock sea floor mod . GWX 1.3 does not have this optional mod but would THIS (http://hosted.filefront.com/Tuddley3/1880448) stock sea floor mod be compatible with GWX 1.3 .
Thanks
GWX has a stock/optimized sea floor as default. However, as the sea floor texture is just a graphic, any sea floor mod that you find will work.
Hey I'd like to just randomly ask: what are the degrees between the reticle marks in the attack scope and uzo in GWX?
I don't want to be a total b1tch but I'm really interested in that there question above.;)
GWX has a stock/optimized sea floor as default. However, as the sea floor texture is just a graphic, any sea floor mod that you find will work.
So the sea floor in GWX 1.3 is even better for performance than the sea floor in stock sh3. I see .
Performance was what I was looking for so theres no point installing the file I was referring too.
Once again thanks for the help . :)
kys2000
03-30-07, 08:04 PM
hi,my friend
recommending Attack Japan MOD run in GWX !
I love GWX very much
I am chinese ,I have translater GWX into chinese ,
this way have make a lot of fans of GWX IN CHINA !
I am making a MOD named Attack Japan MOD ,which is a MOD from SH4 ship into SH3,
the MOD is that Uboat attack JApan.
I hope you to incorporate the MOD into your GWX !
the link :
http://www.subsim.com/radioroom/showthread.php?t=109695
you may make a career that a german hate japanese to use a UBOAT to attack JAPAN ' story.
what option is your mind ???
Kpt. Lehmann
03-30-07, 08:17 PM
hi,my friend
recommending Attack Japan MOD run in GWX !
I love GWX very much
I am chinese ,I have translater GWX into chinese ,
this way have make a lot of fans of GWX IN CHINA !
I am making a MOD named Attack Japan MOD ,which is a MOD from SH4 ship into SH3,
the MOD is that Uboat attack JApan.
I hope you to incorporate the MOD into your GWX !
the link :
http://www.subsim.com/radioroom/showthread.php?t=109695
you may make a career that a german hate japanese to use a UBOAT to attack JAPAN ' story.
what option is your mind ???
Unfortunately, porting SH4 material backwards to SH3 without permission from the SH4 team at Ubisoft... is against the law / illegal. Therefore, the decision is already made for us.
Also, while I respect your modding talents, it is the goal of the GWX development team to make GWX as historically accurate as possible. Germans fighting the Japanese is not a viable option for us.
I wish you the best of luck sir.:ping:
Kpt. Lehmann
03-30-07, 08:22 PM
Hey I'd like to just randomly ask: what are the degrees between the reticle marks in the attack scope and uzo in GWX?
I don't want to be a total b1tch but I'm really interested in that there question above.;)
Before my old PC blew up I could answer that question quickly. However, since I lost much of what I was working on in that old system... It will be a while before I can address that properly. In the meantime it is a simple matter of multiplication, comparing old stock values and optics magnifications to the new magnifications.
Before we are finished with GWX we will need to more accurately address manual targetting. This is a personal interest of mine that I've not yet been able to address to my satisfaction....
... but we will!!!:sunny:
That being said, I would appreciate a little patience at your end when you pose questions. Two posts regarding the same issue only five hours apart...
Please join Fritz in the galley. He needs your help with the onions and potatoes.:|\\
(Don't worry, manual targetting options are important to us.)
Actually it was 29 hours apart: "03-29-2007, 10:36 PM" ---> "03-30-2007, 03:55 PM".
But I'm sorry I spammed. It was involving another thread discussing how to get target range without using that buggy stadimeter or the WO. I'm eager to practice some more hardcore manual targeting.
Everytime I play SH3 I have a little pad for writing out my solutions... and a calculator.:huh: It would be nice to be able to do the math on range myself too.
Range=Mast Height / Tan(angle) :rock:
Its so geekoid I love it.
And I do appreciate all that you guys have done for SH3.:up: Thanks for answering.
Kpt. Lehmann
03-30-07, 09:54 PM
Actually it was 29 hours apart: "03-29-2007, 10:36 PM" ---> "03-30-2007, 03:55 PM".
But I'm sorry I spammed. It was involving another thread discussing how to get target range without using that buggy stadimeter or the WO. I'm eager to practice some more hardcore manual targeting.
Everytime I play SH3 I have a little pad for writing out my solutions... and a calculator.:huh: It would be nice to be able to do the math on range myself too.
Range=Mast Height / Tan(angle) :rock:
Its so geekoid I love it.
And I do appreciate all that you guys have done for SH3.:up: Thanks for answering.
Hey no worries. I'll have Bernard help Fritz instead. Sorry about mis-reading the times.
In the meantime all you need to do is mathematically convert the old stock reticle values to the new mag levels.
Okay so the manual says that the reticle hash marks at 1x zoom are in 1 degree intervals with the bigger ones being 5 degrees.
The GWX manual says that the attack periscope is 10x maximum. Is the UZO the same?
So if I'm right I should divide 1 degree by 10 for 10x magnification and get 0.1 degrees for the small marks and divide 5 degrees by 10 to get 0.5 degrees for the bigger ones?
Lets see if I've turned things around since failing Math 11.:|\\
Snakeeyes
04-02-07, 02:53 PM
A couple of questions...
A. Did you guys drop the visibility in some storms to almost zero? I was tracking a merchant for 45 minutes last night on sonar making course adjustments. 3 TIMES HE WENT RIGHT PAST ME without a visual! Just asking.
B. Is there a way to install your righteous skins WITHOUT SHIII Commander? I downloaded the files but can't install them because I don't know if there is an alternate file folder.
Jimbuna
04-02-07, 03:00 PM
Actually it was 29 hours apart: "03-29-2007, 10:36 PM" ---> "03-30-2007, 03:55 PM".
But I'm sorry I spammed. It was involving another thread discussing how to get target range without using that buggy stadimeter or the WO. I'm eager to practice some more hardcore manual targeting.
Everytime I play SH3 I have a little pad for writing out my solutions... and a calculator.:huh: It would be nice to be able to do the math on range myself too.
Range=Mast Height / Tan(angle) :rock:
Its so geekoid I love it.
And I do appreciate all that you guys have done for SH3.:up: Thanks for answering.
Hey no worries. I'll have Bernard help Fritz instead. Sorry about mis-reading the times.
In the meantime all you need to do is mathematically convert the old stock reticle values to the new mag levels.
Kpt. you have a PM ;)
Kpt. Lehmann
04-02-07, 08:43 PM
Got it.:up:
danlisa
04-03-07, 02:07 AM
Is there a way to install your righteous skins WITHOUT SHIII Commander? I downloaded the files but can't install them because I don't know if there is an alternate file folder.
The GWX Skin Pack was designed to be date specific and enabled by SH3Cmdr.
However, if you are confident enough with the files involved then you could pick & choose the skins you like and then arrange them so that they are JSGME compliant. The only porblem with this is that you will be stuck with one choice of skin per vessel and they will never change unless you arrange the mods in year order. So you will end up with a set of skins for 1939, 40, 41, etc but you will have to disable & enable at the start of each year.
May I ask, why don't you use SH3Cmdr? It only adds to the game.:yep:
Snakeeyes
04-03-07, 08:38 AM
Is there any way to install SH Commander without a complete reload of both SHIII AND GWX?
danlisa
04-03-07, 08:43 AM
Is there any way to install SH Commander without a complete reload of both SHIII AND GWX?
Sure, who told you that you need to reinstall SH3 & GWX before you use SH3Cmdr?
You are using the most current version of GWX right? Version 1.03.
The most important points are.....
Be in Base after/before a patrol.
Disable ALL mods in JSGME. (remember which ones you are using)
Then install SH3Cmdr, install the skins into SH3Cmdr, re-enable your mods & load via Cmdr. You should see your career in the left hand window of SH3Cmdr select it and fire up SH3 via the 'Launch SH3' button.
Please be aware that with the skins added there is a lot of data to copy in so the load up from SH3Cmdr will take awhile.
VERY IMPORTANT EDIT!!!! - Click on my sig to get the SH3Cmdr Specific files, these are needed if you are playing GWX.
Jan Kyster
04-03-07, 09:05 AM
Just left Wilhelshaven August 11, 1940. Tirpitz is now "skin-less", like bare metal? Last time I saw here, she was in full paint.
Have installed GWX 1.03 and new GWX Skin Pack before this new patrol.
danlisa
04-03-07, 09:19 AM
Just left Wilhelshaven August 11, 1940. Tirpitz is now "skin-less", like bare metal? Last time I saw her, she was in full paint.
It could be that it's historically accurate.:yep: However, I'm not 100% sure until I can check my game.
Have you got a screenie? Is the Tirpitz just 'skin-less', default grey or is she textureless aswell?
Samwolf
04-03-07, 09:27 AM
Just left Wilhelshaven August 11, 1940. Tirpitz is now "skin-less", like bare metal? Last time I saw her, she was in full paint.
It could be that it's historically accurate.:yep: However, I'm not 100% sure until I can check my game.
Have you got a screenie? Is the Tirpitz just 'skin-less', default grey or is she textureless aswell?
Mine shows up as "default grey", no cammo stripes in 09/1039
bigboywooly
04-03-07, 09:37 AM
Although launched in 39 the Tirpitz wasnt commisioned till Feb 41
During that time the ship was a plain grey apart from when disguised as a building
LMAO
http://www.bismarck-class.dk/tirpitz/gallery/pictures/galltirfittingout/galltirfittingout08.jpghttp://www.bismarck-class.dk/tirpitz/gallery/pictures/galltirfittingout/galltirfittingout09.jpg
Tirpitz during her fitting-out period, moored at the eastern quay of the construction harbour. Note the camouflage pattern which resembles wooden shacks with windows.
http://www.bismarck-class.dk/tirpitz/gallery/galltirfittingout.html
Jan Kyster
04-03-07, 09:55 AM
Do I have screenies? :rotfl:
Last patrol shows 824 pics... just left WH, 25 pics so far... :roll:
Here's from Februar 11, 1940:
http://i164.photobucket.com/albums/u31/janoch/Feb11-1940.jpg
And here's from "today", August 11, 1940:
http://i164.photobucket.com/albums/u31/janoch/Aug11-1940.jpg
Btw. I don't know who to thanks for the skins, but damn, they look great! :|\\
:hmm: so what BigBoy is saying... we need a skin "disguised as a building"?
Jimbuna
04-03-07, 10:44 AM
Is there any way to install SH Commander without a complete reload of both SHIII AND GWX?
You might be better off adding an addittional installation of JSGME into SH3Cmdr so you can install the skins 'directly' and take them out again lf/when you so choose :up:
Snakeeyes
04-03-07, 11:18 AM
Is there any way to install SH Commander without a complete reload of both SHIII AND GWX?
Sure, who told you that you need to reinstall SH3 & GWX before you use SH3Cmdr?
You are using the most current version of GWX right? Version 1.03.
The most important points are.....
Be in Base after/before a patrol.
Disable ALL mods in JSGME. (remember which ones you are using)
Then install SH3Cmdr, install the skins into SH3Cmdr, re-enable your mods & load via Cmdr. You should see your career in the left hand window of SH3Cmdr select it and fire up SH3 via the 'Launch SH3' button.
Please be aware that with the skins added there is a lot of data to copy in so the load up from SH3Cmdr will take awhile.
VERY IMPORTANT EDIT!!!! - Click on my sig to get the SH3Cmdr Specific files, these are needed if you are playing GWX.
2 more questions and then I PROMISE to leave you alone ok?
1. Can I manage to get it to work without JSGME?
2. Where can I find SH3 commander? Is it buyable software? Is it a mod?
Jimbuna
04-03-07, 12:12 PM
You can get it from my sig if you want SH3Cmdr27.rar (http://files.filefront.com/SH3Cmdr27rar/;6691197;;/fileinfo.html) :up:
Don't forget to also d/l theGWX102Cfg4SH3Cmdr.zip (http://files.filefront.com/GWX102Cfg4SH3Cmdrzip/;7113586;;/fileinfo.html) as well :arrgh!:
danlisa
04-03-07, 12:18 PM
2 more questions and then I PROMISE to leave you alone ok?
1. Can I manage to get it to work without JSGME?
2. Where can I find SH3 commander? Is it buyable software? Is it a mod?
No worries mate.:up:
Sure, the easiest way to install the skins is directly into SH3Cmdrs date folder.
SH3Cmdr is free & you can get it here - http://www.users.on.net/~jscones/software/products.html SH3 Cmdr is a standalone external program which allows you to setup careers & change other settings, it's a really cool addtion which has many advantages.
When you extract the skins you can just copy & paste the date folder in the mod over the one located in SH3Cmdr's program folder.
As Jim said, you need the cfg files for GWX. There is a readme included giving instructions.
Snakeeyes
04-03-07, 04:56 PM
Wow! Wow! Wow!!! Where have you been all my life SH3 Commander!!!!
COOOOOOOOOOOOOOOOOOOOOOOL!
:|\\:|\\:|\\:|\\:|\\:|\\:|\\:|\\:|\\:|\\:|\\:|\\:| \\
Okay, if anybody needs me I'll be "subbin'" for a few days!!!!!!!!!!!!
Jimbuna
04-03-07, 05:22 PM
Wow! Wow! Wow!!! Where have you been all my life SH3 Commander!!!!
COOOOOOOOOOOOOOOOOOOOOOOL!
:|\\:|\\:|\\:|\\:|\\:|\\:|\\:|\\:|\\
Okay, if anybody needs me I'll be "subbin'" for a few days!!!!!!!!!!!!
:roll:
:rotfl: :rotfl:
bigboywooly
04-03-07, 07:23 PM
Dont wear then rolling eyes out Jim
:rotfl:
Yes SH3commander is the single most useful mod out there
Works with all variations of SH3
:up:
Samwolf
04-03-07, 10:00 PM
Wow! Wow! Wow!!! Where have you been all my life SH3 Commander!!!!
COOOOOOOOOOOOOOOOOOOOOOOL!
:|\\:|\\:|\\:|\\:|\\:|\\:|\\:|\\:|\\:|\\:|\\:|\\:| \\
Okay, if anybody needs me I'll be "subbin'" for a few days!!!!!!!!!!!!
Yeah, that was my reaction to SH3 Commander when I first got it too.
Jimbuna
04-04-07, 08:57 AM
Dont wear then rolling eyes out Jim
Yeah....apparently they've been known to annoy some individuals in the past :lol: :up:
mikaelanderlund
04-04-07, 11:34 AM
dear GWX team,
I know a lot of SHIII guys are leving for SHIV but I wonder if there will be a GWX 1.04 release and if, what update it will include? Are there any future plans for GWX? Thanks very much for the superb GWX:up: :up: :up:!!
Mikael
danlisa
04-04-07, 11:44 AM
dear GWX team,
I know a lot of SHIII guys are leving for SHIV but I wonder if there will be a GWX 1.04 release and if, what update it will include? Are there any future plans for GWX? Thanks very much for the superb GWX:up: :up: :up:!!
Mikael
Yes, there will be a 1.04 release. This release will have lots of cool stuff in it. I have it on good authority that all of you will be pleasantly surprised.:up: Do not wear new shoes or socks when trying the new release.:cool:
Think Expansion for the Expansion.;)
Madox58
04-04-07, 11:52 AM
dear GWX team,
I know a lot of SHIII guys are leving for SHIV but I wonder if there will be a GWX 1.04 release and if, what update it will include? Are there any future plans for GWX? Thanks very much for the superb GWX:up: :up: :up:!!
Mikael
Alot of us are looking at SH4 as the next evolution perhaps.
But leaveing? :huh:
Not me.
Just increaseing my knowledge while I swab the decks, polish the brass,
and any other Noob job in store for me!
:rotfl: :rotfl: :rotfl:
dear GWX team,
I know a lot of SHIII guys are leaving for SHIV
Alot of us are looking at SH4 as the next evolution perhaps.
:yep: http://www.crypticmadness.com/Forum/images/Smiles/bmbiere.gif
Is there a single file way to get it off filefront?
danlisa
04-04-07, 01:33 PM
Is there a single file way to get it off filefront?
I'm afraid not. There is a single d/l via a torrent client as this was the only way to ensure that there was no chance anyone would d/l a HUGE file only to find out it was corrupted. I don't know how well it is seeded now.
I think there is a single d/l available, check the GWX website for the link. (click my Sig):up:
- as a single zip file at http://www.jeuxdeguerre.com/index.php?p=4&file_id=977&t=44
(http://www.jeuxdeguerre.com/index.php?p=4&file_id=977&t=44)- as a single exe file installer at GameShadow (http://www.gameshadow.com/)
Hope this helps. :know:
Capt.Crackerjack
04-04-07, 02:33 PM
First of all, GWX is a fantastic mod and i am a strong supporter of your hard work and excellent mod results!:up:
However, it seems that a torp never strikes the target as a non-exploding dud, except when an impact trigger strikes at an very extreme angle. I received an in-game BdU message saying that about 21% of the early torps were duds and were accounting for about half of all misses and thus seriously lowering morale, but I do not see any duds (impact trigger near perpendicular) while playing.:cry:
It seems that a significant increase of dud torps during the early war period would lower the much too high tonnage per patrol figures in a realistic way. Can and will this matter be addressed in the next GWX upgrade?:yep:
Thanks much for the superb GWX!
Kpt. Lehmann
04-04-07, 03:55 PM
First of all, GWX is a fantastic mod and i am a strong supporter of your hard work and excellent mod results!:up:
However, it seems that a torp never strikes the target as a non-exploding dud, except when an impact trigger strikes at an very extreme angle. I received an in-game BdU message saying that about 21% of the early torps were duds and were accounting for about half of all misses and thus seriously lowering morale, but I do not see any duds (impact trigger near perpendicular) while playing.:cry:
It seems that a significant increase of dud torps during the early war period would lower the much too high tonnage per patrol figures in a realistic way. Can and will this matter be addressed in the next GWX upgrade?:yep:
Thanks much for the superb GWX!
Dud torpedoes are not well modelled in SH3. Unfortunately, we cannot change that element as it is hard-coded. We will look at peripheral ways of addressing it... but I wouldn't hold your breath.
For now all you can do is make sure that the realism options concerning torpedoes in SH3 are selected.
Snakeeyes
04-04-07, 07:45 PM
My hands are full with 1.03!
Are "weak spots" still modeled in GWX? I've been trying to hit sweet spots in merchants and have not had a single "flare up." The general rule from SH3 is to aim for the engine room under the stack right?
danlisa
04-05-07, 12:41 AM
My hands are full with 1.03!
Are "weak spots" still modeled in GWX? I've been trying to hit sweet spots in merchants and have not had a single "flare up." The general rule from SH3 is to aim for the engine room under the stack right?
Yes, weak spots are still present but don't expect too many single torp kills. As per RL.:up:
You will still get plenty of 'light shows' but don't forget most ships sank from flooding.
Capt.Crackerjack
04-05-07, 04:23 AM
Dud torpedoes are not well modelled in SH3. Unfortunately, we cannot change that element as it is hard-coded. We will look at peripheral ways of addressing it... but I wouldn't hold your breath.
For now all you can do is make sure that the realism options concerning torpedoes in SH3 are selected.
Much thanks for the reply, Kpt. Lehmann, a peripheral fix for duds would at least be better than nothing, but I do understand the difficulties as you describe. I'll keep my fingers crossed!:up:
Okay so I just watched the GWX "movie" again for the first time in awhile. What really struck me was the sounds of the crew screaming ALARM when crash diving.
Just throwing this out there but I'd much prefer to hear that when I crash dive than just my CE not even rasing his voice. I know that the alarm bell goes but I also hear the regular diving sequence sounds. I wonder if it would be possible to add that sequence of crash diving sounds from the movie to my game, minus the depth charge sounds of course.
I know stabiz made the movie but I'm asking here because its the GWX movie.
danlisa
04-05-07, 06:58 AM
@ P_Funk
Are you playing with German Sounds and English Text?
If you are not then I suggest you try it. The German sounds are really the best way to play, after all they got the GWX overhaul aswell.
I play with the above config and always get ALLLLLLLLAAAAAAARRRRRMMMMM!!!!!:up:
@ P_Funk
Are you playing with German Sounds and English Text?
If you are not then I suggest you try it. The German sounds are really the best way to play, after all they got the GWX overhaul aswell.
I play with the above config and always get ALLLLLLLLAAAAAAARRRRRMMMMM!!!!!:up:
Oh really. I'm daft.
Actually I did start my patrol with the German voice enabled. But I swear the next time I loaded the save it was in english again.:doh:
Either way I'm gonna rectify that. Thanks.
But is it the full breadth of the GWX movie's version or is it just a single ALAAAAAAAARRRRRRMMM!?
danlisa
04-05-07, 07:29 AM
The movie has ingame sounds :cool:.
All,
Does anyone have any other links? I have downloaded the first 2 but now I can't get the other 3. It seems like it is going to start with megaupload.com and then it just says "Page not found"
All the other links seem to be dead as well
Thx
jonpfl
danlisa
04-05-07, 05:25 PM
Welcome jonpfl:up:
I've just tested these and I see what you mean.:-?
All I can suggest is try again later or if you have a torrent client then use the torrent d/l at the top of the GWX website. I'm still seeding.:up:
I'll let the devs know but the mirrors are probably having a few hiccups.
@ GWX team : I re-installed GWX and the 1.03 patch, and still noticed 2 details.... The first one, about french translation :
http://img255.imageshack.us/my.php?image=92098361pm0.png : the right sentence is "Déplacement indisponible dans poste torpilles de proue Pas Assez de personnel dans ce compartiment". ;)
The second one : I think that you all remember the sunk Passenger liner burning in Dover : Look at this screenshot of GWX patched to 1.03, this ship was right here (http://img337.imageshack.us/img337/4598/73613462we4.png). Now, that's cool, there is no more sunk passenger liner (the ship is not there any more), but.... Well, just see this picture, better than 1000 words : http://img153.imageshack.us/img153/7937/46550923bc4.png
mr chris
04-06-07, 04:36 AM
Alex what year is it when you are at Dover.
I remember when i was testing the patch that i spoted a burning ship right where your screenshot puts it. But it was in Nov 1939 after talking to the devs we thought it might have come from a air raid. As i never found any other burning ships at any of the other ports that i raided during testing.
Will have to check out on my next patrol.
First mission, september 4, 1939 ;)
This morning I reloaded the game (I saved right before entering the port of Dover) and saw that :
the Fiji Light Cruiser goes astern (http://img138.imageshack.us/img138/5613/85119752xf7.png) :huh:
the destroyed cargo moved as well.... (http://img138.imageshack.us/img138/1416/95614457jw4.png)And this is only the first mission.... :hmm:
Then I suggest to all of us to visit each and everyone of the ports in GWX, to make the job easier for the GWX devs. I'm going myself to do it and will use this thread to report bugs in case I find one.
:ahoy:
Kpt. Lehmann
04-06-07, 06:52 AM
First mission, september 4, 1939 ;)
This morning I reloaded the game (I saved right before entering the port of Dover) and saw that :
the Fiji Light Cruiser goes astern (http://img138.imageshack.us/img138/5613/85119752xf7.png) :huh:
the destroyed cargo moved as well.... (http://img138.imageshack.us/img138/1416/95614457jw4.png)And this is only the first mission.... :hmm:
Then I suggest to all of us to visit each and everyone of the ports in GWX, to make the job easier for the GWX devs. I'm going myself to do it and will use this thread to report bugs in case I find one.
:ahoy:
Hi Alex,
It is a stock SH3 bug that the "docked" ships drift after being rendered. Some ships are worse than others. This effect is magnified in heavy weather.
Aw.... I didn't know that. Thanks for the information, Kpt. :up:
bigboywooly
04-06-07, 10:01 AM
Saving too close to ports both friendly and enemy causes ships to lose their waypoints and run aground etc
Docked ships can end up rendered inside the dock itself on occasion due to the dfrift
One of those annoying stock bugs that is the bane of anyone working on the campaign files
As a rule I make a single mission to check out any new shipping\port changes I make
Shipping changes over time though so dont catch everything
Thats what beta testers are for :rotfl:
Jimbuna
04-06-07, 12:15 PM
Thats what beta testers are for
:roll: http://img441.imageshack.us/img441/1413/upyours1rq1.gif (http://imageshack.us)
Chief of the Boat now...if you please :arrgh!:
:rotfl: :rotfl:
ReallyDedPoet
04-06-07, 12:32 PM
http://img441.imageshack.us/img441/1413/upyours1rq1.gif (http://imageshack.us/)
Havn't seen:roll: this one yet here, nice:yep:, will store it for future use:up:
Saving too close to ports both friendly and enemy causes ships to lose their waypoints and run aground etc
Docked ships can end up rendered inside the dock itself on occasion due to the dfrift
:hmm: :huh: Hmm, ok. I will remember not to save too close to ports now.
danlisa
04-06-07, 01:58 PM
:hmm: :huh: Hmm, ok. I will remember not to save too close to ports now.
LOL - About 50-100km is safe.:up:
Snakeeyes
04-06-07, 02:15 PM
Can I add the lowered antennas addition to GWX when NOT in port or should I wait?
danlisa
04-06-07, 02:17 PM
Can I add the lowered antennas addition to GWX when NOT in port or should I wait?
No, you need to be in port before/after patrol with SH3Cmdr Rolled Back.:up:
@ dan : Ok, thank you ! :yep: ;)
Snakeeyes
04-06-07, 04:53 PM
Can I add the lowered antennas addition to GWX when NOT in port or should I wait?
No, you need to be in port before/after patrol with SH3Cmdr Rolled Back.:up:
Much obliged!
Spent 6 hours on GWX today! Loved it! :D
Now I have to put my toys away and be an ADULT! Ugh.
:shifty:
If I get a chance I'll try the antennas out tonight. :)
Kptlt. Neuerburg
04-08-07, 12:26 AM
I've been using Grey Wolves since it was well a mod and I now use GWX 1.03, and what to be expected of the 1.04 patch? The only two things I've ever used in the way of mod are GWX and SH3 commander.
mr chris
04-08-07, 04:50 AM
I've been using Grey Wolves since it was well a mod and I now use GWX 1.03, and what to be expected of the 1.04 patch? The only two things I've ever used in the way of mod are GWX and SH3 commander.
You be sure that the GWX team will blow you away with 1.04. :up:
All the patches so far to GWX have just been fixing bugs and stuff that was missed in the initial beta testing phase. The 1.04 patch i think its safe to say will be the one that has all the new goodies on it.
Im sure the will be major surpises as is the norm with the GWX teams work.
Jimbuna
04-08-07, 05:35 AM
I've been using Grey Wolves since it was well a mod and I now use GWX 1.03, and what to be expected of the 1.04 patch? The only two things I've ever used in the way of mod are GWX and SH3 commander.
No need to change your ways then matey. :nope: GWX v1.04 like Chris said will be one helluva ride for so many reasons :yep: Not just the new addittional ships, weaponry and planes but also..........well you'll just have to wait and see ;)
NeonSamurai
04-08-07, 09:51 AM
Not sure if this was brought up before (i did look around but came up empty) but there is a small bug with periscope & uzo with the flags pull down where all the buttons (and bearing tape, lights etc) show on top of the pull down. Im using a self modified version of GWX 1.03 (menu_1024_768.ini is untouched though).
The Munster
04-08-07, 10:13 AM
Saving too close to ports both friendly and enemy causes ships to lose their waypoints and run aground etc
Docked ships can end up rendered inside the dock itself on occasion due to the dfrift
:hmm: :huh: Hmm, ok. I will remember not to save too close to ports now.
Try saving when you're at least 25 km away from Port or from a busy situation i.e. away from concentrated shipping due to a recent conflict etc, otherwise you're asking for trouble.
bigboywooly
04-08-07, 10:37 AM
Not sure if this was brought up before (i did look around but came up empty) but there is a small bug with periscope & uzo with the flags pull down where all the buttons (and bearing tape, lights etc) show on top of the pull down. Im using a self modified version of GWX 1.03 (menu_1024_768.ini is untouched though).
Always been that way IIRC
@ Kpt. Munson : That's ok ! :up:
NeonSamurai
04-08-07, 11:23 AM
Always been that way IIRC
Hmm realy? Guess i never noticed it then :) not very often i need the flag pull down. Thanks for the reply though :)
bigboywooly
04-08-07, 11:36 AM
No worries Neon
Asked the same myself as not often use it
lol
Not sure if it can be altered to show on top
Another q I will have to ask
Does the Lowered DF antennas for GWX 1.02 work for 1.03 ? :p
Jimbuna
04-08-07, 12:47 PM
Not as far as I am aware :nope:
d/l the necessary file from any of these links :up:
http://www.mediafire.com/?1lgim5emxnz
(http://www.mediafire.com/?1lgim5emxnz)http://www.divshare.com/download/156843-c96
(http://www.divshare.com/download/156843-c96)http://files.filefront.com/GWX___Lowered_DF_Antennas7z/;6801942;;/fileinfo.html
(http://files.filefront.com/GWX___Lowered_DF_Antennas7z/;6801942;;/fileinfo.html)http://files.filefront.com/GWX___Lowered_DF_Antennas7z/;6802759;;/fileinfo.html
(http://files.filefront.com/GWX___Lowered_DF_Antennas7z/;6802759;;/fileinfo.html)http://files.filefront.com/GWX___Lowered_DF_Antennas7z/;6804302;;/fileinfo.html (http://files.filefront.com/GWX___Lowered_DF_Antennas7z/;6804302;;/fileinfo.html)
(http://files.filefront.com/GWX___Lowered_DF_Antennas7z/;6802759;;/fileinfo.html)http://rapidshare.com/files/18071945/GWX_-_Lowered_DF_Antennas.7z.html (http://rapidshare.com/files/18071945/GWX_-_Lowered_DF_Antennas.7z.html)
Thank you very much, Jim ! :D
:sunny:
Jimbuna
04-08-07, 01:06 PM
Your welcome kaleun :arrgh!: :up:
Jan Kyster
04-08-07, 04:03 PM
Plauged by stutter when zooming in on maps. Have now tried different bearing overlays, and found it indeed to be the reason.
The GWX overlay is 11MB... (original was 2kB :88) ). Found Pato's Bearing Overlay 3.0 and it really makes all the difference. Went from 4-7fps to 80fps... and I think Pato's overlay is actually sharper?
Stutter on bridge too when panning past crew. Solved by replacing the 4MB files with 760kB ones... also rescaling medals/no medals. Huge difference. 20-40fps to now over 130fps...
Kpt. Lehmann
04-08-07, 04:13 PM
Plauged by stutter when zooming in on maps. Have now tried different bearing overlays, and found it indeed to be the reason.
The GWX overlay is 11MB... (original was 2kB :88) ). Found Pato's Bearing Overlay 3.0 and it really makes all the difference. Went from 4-7fps to 80fps... and I think Pato's overlay is actually sharper?
Stutter on bridge too when panning past crew. Solved by replacing the 4MB files with 760kB ones... also rescaling medals/no medals. Huge difference. 20-40fps to now over 130fps...
What are your system specs?
bigboywooly
04-08-07, 05:20 PM
The GWX overlay is 11MB... (original was 2kB :88) ). Found Pato's Bearing Overlay 3.0 and it really makes all the difference. Went from 4-7fps to 80fps... and I think Pato's overlay is actually sharper?
...
Do you have a D\L link for the overlay you speak of ? :hmm:
JScones
04-08-07, 05:27 PM
Does the Lowered DF antennas for GWX 1.02 work for 1.03 ? :p
The + in the mod name ("Lowered DF antennas for GWX 1.02+") gives it away. + meaning 1.02 or above. ;)
JScones
04-08-07, 05:29 PM
Always been that way IIRC
Hmm realy? Guess i never noticed it then :) not very often i need the flag pull down. Thanks for the reply though :)
Yes. Been there since day one and is exhibited in all mods. It's caused by a graphic overlay that always takes the foreground. To my understanding its Z-order can't be changed, but then I haven't tried. I will assume that as it's been known for at least 18 months that it can't be fixed, or someone here would have fixed it by now. ;)
NeonSamurai
04-08-07, 05:33 PM
No biggy then, as you can tell its not like ive ever needed that pulldown in the past ;)
JScones
04-08-07, 05:36 PM
No biggy then, as you can tell its not like ive ever needed that pulldown in the past ;)
Umm, I never even knew it existed until GWX 1.01. :oops:
Jan Kyster
04-08-07, 08:04 PM
What are your system specs?
AMD Athlon64 3700+
2 GB RAM
Radeon X1950 Pro
Runs GWX pretty smooth. ~40 fps in harbour, 120 in commandroom, +150 at sea :doh:
On map +100 fps, but in the two most extreme zoom-ins, this horrible stutter occours. Voices are cutoffs, unbearable :roll:
Do you have a D\L link for the overlay you speak of ? :hmm:http://www.subsim.com/phpBB/viewtopic.php?t=34618
Found through forumsearch :smug:
bigboywooly
04-08-07, 08:12 PM
Forum search you say :hmm:
Easy when you know which one it is you are after
Thanks all the same
Can pass it on to be checked out
It has also been noted that long plotting lines drawn on the navmap will cause the game to stutter at close zoom
Jan Kyster
04-08-07, 09:32 PM
Glad to help. Entrance to the treasure chesst: http://www.subsim.com/radioroom/search.php :smug:
:rotfl:
Long lines... heard of that, but no. My world is remarkable small :roll:
Just want to confirm that the periscope in GWX mod doesn't have 1 degree graduations, correct?
Just want to confirm that the periscope in GWX mod doesn't have 1 degree graduations, correct?
I believe that the graduations are the same as they were in stock but that the magnification has changed their measurements. So at 1x the small ones are still 1 degree and that fat one is 5 degrees so divided by 10 (for the 10x maximum) means that they are at 10x zoom 0.1 and 0.5 degrees.
I believe thats correct.
orion_jb2001
04-09-07, 09:42 AM
After such a grat mod for SH3, are you boffins working on similar mods for SH4???
Jeff
Hey,
Is this available from FileFront as a single download?
Thanks,
The Vukinator
mr chris
04-09-07, 01:08 PM
Hi there the only place you can D/L GWX from in a single D/L is Gameshadow:up:
Or via a torrent:up:
Just want to confirm that the periscope in GWX mod doesn't have 1 degree graduations, correct? I believe that the graduations are the same as they were in stock but that the magnification has changed their measurements. So at 1x the small ones are still 1 degree and that fat one is 5 degrees so divided by 10 (for the 10x maximum) means that they are at 10x zoom 0.1 and 0.5 degrees.
I believe thats correct.
Woopsie, I should've been more specific - the GWX periscope doesn't have 1 degree bearing marks does it? Is that because real U-boat periscopes didn't have 1 degree bearing marks as well?
JohnnyBlaze
04-09-07, 04:54 PM
Anywhere I could find the GWX 1.02 patch? Iam aware that the 1.03 is the recent patch, but since nvdrifter hasnt updated his LRT mod yet I would like to update my GWX to 1.02 and go sail at the time being.
THank you :lol:
danlisa
04-09-07, 04:58 PM
Anywhere I could find the GWX 1.02 patch? Iam aware that the 1.03 is the recent patch, but since nvdrifter hasnt updated his LRT mod yet I would like to update my GWX to 1.02 and go sail at the time being.
THank you :lol:
GWX 1.02 - http://www.megaupload.com/?d=Q8F3HFSR
Just want to confirm that the periscope in GWX mod doesn't have 1 degree graduations, correct? I believe that the graduations are the same as they were in stock but that the magnification has changed their measurements. So at 1x the small ones are still 1 degree and that fat one is 5 degrees so divided by 10 (for the 10x maximum) means that they are at 10x zoom 0.1 and 0.5 degrees.
I believe thats correct.
Woopsie, I should've been more specific - the GWX periscope doesn't have 1 degree bearing marks does it? Is that because real U-boat periscopes didn't have 1 degree bearing marks as well?
Ah, simple misunderstanding. I'm not sure why its only graduated by 5 degrees. I would think that 1 degree intervals would be more accurate for making observations.
Kptlt. Neuerburg
04-09-07, 10:13 PM
I've been using Grey Wolves since it was well a mod and I now use GWX 1.03, and what to be expected of the 1.04 patch? The only two things I've ever used in the way of mod are GWX and SH3 commander.
You be sure that the GWX team will blow you away with 1.04. :up:
All the patches so far to GWX have just been fixing bugs and stuff that was missed in the initial beta testing phase. The 1.04 patch i think its safe to say will be the one that has all the new goodies on it.
Im sure the will be major surpises as is the norm with the GWX teams work. I sure hope so cause GWX is one hell of a mod.
JohnnyBlaze
04-10-07, 04:13 AM
Anywhere I could find the GWX 1.02 patch? Iam aware that the 1.03 is the recent patch, but since nvdrifter hasnt updated his LRT mod yet I would like to update my GWX to 1.02 and go sail at the time being.
THank you :lol:
GWX 1.02 - http://www.megaupload.com/?d=Q8F3HFSR
Thank you for the link, Danlisa. But I'm afraid therre are no seeders left.
Any other place I could find the 1.02 patch?
Thanks
danlisa
04-10-07, 04:21 AM
That's not the link for the torrent file, I've just tested it and it d/ls GWX 1.02.exe file.
Try again.:up:
http://www.megaupload.com/?d=Q8F3HFSR
Should be 75.95mb
Having Problems with SH3/GWX? Click Here (http://www.rtfmfm.net/)
http://www.crypticmadness.com/Forum/images/Smiles/rofl3.gif
:up:
danlisa
04-10-07, 04:56 AM
Having Problems with SH3/GWX? Click Here (http://www.rtfmfm.net/)
http://www.crypticmadness.com/Forum/images/Smiles/rofl3.gif
:up:
Congrats Alex, your the first to comment on that.:up:
:rotfl:
Jimbuna
04-10-07, 05:57 AM
Having Problems with SH3/GWX? Click Here (http://www.rtfmfm.net/)
http://www.crypticmadness.com/Forum/images/Smiles/rofl3.gif
:up:
Congrats Alex, your the first to comment on that.:up:
:rotfl:
That took some time matey.....should be put in the next almanac ;)
poor sailor
04-10-07, 08:50 AM
Well, maybe I ask stupid question, but is there any wolfpacks (from Sergbuto's mod) added in GWX v.1.03? If not, maybe in v.1.04? In NYGM v.2.2 I found that mod very interesting to me, like nice eye candy!:up: Keep up the good work GWX team!
danlisa
04-10-07, 08:54 AM
Yes, there are wolfpacks in GWX. I don't know if they are based on Serg's work but they shadow & report convoy movements aswell as attack. Although the AI torpedo has not yet been perfected.
poor sailor
04-10-07, 09:20 AM
Yes, there are wolfpacks in GWX. I don't know if they are based on Serg's work but they shadow & report convoy movements aswell as attack. Although the AI torpedo has not yet been perfected.
Great, Thanks for answer!
Jimbuna
04-10-07, 12:55 PM
Two of the pack make early contact :arrgh!:
http://img255.imageshack.us/img255/4628/wolfpacksw4.jpg (http://imageshack.us)
Jan Kyster
04-10-07, 04:58 PM
Re. stutter reported in post #1092...
As test I replaced the bearing overlay between patrols, and as any zoom level was now okay, I therefore - wrongly - concluded that the bearing overlay was the culprit. Now I know, the fps rise was due to map being clean again...
The "error" reported is easily reproduced, draw a number of lines, zoom in, see fps-drop, remove lines, see fps-rise...
The Rule of Lines:
Any line of any length anywhere on map gives a fps-drop proportional to zoomlevel, number of lines and their length.
JohnnyBlaze
04-10-07, 06:50 PM
That's not the link for the torrent file, I've just tested it and it d/ls GWX 1.02.exe file.
Try again.:up:
http://www.megaupload.com/?d=Q8F3HFSR
Should be 75.95mb
Thank you, Danlisa! It now appears to be downloading.. rather slowly but it's coming so no complaints ;)
Much appreciated :up:
ps. How in the heck I thought that was a torrent dl ? Must have been at the sea for too long :rotfl:
Acorn Minor
04-11-07, 06:10 AM
Guten Tag Kaleuns!
I've tonight tried to download GWX 1.03 at least three times from three different links on http://www.users.on.net/~jscones/GWX/. I've found that the 1.03 files download fully (82 Mb). However, when I click on the files to install the upgrade, a dialogue box appears saying that the downloaded files are corrupted and I need a fresh download. As mentioned, this has happened for at least three of the links.
Has anyone else experienced these problems? If so, what has been the solution (if any)?
Cheers in anticipation!
danlisa
04-11-07, 06:15 AM
@ Acorn Minor
Can you tell us which links you tried?
Also, do you have a torrent client as I'm currently seeding the 1.03 patch.
Acorn Minor
04-11-07, 06:29 AM
On looking back, over the course of tonight I have tried all but the Filefront links. I haven't tried the Filefronts yet because of the previous problems. Would you like me to try those links?
Sorry, I don't have a torrent client.
danlisa
04-11-07, 06:32 AM
http://www.mediafire.com/?0mmni2nnkjz
(http://www.mediafire.com/?0mmni2nnkjz)http://www.megaupload.com/?d=2TBUO2EV
(http://www.megaupload.com/?d=2TBUO2EV)http://www.bigupload.com/d=D82DCCE7
(http://www.bigupload.com/d=D82DCCE7)http://www.megaupload.com/?d=TOF23R1B
http://s4.quicksharing.com/v/957127/GWX103.exe.html
Try one of those. I have a feeling that some/all of the FF copies were queued for deletion & I wonder if they were corrupted in the process.
Acorn Minor
04-11-07, 06:43 AM
Thanks Danlisa, will do. I'll post a message if there are any further problems.
Cheers and kind regards.
Jimbuna
04-11-07, 10:08 AM
Just for clarification and with the intention of being helpful the GWX v1.03 on my sig and that of mrchris' is working fine :up:
thehiredgun
04-12-07, 05:59 PM
Can can you please give me a description of the GWX 1.03 in detail, Im lost.
Taken from the GWX official website (http://www.users.on.net/%7Ejscones/GWX/) :
Changes incorporated in GWX Patch 1.03 (refer to GWX manual for more information and credits) (http://www.users.on.net/%7Ejscones/GWX/ChangeLog.html).
sniggles
04-14-07, 01:05 AM
Hi guys,
I am new to this forum and Silent Hunter and i really want to try this excellent looking mod - The Grey Wolves.
The problem is i followed the link to filefront for the complete mod in zip form and i downloaded and installed it fine (it said version 1.1a and contained 4 bin files and a TGW 1.1a.exe installer.
Looking on your website here i see that the latest version is 1.03 (the confusion has begun since 1.1a seems more up to date then 1.03)
When i try to install the 80+ MB 1.03 patch to my 1.1a files it says that some files are not present etc and update cannot be performed.
Help me - am i being stupid or something - what is the latest version and why does it seem there should be 5 bin files when the full filefront zip only has 4?
Appreciate any help or advice.
danlisa
04-14-07, 04:15 AM
Welcome to Subsim Sniggles:up:
Here's a quick history lesson about Grey Wolves so we can get un-confused.:88)
The Grey Wolves or TGW or GW1.1a was the first supermod developed by the GW dev team. GW1.1a was the final version of this mod. The Dev team has since moved on and the latest version from them is called GWX or Grey Wolves eXpansion. This GWX is curently at patch 1.03, which is why you are having trouble applying it to GW1.1a.
GWX was a huge step from GW1.1 and I suggest you download it. You can get all the files needed by clicking on my sig.
For GWX base installation you will need a clean install of SH3+1.4b, then d/l 1 x exe file & 5 x bin files as listed on the site when you click my sig. Once you have that installed you can then add the 1.03 patch.:up:
I hope that is clear enough, if it's not please keep asking.
Enjoy the GWX experience.:up:
Lzs von swe
04-14-07, 04:28 AM
Hi sniggles and welcome
You have downloaded The Grey Wolves 1.1a, GW1.1a, not The Grey Wolves Expansion, GWX. The GWX 1.03 patch will only work on an GWX install.
Sorry, but you will have to download the whole GWX package, go to http://www.users.on.net/~jscones/GWX/. The 1.03 patch you already have:up:
Then you have to go through the whole process of uninstalling SH3, deleting the SilentHunterIII folder in the Ubisoft folder and the SH3 folder in your Documents folder. Then reinstall SH3, patch it to 1.4 and install GWX and the 1.03 patch.
Sorry, thats the harsh reality, if you want GWX. But its worth it I tell you:up:
edit- you beat me to it Dan -edit
Jimbuna
04-14-07, 05:36 AM
Well...allow me the easy bit :D
Welcome aboard kaleun sniggles :arrgh!:
sniggles
04-14-07, 08:17 AM
Thanks for the replies and help guys.
I am downloading the correct GWX modules from Filefront now.
One question from a newbie though;
Can anyone spare a few minutes to explain the optional Atmosphere view distance modules that you can pick.
My PC is way above spec for this game but not sure if it worth enabling the 16 KM view if it introduces extra slowdown.
Is that all the Atmosphere option does - extra view distance - and does this improve gameplay significantly?
Also what is the light or dark version?
Appreciate any help again guys and hope you don't mind me asking stupid questions.
danlisa
04-14-07, 09:08 AM
The 16km ATM effectively doubles the visual range of all vessels in the game. It is more realistic as on a clear day you can see alot further than 8km however the payoff is a reduction in performance but if your PC is way above the needed specs you can quite easily use it. The light & dark versions were created because of the difference in gamma levels between LCD monitors. Basically if you have nights that are too dark use the light version & visa versa.
I always play with the default 8km ATM as I just think it's prettier somehow.:88) Try it out and change if you need to.
sniggles
04-14-07, 10:37 AM
Thanks for the answer Danlisa.
One last question for anyone.
I really like using the deck gun to finish off merchants and sometimes on it's own if i luck across an unprotected convoy.
I know it's unrealistic but can i easily change the damage ststs for the two big deck guns back to the original (vanilla) settings by editing a game file.
Where would that file be?
Appreciate any help again and honestly - that's my last question for a while!
Lzs von swe
04-14-07, 11:30 AM
In GWX I don´t think you need to "make your guns stronger". The damage model has been changed from the one in TGW1.1a. Just aim below the water line and they will sink quite happily:up:
As for which files to edit to do it, I do not know. I think that is in a .dat file.
danlisa
04-14-07, 11:41 AM
@ Sniggles
Yes, the shell damage has been increased in GWX however, you only have HE rounds, which is (according to research) historically correct.
You can change the default ammo types back to stock version by editing a config. I'll have to get back to you with the file name. To increase the damage done by the shells requires the use of mini-tweaker (modding tool). If you need to I can go into details about this. Just ask.
@ Sniggles : Lzs Von Swe is right....
There is also what we can call a "sweet spot" to aim on each and everyone of the ships :hmm:. if you have further questions about this, ask Danlisa for informations, but yesterday, testing a new damage texture for the deck gun on the deck gun practice mission of the naval academy, I sunk a small merchant with only 2 hits. :rock:
edit
Danlisa is here, that's cool. :cool:
melnibonian
04-14-07, 12:15 PM
@ Sniggles
As the guys before me explained a few rounds with the deck gun should sink a damaged ship. My suggestion is to aim below the waterline to add flooding effects to your structural damage.
Jimbuna
04-14-07, 12:41 PM
Ships now sink by 'flooding' so when aiming under the waterline try and cover the entire length of the ship to bring about flooding to each and every separate compartment :arrgh!:
Jan Kyster
04-14-07, 04:32 PM
I use your magnificient manual as kind of war-planner, trying to place my nosy little sub in as many historic events as possible. Now, as going into 1941, we're planning for heading south towards Cape Verde (Operation Berlin).
After studying different maps, am I not right when I say your map on p. 128 (manual ver. 1.03) shows the Canary Islands? And that Cape Verde is quite a bit further down south, west to Senegal...
Anyway, right or wrong, it's just a minor detail, but I'll use the opportunity to once again say many thanks for the great gift!
scorpian
04-15-07, 06:59 PM
Is there any way to speed up time compression when using the Kanal Out plot? The most I seem to get is 4x with a few higher spurts for short distances on vertical/horizontal axis. Diagonal plots are slow. It takes more than an hour (real-time) to do to the North Sea.
Thanks.
Kpt. Lehmann
04-15-07, 07:02 PM
Hi scorpian,
The land proximity time compression settings in GWX version 1.03 have been set to 128 to allow you to run the canal quicker.
Have you downloaded/applied the version 1.03 update?
Anyway, if you want to increase time compression when near land, just download the one and only SH3Cmdr (http://www.users.on.net/~jscones/software/products.html) ! :D
:arrgh!:
edit
Aw sorry Kpt. :p
scorpian
04-15-07, 07:12 PM
The land proximity time compression settings in GWX version 1.03 have been set to 128 to allow you to run the canal quicker.
Have you downloaded/applied the version 1.03 update?
Yes I am using 1.03 and anything other than x/y axis the max is 4x not 128x. Maybe I have done something wrong. From Kiel port I plot Kiel Kanal Out and set orders to follow plot. NA sets speed to ahead standard and off we go. Do you think th SH3 Commander settings override GWX?
Let me try rolling back SH3 Cmdr and see if that corrects the problem.
Thanks
Do you think th SH3 Commander settings override GWX?
Yes, changes made via SH3Cmdr overwrite the GWX TC settings.
scorpian
04-15-07, 09:21 PM
How are you supposed to kill these using this model? Torpedos can't hit it. Deck and Flak guns won't shoot at it. It has no sound signature. It apparently can find you no matter where you are and no matter how deep you go. You can't out run it. What's the deal?
Thanks.
down and out
04-15-07, 11:35 PM
I have torpedo'd many
Even had the odd fight on the surface gun to gun
Not always recommended but they do sink :hmm:
Jimbuna
04-16-07, 04:27 AM
Run Silent....Run Deep :arrgh!:
Snakeeyes
04-16-07, 08:09 AM
Hey. I was reading "Operation Drumbeat" AGAIN last night and I came across some information stating that the T-III (Ge7 I believe?) had a bigger warhead than the old T-I steamers. Is this modeled in GWX?
Snakeeyes
04-16-07, 08:10 AM
How are you supposed to kill these using this model? Torpedos can't hit it. Deck and Flak guns won't shoot at it. It has no sound signature. It apparently can find you no matter where you are and no matter how deep you go. You can't out run it. What's the deal?
Thanks.
What do you mean that deck and flack guns won't hit 'em? MINE DO. I would never waste a torpedo on one unless I had some spares in the aft tubes and I was coming home after wasting a convoy. I'm SURE that torpedos can hit them though.
I've shot it out with 'em at long range. If I can't get off a shot first I simply avoid them by creeping by. They're hydrophones are not that good at hearing you at 2 knots... just don't go UNDER them. LOL!
danlisa
04-16-07, 08:16 AM
Hey. I was reading "Operation Drumbeat" AGAIN last night and I came across some information stating that the T-III (Ge7 I believe?) had a bigger warhead than the old T-I steamers. Is this modeled in GWX?
I'll have to check to be sure but I think it might be. Not too long ago I was increasing the warhead damage on all the torps for someone who was struggling and I did notice a difference in the values but I didn't think anything more about it.
However, if I'm wrong (cos I can't check at the mo) I need to cover my butt.:rotfl:
If it's not modelled in GWX at the moment it can only be because the damage models of the ships are so finely tuned and balanced that it is required to be this way.
I'll get a final answer to you later.
Sufficiently vague but some hope there I think.:hmm::rotfl:
danlisa
04-16-07, 12:39 PM
As far as I can see the only difference is in the T2 & T7 but only then the min ef radius is increased slightly.
Snakeeyes
04-16-07, 01:41 PM
Hey. I was reading "Operation Drumbeat" AGAIN last night and I came across some information stating that the T-III (Ge7 I believe?) had a bigger warhead than the old T-I steamers. Is this modeled in GWX?
I'll have to check to be sure but I think it might be. Not too long ago I was increasing the warhead damage on all the torps for someone who was struggling and I did notice a difference in the values but I didn't think anything more about it.
However, if I'm wrong (cos I can't check at the mo) I need to cover my butt.:rotfl:
If it's not modelled in GWX at the moment it can only be because the damage models of the ships are so finely tuned and balanced that it is required to be this way.
I'll get a final answer to you later.
Sufficiently vague but some hope there I think.:hmm::rotfl:
Ooooooo... we need to change that, unless the author was wrong but he's an unbelievable expert in U-boat history.
I think that the T-I had 2800 lbs of whatever explosive they used... torpex maybe? The T-III had about 5000 lbs. This is QUITE a difference and could really mean certain vessels like C2s go down with one punch if hit in the right spot.
danlisa
04-16-07, 02:00 PM
Ooooooo... we need to change that, unless the author was wrong but he's an unbelievable expert in U-boat history.
I think that the T-I had 2800 lbs of whatever explosive they used... torpex maybe? The T-III had about 5000 lbs. This is QUITE a difference and could really mean certain vessels like C2s go down with one punch if hit in the right spot.
It's up to the Dev team mate, there might be a perfectly good reason that it can't be implemented. However, rest assured they will see this.:up:
Snakeeyes
04-16-07, 04:47 PM
Ooooooo... we need to change that, unless the author was wrong but he's an unbelievable expert in U-boat history.
I think that the T-I had 2800 lbs of whatever explosive they used... torpex maybe? The T-III had about 5000 lbs. This is QUITE a difference and could really mean certain vessels like C2s go down with one punch if hit in the right spot.
It's up to the Dev team mate, there might be a perfectly good reason that it can't be implemented. However, rest assured they will see this.:up:
Oh I know man. It's cool. I know they want as realistic systems as possible. Just asking about it. :p These guys are the best!
Thanks. :D
Henri II
04-17-07, 01:53 AM
Hey. I was reading "Operation Drumbeat" AGAIN last night and I came across some information stating that the T-III (Ge7 I believe?) had a bigger warhead than the old T-I steamers. Is this modeled in GWX?
I'll have to check to be sure but I think it might be. Not too long ago I was increasing the warhead damage on all the torps for someone who was struggling and I did notice a difference in the values but I didn't think anything more about it.
However, if I'm wrong (cos I can't check at the mo) I need to cover my butt.:rotfl:
If it's not modelled in GWX at the moment it can only be because the damage models of the ships are so finely tuned and balanced that it is required to be this way.
I'll get a final answer to you later.
Sufficiently vague but some hope there I think.:hmm::rotfl:
Ooooooo... we need to change that, unless the author was wrong but he's an unbelievable expert in U-boat history.
I think that the T-I had 2800 lbs of whatever explosive they used... torpex maybe? The T-III had about 5000 lbs. This is QUITE a difference and could really mean certain vessels like C2s go down with one punch if hit in the right spot.
I'm not sure about those numbers, 5000 lbs. warhead? That's more than the whole torpedo weighted.
These sites (in german, sorry)
http://www.ww2technik.de/dsub_minentorp.htm, http://www.lexikon-der-wehrmacht.de/Waffen/UTorpedos.htm
give numbers of 280 kg for most warheads. IIRC the explosive was a mix of TNT and something else that was constantly improved during the war, so the later models likely had greater power, but the difference was probably not that great.
Snakeeyes
04-17-07, 05:12 AM
Hey. I was reading "Operation Drumbeat" AGAIN last night and I came across some information stating that the T-III (Ge7 I believe?) had a bigger warhead than the old T-I steamers. Is this modeled in GWX?
I'll have to check to be sure but I think it might be. Not too long ago I was increasing the warhead damage on all the torps for someone who was struggling and I did notice a difference in the values but I didn't think anything more about it.
However, if I'm wrong (cos I can't check at the mo) I need to cover my butt.:rotfl:
If it's not modelled in GWX at the moment it can only be because the damage models of the ships are so finely tuned and balanced that it is required to be this way.
I'll get a final answer to you later.
Sufficiently vague but some hope there I think.:hmm::rotfl:
Ooooooo... we need to change that, unless the author was wrong but he's an unbelievable expert in U-boat history.
I think that the T-I had 2800 lbs of whatever explosive they used... torpex maybe? The T-III had about 5000 lbs. This is QUITE a difference and could really mean certain vessels like C2s go down with one punch if hit in the right spot.
I'm not sure about those numbers, 5000 lbs. warhead? That's more than the whole torpedo weighted.
These sites (in german, sorry)
http://www.ww2technik.de/dsub_minentorp.htm, http://www.lexikon-der-wehrmacht.de/Waffen/UTorpedos.htm
give numbers of 280 kg for most warheads. IIRC the explosive was a mix of TNT and something else that was constantly improved during the war, so the later models likely had greater power, but the difference was probably not that great.
Yup, looks like I added an extra zero to the warhead size... GEESE! Idiot. Imagine a 5000 lb. warhead! Whoah!
Still, I think that the T-I was 280 warhead and the T-III was 500.
Paajtor
04-17-07, 07:00 PM
http://members.home.nl/paajtor/SHIII/GWX_radiobug.jpg
I wonder if this is a bug, and fixed in GWX1.03?
I'm near the end of my current patrol (GWX, U-586 typeVIIC, Dec. '42), and want to RTB, so that I can finally apply the latest GWX-update.:up:
After a successfull convoy-attack - and escaping 4 DD's - I surfaced to send a quick contact-report, and after that I submerged immeadiatly, to 20m at full-speed ahead, to increase distance between me and those radars.
After a little while, a radio-message came in (the "keep up the good work"-one)....weird...we were still travelling submerged!
Kpt. Lehmann
04-17-07, 07:58 PM
Hi Paajtor,
That is a stock bug. We will look into it for the next update. (Version 1.04)
Kpt. you sure that's a bug? I remember there was a mention of radio messages being received when the boat was at PD in Iron Coffins.
Uboat.net says this about it:
During the WW2 underwater radio communication was very useful. Submarines were able to receive messages from their commands without surfacing, i.e. the submarines could been submerged. The submarines could not be detected by radar, and the Allies' direction finders could not detect submarines' positions because the submarines were not using their radio transmitters, just receivers. But because of the "one way" communication, it was specific organized traffic, by previously determined scheme.
Messages were marked by serial numbers, each serial number for the each submarine. The messages were transmitted without confirmation of reception, mostly by night, sometimes from the few transmitters simultaneously. Submarine knew time of transmitting, when the time was coming, the submarine was on right depth, and radio operators were monitoring the radio transmitter with best power of radio signal. Efficiency of reception was 90%. It means that 90% of all messages were received successfully. It was very good, indeed.
Depth of submerged submarine (i.e. submarine's antenna) for sufficient underwater radio communication depended about distance between land radio station and the submarine, power of radio signal, frequency used in the communication and salinity of the sea water.
http://uboat.net/articles/index.html?article=35
Also, on that same site, you see the table 1 that shows in what depth the uboat had to be for the message to be received. The table is for the 'Goliath' transmitter that became operational in 1943. Before that, the germans were using the 'Nauen' transmitter.
mikaelanderlund
04-18-07, 09:49 AM
Hi Paajtor,
That is a stock bug. We will look into it for the next update. (Version 1.04)
Hi Kpt.
Any news for the next update? I'm planing to start a new, from the very beginning, 39 campaigne and it would be nice to start with 1.04 :lol: . Thanks for the great GWX:up: .
danlisa
04-18-07, 09:59 AM
I would go on patrol as you can always start a new career once 1.04 is available.;)
The development of 1.04 wont be rushed & once complete will require a period beta testing.:yep:
Carry on as normal, really I don't where this idea of a 1.04 patch came from.:shifty:
:rotfl:
Sink 'em all Herr Kaleun.
Kpt. Lehmann
04-18-07, 10:24 AM
Kpt. you sure that's a bug? I remember there was a mention of radio messages being received when the boat was at PD in Iron Coffins.
Uboat.net says this about it:
During the WW2 underwater radio communication was very useful. Submarines were able to receive messages from their commands without surfacing, i.e. the submarines could been submerged. The submarines could not be detected by radar, and the Allies' direction finders could not detect submarines' positions because the submarines were not using their radio transmitters, just receivers. But because of the "one way" communication, it was specific organized traffic, by previously determined scheme.
Messages were marked by serial numbers, each serial number for the each submarine. The messages were transmitted without confirmation of reception, mostly by night, sometimes from the few transmitters simultaneously. Submarine knew time of transmitting, when the time was coming, the submarine was on right depth, and radio operators were monitoring the radio transmitter with best power of radio signal. Efficiency of reception was 90%. It means that 90% of all messages were received successfully. It was very good, indeed.
Depth of submerged submarine (i.e. submarine's antenna) for sufficient underwater radio communication depended about distance between land radio station and the submarine, power of radio signal, frequency used in the communication and salinity of the sea water.
http://uboat.net/articles/index.html?article=35
Also, on that same site, you see the table 1 that shows in what depth the uboat had to be for the message to be received. The table is for the 'Goliath' transmitter that became operational in 1943. Before that, the germans were using the 'Nauen' transmitter.
Roger Dowly, I was thinking in 'deeper' terms. Couldn't recall offhand if you could still receive messages at inappropriate depths in SH3.
If in SH3 you can only receive messages in the depth bandwidth that is provided by U-boat.net... we have one less thing to check out.
mikaelanderlund
04-18-07, 11:09 AM
I would go on patrol as you can always start a new career once 1.04 is available.;)
The development of 1.04 wont be rushed & once complete will require a period beta testing.:yep:
Carry on as normal, really I don't where this idea of a 1.04 patch came from.:shifty:
:rotfl:
Sink 'em all Herr Kaleun.
Ok, let me know if you need a beta tester ;) .
Mikael
Jimbuna
04-18-07, 03:56 PM
I would go on patrol as you can always start a new career once 1.04 is available.;)
The development of 1.04 wont be rushed & once complete will require a period beta testing.:yep:
Carry on as normal, really I don't where this idea of a 1.04 patch came from.:shifty:
:rotfl:
Sink 'em all Herr Kaleun.
Well, going on past GWXperiences it coulda been anywhere :lol: :arrgh!:
Paajtor
04-18-07, 05:34 PM
I was thinking in 'deeper' terms. Couldn't recall offhand if you could still receive messages at inappropriate depths in SH3.
If in SH3 you can only receive messages in the depth bandwidth that is provided by U-boat.net... we have one less thing to check out. Maybe I've been overlooking this bug (?) untill now, because I usually use the radio, after surfacing and staying surfaced for an extended time.
This time, I was just popping up for a couple of minutes....well, you have my test-result: it works at 20m, lol.
Paajtor
04-19-07, 03:22 PM
Another question - GWX1.02 still:
When lying stationary in recharge-mode - decks-awash - on external camera real close to the boat, I can't hear any sound from the recharging diesel...neither at the surface, nor under water.
Is that also a stock-SH3 thing?
I don't think I've seen that mentioned in 1.03's changelog.
Kpt. Lehmann
04-19-07, 05:03 PM
Another question - GWX1.02 still:
When lying stationary in recharge-mode - decks-awash - on external camera real close to the boat, I can't hear any sound from the recharging diesel...neither at the surface, nor under water.
Is that also a stock-SH3 thing?
I don't think I've seen that mentioned in 1.03's changelog.
To recharge the batteries, a U-boat needs to run the diesels. There is no provision in SH3 to run the diesels in "neutral" disconnected from the shafts.
I dunno if recharging batteries with the diesels in neutral was ever really done though. Staying in one place was deadly to a U-boat.
You will notice in SH3 that when the diesels are engaged and you are in "recharge mode"... one engine is used to charge the batteries... and one is used to propel the boat... resulting in reduced speed until recharge is complete... or you order the recharge mode to terminate short of completion. (sorry if you already knew this)
If I recall correctly, there is a stock SH3 bug that allows your batteries to recharge anyway if you are stationary on the surface with all engines off. In this case... it is up to the player to play in a realistic fashion.
Paajtor
04-20-07, 02:24 AM
Well, my point is, that I couldn't hear any diesel-sound (I know how recharging in SH3 works, yes).
I mean, inside the hull (stationary surfaced uboat, calm weather), there is a diesel working very hard.
I know it's only a detail, and indeed, it rarely happens, that I'm recharging batteries while lying stationary somewhere.
But sometimes - it's mostly roleplaying that makes me think of it - I will...like last time, for example:
Surfacing after a long struggle to shake-off 4 DD's, I kept her on decks-awash, because of their radar.
We had suffered a little damage, and I wanted to roleplay, that a diesel needed maintenance, and work had to be done on the conning-tower at the same time.
That's why I ordered all full-stop.
Then I remembered the discussion here about an exhaust mod (http://www.subsim.com/radioroom/showthread.php?t=112123), and went close to the stern-hull, to test whether I could hear the recharging diesel right now...which I couldn't (would be nice, if there also was exhaust-smoke at the stern in this situation).
And I would also like it, when waiting in the docks for departure, to hear a diesel-sound (maybe because the boat had been running on batteries while being prepared...after all, it still needs power to operate systems, right?).
Right now, it's way to silent, for a uboat about to leave...seagulls and dashing waves against the hull is all you hear. The low rumble of one of your engines would give the whole scene a bit more industrial feeling...a little more action.
So you think it can't be changed?
Kpt. Lehmann
04-20-07, 02:37 AM
Well, my point is, that I couldn't hear any diesel-sound (I know how recharging in SH3 works, yes).
I mean, inside the hull (stationary surfaced uboat, calm weather), there is a diesel working very hard.
I know it's only a detail, and indeed, it rarely happens, that I'm recharging batteries while lying stationary somewhere.
But sometimes - it's mostly roleplaying that makes me think of it - I will...like last time, for example:
Surfacing after a long struggle to shake-off 4 DD's, I kept her on decks-awash, because of their radar.
We had suffered a little damage, and I wanted to roleplay, that a diesel needed maintenance, and work had to be done on the conning-tower at the same time.
That's why I ordered all full-stop.
Then I remembered the discussion here about an exhaust mod (http://www.subsim.com/radioroom/showthread.php?t=112123), and went close to the stern-hull, to test whether I could hear the recharging diesel right now...which I couldn't (would be nice, if there also was exhaust-smoke at the stern in this situation).
And I would also like it, when waiting in the docks for departure, to hear a diesel-sound (maybe because the boat had been running on batteries while being prepared...after all, it still needs power to operate systems, right?).
Right now, it's way to silent, for a uboat about to leave...seagulls and dashing waves is all you hear. The low rumble of one of your engines would give the whole scene a bit more industrial feeling...a little more action.
So you think it can't be changed?
Well, what most people don't realize is that U-boats left the quays and pens under electric power... and usually stern-first.
Regarding the diesels... when they are running in game they sound fine by me. After a previous similar conversation a former diesel boat submariner PM'd me to say he felt that the sound levels were perfect.
Regarding the sound of diesels in "neutral"... I believe the only way to do what you ask is to make the sound loop 100 percent of the time... having it piggy-back an interior sound file... not cool for submerged operations.
Sorry mate... the juice isn't worth the squeeze.
Paajtor
04-20-07, 02:41 AM
Ok, I understand.:up:
down and out
04-20-07, 05:32 AM
I think the game treats it as that if you are stationary then the engines are off
So no sound
Even though you CAN recharge this way :nope:
poor sailor
04-20-07, 01:50 PM
I have a problem with my game. I saved my game submerged (at 25m) and next time I loaded the game, the boat is started to dive very fast to critical depth and then I have a message that the my boat is lost... This is happened to me in a middle of my WaW patrol and now I haven't enough time to start again and finish my patrol. Maybe it's a stock bug but I haven't this problem when I played NYGM before or stock. I had a problem when my save have been lost but the solution for that is known by me but now I'm realy sad. Don't know what to do. Any ideas? I have a GWX v.1.03 with a couple of mods which fully compatible with GWX.
mr chris
04-20-07, 02:00 PM
Hi poor Sailor.
This is a stock bug happend a few times to me pior to finding GW.
Also happend once or twice while i have been playing GW and GWX. Both time i saved submerged. Have manged to avoid saving submerged since and have had no problems what so ever.:up:
poor sailor
04-20-07, 02:09 PM
Hi poor Sailor.
This is a stock bug happend a few times to me pior to finding GW.
Also happend once or twice while i have been playing GW and GWX. Both time i saved submerged. Have manged to avoid saving submerged since and have had no problems what so ever.:up:
Thanks for the answer, but now I will gonna try to start again my patrol and for sure in future I will not save when I'm submerged.
Jimbuna
04-20-07, 03:00 PM
One of the cardinal rules is def 'don't save whilst submerged' :nope:
KeptinCranky
04-21-07, 05:06 PM
to the GWX team,
first, what a great mod :rock:it has changed my sh3 enjoyment enormously
second I would like to make a suggestion since I read work is progressing on a new version.
I noticed that GWX alters some of the landmasses in SH3, things like adding Kiel and Suez canals which is great, there are however a few annoying immersion breakers left in the landmasses and map (especially for Dutchmen like me I think) because of historical inaccuracy, it's a common mistake made by many game developers, microsoft with their ww2 flight sim did the same.:nope:
examples and suggestions below
http://home.wanadoo.nl/omf17235/images/correct1.JPG
these aren't so bad, the following however are
http://home.wanadoo.nl/omf17235/images/correct2.JPG
I don't know how fixable this is, but if it's possible I'd like to suggest correcting these mistakes for the sake of historical accuracy
just my 2 cents, thank you for your time, I'm off to sink some more whale-factory ships, save the whales, sink 'em all :D
Kpt. Lehmann
04-21-07, 06:55 PM
The problem with the landscape changes has to do with their size. If I recall correctly... wayyyy back when we released the old GW 1.0 supermod, the total data size of landmass changes alone was in the neighborhood of 20%. There were only four changes made.
So you see how landmass changes could take us places we don't want to go.
There was some discussion in our forums of a different method to execute such changes... but with other more viable things ahead... it went on the back burner.
Snakeeyes
04-21-07, 08:16 PM
Gentlemen,
Let's gather around the bar here...
What is your technique for sinking a C2 as fast as possible with a minimum of torpedoes?
I've been experimenting today with a lone C2 off Norway that stumbled into me. Even 3 T-IIIs in a 4 degree spread set at 10 meters magnetic only manage to shut down his engines but not sink him. Only 2 times have I seen my shots just blow the ever-lovin crap out of merchant.. one was a small merchant and the other was a C3. Are vessels inbound to Europe loaded and more prone to blowing their stacks?
KeptinCranky
04-22-07, 01:31 AM
Kpt. Lehmann,
I see, that would be a problem...:-? oh well, I'll just have to grin and bear it every time I see those wrong bits on the map. I might just have to sink any shipping heading for places that they patently would be unable to reach just on general principle :arrgh!: call it a pet project
but what about only renaming Rotterdam as it is now to The Hague? is that doable? it seems adding names of cities doesn't have such an enormous impact (considering all the italian ports you've added in GWX as well as some others)
Snakeyes,
you know as well as I do that C2 cargos are legally required to carry at least half their cargo capacity in cork, rubber duckies, pingpongballs or lifejackets :lol: it's just one of those things....
I don't have a surefire method, but what seems to do the trick most of the time is to shoot just when the middle of the crosshair touches the bridge, set the fish to 5,5 meters impact, a little less in bad weather. if that doesn't crack him in half i usually shoot another magnetic between the 2 forward masts. Admittedly that still doesn't always work, in which case I either fall back on the deckgun or I just leave, send in a radioreport and let the dudes in the planes sort it out:88)
Snakeeyes
04-22-07, 11:43 AM
DO you know that after playing for an entire year I have NEVER seen a Luftwaffe attack after calling in reports? NEVER!
melnibonian
04-22-07, 11:56 AM
DO you know that after playing for an entire year I have NEVER seen a Luftwaffe attack after calling in reports? NEVER!
You need to be close to Luftwaffe bases to see the air support. Usually if you are close to the French or Norwigean coast and you report a target Luftwaffe Bombers will turn up.
fredbass
04-22-07, 11:56 AM
DO you know that after playing for an entire year I have NEVER seen a Luftwaffe attack after calling in reports? NEVER!
I have in the Med. :know:
Snakeeyes
04-22-07, 03:01 PM
DO you know that after playing for an entire year I have NEVER seen a Luftwaffe attack after calling in reports? NEVER! You need to be close to Luftwaffe bases to see the air support. Usually if you are close to the French or Norwigean coast and you report a target Luftwaffe Bombers will turn up.
I know gentlemen. I always check the map to see if I am in range for the right year before getting on the horn and calling. Even though transmitting does not mean you are attacked in SHIII I still act like it does.
:)
sniggles
04-23-07, 06:58 AM
Hi,
Just wondering if anyone knows if it would be possible to tweak some CFG files to bring back the Starburst and AP shells for the Deck Gun.
I have found the Deck Gun Ammo section in the ' Basic.cfg ' file and set SS and AP shells to 100 for both caliber of guns but they still don't show up in game.
Must be a bit more to it then just adjusting this file.
Appreciate any help or advice.
danlisa
04-23-07, 07:11 AM
Hi,
Just wondering if anyone knows if it would be possible to tweak some CFG files to bring back the Starburst and AP shells for the Deck Gun.
I have found the Deck Gun Ammo section in the ' Basic.cfg ' file and set SS and AP shells to 100 for both caliber of guns but they still don't show up in game.
Must be a bit more to it then just adjusting this file.
Appreciate any help or advice.
Hi mate, it's not historically correct but if you must have a look at my replies in this post - http://www.subsim.com/radioroom/showthread.php?t=112602
Jimbuna
04-23-07, 08:14 AM
There is a separate/additional value you need to adjust also.....something like 'no. of shells per slot' (its in the same cfg file) :arrgh!:
Edit: Didn't click on the link :damn:
sniggles
04-23-07, 08:16 AM
Thanks for the quick reply danlisa,
However - tried changing the ammo and slot amounts etc in the ' basic.cfg ' file but AP and SS shells still do not appear.
Must be some changes hard wired in a DAT file i can't get at.
Anyone have any ideas?
sniggles
04-23-07, 08:23 AM
Hers what i have in my ' basic.cfg ' file;
[SUBMARINE_AMMOLIMITS1] ;105mm
MaxAmmoPerSlot=600
[SUBMARINE_AMMOLIMITS2] ;88mm
MaxAmmoPerSlot=600
and
[AMMO_TYPE0];10.5cm SK C/32
Idx=0
Year=1939
Month=1
AP=500
HE=500
SS=200
Renown=0
[AMMO_TYPE1];8.8cm SK C/35
Idx=1
Year=1939
Month=1
AP=500
HE=500
SS=200
Renown=0
I know the amounts i am using are unrealistic but i love using the deck gun.
I don't know why they aren't showing up in game - done everything okay i think!
bruschi sauro
04-23-07, 08:26 AM
DO you know that after playing for an entire year I have NEVER seen a Luftwaffe attack after calling in reports? NEVER!
I have in the Med. :know:
I have near the coast of France... I remeber two Condor vs a lone small cargo:yep: .
danlisa
04-23-07, 08:30 AM
Thanks for the quick reply danlisa,
However - tried changing the ammo and slot amounts etc in the ' basic.cfg ' file but AP and SS shells still do not appear.
Must be some changes hard wired in a DAT file i can't get at.
Anyone have any ideas?
Nope, there's nothing hard wired at all. It can all be done in the cfg. Go back to the thread above as Smokintep managed to do it with the details I posted. Just FYI there are two blocks to edit and there are (IIRC) 'commented out' ";" entries to try too.
Edit - here are the changes....
IIRC there are two changes needed
[SUBMARINE_AMMOLIMITS1] ;105mm
MaxAmmoPerSlot=110
[SUBMARINE_AMMOLIMITS2] ;88mm
MaxAmmoPerSlot=110
and
[AMMO_TYPE0];10.5cm SK C/32
Idx=0
Year=1939
Month=1
;AP=40
;HE=60
;SS=20
AP=0
HE=110
SS=0
Renown=0
[AMMO_TYPE1];8.8cm SK C/35
Idx=1
Year=1939
Month=1
;AP=40
;HE=160
;SS=40
AP=0
HE=220
SS=0
Renown=0
As you can see from the yellow text the amount of shells corresponds with the amount each slot can hol
IIRC there is one slot on the IX ( 105mm ) and 2 on the VII ( 88mm ) so 2x110 = 220 for the VII
If you up the maxammoperslot to say 200 you should be able to have 200 HE on the IX and 400 on the VII
Been a long time since I played with the basic.cfg but I think thats all you need to do
If you want to make sure that this cfg change works only use the lines that start with ; these are the original values. The lines that follow are added by the mod, delete them & remove the ; from the other lines. These changes may not take affect until you start a new patrol.
REMEMBER, BACKUP YOUR FILES.;)
Akinesis
04-23-07, 01:20 PM
Ahoy,
Just a quicky (I hope!:roll:). After being very disappointed with SH4 I have gone back to playing SH3, but have decided to spice it up a tad and add a few minor changes (I'm gonna wait for GWX to bring out their expansion before I play SH4 again - you guys rock :rock: ).
I'm trying to install one Fubar's fabulous sub skins, but can't do it. The 'Texture' folder is empty (I remember from ages ago that this happens for reason when installing the GWX Expansion), but is there a way for the game to recognise my new sub texture? This is the only problem that is stopping me from starting a new career - I refuse to get underway until I have my new skin, dammit!!! :88)
Paajtor
04-23-07, 05:50 PM
This isn't really a GWX-thing.
If you want a safe and easy way to install skins, then use JSGME (http://www.users.on.net/%7Ejscones/software/) (JoneSoftGenericModEnabler).
Fubar's skins are JSGME-ready.
Jimbuna
04-24-07, 04:26 AM
Ahoy,
Just a quicky (I hope!:roll:). After being very disappointed with SH4 I have gone back to playing SH3, but have decided to spice it up a tad and add a few minor changes (I'm gonna wait for GWX to bring out their expansion before I play SH4 again - you guys rock :rock: ).
I'm trying to install one Fubar's fabulous sub skins, but can't do it. The 'Texture' folder is empty (I remember from ages ago that this happens for reason when installing the GWX Expansion), but is there a way for the game to recognise my new sub texture? This is the only problem that is stopping me from starting a new career - I refuse to get underway until I have my new skin, dammit!!! :88)
Here's a link to Fubars sub skins :rock:
http://hosted.filefront.com/fubar45
rascal101
04-24-07, 08:45 AM
Hi to all I have been out of action for a while. PC went belly up in a big way, but now have new mother board, Ram and Wow Whacko vid card. Unfortunately I had to scrub my hard drive so I have to start all over again.
I had to reinstall SH3 and now I'm looking for all the riight bits and bobs to put back in. I just noticed there is talk of GWX 4, is this correct, and if it is will it include the amazing mechant skins pack by IAMBECOMELIFE and will it include the open hatches and raised radar and radio direction finder mods?
Regards
Rascal
danlisa
04-24-07, 08:52 AM
I just noticed there is talk of GWX 4, is this correct, and if it is will it include the amazing mechant skins pack by IAMBECOMELIFE and will it include the open hatches and raised radar and radio direction finder mods?
That's GWX 1.04.:cool:
The current version is 1.03 and it already contains the raised radar & radio detection mod.
GWX 1.03 has an optional date related skin pack which is a beautiful addition at 1.6GB (:|\\) and is vastly improved over previous releases.
Welcome back to the high seas.:up:
Akinesis
04-24-07, 10:03 AM
This isn't really a GWX-thing.
If you want a safe and easy way to install skins, then use JSGME (http://www.users.on.net/%7Ejscones/software/) (JoneSoftGenericModEnabler).
Fubar's skins are JSGME-ready.
I fixed it. I was using JSGME, but the labelling file was double up on each skin pack. :oops: I removed the download file from the duplicate folder and placed it into MODS and now it works. Fantastic, I can now get underway... once I get the open-hatch mod working :doh:
Thanks for the help :up:
Jimbuna
04-24-07, 11:48 AM
Glad to hear your sorted :yep: ....just one little tip....never install anything unless it's compatible with JSGME :up:
bballernik
04-24-07, 12:36 PM
So i have downloaded everything with patches and the actual gsw file. everyhting is installed but when i try to open the exe shortcut on the desktop it asks for a disc key? what the hell is that, and what do i do about it???
Paajtor
04-24-07, 02:20 PM
You simply have to have the original SH3-disc in the drive.
Insert it, cancel-out on the menu that pops up, and start the game from the GWX-shortcut.
Or have you been mislead by the GWX-name?
It says it's an expansion, but in reality it's a super-mod for SH3....so you still need the game-disc, for GWX.
sniggles
04-24-07, 05:31 PM
Hi guys,
WOW - This thread is getting long - 61 pages and counting.
You guys seem to answer every post - amazing - and a true reflection of how professional this GWX mod is.
Slightly off topic question but i have re-enabled the AP and Star shells for the deck gun but it always annoyed me that the illumination (star) time was only 60 seconds.
I am using the excellent ' SH3 Mini Tweaker ' and have found some references in the LIBRARY / PARTICLES files called ' starshell.txt ' and ' flare.txt ' and i have changed the lifetime from 60 to 180 but the star shells still only last 1 minute in game.
Anyone any ideas.
Appreciate any help or advice.
vasmann
04-25-07, 01:26 AM
Hello to everyone :-).
I have some problem and wish to solve it :-). I know that in vanilla SHIII there was a bug with bearing shown in the periscope, uzo... and in the TDC. And there was a fix for it (not official) CorrectedBearings (I guess, I don't remember). When I installed GWX and patches to make version 1.03 I uninstalled that fix before, and there was all correct, but now I have installed mods:
Light harbour traffic
Medals
Rusty interior VII
Rusty interior IX
and GWX102 + Integrated Orders +TDC+6Slide (http://www.subsim.com/radioroom/showthread.php?t=106104) http://www.subsim.com/radioroom/showthread.php?t=106104
And there I see that bug again, uzo, periscope shows me bearing 349, TDC sais 352 - 3 degrees this is a lot for be misstaken.
Please could you help to solve it. What should I do to get rid of that bug.
Thank you.
PS: GWX is the best mods for SHIII, thank you guys for a great job, I even have SHIV but playing SHIII+GWX and don't want to change it, at least while GWX change will not take their hands over SHIV and I guess I will be waiting for a looooooooooooooooooooooooooooooooooooooooooooooooo ooooooooooooooooooooooooooooooooooooooong time :D
danlisa
04-25-07, 02:21 AM
@ Sniggles
Whenever Minitweaker is used to edit a file a backup is created in the folder of the original. To activate your changes this backup must be moved from that location. IIRC the backup ends in 000.
@ Vasmann
I'm not sure that this is a GWX problem. From the addtional mods you have added I believe 3 of them will change the optics bearings vs TDC bearings as part of their changes or additions. I'm sorry to say that these mods are not Officially sanctioned by GWX due to the possibilty that they will conflict with a GWX base file. It would be worth a try asking in the thread related to these mods.
@ All
While I/we are only too happy to help any/all members here at Subsim, this thread is for GWX specific problems/questions only. I also realise that many of you are flavouring your install of GWX to your liking but the GWX Dev/Team can only offer support for the base GWX files and as such we must always ask "what other mods do you have installed". We really can't support these additional mods unless they have been tested and approved by the GWX Devs. Could I please ask you to consider what additional files you have added before coming to ask about 'this, that & the other GWX problem'. By all means start a new thread about your problem or use the forum search function. In fact, you are more likely to get a broad spectrum of answers this way.
Once again, this is not a 'do not post in this thread', it's just a reminder that most problems are caused by something other than GWX. Also, this thread is actively read/searched for problems in GWX which need to be included in any future fix or patch, it's a nightmare trying to pick out GWX related issues from the others.
Not a rant, just a plea.:up:
Thanks.
melnibonian
04-25-07, 07:00 AM
Light harbour traffic
Medals
Rusty interior VII
Rusty interior IX
and GWX102 + Integrated Orders +TDC+6Slide (http://www.subsim.com/radioroom/showthread.php?t=106104) http://www.subsim.com/radioroom/showthread.php?t=106104
I would suggest to try to run the game without any mods and see if you have a problem. That way you will know if it's a GWX bug (I really doubt it) or something else. After that try to enable one mod at a time and see it's effect to the game. Another possible reason for your problems can be the fact that you're using two mods for different subs. This might cause problems as there are some files that are shared. Finally how did you enable the mods? Where you in port? Did you rollback SH3Cmd before enabling?
vasmann
04-25-07, 07:14 AM
Light harbour traffic
Medals
Rusty interior VII
Rusty interior IX
and GWX102 + Integrated Orders +TDC+6Slide (http://www.subsim.com/radioroom/showthread.php?t=106104) http://www.subsim.com/radioroom/showthread.php?t=106104
I would suggest to try to run the game without any mods and see if you have a problem. That way you will know if it's a GWX bug (I really doubt it) or something else. After that try to enable one mod at a time and see it's effect to the game. Another possible reason for your problems can be the fact that you're using two mods for different subs. This might cause problems as there are some files that are shared. Finally how did you enable the mods? Where you in port? Did you rollback SH3Cmd before enabling?
I enabled mods through super utility JSGME.
SH3Cmd was clean
I started new career (not patrol)
May be really the problem in two Rusty Interriors well, I'll check.
Jimbuna
04-25-07, 10:34 AM
That could well be the case :yep:
Did JSGME not give you a prompt re: a possible conflict ? :hmm:
Penelope_Grey
04-25-07, 11:06 AM
Quick question: Do I need to download new commander files to use with 1.03? Or do the originals for GWX 1.01 still good?
bigboywooly
04-25-07, 11:15 AM
No you will need the 1.02cfg files which are fine with 1.03
Jimbuna
04-25-07, 11:16 AM
Quick question: Do I need to download new commander files to use with 1.03? Or do the originals for GWX 1.01 still good?
SH3Cmdr v2.7 is good, but don't forget to d/l the 'GWX103Cfg4SH3Cmdr' file....from my sig if you need it :up:
Just for curiosity : will we have new .cfg files for SH3 Commander when GWX 1.04 is released ? :hmm:
:)
bigboywooly
04-25-07, 11:42 AM
Just for curiosity : will we have new .cfg files for SH3 Commander when GWX 1.04 is released ? :hmm:
:)
More than likely
One of the cfgs is shipnames
As there are likely to be new ships added it would mean the cfg would need updating :up:
Laffertytig
04-25-07, 12:15 PM
has anyone had any success modding the longer repair times mod to work with gwx 1.03? i wouldnt mind waiting for 1.04 but it seems to be a long way off
Penelope_Grey
04-25-07, 03:34 PM
Thanks for the assist sorted now.
One of the cfgs is shipnames
As there are likely to be new ships added it would mean the cfg would need updating :up:
That's true ! Sorry, I forgot it ! :88)
Again, thanks for the help and for replying :up:
Best of luck on 1.04 upgrade ! :rock:
Just sunk the Illustrious and 2 auxiliary cruisers at SF, and I want to say that lights and bunkers of the west coast are better placed to detect my u-boot in GWX than in GW. I didn't noticed this detail before, that's really a amazing improvement. :D
Hello
I am currently running GWX 1.02. I have checked the install FAQ from the official site.
However when I run the GWX 1.03 executable (82mb) I see the command prompt box appear and dissapear and that is it.
When i load SH3 then it is still GWX 1.02.
What am I doing wrong, I even downloaded the file twice and that didn't help. I have it with all my other GWX exe and bin files and the GWX 1.02 exe as will in the same folder before I run it.
Any ideas?
Thanks,
Gian
HunterICX
04-26-07, 12:37 PM
Gian,
check with the MD5Tool if the Download isnt corrupted (can be found on the GWX main download page)
Indeed, thanks, that was the problem. It seems the file on Filefront is corrupt, for me anyway and I downloaded it from megaupload.
Thanks for your help
HunterICX
04-26-07, 12:55 PM
Indeed, thanks, that was the problem. It seems the file on Filefront is corrupt, for me anyway and I downloaded it from megaupload.
Thanks for your help
:up: No worries,
have a good hunt
Could I ask another question.
If I want to use SH3 commander with 1.03 can I do that. I can only see the 1.02 cfg file download on the GWX main website..
Thanks,
G
Kpt. Lehmann
04-26-07, 02:32 PM
Could I ask another question.
If I want to use SH3 commander with 1.03 can I do that. I can only see the 1.02 cfg file download on the GWX main website..
Thanks,
G
Hi Gian, the SH3 commander version 1.02 cfg files are valid with GWX version 1.03.
You also have PM regarding which link leads to the corrupted 1.03 GWX update file.
Great, thanks!!!
I have pm'd you the links I used as well.
Regards,
G
Kpt. Lehmann
04-26-07, 03:08 PM
Great, thanks!!!
I have pm'd you the links I used as well.
Regards,
G
Thank you.:up:
JScones
04-27-07, 09:30 PM
Just for curiosity : will we have new .cfg files for SH3 Commander when GWX 1.04 is released ? :hmm:
:)
Yes. If for no other reasons than a swag of new ship names (I already have a looong list thanks to one of the devs). ;)
:D :rock: :sunny: :arrgh!:
vasmann
04-28-07, 07:07 AM
Just for curiosity : will we have new .cfg files for SH3 Commander when GWX 1.04 is released ? :hmm:
:) Yes. If for no other reasons than a swag of new ship names (I already have a looong list thanks to one of the devs). ;)
When, when is it coming? (1.04) Please don't tease us :lol::lol::lol::lol:.
Great job guys. I love it, I love GWX, and thank you very much for that greatest fun we have today, and will have "tomorrow" :-)
mr chris
04-28-07, 07:41 AM
When, when is it coming? (1.04) Please don't tease us :lol::lol::lol::lol:.
To coin a phrase used a while back
When its ready:up:
vasmann
04-28-07, 07:47 AM
When, when is it coming? (1.04) Please don't tease us :lol::lol::lol::lol:.
To coin a phrase used a while back
When its ready:up:
Aaaaaaaaaaah!
I knew You will say this.
Ok. Will be waiting.:sunny:
mr chris
04-28-07, 08:05 AM
Thats great to know.:up:
Sink them all:arrgh!::arrgh!::up:
bigboywooly
04-28-07, 08:35 AM
Work has only just started so will be a while yet
Chill and enjoy 1.03 as is
vasmann
04-28-07, 08:39 AM
Work has only just started so will be a while yet
Chill and enjoy 1.03 as is
No problem :up:
I'll be waiting as long as it needs to :-).
Keep up the good work :D
Be more aggressive :arrgh!:
sniggles
04-30-07, 11:35 PM
Hi GWX team,
I too am eagerly looking forward to your 1.04 update but i am enjoying 1.03 so much i thank you for that.
Please take your time and i am sure it will be up to your usual high standards.
I have a quick question concerning the current 1.03 GWX.
I am interested in this 'stay alert crew' mod and 'more capitol ships' mod.
Do any of your team recommend these mods or does anyone know if it might 'break' the GWX game in any way?
Kpt. Lehmann
04-30-07, 11:39 PM
Hi GWX team,
I too am eagerly looking forward to your 1.04 update but i am enjoying 1.03 so much i thank you for that.
Please take your time and i am sure it will be up to your usual high standards.
I have a quick question concerning the current 1.03 GWX.
I am interested in this 'stay alert crew' mod and 'more capitol ships' mod.
Do any of your team recommend these mods or does anyone know if it might 'break' the GWX game in any way?
The stay alert crew mod is safe and good to use.
The other mod reduces the realism aspect of GWX by increasing the frequency of capitol ship encounters as I understand it. Regarding compatability, use at your own risk.
U56_Dragon
05-02-07, 06:21 PM
Very nice. I love this Conversion.
Rittmeister
05-03-07, 06:23 PM
after covering dust for 2 years, I installed SH3 again.
on subsim I was looking for a fat mod to complete the experience.
GWX was 1st choice. Can't say much yet since I am only beginning a new career.
But I want to thank you, and also express my admiration for all the work you have put into it. The documentation alone is so big and interesting - it will take it's time to read though.
Another quick question to you pros:
Has anybody found a way to implement a way to playback radio-broadcasts depending on day/time when they happened in history into the game-engine?
I have so many broadcasts, and it would add alot to the atmosphere ingame.
I am also planning to put my huge archive of music hits of the time-period online pretty soon, as well as military march-music.
JScones
05-03-07, 06:33 PM
Another quick question to you pros:
Has anybody found a way to implement a way to playback radio-broadcasts depending on day/time when they happened in history into the game-engine?
I have so many broadcasts, and it would add alot to the atmosphere ingame.
SH3Cmdr. Read about it here (http://www.users.on.net/~jscones/software/SH3Cmdr%20Help.html)
SH3Cmdr v2.7 is good, but don't forget to d/l the 'GWX103Cfg4SH3Cmdr' file....from my sig if you need it :up:
Jim, the file download says 'GWX103Cfg4SH3Cmdr' but the file is actually GWX102CfgSH3Cmdr that's downloaded. Is there something different in it but it's still GWX102Cfg4SH3Cmdr for GWX103 ? Had to ask as I just went to redownload it again and it said I already have it.
JScones
05-03-07, 07:00 PM
GWX102CfgSH3Cmdr and GWX102+CfgSH3Cmdr (there is no GWX103CfgSH3Cmdr) contain the same files. The + was added in an (obviously failed) attempt to avoid confusion over whether GWX102CfgSH3Cmdr would work with GWX 1.03.
Downloading now: and again many thanks for the continuing time invested by the modders...
You guys rock!:up:
Jimbuna
05-04-07, 08:10 AM
SH3Cmdr v2.7 is good, but don't forget to d/l the 'GWX103Cfg4SH3Cmdr' file....from my sig if you need it :up:
Jim, the file download says 'GWX103Cfg4SH3Cmdr' but the file is actually GWX102CfgSH3Cmdr that's downloaded. Is there something different in it but it's still GWX102Cfg4SH3Cmdr for GWX103 ? Had to ask as I just went to redownload it again and it said I already have it.
Sorry for the confusion caused GT :oops:
Jaesen is correct in what he is stating. :yep:
I renamed my file to correspond with my GWX v1.03 and didn't think to inform anyone :damn:
Pffft.
After a good break from SHIII and deciding to get back with the latest GWX doodad, I discover that despite rolling everything back and disabling all of my mods etc, the GWX patch won't install.
Looked at the FAQ etc.
Decided to use bitorrent to get the whole thing from http://www.users.on.net/~jscones/GWX/ (http://www.users.on.net/%7Ejscones/GWX/)
no dice!
Allowed everything through my firewall, keep having to tell norton AV to permit communications with bitorrent.
Got sick of it cancelling the file, telling me I can't connect without any peers?
Tried to look for an alternative location - no dice.
What a pile of crap.
As usual computers make stuff more complicated.
I have now gone back to the 'old' method of downloading files - individually. Lets hope they don't get corrupted like they did on a previous occasion after I spent 3 days happily DL this great mod.
Don't get me started on that MD5mate thing - optimistically I thought I could check the two versions of GWX I have on my backup drive, one of which is corrupt; none of the damn numbers match do they?
I shall remove SHIII and reinstall + patch then apply a whole new DL of GWX + latest patch and start the whole damn thing from scratch.:down:
All of this for a bloody game... I must be crazy.
30 minutes remaining to get GWX-1.bin
I recon I'm looking at about 4-5 hours at this rate, checking to make sure I start the next part whe one is finished.
meh. I was looking forwards to this too
/rant
I'm sure doing all the modifications yourself one by one would be a whole lot easier.
:roll:
danlisa
05-05-07, 05:19 AM
@ Jumpy
I'll asume that you were complaining about your own computer woes and not the fact that GWX is not readily available.:-?
You could ask if GWX is still seeded. I personally have seeded GWX to 1:55 ratio and would have started it again if needed.
Also, as you're in the UK and if you have problems d/l it, why not ask if someone can send it to you on DVD.
I'll choose to ignore your rolleyes Umfuld, as my rant is an obvious one if you'd actually bothered to read it. :damn:
@ danlisa
Yer, got it in one ;)
I'd been up all night fiddling with stuff and thought I'd save a little time and effort by using bittorrent to get GWX - last time I had some issues with the individual downloads, I ended up with some corruption due to connection/browser problems I guess.
Some days it seems like technology is out to get you :lol: Like yesterday. A load of techie rubbish at work, only to find the same gripes at home when all I wanted to do was patch SHIII to the latest GWX and relax a bit, instead I spent a goodly number of hours searching my disorganised E drive to find a previous version of the mod, then check it for corruptions etc. It was easier in the end (though more time consuming) to download the whole lot again and start from the beginning.
In the end I had no 'relaxation' in the form of some merchant hunting, so instead went and grabbed the individual GWX parts, plus the latest versions of SHcommander/JSmod enabler and some other little bits.
I remember on a TV program called 'Tomorrows World' (much younger Peter Snow, or someone like him)- we were all told that computers would make our lives easier and that we'd all have so much more leisure time bla bla, instead of me making the computer jump through hoops and do the time saving and efficient things I want it to do, I seem to spend an awfully large amount of time jumping trough virtual hoops for it.
:rotfl:
Kpt. Lehmann
05-05-07, 04:10 PM
Dunno if stating the obvious will help, or hinder here. Next time, you might back the compressed files up on disk. Doing just that occasionally has saved me a bucket of headaches.
No I read it Jumpy. I'm just busting you. I had a hard time downloading it myself last time. I think it was one of those 'you've downloaded too much and have to wait several hours to do anymore' deals.
So I ended up d/l a torrent from Demoniod.
In the end the first way beat the torrent by a few minutes.
I've tried to back them up to a CD but couldn't do it for some reason. Haven't really tried to figure out why yet, too busy sailing!
ah, ok my bad :oops::yep::lol:
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