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View Full Version : GWX: Equipment availability and Wonky Air


joea
04-09-07, 06:45 PM
Hi gents, left Nov 2, 1943 on my way to DJ16 on patrol 6 with some poorly working batteries and diesels and one non-functional AA gun. Poor spare parts and/or verdammt French resistance or lazy dockworkers. :nope:

Ok 2 issues:

1) I was in part at the end of October 1943...but still can't upgrade my Metox RWR...the upgrade screen says I should be able to change to Naxos but the choice was not available.

2) Much more important. Left Brest, met up with a u-flak in the morning and was heading out when attacked by some Mosquitoes. I elected to try to fight it out....given that I had some protection was in shallow water and ummm my experience is that the other boats get attacked first.

First odd thing was they were the 57 mm canon armed version (not due til 44 in the GWX manual) but were not using it nor did they seem to use their rockets. Second thing was how they seemed to pop in and out of visibility on the map view i could see the triangle and then it was replaced by the RWR detection line...it was as if the sim could not decide if I could see the planes by visual or radar detector. I could see them myself very clearly from the bridge and my guys would shoot at them, though not consistently. Another annoying consequence was the first time a plane was spotted I'd get the pop up window asking me what action to take several times in a row to the point I could not do anything else. Even if I clicked "maintain current action" and checked the "make this default action" box it would keep coming up. :damn: I got through ok I guess they ran out of ammo, only got minor damage and one plane "crashed" but no kills so ok on that score.

What can you folks advise me??

Mush Martin
04-09-07, 07:43 PM
Aircraft shootdowns are a commonplace experience when
testing uberstein I cant help with your equip availability issue
but your aircraft are at the edge of range and flipping in and
out.

the first air attack came in and you and the uflak beat it off
they flew away and started to circle about just at the
edge of gwx visual range. as they circle they brush
in and out of range and when they do the triangle will
change to the radar detector line. litterally an every
day experience with me. I never even really see it
the planes have something like I dont remember
twelve or sixteen points they go through before
they re engage you and while they are executing
the waiting period before reengagement they
weave in and out. on the other hand the
circling about at the edge of range is more real
world tactical doctrine anyway.
this is from airstrike config and I suspect governs the issue
although I have know Idea how they determine
how far away to fly in between fighting sessions.
but if I were designing it i would have ended up
choosing just outside maximum sub aa gun range too.

;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)

Kpt. Lehmann
04-09-07, 11:08 PM
Just some thoughts... changing the airstrike configuration file can give you some wildly skewed results. Mix in time compression problems, and things can get truly wierd.

Aircraft raids on ports and nearby vicinities are not usually random... but scripted... so adjusting the airstrike cfg will not change them.

The AA gunners in SH3 are buggy to begin with...

SH3 operates using a "dominant sensor" which varies based on the range to, and size of the target. The contact marker will fade out when contact is lost, requiring a re-aquisition... or potentially when the dominant sensor transitions to the next... ergo RWR to visual sensor as an example.

Will look at RWR availability dates for typos and will look at Mosquito armament vs. date.

joea
04-10-07, 04:11 AM
Thanks for the answers guys. I was not complaining about the AA gunners, the one AA gun not working was thanks to SH3 Commander's great sabotage/breakdown mod. The attack provided some excitement and a change from "radar detected-alaaaaaaaaarmmmm."

Kpt. Lehmann, thanks for looking into the RWR and plane dates...about the visibility and "dominant sensor" model it happened to me before. This was in the "Brake" single mission. Got the warning about the approaching DDs and stayed on the surface and again they would fade in and out. Also what about the action box popping up again and again (happened in the singel mission too) even when I check the "make this default action" box...damn thing doesn't let me take other actions. :shifty:

Kpt. Lehmann
04-10-07, 05:32 AM
... about the action box popping up again and again (happened in the singel mission too) even when I check the "make this default action" box...damn thing doesn't let me take other actions. :shifty:

Sorry I missed that part. I guess I read it too fast.

Truth be told, that part is still a mystery to us. I think that it is related to a short period of rapidly repeated target acquisition and loss at the edge of sensor... particularly the visual sensor.

At length though, the default action you choose does does settle and function as it should. It irritates me too, but the following times you encounter aircraft or other units... this should not remain as a problem for you.

Mush Martin
04-10-07, 10:43 AM
Actually I had the action box thing regularily in one of the earlier
versions of Frankenboot. but Im a little fuzzy now on how I cleared
it and what it turned out to be. I will go to uberstein archives
and see if I can locate Early issue but I think that it might even
have been uber alfa when it wasnt even a mod project so its possible
I dont have a record of the issue details or fix, ill have a look and see
if I can remember otherwise. Im sorry I forgot to address this

@ Kpt Lehmann Thank you for the excellent detailed info and insight

Regards
:up:MM

joea
04-21-07, 05:11 AM
Bump, back in port November 29, 1943 and just get access to Borkum RWR, the in game chart says I should have got it in mid - 43 and that Naxos ought to be available by now, but no Naxos can be had. I don't want to risk going out without the best stuff available for my crew. :yep: