View Full Version : GWX 2.1, some changes I noticed
The_Blockade_Runner
09-05-08, 06:46 PM
Hi, Ive been playing the GWX 2.1 mod for 2 days now and here is the things I noticed different, and somethings Im having trouble with:
1.- Opening the torpedo hatches has a new sound
2.- Im using a Type IIA and noticed it has a MUCH larger range now
3.- Ships can take a lot more damage. I havnt sunk anything with one hit yet, not even going for the known weak spots. Everything is taking 2-3 torps to sink now, even the small merchants. If someone could provide advice on where to aim on a small merchant and a small passanger/cargo to get a one hit kill, please provide it will be very helpfull
4.- Im getting far less renown. Using the same realism settings as I did on GWX 2.0, Where I would be getting about 700-1000 renown for a similar patrol im only getting about 100-150.
anyway I love the mod :up:
I guess next career im starting out with a VIIB because of the renown hit.
KeptinCranky
09-05-08, 06:51 PM
umm, you're comparing to GWX 2.0 ?
in that case:
1 yes
2 ranges were adjusted somewhat for most boats
3 Not that I've noticed, nothing changed to the damage model as far as I know, might be you'll have to wait a bit longer for them to sink, but I can consistently sink most merchants with 1 eel in GWX
4 ? don't know about that, also haven't noticed that problem
might you be using additional mods that could cause some of these strange effects?
Task Force
09-05-08, 06:52 PM
1 I believe they changed the sound for the tubes.
2 I think subs actualy had a option to put fule in a extra tank the stock game and 2.0 didnt simulate.
3 They changed damage model to make it more realistic/ some of it is a stock bug (with small merchents).
4 took out the get to grid and get 500 points thing. ;)
bigboywooly
09-05-08, 06:57 PM
Ranges were increased slightly IIRC as the SH3world is larger than the real one
Yes a new sound for the torp doors :up:
There were no changes to merchant damage models
Armed trawler had some changes to stop it blowing its racks off but that was it IIRC
Renown was removed for reaching and patrolling your grid
Us easily modded back in
So many have done so already
Madox58
09-05-08, 07:04 PM
Yep.
The NTRW or Armed Trawler had it's zones adjusted.
The rest?
I put down to bad aiming.
I'm probably the worst shot you ever want to meet!
But I have no problems with one or two shot kills.
Infact?
It may have been a standing order to do a spread shot on all ships.
Was it not?
:hmm:
bigboywooly
09-05-08, 07:27 PM
Yep.
The NTRW or Armed Trawler had it's zones adjusted.
The rest?
I put down to bad aiming.
I'm probably the worst shot you ever want to meet!
But I have no problems with one or two shot kills.
Infact?
It may have been a standing order to do a spread shot on all ships.
Was it not?
:hmm:
Yes but they didnt come across as much shipping as in game so didnt need to conserve torpedos
:rotfl:
Madox58
09-05-08, 07:39 PM
There you go!!
The EXPERT has spoken!!
I'll now go bother others.
:rotfl:
I seem to recall Steve saying something about
a liar sheep?
Sailor Steve
09-06-08, 01:43 AM
I don't know about the Type IIA specifically, but if its range was increased by a large amount it would be realistic, because there were only six IIAs, and the biggest difference with the IIB was its increased range.
@ Privateer: If you don't stop spreading rumors about me I'm going to tell 'em all about the shoe fetish.:p
nirwana
09-06-08, 03:42 AM
:stare: I really dislike small merchants. It takes them forever to sink no matter if it was a torpedo attack or destroyed by artillery. Usually i leave them alone..
Merchies in 2.1 sink just as nicely if you hit them forward.
Small merchies have always been a pain. Their tonnage sucks.
I miss Tanker Alley and the Spanish Gold Coast.:cry:
KeptinCranky
09-07-08, 03:54 AM
Ah, but Brag, BBW can't be everywhere at once to divert shipping away from you, there's still plenty of other spots that are almost as good for hunting :D
*cough* am36 *cough*
3.- Ships can take a lot more damage. I havnt sunk anything with one hit yet, not even going for the known weak spots. Everything is taking 2-3 torps to sink now, even the small merchants. If someone could provide advice on where to aim on a small merchant and a small passanger/cargo to get a one hit kill, please provide it will be very helpfull
I always aim for bow or stern ( not to midship parts ) when sinking those ships, if you hit them here, they'll sink in a short time due to flooding;)
lobomarinho
09-07-08, 05:45 AM
Ranges were increased slightly IIRC as the SH3world is larger than the real one
Yes a new sound for the torp doors :up:
There were no changes to merchant damage models
Armed trawler had some changes to stop it blowing its racks off but that was it IIRC
Renown was removed for reaching and patrolling your grid
Us easily modded back in
So many have done so already
What do you mean by this?? Is there a mod to get back renown for reaching a grid in gwx 2.1?
Ranges were increased slightly IIRC as the SH3world is larger than the real one
Yes a new sound for the torp doors :up:
There were no changes to merchant damage models
Armed trawler had some changes to stop it blowing its racks off but that was it IIRC
Renown was removed for reaching and patrolling your grid
Us easily modded back in
So many have done so already
What do you mean by this?? Is there a mod to get back renown for reaching a grid in gwx 2.1?See his message in this thread of yesterday:
http://www.subsim.com/radioroom/showthread.php?t=141804
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