Log in

View Full Version : More GWX Questions


PapaG39
09-20-07, 02:07 AM
yep, it's me again...bummer huh...

Looks like my 3rd un-re-install of GWX & the Commander are working better.
however there are still a few things that perhaps some of u old boaters can help me with...

1) Where is the little orange pointer thingie? I want it back!

2) I get messages that appear as though they want me to go to a lat & long spot on the map. I don't see anything that gives anything more then two letters & a number (AN-56) or are those messages just for grinns & don't mean-a-thing...

3) On my type IIA & D boats I have a rotating loop antenna. Does it work?
The manual says Shift plus ??(can't remember) will stow the antenna, but it doesn't. Also it says; (or) put the radio/sonar guys in bed, but that doesn't do it either.. Maybe it doesn't work, but is just there. I don't want to get sunk because that thing is sending out a signal..

4) Does the GWX mod make it harder to sink ships with one torpedo?
for instance...Small freighter... torpedo right under the stove pipe...had to shoot em again.
Next one.. put torp right behind the stove pipe...nope, had to shoot another.
third one, put the torp just in front of the stove pipe....nope, had to shoot em again.. Wasting two torps on a puny little freighter is not a good thing...
They did better in Das Boot...

5) I still have not been able to sink a C3 with one torp either and its the ship I always run across when I'm on my last Torpedo.
1) bow shot right down the keel ...boom...stopped em dead, but no sinkem.
2) stern shot right down the keel...boom...stopped em dead, but no sinkem.
3) one each shot... just in front of the stack/at the stack/just behind the stack , no good.. Always stopped them dead & left them low in the water, but no sinkem.
Shot the last one in the tail. He was low in the stern, but didn't sink.
Next one I'll try a bow shot...

danlisa
09-20-07, 02:33 AM
1) It's been removed. People (Jimbuna, for example) have a copy available for download.

2) They are for immersion. Ear candy!

3) That's the RDF (Radio Direction Finder) and it always rotates. Using SHIFT+R raises & rotates the late war radar when it's installed.

4) Most ships in GWX will require 2 torps/salvo (as per RL). However, it is still possible to score a fatal hit with one. Just more random. Then you'll see some fireworks.;)

5) LOL, you should try sinking a C3 in stock. Damn things were harder to sink than anything else ingame. A C3 will definatley require 2 torps or 1 torp + lots of deck gun.

TarJak
09-20-07, 02:43 AM
yep, it's me again...bummer huh...

Looks like my 3rd un-re-install of GWX & the Commander are working better.
however there are still a few things that perhaps some of u old boaters can help me with...

1) Where is the little orange pointer thingie? I want it back! A quick search of the threads using the word marker found this: http://www.subsim.com/radioroom/showthread.php?t=122056&highlight=marker


2) I get messages that appear as though they want me to go to a lat & long spot on the map. I don't see anything that gives anything more then two letters & a number (AN-56) or are those messages just for grinns & don't mean-a-thing... These messages are just for immersion. You should only pay attention to radio contact messages not plain radio messages.


3) On my type IIA & D boats I have a rotating loop antenna. Does it work? Yes it spins around as designed.:D


The manual says Shift plus ??(can't remember) will stow the antenna, but it doesn't. Also it says; (or) put the radio/sonar guys in bed, but that doesn't do it either.. Maybe it doesn't work, but is just there. I don't want to get sunk because that thing is sending out a signal.. It does not send out a signal. Another search of the threads found this on retracting the RDF loop antenna:http://www.subsim.com/radioroom/showthread.php?t=122236&highlight=retract


4) Does the GWX mod make it harder to sink ships with one torpedo? Yes by design.

Wasting two torps on a puny little freighter is not a good thing...
They did better in Das Boot... Anything worth shooting is worth shooting twice. :D I and others have found that with GWX it is possible to sing even large ships with one eel. Yet another search (You see a patter emerging here?) found this which I then realised is an active thread on the first page anyway:http://www.subsim.com/radioroom/showthread.php?t=122282


5) I still have not been able to sink a C3 with one torp either and its the ship I always run across when I'm on my last Torpedo.
1) bow shot right down the keel ...boom...stopped em dead, but no sinkem.
2) stern shot right down the keel...boom...stopped em dead, but no sinkem.
3) one each shot... just in front of the stack/at the stack/just behind the stack , no good.. Always stopped them dead & left them low in the water, but no sinkem.
Shot the last one in the tail. He was low in the stern, but didn't sink.
Next one I'll try a bow shot...See the response above.

I hope this helps.

EDIT: Bugger Dan beat me to it! :)

PapaG39
09-20-07, 12:21 PM
Thanks Guys, those links that you all supplied led to very interesting reading. Dang but I just can't seem to put in the right words to get me to those links myself. I think the computer hates me.

It seem as though that the GWX has made it more trying to sink stuff.

Anyway, I only have six torps (GWX gave an extra torp) in my IID boat so I try to be as accurate as possible in the North Sea, which is usually high seas & bum weather.

When I shoot just one torp I usually go right on past the ship & do a teardrop back around for a shot on the other side if needed.
The game must know when I'm down to only one torp because that is the time the C3 will show up. I have tried everything with that last torp, but no joy as yet.
ha ha ...try try again I guess..


While I've got you all here though...
With that Commander roll back option...
If I do a rollback, do I need to re-activate all of the mods that I had activated prior to the rollback? They still show up on the right side, but are they still working?

melnibonian
09-20-07, 12:30 PM
While I've got you all here though...
With that Commander roll back option...
If I do a rollback, do I need to re-activate all of the mods that I had activated prior to the rollback? They still show up on the right side, but are they still working?
You have no problem at all while rolling back SH3Cmdr with the Mods. They're working fine

PapaG39
09-20-07, 03:12 PM
hmmm, O.K. That's good to know however. Just for grinns though, What is getting rolled back to wherever it came from?

melnibonian
09-20-07, 03:20 PM
hmmm, O.K. That's good to know however. Just for grinns though, What is getting rolled back to wherever it came from?
If you read the instructions on SH3Cmdr you will see that every time the game loads through it some files are copied in the root SH3 directory. By Rolling back you delete these files and you keep your installating clean

Sailor Steve
09-20-07, 05:38 PM
Anyway, I only have six torps (GWX gave an extra torp) in my IID boat...
Also by design. Though some of us disagree (and we've had some fun arguments), Lehman went with a trustworthy source and made the change. Just pretend the sixth torp is lashed to the torpedo room deck. The crew will be uncomfortable, but Type II patrols are short and every eel counts. Besides, I'm pretty sure some of them did that anyway.

PapaG39
09-21-07, 01:51 AM
I'm glad Lehman won out. I like the extra torpedo.

Reference the commander. I have read the SH3 commander Release 2.7 about 6 times. I printed the whole thing out & go through while I'm trying to learn this stuff.
item 5 on page 3 of 10 just says: After you have exited your SH3 session, SH3 commander will display a rollback reminder message.

in these forums most fokes seem to say that you only need to roll back if your going to add another mod. This readme does not say anything about rollingback on each exit or not.

For fokes like me that really don't understand the internal workings of commander it is a bit confusing.... To rollback or not to rollback...that is the question..
That's why I was wondering just exactly what it did when it rolled back..

guess if I rollback on each exit of the game it really won't cause things to not be there when I enter the game the next time..Commander just adds them all back in again...I suppose..

To the computer challenged...computers make no sense and they all just run by magic...

looney
09-21-07, 02:19 AM
Yups so you only need to rollback when you plan on adding/removing a mod