View Full Version : GWX or just many mods?
Cpt Vincent
08-30-13, 07:53 AM
I like realism yes, but I find it annoying that in GWX the nights are so incredible dark, yes its realism but up north the summer nights arent really that dark.
Now I would like some input on what I can do with GWX, I do like a little brighter nights, I do like the game showing me colors of enemy or allied or neutral, at least after identifying the ship. Also I do like to be able to use my cannon and flak guns.
So is this possible with GWX or any other supermod?
ad.nights) google it out .. it has been discussed several times here and generic advice is to disable 16km atmosphere which makes nights darker althought many concludes that's more realistic than stock sh3
ad.cannon'n'flak) how you can't use them ? they all works pretty fine .. you only can't use them at rough sea
regards
Sailor Steve
08-30-13, 09:03 AM
ad.cannon'n'flak) how you can't use them ? they all works pretty fine .. you only can't use them at rough sea
I'm pretty sure he means he can't see to use them at night, so it's the same subject.
WELCOME ABOARD, both of you! :sunny:
BigWalleye
08-30-13, 09:28 AM
I play GWX (with the 20 km atmosphere mod) and don't have any trouble using the deck gun at night, either aiming it myself or letting my crew do it. (And I have LOUSY eyes!) Is it possible that your monitor settings are too dark? Have you tried adjusting them? BTW are you using any optics mod? That might decrease the brightness in the gunsight.
Cpt Vincent
08-30-13, 09:44 AM
Ah well what i mean its hard to use them if you cant see what you are shooting at. Also wasnt there some difference about flak vs planes in gwx vs stock?
I have two different installs and is right now trying out gwx to see if I can enjoy it with the right mods.
Edit: its not really only about the darkness, also about identifying and not shooting neutrals,where darkness becomes a factor.
Im just trying to find a version of the game that I really enjoy,and whatis better then to get hints about what eventual mods I can use or not use, from the place where the knowledge is :-)
Sailor Steve
08-30-13, 11:11 AM
This thread (http://www.subsim.com/radioroom/showthread.php?t=170090) will give you an idea of some of the mods that work well with GWX.
Cpt Vincent
08-30-13, 11:54 AM
This thread (http://www.subsim.com/radioroom/showthread.php?t=170090) will give you an idea of some of the mods that work well with GWX.
Yes thank you, I took a quick look into it and seems like there is many good things there.
johnnyace
08-30-13, 12:12 PM
I like realism yes, but I find it annoying that in GWX the nights are so incredible dark, yes its realism but up north the summer nights arent really that dark.
Now I would like some input on what I can do with GWX, I do like a little brighter nights, I do like the game showing me colors of enemy or allied or neutral, at least after identifying the ship. Also I do like to be able to use my cannon and flak guns.
So is this possible with GWX or any other supermod?
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Not too sure what you mean there! The latitude alters WHEN in the year it gets light and dark, as I thought, but it still gets VERY dark - i.e. at the extremes, no day and no night at very high latitudes.
For me personally, and sorry to say this, I often feel it's not dark enough, considering there may be no moon and if I need to adjust monitor brightness to just about see what happening on the bottom info bar, I wonder how the enemy cannot see me!
As far as I'm concerned, if you play with total darkness in your real-world room, and it's midnight, say, with no moon, there should be dark ship silhouettes against a dark sky - but that's not why I find. For me, it's not a major issue but I just feel 'illuminated' on the surface when I'm going in for the attack! Be nice if there was, maybe, an in-game "Sunlight" slider to please everyone? MODDERS...ten...sion!!!
Cpt Vincent
08-30-13, 03:09 PM
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Not too sure what you mean there! The latitude alters WHEN in the year it gets light and dark, as I thought, but it still gets VERY dark - i.e. at the extremes, no day and no night at very high latitudes.
For me personally, and sorry to say this, I often feel it's not dark enough, considering there may be no moon and if I need to adjust monitor brightness to just about see what happening on the bottom info bar, I wonder how the enemy cannot see me!
As far as I'm concerned, if you play with total darkness in your real-world room, and it's midnight, say, with no moon, there should be dark ship silhouettes against a dark sky - but that's not why I find. For me, it's not a major issue but I just feel 'illuminated' on the surface when I'm going in for the attack! Be nice if there was, maybe, an in-game "Sunlight" slider to please everyone? MODDERS...ten...sion!!!
Well it was just me rambling about the darkness and realism, if it would be 100% realism then if you are closing in on narvik during summer time, sun would never go down. Although daylight would be from 09.30-15.30 during winter so nights then would be extremely dark ... I dont know if GWX has the same daylight hours for all zones and all times of the year?
As I said, Im trying to find the right mods to make just my game fit me. Some parts I can do myself by changing in cfg-files and some need a mod.
Something that annoys me tho is with the no stabilizing wiev, the uzo is steady as a rock but the periscope goes all over, even on periscope depth. Now the uzo would be very hard to use with high waves but the periscope when submerged would be more stabile. This is not a complaint about the periscope but rather the uzo.
Another thing is that its completely understandable that canon is unusable with bad weather, but the flak gun imho at least with some models should be usable. How can the lookouts stand beside it on my VIIB, but its to much to ask that someone grabs the gun :-)
Now I got a mod fixing that, but it makes canon also usable.
Cpt Vincent
08-31-13, 09:58 AM
Adding a new question or two for the more experienced kaleuns here...
Hiding on the bottom, is a a valid tactic to park ship on the bottom or is it not working at all?
There is no thermal layers implemented in the game for hiding behind a thermal layer?
Maximum angle to fire a torpedo, less then 45 degrees from bow, will it miss if the angle is to great? I dont know if the normal torpedos are guided so they can turn or are they always just heading straight and the only thing to calculate is to time a straight line from the uboat to when the target passes that point?
sublynx
08-31-13, 11:12 AM
Hiding on the bottom, is a a valid tactic to park ship on the bottom or is it not working at all?
There is no thermal layers implemented in the game for hiding behind a thermal layer?
Maximum angle to fire a torpedo
No hiding IMO, but what supermod you are playing might have an effect here. To my understanding in NYGM the escorts pick you pretty easily if you don't manage to get away from their search patterns.
SH3Commander simulates thermal layers, but you don't know at what depth the layer is as it's randomized every time you load SH3 through SH3Cdr.
The torpedo does turn, but I haven't tried anything bigger than running parallel with a column of merchants and shooting torpedoes that need to turn 90 degrees and then hit the target pretty much parallel. My understanding is that doing this can only work if you have very accurate target data, so I haven't tried this after starting to learn manual targeting.
Cpt Vincent
08-31-13, 11:47 AM
No hiding IMO, but what supermod you are playing might have an effect here. To my understanding in NYGM the escorts pick you pretty easily if you don't manage to get away from their search patterns.
SH3Commander simulates thermal layers, but you don't know at what depth the layer is as it's randomized every time you load SH3 through SH3Cdr.
The torpedo does turn, but I haven't tried anything bigger than running parallel with a column of merchants and shooting torpedoes that need to turn 90 degrees and then hit the target pretty much parallel. My understanding is that doing this can only work if you have very accurate target data, so I haven't tried this after starting to learn manual targeting.
Okthanks for your answers, I just realized that hiding on the bottom isnt working with GWX, after sinking two empire-type freighters and a large cargo as I found a convoy in AN 58 between Hull and Hartlepool. Parked at the bottom, but the three destroyers pings me and finds me anyway. Now as we speak am I trying to sneak out but after beeing pounded with depth charges my aft batteries are destroyed in the stern quarters. But boat is still holding together and the crew have faith in me :-)
About firing torpedos in a bad angle, I suspected it was as you said but am trying to keep as straight run as possible as well as avery low speed, seems like my own speed breaks the calculation as well?
Thermal layers, do you know if it shows that boat is undected by the detection figure, if its used, like boat is green even tho enemies are pinging you?
Edit: Managed to slip away, hull at 96% and promotion was due at returning to home port, Kapitänleutnant is what they call me now and crew was all able to meet their loved ones once again. I think we are going to win this war....
Sailor Steve
08-31-13, 02:48 PM
Thermal layers, do you know if it shows that boat is undected by the detection figure, if its used, like boat is green even tho enemies are pinging you?
No. The Noise Meter only shows how much noise you're making, not whether you've been detected.
sublynx
08-31-13, 06:02 PM
About firing torpedos in a bad angle, I suspected it was as you said but am trying to keep as straight run as possible as well as avery low speed, seems like my own speed breaks the calculation as well?
Edit: Managed to slip away,I think we are going to win this war....
I'm not sure about the effect of your own speed, but I suspect that it is a factor too. At least speed estimation by the fixed wire method becomes too unreliable if you have your own speed up. Maybe some guy here with actual mathematical skills can confirm.
Win this war :D That's the spirit :arrgh!: I remember being pretty sure nothing can touch my U-boat until I once managed to survive until late 1943 :/\\chop:/\\chop:/\\chop On the other hand some people here have managed to stay alive to see the end of the war. I'm still practicing to get there one happy day.:gulp:
Cpt Vincent
09-02-13, 06:48 AM
Adding a new question here, the sound intro in GWX, that song or music, in what folder can i find it and where is it from? I dont mean the howling of course, but the melody when your in the meny.
sublynx
09-02-13, 07:16 AM
Adding a new question here, the sound intro in GWX, that song or music, in what folder can i find it and where is it from? I dont mean the howling of course, but the melody when your in the meny.
Probably data/menu/sound. You can open ogg.files with a program like Audacity to hear the tune. Hopefully guys behind GWX like Jimbuna can tell you more.
Cpt Vincent
09-02-13, 09:42 AM
Probably data/menu/sound. You can open ogg.files with a program like Audacity to hear the tune. Hopefully guys behind GWX like Jimbuna can tell you more.
Well i found out that the music is named Escape by Craig Armstrong, but it seems impossible to find that file in any of the folders, but it must be there somewhere.
But now I have more to think about, I wonder what is wrong with the files "Merchant Fleet mod 3.2" and "MFM v3 Skin Packs" by IAMBECOMELIFE as it seems i cant download them from anywhere so if anyone knows an alternate place I would be very happy.
Trying to download both from that very nice public ftp with tons of SH3 stuff and from gamefrontbut it seems there is something wrong with the files at Maiks ftp and gamfront dont like me no matter what webreader i use :-(
I'm not sure about the effect of your own speed, but I suspect that it is a factor too. At least speed estimation by the fixed wire method becomes too unreliable if you have your own speed up. Maybe some guy here with actual mathematical skills can confirm....fixed wire method: Only if the periscope looks to the side is your speed going to mess up the result. If it is pointed directly to front or to the rear then you can move as fast as you wish. Makes no difference. You just have to turn into position and have a steady course before you do the thing. Drifting off from course is a no-no.
...
About firing torpedos in a bad angle, I suspected it was as you said but am trying to keep as straight run as possible as well as avery low speed, seems like my own speed breaks the calculation as well?
...What the firing settings need depends on if you set the dials yourself on the TDC page, or if you use the notepad thingy. Well, actually it is the order in which you give it.
The notepad thingy needs range, angle on the bow and finally 'bearing drift over time' to calculate speed, .. in that order which it kinda forces you to. The latter value is the most important if you fire on it's broadside. Unfortunately it is dependant on the accuracy of the preceding values range and AOB. So if you have other means of getting speed (i.e. plotting or 'fixed wire' method), then you are better off setting things up yourself.
The TDC calculates the angles based on the target speed, and bearing to the target. It also needs a range if you want the torpedoes to turn away from the bow/aft after firing. (which you say you don't!) Al these settings need to be valid for the moment of firing. Except, speed is constant, and AOB wil be updated as you move the periscope across the target in view. Only range needs to be re-measured before firing if it changed (much), if the target is close AND the torpedoes need to turn (gyro angle far away from 0/180).
But close targets appear large so you still might get a hit somewhere.
Your own speed should not be an issue, if the other settings are right for the moment of firing. But you may have forgotten to open the torpedo tubes. The automatic opening that results from pressing the fire button adds a delay that may cause the torpedoes to be late to the party. So you better do it beforehand.
sublynx
09-02-13, 03:17 PM
fixed wire method: Only if the periscope looks to the side is your speed going to mess up the result. If it is pointed directly to front or to the rear then you can move as fast as you wish.
Thanks Pisces :up: This sounds great! So I could be running away from a convoy, turn my stern to a merchant, keep the course I picked and then get the speed reliably from something like 10 kilometers away!?
BigWalleye
09-02-13, 03:57 PM
Yebbut....
First, you would have to be headed exactly 180 relative, because small angles would introduce an error proportional to your range from the target. Any deviation from 0/180 relative would cause 10x greater error at 10 km than at 1 km.
Second, the angle subtended by the target at 10 km would be 1/10th that at 1 km, so the transit time would be 1/10th as long. If the target transited the wire in, say, 30 seconds at 1 km, it would transit in 3 seconds at 10 km. A 1-second error in measuring the transit time (not an unlikely amount) would cause a 3% error in the measured speed at 1 km, and a 33% error at 10 km. So, if the target were moving at 10 kts, you might measure the speed as 10.3 kts at 1 km, but as 13 kts at 10 km. Using a normal angle to the track and a 30-kt Typ II electric torpedo, the 3-kt speed error would result in a 6-degree error in the firing angle. (24 degrees of deflection versus 18 degrees for a correct solution. At 1 km, a ship 150 m long subtends an arc of 8 degrees. Aim dead amidship, and your torpedoes would pass well astern.
So, yes, you could measure the speed of a merchant from 10 km using the fixed-wire method, but your possible errors at that range would make the resulting measurement untrustworthy for a fire-control solution. On the other hand, if all you were using it for was to plan an end-around, then the estimate would probably suffice. Just allow for that greater error range when trying to reacquire the target at the other end.
Thanks Pisces :up: This sounds great! So I could be running away from a convoy, turn my stern to a merchant, keep the course I picked and then get the speed reliably from something like 10 kilometers away!?If it is at 10 km then it looks quite small. So you may not be able to time the right moment of start and ending of crossing the line. But yeah, your speed won't be the cause of a misjudgement that way. Again, make sure your course does not wobble.
Yebbut....
First, you would have to be headed exactly 180 relative, because small angles would introduce an error proportional to your range from the target. Any deviation from 0/180 relative would cause 10x greater error at 10 km than at 1 km.
Second, the angle subtended by the target at 10 km would be 1/10th that at 1 km, so the transit time would be 1/10th as long. If the target transited the wire in, say, 30 seconds at 1 km, it would transit in 3 seconds at 10 km. A 1-second error in measuring the transit time (not an unlikely amount) would cause a 3% error in the measured speed at 1 km, and a 33% error at 10 km. So, if the target were moving at 10 kts, you might measure the speed as 10.3 kts at 1 km, but as 13 kts at 10 km. Using a normal angle to the track and a 30-kt Typ II electric torpedo, the 3-kt speed error would result in a 6-degree error in the firing angle. (24 degrees of deflection versus 18 degrees for a correct solution. At 1 km, a ship 150 m long subtends an arc of 8 degrees. Aim dead amidship, and your torpedoes would pass well astern.
So, yes, you could measure the speed of a merchant from 10 km using the fixed-wire method, but your possible errors at that range would make the resulting measurement untrustworthy for a fire-control solution. On the other hand, if all you were using it for was to plan an end-around, then the estimate would probably suffice. Just allow for that greater error range when trying to reacquire the target at the other end.Sorry, but range doesn't matter here for the time it takes. The angle subtended is smaller due to range, but also the bearing rate is equally smaller due to range. So range cancels out.
Think of it this way, from the perspective of the target only: The steady course and periscope lined up with it cause an imaginary line to be drawn over the water. This is a fixed wall from the perspective of the target. You can be anywhere along that line. At some point it hits this line with the bow, and some time later (shiplength in meters divided by speed in m/s) it clears the line with the stern. It takes as much time if this happens at 1km as it does at 10 km. It is just harder to be precise in timing the events when it is far away.
sublynx
09-03-13, 05:52 AM
I see. I need to experiment with this. If timing is the problem with longer ranges I guess I could try to take multiple timings and hope that the average of the timings is close enough. Maybe I could time the appearance and disappearance of the ship's name in the game display to see how that works, but even if that did work it would be abusing the game engine's simplifications.
BigWalleye
09-03-13, 06:18 AM
Pisces, you are correct. My mistake. Starting and stopping accurately and ownship's off-axis motion are the only difficulties at long range.
Cpt Vincent
09-05-13, 05:08 AM
Firstly I would like to thank all of you who are really contributing to help noobs like me with the in-game knowledge. This is really contributing to my enjoyment of the game!
Secondly, a few more questions that I find different answers from on the forum(s) I read.
1, I am getting a new radio message that new bases are available. Lorient for example, but when I check for transfer and read on uboat.net about where the flotillas are stationed, it says my flotilla, the 2:nd, is based there, still I am in Wilhemshaven? I play with GWX alternative flotillas mod activated. Is there a list of those flotillas (when and where they are active) somewhere as it seems to be missing in the GWX manual?
2, I have read that sometimes in certain periods and especially close to english bases it is ok to sink neutrals. I even got a radiò message about it, but will it still be a penalty to my renown from sinking a neutral ship loaded with war materiel in game?
3, I wonder if I have offended someone in BDU, I am sent to patrol in the Irish sea, grid AM68. I know I talked a bit freely to my commanders about sending me to patrol CF area when it would have been better to let me assistance in the hunt of convoys withdraving from Norway (to where I went anyway)... But to my question, GWX manual says no renown from patrolling your grid, but GWX in game, when reading Flotilla News II only mention black sea and indian ocean? So if anyone can confirm that in GWX 3.0 Gold, there is no renown from executing your orders about patrolling that specific grid. And surely there is some renown for going back to base, but how close to base do you need to be?
Also special thanks to Luftwaffe for comming to my assistance twice during my brave but foolish passing thru the english channel. It seems like soon there is time to find alternative routs...
BigWalleye
09-05-13, 06:30 AM
1) From the GWX3.0 manual:
Alternative Flotillas
This mod replaces the 11th U-boat Flotilla based in Norway with the 3rd U-boat Flotilla based in La Rochelle, France from October 1941 until September 1944, when the 3rd Flotilla historically deactivated and its U-boats left La Rochelle for Norway. The 11th Flotilla becomes available in Bergen, Norway upon deactivation of the 3rd U-boat Flotilla.
The mod has nothing to do with the 2nd Flotilla. If you are playing 2nd Flotilla, there is no reason to activate this mod.
2) and 3) From the file Data/Cfg/Basic.cfg for GWX3.0 with no additional mods:
[RENOWN]
RenownReachGridObjCompleted=0
RenownPatrolGridObjCompleted=0
CompletedPatrol=0
NEUTRAL=-1
ALLIED=1
AXIS=-10
If you have any other mods activated, check your Data/Cfg/Basic.cfg to see if these values have been changed. When you click on it, it will open in Notepad.
Cpt Vincent
09-05-13, 06:48 AM
1) From the GWX3.0 manual:
Alternative Flotillas
This mod replaces the 11th U-boat Flotilla based in Norway with the 3rd U-boat Flotilla based in La Rochelle, France from October 1941 until September 1944, when the 3rd Flotilla historically deactivated and its U-boats left La Rochelle for Norway. The 11th Flotilla becomes available in Bergen, Norway upon deactivation of the 3rd U-boat Flotilla.
The mod has nothing to do with the 2nd Flotilla. If you are playing 2nd Flotilla, there is no reason to activate this mod.
2) and 3) From the file Data/Cfg/Basic.cfg for GWX3.0 with no additional mods:
[RENOWN]
RenownReachGridObjCompleted=0
RenownPatrolGridObjCompleted=0
CompletedPatrol=0
NEUTRAL=-1
ALLIED=1
AXIS=-10
If you have any other mods activated, check your Data/Cfg/Basic.cfg to see if these values have been changed. When you click on it, it will open in Notepad.
Ok thanks for your answers!
Pretty much clears up the most, about the flotillas, I am not sure if i transfer so I can just keep mod activated, right?
I suppose GWX tries to stick with the historically correct bases and time periods of the different flotillas and their locations?
About the cfg file, I am used to alter those but not always is it that easy to understand what the valkues really do. For example the neutral gets one negative hit, and allied get a positive hit, so far I am understanding, but what does that really do in game, like 1x normal renown awarded for allied, the same amount in penalty for sinking a neutral and ten times the negative value for sinking an axis ship?
Cpt Vincent
09-06-13, 02:33 PM
Perhaps I should have started a new thread with this but....
Conflicting mods.
How big problems is this, what happens other then the possible CTD?
I see other ppl have use for example Waterstream+Exhaust Combi for GWX and GWX - VIIC42 Player Sub. When i try to do that one mod becomes greyed out. Will it still be active but with the lates activated mod writing over some of it or?
u crank
10-10-13, 04:03 PM
Perhaps I should have started a new thread with this but....
Conflicting mods.
How big problems is this, what happens other then the possible CTD?
I see other ppl have use for example Waterstream+Exhaust Combi for GWX and GWX - VIIC42 Player Sub. When i try to do that one mod becomes greyed out. Will it still be active but with the lates activated mod writing over some of it or?
I assume you are using JSGME. When two mods are in conflict JSGME will warn you. Your choice to use or not. If you use it the greyed out letters show you this conflict. Yes it will be active. Hope this helps. :salute:
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