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View Full Version : DL'd and installed GWX3....


Tynan
03-17-10, 10:38 PM
Greetings all. I took everyone's advice and got GWX3, and oh man, it's like what SH3 should have been but the devs didn't have time for lol...
Ok first off the Realism setting is at 80%. I'm not going directly to 100% until I get the hang of things, having been on 2 Patrols already and not fired a single torpedo (no opportunity). The only settings that are not checked are: -Dud torpedoes (I just don't want to think about that...)
-No Weapon Officer assisted targetting (I want him to do his job)
-Manual torpedo targeting (it seems atrociously complicated)

Starting first "official" Patrol for GWX now.

Dissaray
03-17-10, 11:32 PM
Good luck on your campain, GWX is a whole differant monster. I was personaly hopin' that UBI would have just "barowed" GWX and updated the graphics for SH5 but, alas, it was not to be.

Those setings are good for just starting with GWX, I personaly jumped in befor I had SH3 all figured out so I had to start lower. Dud torpidos aren't as scary as it sounds, if you keep your torpidos inside a 20degre arc when it impacts the target you don't get a lot of duds. And later in the war they are almost a non-issue.

Manual targeting also isn't as scary as it is made out to be by some. I found some good tutorials, both writen and as vidio, and wrote down all the steps I needed to do in my own words to better understand the process, and that worked a trick for me; well that and the use of some other mods that add some neto tools for target data gathering.

Kpt. Lehmann
03-18-10, 01:26 AM
SINK'EM ALL guys! :arrgh!:

Really glad you enjoy our work.

Pappy55
03-18-10, 04:14 AM
After GWX I just cant go back to vanilla SHIII..

Sailor Steve
03-18-10, 12:40 PM
After GWX I just cant go back to vanilla SHIII..
Why would anybody want to?

But there are lots of good add-ons for GWX as well: The Kiel Canal Locks mod, DD's newest Open Hatch mod...

And don't forget to optimize your career with SH3 Commander. It does for your career what GWX does for the game itself. You'll never look back.

Jimbuna
03-18-10, 12:59 PM
Enjoy the GWXperience http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

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

Pappy55
03-18-10, 04:31 PM
Why would anybody want to?

But there are lots of good add-ons for GWX as well: The Kiel Canal Locks mod, DD's newest Open Hatch mod...

And don't forget to optimize your career with SH3 Commander. It does for your career what GWX does for the game itself. You'll never look back.


I may have to get that Kiel Canal mod.

Sailor Steve
03-18-10, 04:45 PM
It's a good one.

http://i14.photobucket.com/albums/a325/SailorSteve/HoltenauLocks.jpg

But better are in the works.

Tynan
03-18-10, 06:21 PM
Turning due East after leaving the Wilhelmshaven docks, I plotted a course for the Straight of Dover and decided to do a test run of the Batteries and Oxygen. I wanted to establish how long the Batteries would hold out while submerged at Ahead Standard.
I submerged to P-depth and pinged the DuK (Depth under Keel). 18 meters. I dived to 20 meters and the DuK became 10 meters. I figured it wouldn't get much shallower than that because the course I set pretty much followed parallel with the shoreline. Big mistake.
Time compression at 8x, moving along, turned due North at next waypoint to leave the Bay, an hour later, then BAM....systems were getting knocked around left and right. I immediately surfaced and did damage control. To my horror, the DuK (while surfaced!) read 12 meters?!
Probably the only complaint that I have so far is the depth of the ocean in this game. It's just not realistically deep enough. The continental shelf at 5km out from shore should be at least 80 to 100meters, not 12-20...
Anyway it wasn't a total loss. Everything repaired, leaks repaired, and going steady at 14kts.

Sailor Steve
03-19-10, 11:13 AM
Were you still in the North Sea? There are places that are deeper, but you should never go below periscope depth, just in case.

Out in the Atlantic it's plenty deep, but in the Nordsee, be careful.

KiwiVenge
03-19-10, 03:03 PM
I realize with the dodgy release of SH 5 you guys here are probably being inundated with mod's for SH3 questions so thought I would tack my question on the end of this thread

After installing the latest GWX supermod are there anymore 'must have' mods?

KL-alfman
03-19-10, 03:12 PM
I realize with the dodgy release of SH 5 you guys here are probably being inundated with mod's for SH3 questions so thought I would tack my question on the end of this thread

After installing the latest GWX supermod are there anymore 'must have' mods?


I visited the SH3-mods-forum recently and was overwhelmed by the massive amount of newer mods just released or soon to be.
there is FM's "interior", SH5-water for GWX, the wide-screen mod by Rubini, the new Wilhelmshaven andsoon. I really lost track which one to install immediately. so I tried just the SH5-water, and it is awesome. the colours are great, the foam on top of the waves realistic and the sky very "atlanticy" pale. it even corrects the unrealistic high-waves at 15m/s wind which bring you down below 10m and when sometimes the hydro tells you he got a bearing .....

Jimbuna
03-19-10, 03:13 PM
You might want to try the Q ship mod (available from my FF page)...but there are many other mods to choose from.

A tip: Try to use only those that are installable via JSGME because they are then easily removed without causing damage to your game installation. http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

frau kaleun
03-19-10, 03:20 PM
After installing the latest GWX supermod are there anymore 'must have' mods?

I won't play without the GWX Integrated Orders mod, which comes with GWX so you may have it enabled already.

SH3 Commander isn't really a mod but I wouldn't want to do without that either. JSGME is essential for the hassle-free enabling and disabling of the vast majority of whatever mods I do want to use or experiment with.

I had DD's OH v3.09 (or whatever the latest one is) and took it off for a bit but put it back on cuz I missed it so much.

A 16K atmosphere mod is nice if your system can handle it, GWX has one that comes with the install, I've been using that but will be trying out a different enviromental mod after I finish my current patrol and then see which I like best.

There are so many, really, a lot depends on what elements of the game are most important to you since those are the ones you will want to add to, change, or enhance.

Sailor Steve
03-19-10, 03:36 PM
Here's a list of all the mods I was using when I had to stop playing. I'm looking forward to some of the new ones coming out, especially the corrected harbors.

GWX 3.0
GWX 3.0 16km Atmosphere
(GWX 3.0 Enhanced Damage Effects) Too much for my card
GWX 3.0 Open Hatch
GWX 3 St Naz and Schluese and other units
Assisted Plotting Mod
Clean Nav Map
Community Units
Das Boot Clothes
Das Boot Officers - AIL
Das Boot Sound Mod - DBSM Team
DFa UpDnRot + Flags - Anvart
Eagle Tower
English-To-German Names - Phoenix3000
Exhaust Smoke for Water Streams - Racerboy / Philipp Thomsen
Historically Accurate U-Boat Emblems - Conus
Kiel Canal Locks Mod - Trainer/Nautilus 42
Lifeboats & Debris - Rubini
Modified Searchlight Beams - OLC
New Freecam Mod - Asanovic7
New Compass Graphics U-505 - Hitman
No Rank Or Medals On Crew - Dertien
Open Hatch - Diving Duck
Port People - Pascal
RB Exhaust Smoke For Water Streams - Philipp Thomsen
Remove GWX Compass - ichso
Remove Station Labels
Rick's GWX Recognition Manual
Rowers For Lifeboats - Privateer
Seabed Repair Mod
SH3 Contacts - Nicolás
SH3 Weather
Simfeeling 6-Dials Mod - FLB_Sale U-999
Small Moon Mod - AIL
TDC Dials In Periscope View - FLB_Sale U-999
Type IIb AI Camo - Sean (changed to IIA)
Type VIIb Early War Skin
Ultimate Aircraft Sounds
Water Streams - Rubini

And of course SH3 Commander - JScones
Ship Names mod - Sailor Steve
Randomized Loading Screens - Sailor Steve

Tynan
03-19-10, 03:48 PM
I also noticed that the Time Compression auto cuts back to 8x (if above that) when a ship appears within viewing distance. However my watchers don't say anything or report sightings. So far both ships sighted have been German, so I have 2 questions:
1) Do the watchers only "report" something when it's not of my country? Such as a British ship?
2) Do I have to have a Watch Officer on bridge for there to be a vocal report of a sighting?

Thanks all.

KeptinCranky
03-19-10, 05:24 PM
Umm, why would you NOT have watch offcier on the bridge :o? that's a seriously bad idea, means you'll have lower efficiency (the green bar, it should be full) and this will affect the spotting ability of your watch-crew, this is what keeps you alive out there :timeout:

Jimbuna
03-19-10, 07:07 PM
Umm, why would you NOT have watch offcier on the bridge :o? that's a seriously bad idea, means you'll have lower efficiency (the green bar, it should be full) and this will affect the spotting ability of your watch-crew, this is what keeps you alive out there :timeout:

Precisely http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

frau kaleun
03-19-10, 07:23 PM
I also noticed that the Time Compression auto cuts back to 8x (if above that) when a ship appears within viewing distance. However my watchers don't say anything or report sightings. So far both ships sighted have been German, so I have 2 questions:
1) Do the watchers only "report" something when it's not of my country? Such as a British ship?
2) Do I have to have a Watch Officer on bridge for there to be a vocal report of a sighting?

Thanks all.

As others have said, you really DO want a WO on the bridge any time you're surfaced. He's the guy who's gonna tell you about any ships and airplanes that come within visual range, and without him there you lose some functionality when it comes to doing the things (like manning the guns) that can be done by clicking on his icon (if he's not on the bridge, it won't be available). You can probably still do some of those things in other ways, but especially if you're using the Integrated Orders mod, IMO it's faster to click on him and get it done that way.

One of the persistent little annoyances about SH3 is that when you dive he will leave the bridge with the rest of the watch crew and return to quarters; when you resurface, the rest of the watch crew will go back to the bridge but the Watch Officer won't. You have to go into Crew Management and manually take him from his quarters and put him on the bridge, the lazy so-and-so.

And, yes, he will definitely tell you about any visual contact that the bridge watch makes, whether or not they are enemy, friendly or neutral. Including every bloody German ship or plane that happens to be in or over the harbor when you leave and enter base. Oh well, at least he's thorough. :O:

Tynan
03-19-10, 08:28 PM
Umm, why would you NOT have watch offcier on the bridge :o? that's a seriously bad idea, means you'll have lower efficiency (the green bar, it should be full) and this will affect the spotting ability of your watch-crew, this is what keeps you alive out there :timeout:

Ok. Stock SH3 had this annoying habit of draining crew Endurance too quickly. So what I did to solve this problem was make sure to have no more than 4 Officers, 2 of which would be at quarters at all times. I spent all of my renown points on the best Officers (ones with 3 qualifications: Watch, Machines, Helm). In this way, I could operate efficiently with only 2 Officers on duty at any one time, and have the other 2 rested and ready to take their place. That's why I have a Watch Petty Officer right on bridge now instead of WO.
But now I see GWX solved the problem of fast-drained Endurance, so now I am going to have the WO on bridge much more. Thanks!

frau kaleun
03-19-10, 08:36 PM
Ok. Stock SH3 had this annoying habit of draining crew Endurance too quickly. So what I did to solve this problem was make sure to have no more than 4 Officers, 2 of which would be at quarters at all times. I spent all of my renown points on the best Officers (ones with 3 qualifications: Watch, Machines, Helm). In this way, I could operate efficiently with only 2 Officers on duty at any one time, and have the other 2 rested and ready to take their place. That's why I have a Watch Petty Officer right on bridge now instead of WO.
But now I see GWX solved the problem of fast-drained Endurance, so now I am going to have the WO on bridge much more. Thanks!

He really should be on the bridge any time you're surfaced.

There are ways to completely eliminate the Fatigue issue from the game. If you use SH3 Commander to manage your missions and careers, you can use the No Fatigue option to turn off the "feature" entirely and then you don't have to worry about micro-managing your crew to keep them from getting worn out. There are other Fatigue models available if you want to do some management so you can pick and choose which one suits you best.

Probably there are other ways to re-work the Fatigue settings from within the game files themselves or via mods , but I'm only familiar with using SH3 Commander to deal with it. If you're interested though just ask and somebody will have an answer for you. :DL

Jimbuna
03-20-10, 05:10 AM
Ok. Stock SH3 had this annoying habit of draining crew Endurance too quickly. So what I did to solve this problem was make sure to have no more than 4 Officers, 2 of which would be at quarters at all times. I spent all of my renown points on the best Officers (ones with 3 qualifications: Watch, Machines, Helm). In this way, I could operate efficiently with only 2 Officers on duty at any one time, and have the other 2 rested and ready to take their place. That's why I have a Watch Petty Officer right on bridge now instead of WO.
But now I see GWX solved the problem of fast-drained Endurance, so now I am going to have the WO on bridge much more. Thanks!

One your officers are fully qualified it takes a considerable time for them to become fatigued provided you are diligent in rotating them for rest periods.

But as already stated, the simplest way is to turn the fatigue off with SH3 Commander.

Paul Riley
03-20-10, 07:51 AM
"fleugzeug gesichtet!"

"er,is there?,damn why didnt anyone tell me?!"

"ALAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARM!"
;)

http://www.maritimequest.com/daily_event_archive/2006/april/24_u_boat_under_attack.jpg

Victor Schutze
03-22-10, 10:35 AM
Ahoy Kaleuns,

Does anyone of you can post a screenshot of their JSGME so that I have an idea of what a hardcore modding setup be like? I am looking for that type of information in the threads. No success until now:hmmm:

Paul Riley
03-22-10, 10:41 AM
Here's a list of all the mods I was using when I had to stop playing. I'm looking forward to some of the new ones coming out, especially the corrected harbors.

GWX 3.0
GWX 3.0 16km Atmosphere
(GWX 3.0 Enhanced Damage Effects) Too much for my card
GWX 3.0 Open Hatch
GWX 3 St Naz and Schluese and other units
Assisted Plotting Mod
Clean Nav Map
Community Units
Das Boot Clothes
Das Boot Officers - AIL
Das Boot Sound Mod - DBSM Team
DFa UpDnRot + Flags - Anvart
Eagle Tower
English-To-German Names - Phoenix3000
Exhaust Smoke for Water Streams - Racerboy / Philipp Thomsen
Historically Accurate U-Boat Emblems - Conus
Kiel Canal Locks Mod - Trainer/Nautilus 42
Lifeboats & Debris - Rubini
Modified Searchlight Beams - OLC
New Freecam Mod - Asanovic7
New Compass Graphics U-505 - Hitman
No Rank Or Medals On Crew - Dertien
Open Hatch - Diving Duck
Port People - Pascal
RB Exhaust Smoke For Water Streams - Philipp Thomsen
Remove GWX Compass - ichso
Remove Station Labels
Rick's GWX Recognition Manual
Rowers For Lifeboats - Privateer
Seabed Repair Mod
SH3 Contacts - Nicolás
SH3 Weather
Simfeeling 6-Dials Mod - FLB_Sale U-999
Small Moon Mod - AIL
TDC Dials In Periscope View - FLB_Sale U-999
Type IIb AI Camo - Sean (changed to IIA)
Type VIIb Early War Skin
Ultimate Aircraft Sounds
Water Streams - Rubini

And of course SH3 Commander - JScones
Ship Names mod - Sailor Steve
Randomized Loading Screens - Sailor Steve

Steve,
I recently disabled GWX enhanced damage effects in order to use RB's SH4 effects,would you say this was a wise decision?,would RB's cancel out the GWX enh effects?.
And speaking of RB's effects,I dont think I have really seen what its supposed to do different from GWX enh effects,does it give better smoke and explosions (esp regarding tankers!),and debris? etc.
I would also like a mod that gives better sounds to burning oil,like deeper and more 'rumbling'

Cheers.

Sailor Steve
03-22-10, 10:55 AM
Steve,
I recently disabled GWX enhanced damage effects in order to use RB's SH4 effects,would you say this was a wise decision?,would RB's cancel out the GWX enh effects?.
And speaking of RB's effects,I dont think I have really seen what its supposed to do different from GWX enh effects,does it give better smoke and explosions (esp regarding tankers!),and debris? etc.
I would also like a mod that gives better sounds to burning oil,like deeper and more 'rumbling'

Cheers.
That I don't know, as my PC won't run either one without crashing. Funny thing is, though I have to turn off all graphic effects to get SH4 to run properly, that game's damage effects cause me no problem at all. Maybe it is all the smoke that does it.

Sorry I couldn't help. Jim might know.

sharkbit
03-22-10, 10:57 AM
Probably there are other ways to re-work the Fatigue settings from within the game files themselves or via mods , but I'm only familiar with using SH3 Commander to deal with it. If you're interested though just ask and somebody will have an answer for you. :DL

Try this if you don't have SH3Commander:
http://alexbret.perso.cegetel.net/index0b7b.html?title=Removing_Fatigue

My first "mod" on about the second day I had vanilla SH3.

:)

sharkbit
03-22-10, 11:00 AM
Steve,
I recently disabled GWX enhanced damage effects in order to use RB's SH4 effects,would you say this was a wise decision?,would RB's cancel out the GWX enh effects?.
And speaking of RB's effects,I dont think I have really seen what its supposed to do different from GWX enh effects,does it give better smoke and explosions (esp regarding tankers!),and debris? etc.
I would also like a mod that gives better sounds to burning oil,like deeper and more 'rumbling'

Cheers.

Paul,
I'm not sure, but I believe EDE and RB's SH4 effects are not compatible. You need to disable EDE to run the other. Could be wrong though.

I had to take RB's SH4 effects off of my set up-I ran into some weird crash dive thing when I had it and ACM-Reloaded enabled to together.

:)

Sailor Steve
03-22-10, 11:00 AM
I also noticed that the Time Compression auto cuts back to 8x (if above that) when a ship appears within viewing distance.
Use SH3 Commander to change it to 1x. You will drop to normal time whenever a ship is spotted. The down side is this will happen for friendly ships as well, which can drive you batty while transitting your own home port. I consider it worth the tradeoff.

Jimbuna
03-22-10, 05:12 PM
Paul, you might expect this from me but I would strongly advise using GWX enhanced damage effects....this was purposely included because of the compatability.

Capt. Teach
03-22-10, 10:10 PM
Just started enjoying SH3 since I originally purchased it at or near release. I gave up on it because of the darn fatigue model ... I was so sick of moving bodies constantly because I ran compressed time. BAH!

Now, I can't put the game down ... and only one reason -- GWX 3.0 GOLD!!!!!!

Thank you Grey Wolves!!!! :rock:

Paul Riley
03-23-10, 03:45 AM
Paul, you might expect this from me but I would strongly advise using GWX enhanced damage effects....this was purposely included because of the compatability.

Thanks for the advice Jim,I will disable RB's and install GWX EDE again just as soon as I return from my current patrol :salute:

KL-alfman
03-23-10, 04:16 AM
a bit off-topic, but I'd like to point out a great new (and not so big) mod:

http://www.subsim.com/radioroom/showthread.php?p=1329469#post1329469

just recently I found this great sound-package for SH3.
it has very immersive sounds for: the diesels, the electric engine, the periscope, the torpedoes and their hatches, the ballast-tanks, the rudders (!) .....
even a speech-pack is there (in german).
when diving you get a response: "Tiefenruder ausfahren!"

it's simply awesome!!