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perky416
02-07-11, 03:09 PM
Hi Guys,

Iv been playing SH3 for about a week now and i absolutely love it. However im getting bored of sinking destroyers and merchants.

I see in the identification book that there are any types of enemy ships, however all i have ever seen are merchants, loads of destroyers, a couple of torpedo boats and 1 cruiser.

Im starting to wonder where all the other ships are. Iv attacked nearly every post around the UK and cant find anything different.

Im currently in June 1940, does the date have anything to do with it?

Thanks.

Gargamel
02-07-11, 05:00 PM
First... have you installed any of the megamods?

These will increase the traffic to historically accurate levels, and increase the number of historical operations that took place. The Invasion of norway in the spring of '40 is a biggy if you want some serious ships.

And if you want to find bigger ships, open the mission editor, open the scripted layer and set it to the time your at. The run it at a decent speed, you'll see the scripted Task Forces and what not go across your screen.

perky416
02-08-11, 11:37 AM
Hi Gargamel,

I was thinking of installing SH3 commander, is that the sort of mod you are talking about?

Thanks

reignofdeath
02-08-11, 01:31 PM
Hi Gargamel,

I was thinking of installing SH3 commander, is that the sort of mod you are talking about?

Thanks

two words. GWX 3.0 and Sh3 Commander 3.2.0. all you need and will love :yeah:

Gargamel
02-08-11, 02:31 PM
Yes, Casey is right. If you want the bare bones, just go with GWX and SH3. SH3 is a stand alone program that makes playing the game a lot more fun. GWX (and other megamods, GWX isn't the only one, but the most well Known) is an actual mod that changes the game into what it should have been when released by Ubi. Check the downloads section for links to both.

But you have to remember, There were only a handful of German warships of the size your are talking, and maybe a couple dozen British. You do see more carriers in later years. You can go whole careers with never seeing a ship over 10k tons. Then you will have patrols when you just don't have enough torpedoes available to sink all the large ships you see (Forgot who it was during the war, someobody will know, but he had one of the RN carriers lined up in a perfect solution, alone with no escorts, and had no torpedoes left). So even with the mod upgrades, you may not see an increase in ship traffic. Even though, with the mods, it has been increased, it's big ocean, and you're a tiny little boat.

perky416
02-08-11, 03:46 PM
Thanks for the suggestions, iv just installed both mods, time to check them out :)

perky416
02-09-11, 12:44 PM
Hi guys,

After trying GWX iv decided its not for me. After getting used to stock SH3 some of the differences in GWX have started to bug me.

Iv read on google that in stock SH3 the bigger ships such as carriers and battleships etc start appearing late 1940.

Does anybody know if this is true?

Thanks.

Gargamel
02-09-11, 01:35 PM
Well I know that big ships, warships and merchants appear early in the war in GWX......


6.9.39.
1422 Grid AN 14 Ship sunk! SS Aallotar (Passenger/Cargo), 2253 tons. Cargo: Passengers. Crew: 185. Crew lost: 74
1559 Grid AN 14 Ship sunk! MV Coral (Small Trawler), 98 tons. Crew: 20. Crew lost: 15
17.9.39.
1039 Grid BE 64 Ship sunk! HMS Brazen (A&B classes), 1350 tons. Crew: 190. Crew lost: 1
1059 Grid BE 64 Ship sunk! HMS Resolution (Revenge class), 31000 tons. Crew: 1199. Crew lost: 11
1107 Grid BE 64 Ship sunk! MV Teakwood (Modern Tanker), 7292 tons. Cargo: Crude Oil. Crew: 51. Crew lost: 38
1109 Grid BE 64 Ship sunk! SS Ole Wegger (Whale Factory Ship), 12017 tons. Cargo: Aviation Fuel. Crew: 126. Crew lost: 5
1110 Grid BE 64 Ship sunk! SS N. T. Nielsen-Alonso (Whale Factory Ship), 12016 tons. Cargo: Aviation Fuel. Crew: 131. Crew lost: 128
1122 Grid BE 64 Ship sunk! SS Port Auckland (Ore Carrier), 8085 tons. Cargo: Bauxite. Crew: 86. Crew lost: 15
1127 Grid BE 64 Ship sunk! SS Manaar (Large Merchant), 5459 tons. Cargo: Machinery. Crew: 107. Crew lost: 39
1132 Grid BE 64 Ship sunk! SS Ixion (Ore Carrier), 8083 tons. Cargo: Iron Ore. Crew: 86. Crew lost: 67
1142 Grid BE 64 Ship sunk! SS Talthybius (Ore Carrier), 8084 tons. Cargo: Coal. Crew: 96. Crew lost: 82
1218 Grid BE 64 Ship sunk! SS Raranga (Large Merchant), 5460 tons. Cargo: Machinery. Crew: 98. Crew lost: 24
1242 Grid BE 64 Ship sunk! SS Krasnoe Znamya (Tramp Steamer), 2432 tons. Cargo: Coal. Crew: 22. Crew lost: 0

22.9.39.
0228 Grid AN 41 Ship sunk! SS Ahoy (Coastal Freighter), 1873 tons. Cargo: Trucks. Crew: 34. Crew lost: 24

23.9.39.
2157 Patrol results
Crew losses: 0
Ships sunk: 14
Aircraft destroyed: 0
Patrol tonnage: 105502 tons

You will see more ships overall, increased variety of ships, More bases, etc with GWX than without. You will also find more warships in harbors with GWX, as they are scripted to historical accuracy.

How you play the game is upto you. But I've almost never heard of anybody liking SH3 w/o any mods over a modded version. (unless of course your machine can't handle it).


What exactly don't you like about GWX? Lot's of the features that were 'removed' to facilitate accuracy can be easily returned with some simple tweaks.

Gereke
02-09-11, 02:11 PM
Yes, it would help if you elaborated as to why GWX isn't working out to your liking. It is a big change from the stock game, but honestly if you give it more than a day you might start to appreciate what it brings to the table. (Speaking from the standpoint it's not a issue with not having enough hardware horsepower to handle it)

perky416
02-09-11, 02:14 PM
Hi Gargamel,

What you have just said makes GWX sound fantastic. Exactly what im after.

The main thing that bugged me was how hard it is to destroy ships. I know its probably more realistic however i love going around sinking merchants with my deck gun to save on torps.

I restarted my career and was re-doing the training, i only managed to sink 3 of the ships before i ran out of shells.

A few more things that i dont like are how the design of the subs has changed, a few examples:
1 - When i am in the command room, there is a big pole which looks like the periscope directly in front of my helmsman.
2 - On the bridge to the left there is something that looks like a hoop that restricts my view.
3 - When using my binoculars on the bridge, the headings at the top of the view have disappeared, and also when using the binoculars and your facing the fornt of the sub, when you look as far down as you can you can actually see the front, however in GWX you cant, i found this really helpful when steering towards enemy ships.

Do you know if there is a way to change these in GWX? As what you said makes me really want to play it.

Thanks

perky416
02-09-11, 02:20 PM
Yes, it would help if you elaborated as to why GWX isn't working out to your liking. It is a big change from the stock game, but honestly if you give it more than a day you might start to appreciate what it brings to the table. (Speaking from the standpoint it's not a issue with not having enough hardware horsepower to handle it)

Sorry you must have posted as i was replying to Gargamel, iv just posted my main reasons for not liking it. My machine can handle GWX, its just that iv got so used to the stock that the change has shocked me a bit. If the things iv listed can be changed back how they are in the stock version im sure id love GWX.

Gereke
02-09-11, 02:37 PM
I haven't looked around to see if there are ways to revert the cosmetic changes you dislike. Yeah the Radio Direction Finder (Hoop thingy) can obstruct your view, which can be a pill since you aren't able to walk around on the bridge to get it out of your way. If you give it some time you'll get used to it. When I first started using GWX it bugged me a little but now I don't even notice it.

Things like the bearing indicator in the binocs were removed for realism's sake. Again, something you'll get used to as you play. Especially if your knowledge of relative bearings improves. You'll start to just know off of the top of your head that a contact at bearing 040 is going to be off of your starboard bow. These are things that even if you're not a hard core "Full Switch 100% Difficulty" guy will improve your efficiency as a sub captain. Also don't forget that you can use the UZO for bearings as well.

The deck gun issue..

Again, a realism thing. In stock SH3 it's waaaaaay too easy to hit things with the deck gun, and it's annoying that you can't man the darn thing unless the seas are practically flat. GWX does make gunnery more difficult but it also allows you to man the gun in slightly less than ideal sea states- if you wish. As someone who has fired weapons off of a pitching, rolling small vessel it's not as easy as some might think- especially if you aren't using gyro stabilized equipment. The key to sinking vessels in a timely manner with the deck gun in GWX is to try to strike the waterline as much as you can to create flooding. You don't have to hammer away until you get the "She's going down!" message. Some well placed shots will cause enough flooding to where she'll go down eventually.

Again, it's something that with practice you'll get used to and get pretty good with after awhile. You also have to keep in mind that sometimes spending a torpedo really is the best way to go about sinking your quarry. Remember, that after a certain point in the war deck guns started to get removed from the U-boats altogether because they became a useless piece of hydrodynamic inefficiency.

I'm a little pressed for time, so I can't elaborate further but I'm sure that others will be along to help get you sorted out and on the way to working around the things that have come as a bit of a shock to you. :yeah:

STEED
02-09-11, 02:40 PM
You play the game how you like it mate. :up:

frau kaleun
02-09-11, 02:47 PM
Hi Gargamel,

What you have just said makes GWX sound fantastic. Exactly what im after.

The main thing that bugged me was how hard it is to destroy ships. I know its probably more realistic however i love going around sinking merchants with my deck gun to save on torps.

I restarted my career and was re-doing the training, i only managed to sink 3 of the ships before i ran out of shells.

Did you aim at the waterline (or order your crew to do so)? In early war patrols I routinely sink ships with the deck gun and only once have I run out of ammo. They will sink much faster if you put holes in them at the waterline. OTOH I also use the Additional Ammo mod to increase my loadout of shells, but this is one of those things that is incredibly easy to tweak if you want to get more bang for your buck.

1 - When i am in the command room, there is a big pole which looks like the periscope directly in front of my helmsman.

Don't know which boat you're in, but in my Type VII, that's the observation (sky) periscope. Which is both useful and necessary and is exactly where it should be.

2 - On the bridge to the left there is something that looks like a hoop that restricts my view.

Radio direction finder IIRC. When you look through your binocs it won't be there. Which some people dislike as it's not realistic enough. :O:


3 - When using my binoculars on the bridge, the headings at the top of the view have disappeared,

I'm actually with you on this one, in fact if there's a way to get them back that's easy and doesn't mess with the rest of the Gui, I'm all ears. I don't like that I can't tell when I've made a full circular sweep of the horizon on binocs, since if I were truly standing on the bridge of a ship I would know whether I was looking directly ahead or off to port or starboard or out over the stern even with my binocs up. The bearing hashmarks in the binocs view would be the best way to replicate that IMO.

and also when using the binoculars and your facing the fornt of the sub, when you look as far down as you can you can actually see the front, however in GWX you cant, i found this really helpful when steering towards enemy ships.

If you have the bearing of the enemy ship (which, if you've sighted it from the bridge, your WO should be able to give you) all you have to do to steer towards it (or ideally some spot ahead of it) is to click the desired bearing on the compass. And GWX does not skimp when it comes to the compass, you gotta give it that. :D

frau kaleun
02-09-11, 02:57 PM
Things like the bearing indicator in the binocs were removed for realism's sake. Again, something you'll get used to as you play. Especially if your knowledge of relative bearings improves. You'll start to just know off of the top of your head that a contact at bearing 040 is going to be off of your starboard bow. These are things that even if you're not a hard core "Full Switch 100% Difficulty" guy will improve your efficiency as a sub captain. Also don't forget that you can use the UZO for bearings as well.


:yep:

This is the kind of thing that really does get easier over time.

And there's also a keyboard command that orders the boat to head for whatever you're looking at - someone correct me if I'm wrong, but I think it's the = key. So you point your binocs (or the UZO or the periscope) at something and hit that key and your course will change to head straight for that spot.

Altho in the case of a moving ship, typically if you head straight for it when you spot it in that way, by the time you get there it will be somewhere else. Usually it's best to head for somewhere ahead of it on its projected course.

desirableroasted
02-09-11, 03:50 PM
Not replying directly to you, Gereke, but you hit on a couple of points that are worth elaboration.


Again, a realism thing. In stock SH3 it's waaaaaay too easy to hit things with the deck gun,

Not only is accuracy overdone in stock, so is the power of the shell .. which is why we get a joker coming by here a couple of times a year bragging about sinking battleships with a deck gun. GWX corrects that.

Also, in stock, every ship tends to blow up like a munitions freighter. A real ship would never sink that way, and GWX takes care of that, too, by insisting on flooding.


The key to sinking vessels in a timely manner with the deck gun in GWX is to try to strike the waterline as much as you can to create flooding.

Or below the waterline. You want to see a splash and just enough time to doubt yourself before you see a (very) brief flash. 3-4 of those, spaced out along the hull, should sink anything under 5K. You might have to wait a while, though, which is one more "reality" that GWX adds.

perky416
02-09-11, 04:31 PM
Arghhhhhh how the hell do you defend against airplanes in GWX? I cant even do the training mission lol. It seems as though my flak gun is a pea shooter, i havent shot 1 plane out of the sky, getting one of the crew to man the flak has only shot 1 plane down.
Iv tried it about 4 times and now i feel like throwing my monitor out of the window lol.

Jimbuna
02-09-11, 04:35 PM
I'll give it a good home....I'll send you my address via PM http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

frau kaleun
02-09-11, 05:02 PM
Arghhhhhh how the hell do you defend against airplanes in GWX? I cant even do the training mission lol. It seems as though my flak gun is a pea shooter, i havent shot 1 plane out of the sky, getting one of the crew to man the flak has only shot 1 plane down.
Iv tried it about 4 times and now i feel like throwing my monitor out of the window lol.

I was wondering if you'd get to the AA test in GWX. That's quite an eye opener, huh? :D

One of the things that GWX does to make the game more realistic is up the ante considerably when it comes to enemy aircraft. In RL they were a u-boat's worst nightmare, and there's no way a u-boat could've successfully fended off that many attacking aircraft. The AA training mission was made much more difficult to prepare you for the reality you'd be facing in real combat.

It's not impossible to shoot one down, or even two or three early in the war, depending on what type of plane it is and what weapons it has at its disposal... and how organized their attack plan is. And provided you are alerted to their presence in time. At least in the game, it can be done.

But most folks will tell you that the smartest thing to do when an enemy aircraft is around is dive as quickly as possible and hope they didn't spot you. Expecially as the war progresses and they are more likely to be equipped with radar and hunting you on purpose. By then they will know where you are long before you can see them coming, and when the come they will do so with both barrels blazin', so to speak.

Schwieger
02-09-11, 05:14 PM
I was wondering if you'd get to the AA test in GWX. That's quite an eye opener, huh? :D

One of the things that GWX does to make the game more realistic is up the ante considerably when it comes to enemy aircraft. In RL they were a u-boat's worst nightmare, and there's no way a u-boat could've successfully fended off that many attacking aircraft. The AA training mission was made much more difficult to prepare you for the reality you'd be facing in real combat.

It's not impossible to shoot one down, or even two or three early in the war, depending on what type of plane it is and what weapons it has at its disposal... and how organized their attack plan is. And provided you are alerted to their presence in time. At least in the game, it can be done.

But most folks will tell you that the smartest thing to do when an enemy aircraft is around is dive as quickly as possible and hope they didn't spot you. Expecially as the war progresses and they are more likely to be equipped with radar and hunting you on purpose. By then they will know where you are long before you can see them coming, and when the come they will do so with both barrels blazin', so to speak.


I didn't even seriously bother with the AA training mission. Loaded up WSM 3.0 and let the Graf Spee shoot down the planes :har::haha:

But on a more serious note, the planes are a real menace. Nowhere is safe... been killed a few miles outside of port by them before where its not exactly safe to "crash" dive :shifty: :lol:

eryan762mm
02-09-11, 05:21 PM
in stock sh3 i rarely saw any large ships, rarely...when i put in gwx3, after a few patrols, i was sailing north of england, hugging the coast, and then i spotted two battleships, two! totally unescorted, i managed to sink both of them and get away...idk if it was just a freak accident i managed to find em, but all i know is gwx has drastically increased my sightings of larger military vessels

Gereke
02-09-11, 05:39 PM
Not replying directly to you, Gereke, but you hit on a couple of points that are worth elaboration.

I appreciate the elaboration. I was pressed for time when I wrote my response so couldn't be as complete in my explanations as I would have liked to. :ping:


One thing I'd like to add about deck gun use as well, is general insights about it's use.

If one thinks about when it's appropriate to use the deck gun, it's at times when there is very little risk to the overall well being of the U-boat. Meaning you're attacking an unarmed freighter and there is little chance of being attacked from the sky or by a escort ship you didn't know was just over the horizon.

So there isn't anything wrong with closing the range gap between you and your target to improve the precision of your shooting. Meaning, don't be afraid to close to 800m. You'll waste less ammunition due to misses and your probability of getting those below water line hits is going to be much higher. After all, you're attacking a single (or multiple) unarmed merchant ship. There isn't any risk so long as you don't collide with it. Basically, it's unnecessary and wasteful to make the engagement from a stand off distance.

Deck gun is great in an early war scenario, but there will come a point (even while using lower difficulty settings) that it is nothing less than suicide. So don't become too reliant on it. Focus on it for what it is... a secondary weapon.

A fun little game anecdote about deck gun usage. I used my deck gun to sink a freighter just off the coast of Iceland, in the approach area to Reykjavik. Just as it sank below the waves I was attacked by an aircraft and barely escaped being sent down to the locker. After I submerged I got a message from my hydrophone operator that a warship was in the area.. Medium range. I did a quick 'scope scan and sure enough, a Destroyer was hunting for me. Hindsight being what it is, I had taken a risk by choosing the deck gun over a submerged attack with a torpedo. I was lucky that my career didn't come to a wasteful end because I wanted to save a torpedo.

Sailor Steve
02-09-11, 11:48 PM
The main thing that bugged me was how hard it is to destroy ships. I know its probably more realistic however i love going around sinking merchants with my deck gun to save on torps.
Yes, it is much more realistic. But realism isn't for everyone, and sometimes we need to just have fun. One thing you can try is Multi-SH3, which is a tool that makes it easy to have more that one installation of the game.

I restarted my career and was re-doing the training, i only managed to sink 3 of the ships before i ran out of shells.
If you don't fire until you're within a thousand meters you won't have that problem.

1 - When i am in the command room, there is a big pole which looks like the periscope directly in front of my helmsman.
That is where the observation periscope was in real life. The stock game has it totally wrong. Watch Das Boot (preferabley the five-hour Uncut version). You'll see just how crowded those boats really were.

2 - On the bridge to the left there is something that looks like a hoop that restricts my view.
That is the Radio Direction Finder loop. Get this mod http://www.subsim.com/radioroom/downloads.php?do=file&id=1882. It will let you raise that loop up and down yourself, as well as the flag on your boat.

3 - When using my binoculars on the bridge, the headings at the top of the view have disappeared, and also when using the binoculars and your facing the fornt of the sub, when you look as far down as you can you can actually see the front, however in GWX you cant, i found this really helpful when steering towards enemy ships.
There is a way to put the bearing marks back, but it involves changing a file that is very easy to screw up if you don't know what you're doing. I find that looking in the general direction without the binoculars, and then looking through them works just fine. If you really want that back I'll tell you how to do it, but be warned that it can be dangerous.

Also, to get the full 1500 renown bonus from the training in GWX you only have to do the Navigation training. The AA class is unecessary.

the.terrabyte.pirate
02-10-11, 07:58 AM
Arghhhhhh how the hell do you defend against airplanes in GWX? I cant even do the training mission lol. It seems as though my flak gun is a pea shooter, i havent shot 1 plane out of the sky, getting one of the crew to man the flak has only shot 1 plane down.
Iv tried it about 4 times and now i feel like throwing my monitor out of the window lol.

My trick was to let my deck officer and a rating man the gun, set to target all aircraft incoming only. I concentrated of steering the boat in mad, sharp turns at high speed to avoid the bombs and bullets. By manning the gun yourself you find the boat tends to go in nice predictable straight lines, and your men turn into aircraft fodder.

I passed... barely, but didn't lose a man.

frau kaleun
02-10-11, 08:18 AM
That is the Radio Direction Finder loop. Get this mod http://www.subsim.com/radioroom/downloads.php?do=file&id=1882. It will let you raise that loop up and down yourself, as well as the flag on your boat.

Just out of curiosity, when was that thing lowered? Just when they submerged?

There is a way to put the bearing marks back, but it involves changing a file that is very easy to screw up if you don't know what you're doing. If you really want that back I'll tell you how to do it, but be warned that it can be dangerous.

Danger is my middle name. :O: Please tell me how to do this! You can PM me if you don't want to lead anyone else into temptation. :D

Sailor Steve
02-10-11, 10:33 AM
Just out of curiosity, when was that thing lowered? Just when they submerged?
The standard wire antennae are fine for sending and recieving messages. The RDF loop is just for pinpointing the exact direction a signal is coming from. This is valuable for navigation and for stalking a target. Otherwise it's useless. I usually only have mine lowered only while in port, just because it makes me feel good, but now that I think of it probably the only time it's needed is when...well, never really. But it looks cool. :cool:

Danger is my middle name. :O:
And here I thought your middle name was Wombat.

Please tell me how to do this! You can PM me if you don't want to lead anyone else into temptation. :D
It's simple, really. Open menu_1024_768.ini. Scroll down to [G27 I5] (I know it says 'Name=Compass', but the entire [G27] block is the Binoculars). Danlisa was kind enough to leave both visual files in the game, so all you have to do is change

Mat 0=data/menu/gui/bearing2.tga

to

Mat 0=data/menu/gui/bearing.tga.

Yep. Just remove the '2' and it will redirect to the .tga file with the bearing marks.

I guess it's easier than I let on, but the standing rule is always think twice before touching Menu_1024_768.

frau kaleun
02-10-11, 10:44 AM
The standard wire antennae are fine for sending and recieving messages. The RDF loop is just for pinpointing the exact direction a signal is coming from. This is valuable for navigation and for stalking a target. Otherwise it's useless. I usually only have mine lowered only while in port, just because it makes me feel good, but now that I think of it probably the only time it's needed is when...well, never really. But it looks cool. :cool:[quote]

Great, now I'm gonna want the mod that lets me lower it. :O:

I think I may be turning into one of those people that spends more time tinkering and testing than actually playing. :wah:

[quote]And here I thought your middle name was Wombat.

The Angry Wombat is my superhero alter ego. Thanks for blowing my cover. :stare: :O:


It's simple, really. Open menu_1024_768.ini. Scroll down to [G27 I5] (I know it says 'Name=Compass', but the entire [G27] block is the Binoculars). Danlisa was kind enough to leave both visual files in the game, so all you have to do is change

Mat 0=data/menu/gui/bearing2.tga

to

Mat 0=data/menu/gui/bearing.tga.

Yep. Just remove the '2' and it will redirect to the .tga file with the bearing marks.

I guess it's easier than I let on, but the standing rule is always think twice before touching Menu_1024_768.

Okay, thanks! I really would like to have those back. :yeah:

Sailor Steve
02-10-11, 11:02 AM
Great, now I'm gonna want the mod that lets me lower it. :O:
You don't already have it??? I considering having my flag up while in port and down while at sea to be a "must-have". And the loop looks so cool when it goes up and starts rotating. And it raises and lowers the radar as well (not that I've ever played far enough in to see that).

I think I may be turning into one of those people that spends more time tinkering and testing than actually playing. :wah:
Sorry, but I find it hard to muster sympathy. I've played one patrol since last September.

The Angry Wombat is my superhero alter ego. Thanks for blowing my cover. :stare: :O:
But I thought "Frau Kaleun" was... :oops:

I assume "Valkyrie" is just the job description.

Okay, thanks! I really would like to have those back. :yeah:
I, on the other hand, always orient myself visually first, then switch to the goggles. :D

frau kaleun
02-10-11, 11:40 AM
You don't already have it??? I considering having my flag up while in port and down while at sea to be a "must-have". And the loop looks so cool when it goes up and starts rotating. And it raises and lowers the radar as well (not that I've ever played far enough in to see that).

I have looked at it, and started reading threads about it, I may have even downloaded it - not sure. But I think it probably conflicts with something else I'm using and won't give up or else there's a fix for that but it's complicated or else I'd have to do a lot of manual editing of files that I've already tinkered with for other reasons... I can't remember. Whatever it is it always looks like more tinkering and testing and I've got 3-4 of those little projects already on the back burners, front burners... I'm out of burners! :haha:

I, on the other hand, always orient myself visually first, then switch to the goggles. :D

See I always end up scouring the horizon with my binocs, and then get frustrated because I can't find whatever it is the WO is nattering on about, so I switch to the UZO so I can turn to the the exact bearing and try to find it. Of course after that I can switch back to the binocs and usually find it with those, because I've already seen what I'm looking for.

It just feels weird to always be peering into the UZO to get a look at something. Plus with assisted targeting on, if I find it on the UZO it will tell me what it is even if it's 18km away when we first spot it.

perky416
02-11-11, 11:04 AM
Thanks for all the info.

Iv decided to go with GWX, however i installed it after completing the training missions :).

Thanks for telling me how to get the bearings back in the binocs, i can edit the files no problem.

Im going to be trying to replace the GWX uboat skins with those from the stock game, as although they GWZ ones are more realistic, it isnt that important to me, i was more comfortable with how they looked before i installed the mod.

perky416
02-11-11, 04:23 PM
Hi people me again :)

Iv just been playing GWX however after iv gotten into it it has started running slower on my machine.

Is there a mod that simply increases the amount of bigger ships (i.e. battleships, carriers etc...) early on in the career rather than modding everything else.

I actually do love the stock version however better ships to sink would make it much more fun.

Thanks.

Gargamel
02-11-11, 08:40 PM
You can either use the mission editor to find out exactly where things are going to be, or use the spy sat mod to find out where every thing is right now.

:nope:

Jimbuna
02-13-11, 04:33 PM
You can either use the mission editor to find out exactly where things are going to be, or use the spy sat mod to find out where every thing is right now.

:nope:

Correctumondo.