View Full Version : (RELEASED) Official GWX - Knight's Cross Edition v1.0
greetings captains...short question... I can t see nothing at the night atack with my periscope....nights is very dark.when there is no fog and when there is good visibility .... Dials with compresed air at left side when I click ,,I ,,button don t working...
Only fuel indicator show corect value...and I almost forgot how to restore U mark of my sub on water surface
Anvar1061
03-04-25, 03:19 AM
I almost forgot how to restore U mark of my sub on water surface
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
data\Misc\UMark.tga
VikingGrandad
03-04-25, 03:51 AM
greetings captains...short question... I can t see nothing at the night atack with my periscope....nights is very dark.when there is no fog and when there is good visibility
The attack scope lets in much less light. This is realistic because, on real U-boats, that scope had a much smaller head and external lens.
Try using the night/observation scope in low light conditions. It has a larger head, which lets in much more light.
Attack scope:
https://i.ibb.co/hJWjj0zG/attack-scope.jpg (https://ibb.co/ycy112jz)
Night / Observation scope at the same time of day:
https://i.ibb.co/R4sY11Pb/night-scope.jpg (https://ibb.co/sJNbhhQR)
Also remember that, for the Type VIIB or VIIC, the attack scope and night scope have different default depth settings (because the night scope is shorter than the attack scope). Check the F1 help screen in-game to see the different default scope depths and keyboard shortcuts for them.
Dials with compresed air at left side when I click ,,I ,,button don t working...
Only fuel indicator show corect value
This sounds like you haven't enabled "Limited compressed air" on the Difficulty Settings screen. Also remember to enable "Limited Oxygen" for that gauge to show the amount of non-renewable oxygen.
https://i.ibb.co/LhNx34Hr/difficulty-settings.jpg (https://ibb.co/NnT9Mwbr)
...and I almost forgot how to restore U mark of my sub on water surface
GWX KC does not have an option to restore the U-mark.
Igor_EJ
03-04-25, 06:43 AM
I`m asking two simple questions around a week ago, no one response. Is it okay to ignore here?
Raf1394
03-04-25, 07:08 AM
I`m asking two simple questions around a week ago, no one response. Is it okay to ignore here?
I rechecked your questions. Maybe your GWX version is bugged?
The owner and developers can help you i guess.
Do you have other mods that are mixed with GWX?
Igor_EJ
03-04-25, 07:23 AM
Hello! Thanks for answer! No, I have clean version of GW KC. All was done by instruction, step by step.
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
data\Misc\UMark.tga
thank you man
Raf1394
03-04-25, 07:41 AM
Hello! First of all I would like to thank everyone involved in the creation of this wonderful mod. In my opinion, Knight Cross is the best thing that was created in the world of submarine simulators!
Question: during the second patrol (August 30 - September 10) I managed to sink 47 thousand tons, plus shot down 3 planes. For such achievements I should have at least been given the Iron Cross. However, I only received a badge. However, the crew awards included 23 badges and 2 2nd class Iron Crosses.
Is this a bug in the game or is it designed that way? I ask because I want to play a historically accurate game, full immersion so to speak, full simulation. In the same Onealex Edition uses a system of awards as in life, ie by the number of sunk tonnage. Is it the same system in Knight Cross or a different one? Thanks!
Also, there is a question regarding the radiograms received during patrols. During the second patrol described above, a radiogram was received about reassigning boats to ports. Mine, U-52, was reassigned to Kiel from Wilhelmshaven. But the mission assignment (F8) listed Wilhelmshaven as the port of destination. I arrived, according to the radiogram, at Kiel and found that I could not get into the boat settings, etc. I had to reload the last save and sail to my native Wilhelmshaven. Question: during patrols to follow the instructions of radiograms or only tasks through F8?
The messages above are from Igor_EJ. Can someone help him?:salute:
Igor_EJ
03-04-25, 07:45 AM
Raf1394, do you know how the reward system works in GW:KC? If it's not working correctly for me, maybe then it would be easier for me to delete everything and reinstall everything from scratch? That's probably what I'll do.
The attack scope lets in much less light. This is realistic because, on real U-boats, that scope had a much smaller head and external lens.
Try using the night/observation scope in low light conditions. It has a larger head, which lets in much more light.
Attack scope:
https://i.ibb.co/hJWjj0zG/attack-scope.jpg (https://ibb.co/ycy112jz)
Night / Observation scope at the same time of day:
https://i.ibb.co/R4sY11Pb/night-scope.jpg (https://ibb.co/sJNbhhQR)
Also remember that, for the Type VIIB or VIIC, the attack scope and night scope have different default depth settings (because the night scope is shorter than the attack scope). Check the F1 help screen in-game to see the different default scope depths and keyboard shortcuts for them.
This sounds like you haven't enabled "Limited compressed air" on the Difficulty Settings screen. Also remember to enable "Limited Oxygen" for that gauge to show the amount of non-renewable oxygen.
https://i.ibb.co/LhNx34Hr/difficulty-settings.jpg (https://ibb.co/NnT9Mwbr)
GWX KC does not have an option to restore the U-mark.
Thank you... Very detailing described...I cheked the realisam 54% is mine... Co2,Batteries,Oxygen ....I only use automatic targeting other options is checked
Raf1394
03-04-25, 07:50 AM
Raf1394, do you know how the reward system works in GW:KC? If it's not working correctly for me, maybe then it would be easier for me to delete everything and reinstall everything from scratch? That's probably what I'll do.
Me too i don't know how it works exactly. :haha:
But people here will answer.
Igor_EJ
03-04-25, 07:51 AM
Ok, thanks you again for reply! I will reinstall the game a see, how it works.
Raf1394
03-04-25, 07:54 AM
Ok, thanks you again for reply! I will reinstall the game a see, how it works.
Yes, keep us updated, if its fixed :Kaleun_Salute:
Igor_EJ
03-04-25, 08:02 AM
Yes, sir, Herr Lieutenant!:Kaleun_Salute:
VikingGrandad
03-04-25, 09:04 AM
Thank you... Very detailing described...I cheked the realisam 54% is mine... Co2,Batteries,Oxygen ....I only use automatic targeting other options is checked
There is no CO2 setting :03:
If you have all of these checked:
Limited batteries
Limited compressed air
Limited oxygen
Limited fuel
...then each of those gauges should be working.
Maybe you haven't used enough compressed air for the gauge to show any changes? Try diving deep, then using the chief engineer's Blow Ballast command to do an emergency surface. The compressed air level will drop from 205 to around 175 atü. If you then remain on the surface, you will see the compressed air level will gradually replenish to the maximum level of 205 atü (indicated by the green line on the gauge).
https://i.ibb.co/wFW4Mv23/sh3-0-W16622ug-G.jpg (https://ibb.co/DHCQ5qjs)
VikingGrandad
03-04-25, 09:11 AM
Question: during the second patrol (August 30 - September 10) I managed to sink 47 thousand tons, plus shot down 3 planes. For such achievements I should have at least been given the Iron Cross. However, I only received a badge. However, the crew awards included 23 badges and 2 2nd class Iron Crosses.
Is this a bug in the game or is it designed that way?
Also, there is a question regarding the radiograms received during patrols. During the second patrol described above, a radiogram was received about reassigning boats to ports. Mine, U-52, was reassigned to Kiel from Wilhelmshaven. But the mission assignment (F8) listed Wilhelmshaven as the port of destination. I arrived, according to the radiogram, at Kiel and found that I could not get into the boat settings, etc. I had to reload the last save and sail to my native Wilhelmshaven. Question: during patrols to follow the instructions of radiograms or only tasks through F8?
Sorry, I didn't work on those parts of the mod, so I don't know the answers to these questions.
For the first question, I would think that the renown system works the same as it did in GWX3.
VikingGrandad
03-04-25, 09:12 AM
Ok, thanks you again for reply! I will reinstall the game a see, how it works.
Maybe wait to see if someone else from the team can give you a full answer...
junkman
03-04-25, 10:14 AM
I've been playing KC for almost a week now and I have experenced only one issue. This issue has only happened 3 times out of the many save game restarts. When I reload a save and have waypoints on the Nav Map, my sub won't turn to the next waypoint. I haf to get my Navigator to "return to coarse". After that all is good, even for a couple of days.
Yes I also get this event, sometimes at start after game load. And every now and then in game, Out of 50 save games, it appears about five times.
Monty160
03-04-25, 11:41 AM
Hallo to you all!
First of all, the mod is great and I'm enjoying it so far! But for some reason I'm not able to hear ship explosions. The ship explodes and it's dead silent, despite being right next to it. Is this a bug or did i fail to install the mod correctly? I've rewatched Wolfpacks guide multiple times and I'm pretty sure I installed it correctly. Everything else works as intended. Just the explosion sounds don't.
Thank you and continue your great work!
(edit: I tested it and it only happens with the enhanced special effects submod. Without it the sound works perfectly fine.)
I've noticed this too. I think (could be wrong) in original game sound file it was called PO6 splinter explosion? Is this by design of GWX KC Enhanced special effects mod or is it something that needs fixing?
Jeff-Groves
03-04-25, 12:41 PM
The Baza_FX.dat was pulled from SH5. It may have had the ID's changed but the ParticalGenerator stuff was NOT fixed for SH3.
SH5 uses a different ParticalGenerator set up then SH3.
A look with S3D will show that.
Kind of surprised it don't crash the whole Game.
There's 94 wrong ParticalGenerators that came dorectly from SH5.
And there's 24 EffectsProximity Controllers. SH3 does not have that! Strictly SH5 stuff right there.
Totally amazed that was missed by someone!
:doh:
That about the frequency for me too. I've been playing SH3 since 2007 and I still play many different MagaMods as you can see from my signature. I have never seen this bug until now. It.s so infrequent and has an easy solution, it's no big deal. I'm enjoying KC.
There is no CO2 setting :03:
If you have all of these checked:
Limited batteries
Limited compressed air
Limited oxygen
Limited fuel
...then each of those gauges should be working.
Maybe you haven't used enough compressed air for the gauge to show any changes? Try diving deep, then using the chief engineer's Blow Ballast command to do an emergency surface. The compressed air level will drop from 205 to around 175 atü. If you then remain on the surface, you will see the compressed air level will gradually replenish to the maximum level of 205 atü (indicated by the green line on the gauge).
https://i.ibb.co/wFW4Mv23/sh3-0-W16622ug-G.jpg (https://ibb.co/DHCQ5qjs)
I was try to dive and check batteries and Co2...I didn t understand new interface but now I see difference....thank you once again...and one small thing I can't find on F1 button shotrcut to ,,man to deck gun,aa gun,, and man to deck watch
https://i.ibb.co/rVMfsJp/SH3-Img-4-3-2025-14-20-0-157.jpg
VikingGrandad
03-04-25, 03:43 PM
...and one small thing I can't find on F1 button shotrcut to ,,man to deck gun,aa gun,, and man to deck watch
There are no keyboard shortcuts for moving crew to the deck gun, AA gun or bridge watch. But you can double-click on those areas to fill them with available crew. That method also works for any other "work" compartment, such as the torpedo rooms, motor rooms, etc.
Ktl_KUrtz
03-04-25, 03:55 PM
Hi,
I am trying to get a new download of Knight's Cross.
The link says "You do not have permission to access it"!
https://os5.mycloud.com/action/share/47193fa1-b847-4840-bf53-0d6a37981390
I have downloaded it a couple of times before with no problems!
Many thanks if you can help.
KUrtz
Kpt. Lehmann
03-04-25, 06:04 PM
I rechecked your questions. Maybe your GWX version is bugged?
The owner and developers can help you i guess.
Do you have other mods that are mixed with GWX?
Hello! First of all I would like to thank everyone involved in the creation of this wonderful mod. In my opinion, Knight Cross is the best thing that was created in the world of submarine simulators!
Question: during the second patrol (August 30 - September 10) I managed to sink 47 thousand tons, plus shot down 3 planes. For such achievements I should have at least been given the Iron Cross. However, I only received a badge. However, the crew awards included 23 badges and 2 2nd class Iron Crosses.
Is this a bug in the game or is it designed that way? I ask because I want to play a historically accurate game, full immersion so to speak, full simulation. In the same Onealex Edition uses a system of awards as in life, ie by the number of sunk tonnage. Is it the same system in Knight Cross or a different one? Thanks!
Hi Igor. I am sure that you will excuse the unintentional oversight.
To answer your questions:
First a clarification...
GWX-KC is not Onealex's work. Onealex's unofficial personal version of GWX depends on our old official GWX 3.0 work to function properly, and over time much was changed that created instabilities in that work.
GWX-Knight's Cross is an official continuation of the original work done by the original GWX development team. Many of the faces have changed, but some did not.
The reward system in GWX-KC is much the same as it was in GWX 3.0 released back in 2008 or 2009. Onealex put his version into the soup for his version of what he wanted for GWX.
I have been considering making changes to our reward system in the official GWX-KC work, but for now there are no solid plans. I am considering it. That is all. Right now, it is as you have seen.
Regarding the radio messages. Some are proper orders for you, but most of those messages are for the sake of immersion, to prevent the old feeling that you are out there by yourself. You may also on occasion see AI U-boats on patrol.... they are there for the same reason.... to produce the feeling that the war lives and breathes.
Your F8 screen is the most accurate to follow for knowing your orders.
I hope that helps.
Sink'em ALL!!! :arrgh!:
Kpt. Lehmann
03-04-25, 06:05 PM
Hi,
I am trying to get a new download of Knight's Cross.
I am trying to download this link but it says "You do not have permission to access it"!
https://os5.mycloud.com/action/share/47193fa1-b847-4840-bf53-0d6a37981390
I have downloaded it a couple of times before with no problems!
Many thanks if you can help.
KUrtz
Hi Kurtz,
Did you try to use the first Mediafire link?
d@rk51d3
03-04-25, 06:15 PM
Hi Kurtz,
Did you try to use the first Mediafire link?
I think it's the KC.NIP file for NVidia cards that he wants.
The link for that is dead.... (as are most, if not all of the mirrors to the main mod.)
Kpt. Lehmann
03-05-25, 01:14 AM
I think it's the KC.NIP file for NVidia cards that he wants.
The link for that is dead.... (as are most, if not all of the mirrors to the main mod.)
Thank you for the heads-up. I the .nip file is now available on the first post and dead links there are now removed.
The link for Nvidia Inspector application/program is still functional in Wolfpack345's installation video description.
Bengerman85
03-05-25, 01:31 AM
Hi GWX team! Well done, what you've created here is absolutely incredible! I've played SH3 since it came out in '05 and your work over the years is some of the very best and much appreciated. Thank you for your time and effort!
I just have a question regarding pennants flown for ships sunk, and whether a version of that mod is something included here (and that I'm just missing how to use it), or if it was necessarily omitted (or left for later inclusion?).
Any help with this would be great! (Even if the answer is no) :Kaleun_Salute:
There are no keyboard shortcuts for moving crew to the deck gun, AA gun or bridge watch. But you can double-click on those areas to fill them with available crew. That method also works for any other "work" compartment, such as the torpedo rooms, motor rooms, etc.
Thank you Viking...clicking on officer icon on watch deck do the job...I doing like that
Ktl_KUrtz
03-05-25, 03:00 AM
Thank you for the heads-up. I the .nip file is now available on the first post and dead links there are now removed.
The link for Nvidia Inspector application/program is still functional in Wolfpack345's installation video description.
Many thanks!
"Run silent, run deep!"
:Kaleun_Cheers:
KUrtz
Nippelspanner
03-05-25, 03:03 AM
Looking forward to the manual/documentation to see what's all under the hood of this project. You guys came up with some interesting stuff!
Ktl_KUrtz
03-05-25, 03:04 AM
Thank you for the heads-up. I the .nip file is now available on the first post and dead links there are now removed.
The link for Nvidia Inspector application/program is still functional in Wolfpack345's installation video description.
I think it's the KC.NIP file for NVidia cards that he wants.
The link for that is dead.... (as are most, if not all of the mirrors to the main mod.)
Hi d@rk51d3,
Many thanks for the reply!
Gute Jagd
:Kaleun_Cheers:
KUrtz
Tristand
03-05-25, 10:26 AM
Hello!
Question regarding the latest KC edition and onealex mod.
Does the KC edition include a lot of the additions of the onealex mod? I am a little late to the modding party and trying to catch up with the latest and greatest.
Fubar2Niner
03-05-25, 11:04 AM
Everyone New Links:
GWX-KC v1.0 Supermod
https://os5.mycloud.com/action/share/695cc204-f097-4944-94ac-5dbc28393495
https://gofile.me/7eIKJ/IEMq0A5uL
https://www.mediafire.com/file/dnc2asf3ke6bu7b/GWX-Knights_Cross_Edition_v1.0.7z/file
GWX-KC nip file links
https://os5.mycloud.com/action/share/df3e5d06-4999-4104-a24d-8f48c1765f21
https://gofile.me/7eIKJ/0cHhBXRUi
https://www.mediafire.com/file/pc2jll21losgqh7/Not_going_to_get_better_than_this_Silent_Hunter_II I.nip/file
Sorry for any inconvenience caused, normal service has been resumed.
Regards.
Fubar2niner
3catcircus
03-05-25, 07:29 PM
Having the same problem with dxvk in Linux Wine. The mod + driver just runs out of memory. Since Intel uses parts of dxvk in their driver, this could be the same problem. I think GWX KC went to very the limits of available memory in 32 bit and that is causing problems.
Interesting. It runs for a while on my Arc A770 before crashing. Trying the integrated GPU on the main board (also Intel) resulted in the initial animation of the water not showing up, followed by alt-tab, followed by the main loading screen and then when going into a career, it doesn't even show the loading screen - going right into a CTD.
I might try and see if my older PC (with a Radeon video card) will run it. It currently has an install of GWX 3.0 with a ton of mods including the MFM and the ARB WS GUI and was rock solid (but is on Win7).
Another clue seems to be that my current PC had trouble with GWX 3.0 and non-GWX 3.0 with the ARB WS GUI and other newer 1920x1080 GUIs, but a GWX 3.0 install with the Ahnenerbe WS GUI is stable. I'm curious as to what makes the d3d files packaged as part of the Ahnenerbe GUI ok and whether there is a certain version that could be put in to this Knights Cross Edition. Or, maybe I'm just screwed and won't get to play this version of SH3 without installing a new AMD or Nvidia card.
everestqqq
03-06-25, 12:43 AM
Grid BF10 campaign mission 2:hmmm:
Aktungbby
03-06-25, 12:55 AM
Tristram!:Kaleun_Salute: Bengerman85!:Kaleun_Salute:...and a welcome back to everestqqq!:Kaleun_Salute:
Kpt. Lehmann
03-06-25, 12:59 AM
Grid BF10 campaign mission 2:hmmm:
We need you to post more info than that.
What is the full in-game date.
What flotilla are you sailing with when you were given that grid.
Please also use the task function with JSGME to also post your full activated mods list here.
Fubar2Niner
03-06-25, 01:19 AM
Grid BF10 campaign mission 2:hmmm:
A clue would be helpful !!!!!!
A big congratulation to all the team, pulling this marvelous mod out must have been a tremendous effort, which the dedication and attention to detail shows. Many, many joyful hours of playing it wait ahead, thanks to you guys :Kaleun_Cheers:
everestqqq
03-06-25, 06:21 AM
1 september 1939 in game date
JSGME GWX-KC Alternative flotillas
2and Flotilla Wilhelmshaven
mission 2 grid BF10
Amazing!!!!! As an old fart I still remember the introduction of the first GWX with exitement. It really looks fantastic and I have started my first patrol from W-hafen 3 weeks? before the war starts up.
Fantastic job.
Question; is there a manual for the KC-mod itself somewhere?
BR
GOZO :Kaleun_Salute:
Fubar2Niner
03-06-25, 02:05 PM
1 september 1939 in game date
JSGME GWX-KC Alternative flotillas
2and Flotilla Wilhelmshaven
mission 2 grid BF10
So what ?
What is the problem. if you do not answer correctly how are we supposed to help ?
Grid BF10 does not exist. This is an old mistake that has been around for quite awhile.
Jeff-Groves
03-06-25, 02:22 PM
The Alternative Flotillas Mod included in KCE has it listed.
Aug1012=BF10
:03:
That's the Only file with that.
VikingGrandad
03-06-25, 03:32 PM
Amazing!!!!! As an old fart I still remember the introduction of the first GWX with exitement.
Me too! :up:
It really looks fantastic and I have started my first patrol from W-hafen 3 weeks? before the war starts up.
Fantastic job.
Great to hear you're enjoying the mod, so far...!
Question; is there a manual for the KC-mod itself somewhere?
Not yet, documentation is a work in progress, and will probably be published incrementally. We know it's needed :up:
VikingGrandad
03-06-25, 03:33 PM
Grid BF10 does not exist. This is an old mistake that has been around for quite awhile.
Thanks for that :up:
An easy fix!
Jeff-Groves
03-06-25, 04:19 PM
Thanks for that :up:
An easy fix!
Your Welcome for where to find the oops.
:03:
And would you all be interested in a Deep Scan of all possible ID conflicts?
I've found a few and scan is still running. Takes awhile to scan all 132252 ID's in KCE for conflicts.
Kpt. Lehmann
03-06-25, 05:23 PM
A big congratulation to all the team, pulling this marvelous mod out must have been a tremendous effort, which the dedication and attention to detail shows. Many, many joyful hours of playing it wait ahead, thanks to you guys :Kaleun_Cheers:
On behalf of the team, thank you, Hitman.
That means a lot coming from you, sir. :salute:
fastfed
03-06-25, 06:17 PM
going to jinx it. but since the first mod for SH3, this is the first time I haven't had a CTD.
I personally believe its luck, we all installed GWX and even ONEALEX and still many of us got CTD. so this is great news for me at least :)
Kpt. Lehmann
03-07-25, 12:53 AM
going to jinx it. but since the first mod for SH3, this is the first time I haven't had a CTD.
I personally believe its luck, we all installed GWX and even ONEALEX and still many of us got CTD. so this is great news for me at least :)
Hi Fastfed.
It is unlikely, that even after I write a bit more about it, that the SH3 subsim community will ever know the very painful and lengthy efforts we went to to ensure GWX - Knight's Cross edition's stability.
I've already begun writing a post detailing a bit of that immense effort the team underwent to live up to the ideals of that mandate, that will likely become part of the GWX-KC documentation... and I look forward to pointing at the names of those involved.
Congrats to Kpt. and the team! :up::up:
Raf1394
03-07-25, 03:27 AM
A question about the different Flotilla's in the GWX mod.
Whats your favorite Flotilla to start with or stay with? I like the different area's. You can start out with the 1st and 2nd Flotilla early war in Germany. You can focus on the French bases..
From 1942 until the end of the war. You can have an artic campaign starting at Bergen.
La Spezia base in the Mediterranean Sea is also a great setting. Is there any reason the 9th Flotilla that started in Brest with the famous U96 isn't in the game? Anyways you guys did a nice job on the Flotilla's. Still don't know what to pick.
I'm looking to start early war. 1939-1940.
I would have chosen Wilhelmshaven or Kiel (2nd and 1st) later relocating to Brest or Lorient. But the august 1939 starting setting. Is kinda annoying. It starts 1st of August. Starting a bit before the war is okay. But spending 1 month just roaming the ocean is a bit boring. A few weeks would do. Starting oktober/november 1939 would be great.
just my opinion. I like an August start. It gives me a head start and puts me in a primo hunting spot. I avoid ANY shipping, they might report a U-Boat sighting. Probubly not but I play, they do, anyway. Tentions were high at that time, so I could imagine any ship would report "if you see something, say something". Starting August 1st, I run a 1 day "shake down" on my 1st patrol. Return to base, once there, I add needed crew, emblems and any up-grades I need or can aford. (I don't add anything on my 1st patrol of a new career). By the time I'm ready for my 2nd patrol, it's August 20th or a tad later. Perfect !
Kirienko
03-07-25, 09:28 AM
Hi team, one question: I have observed that using the "no map contact updates" option in realism settings does not affect to the realism score. Is that intentional or will it be changed in future releases?
Ktl_KUrtz
03-07-25, 10:35 AM
Everyone New Links:
GWX-KC v1.0 Supermod
https://os5.mycloud.com/action/share/695cc204-f097-4944-94ac-5dbc28393495
https://gofile.me/7eIKJ/IEMq0A5uL
https://www.mediafire.com/file/dnc2asf3ke6bu7b/GWX-Knights_Cross_Edition_v1.0.7z/file
GWX-KC nip file links
https://os5.mycloud.com/action/share/df3e5d06-4999-4104-a24d-8f48c1765f21
https://gofile.me/7eIKJ/0cHhBXRUi
https://www.mediafire.com/file/pc2jll21losgqh7/Not_going_to_get_better_than_this_Silent_Hunter_II I.nip/file
Sorry for any inconvenience caused, normal service has been resumed.
Regards.
Fubar2niner
"What can I say... what can I do..."
:Kaleun_Cheers:
KUrtz
Raf1394
03-07-25, 11:53 AM
just my opinion. I like an August start. It gives me a head start and puts me in a primo hunting spot. I avoid ANY shipping, they might report a U-Boat sighting. Probubly not but I play, they do, anyway. Tentions were high at that time, so I could imagine any ship would report "if you see something, say something". Starting August 1st, I run a 1 day "shake down" on my 1st patrol. Return to base, once there, I add needed crew, emblems and any up-grades I need or can aford. (I don't add anything on my 1st patrol of a new career). By the time I'm ready for my 2nd patrol, it's August 20th or a tad later. Perfect !
Thanks for answer :salute:
Thank you for this great game changer.
An absence of crew in view - or invisible crew - makes GWX-KC into something special. The non-existance of wooden-looking animated figures really improves the overall realism of the game. However, external views of the boat without a cluster of men on the bridge may seem unrealistic but, on balance, I prefer this modification of the game without those un-lifelike characters.
There is currently no simple mod, so, download and install Silent 3ditor S3D.exe (https://www.subsim.com/radioroom/downloads.php?do=file&id=4489).
Open each .dat file in the /data/crew folder. Click on each node and uncheck the 'visible' box. Make sure you find every node related to each file - some .dat files have more than one node. There are a total of 16 .dat files and 44 nodes to find.
Click on File/Save As and Yes to replace and Yes to the next Question for each .dat file.
Also, uncheck the 'visible' box in the data/library/Binocular01.dat file node.
Previously shown in https://www.subsim.com/radioroom/showthread.php?t=212072
3catcircus
03-07-25, 01:38 PM
Does anyone have an Intel Arc graphics card who has gotten Knights Cross Edition to run without CTD?
I can run it for a few minutes before a CTD occurs - always with a kernel.dll and an igd932trinity.dll as the faulting modules.
I've tried multiple things: changing compatibility anywhere from WinXP to Win8; changing high DPI scaling, fresh install of the directx redistributable, running from the integrated GPU instead of the discrete GPU card, and substituting in a d3d9.dll and ini from a separate known working GWX 3.0 install.
My last options before deciding that my video card is the culprit is to try and see if it will run on my older computer, and also seeing if there is a way to back out the hsie mod to eliminate that as a factor.
Does anyone know how to back out the hsie mod?
Jeff-Groves
03-07-25, 01:48 PM
Run the HsieOptionsSelector.exe in the Base folder.
It's there with the SH3.exe
TheSeeker
03-07-25, 02:22 PM
Having the same problem with dxvk in Linux Wine. The mod + driver just runs out of memory. Since Intel uses parts of dxvk in their driver, this could be the same problem. I think GWX KC went to very the limits of available memory in 32 bit and that is causing problems.
I got crashes with DXVK as soon as I looked at the sun, you can file a bug report on the DXVK github but honestly it's not likely the DXVK devs will take it seriously, because it's caused by an interaction between the widescreen .dll and DXVK. If you have an AMD GPU, you can use the Gallium 9 native DX9 driver instead of DXVK, and it'll work.
3catcircus
03-07-25, 04:18 PM
Run the HsieOptionsSelector.exe in the Base folder.
It's there with the SH3.exe
Thanks - but I'm not asking to specifically turn off the options - what I'm trying to do is remove all traces of it to eliminate it as a potential source of CTDs to definitively narrow it down to my video card being an Intel card.
In a manual install of Hsie with the V16B1 supplement, as I understand it, it modifies SH3.exe itself, and writes or modifies several different files both in the SH3 root and in \Data\
What I'm looking to do is determine - if I unselect all of the options in HsieOptionsSelector.exe and then replace the SH3.exe with a stock 4GB-patched SH3.exe, will it even run or will it crash because the data files, EnvSim.act, etc. are looking to an SH3.exe file that has been patched with hsie?
Thanks!
Jeff-Groves
03-07-25, 04:35 PM
I'd check dates of files in the Base Folder. Remove the newest to a safe place then copy same files from a Stock SH3 install to replace them.
Remove the Hise.act file also.
Can't do more then crash. Again.
:03:
And do you have a Monitor that can handle 1920 x 1080?
3catcircus
03-07-25, 05:25 PM
I'd check dates of files in the Base Folder. Remove the newest to a safe place then copy same files from a Stock SH3 install to replace them.
Remove the Hise.act file also.
Can't do more then crash. Again.
:03:
And do you have a Monitor that can handle 1920 x 1080?
Yep. My monitor is native 1920 x 1080.
I didn't know if it is hsie or if it is my graphics card. I had another GWX 3.0 install with hsie and a ton of mods (German Uboats compilation, Arb Widescreen GUI, Merchant Fleet Mod, to name a few) that was rock solid that I replicated (i.e. a manual install rather than cut and paste) from my older PC that also crashed when trying to run on my new pc.
Right now my daily driver on my new PC is GWX 3.0 without hsie and Ahnenerbe Widescreen Mod and it is stable, as is SH4 FOTRSU.
An interesting thing though - when I run it in my new PC, the initial water the screen with the animated water is not full screen, then it goes to full screen. On my older PC, it went full screen right away on the animated water. Difference is my old PC is dvi to the monitor while my new PC is displayport (to the same monitor).
Second edit: pretty sure it's solely due to my Intel arc a770 on my new PC - someone else mentioned that Intel use dxvk in their drivers and it's an issue. Just Installed KCE in my old PC and it was stable with no ctd for a half hour before I saved and exited. Oh well - I guess I'm buying a new video card...
fastfed
03-07-25, 07:37 PM
Is there something wrong with the sonar or is this typical for early war? The range est is WAAAYYY off, but like thousands of meters
Davie Jones
03-07-25, 11:25 PM
Thank you for this great game changer.
An absence of crew in view - or invisible crew - makes GWX-KC into something special. The non-existance of wooden-looking animated figures really improves the overall realism of the game. However, external views of the boat without a cluster of men on the bridge may seem unrealistic but, on balance, I prefer this modification of the game without those un-lifelike characters.
There is currently no simple mod, so, download and install Silent 3ditor S3D.exe (https://www.subsim.com/radioroom/downloads.php?do=file&id=4489).
Open each .dat file in the /data/crew folder. Click on each node and uncheck the 'visible' box. Make sure you find every node related to each file - some .dat files have more than one node. There are a total of 16 .dat files and 44 nodes to find.
Click on File/Save As and Yes to replace and Yes to the next Question for each .dat file.
Also, uncheck the 'visible' box in the data/library/Binocular01.dat file node.
Previously shown in https://www.subsim.com/radioroom/showthread.php?t=212072
This is great, thank you. Those figures are terrible for even 2005 let alone now. They seriously distract from the game.
Archive1
03-08-25, 12:15 AM
Been a long-time active in Subsim and have followed this development for a long-long time. Suddenly there is a lot of messaging going on. Is there actually finished to look at here?
Archive1 :k_confused:
Been a long-time active in Subsim and have followed this development for a long-long time. Suddenly there is a lot of messaging going on. Is there actually finished to look at here?
Archive1 :k_confused:
It’s a sight to behold.
VikingGrandad
03-08-25, 08:31 AM
Hi team, one question: I have observed that using the "no map contact updates" option in realism settings does not affect to the realism score. Is that intentional or will it be changed in future releases?
I think I'm right in saying that the "no map contact updates" was set up like that in an earlier version of GWX (and carried through to GWX KC), for the following reason:
- Using that setting requires quite a steep learning curve, even for many very experienced players.
- So, in theory, that setting should contribute a very high % contribution to the maximum of 100% difficulty, which of course affects the amount of renown earned by the player (100% difficulty gives the player 100% of the renown earned).
- However, doing that would then mean many (probably the vast majority?) of players, who will never want to use that setting, will not be able to get 100% renown. So I think that's why it was set to 0%.
One could also argue that advanced players who prefer to use "no map contact updates" are quite likely to also know how to mod the difficulty percentage settings to suit their preferences.
As a side-note: I think Kpt. Lehmann mentioned recently here that changes to the renown system will be considered.
VikingGrandad
03-08-25, 08:44 AM
Is there something wrong with the sonar or is this typical for early war? The range est is WAAAYYY off, but like thousands of meters
Are you talking about passive sonar, i.e. the hydrophone in the player boat?
The reports from the hydrophone officer don't give a range with an actual distance measurement - just a contact bearing and a rough indication of range ("short" / "medium" / "long"), and whether it's moving away or closing.
Kirienko
03-08-25, 08:59 AM
I think I'm right in saying that the "no map contact updates" was set up like that in an earlier version of GWX (and carried through to GWX KC), for the following reason:
- Using that setting requires quite a steep learning curve, even for many very experienced players.
- So, in theory, that setting should contribute a very high % contribution to the maximum of 100% difficulty, which of course affects the amount of renown earned by the player (100% difficulty gives the player 100% of the renown earned).
- However, doing that would then mean many (probably the vast majority?) of players, who will never want to use that setting, will not be able to get 100% renown. So I think that's why it was set to 0%.
One could also argue that advanced players who prefer to use "no map contact updates" are quite likely to also know how to mod the difficulty percentage settings to suit their preferences.
As a side-note: I think Kpt. Lehmann mentioned recently here that changes to the renown system will be considered.
Thanks for the clarification.
IMHO the 100% of the realism score shoudln't be awarded without it, as it would disincentive to take that next difficulty level step (so if someone wants the 100% of realism score they have to get there). Just sharing my thoughts.
Cheers.
3catcircus
03-08-25, 10:09 AM
I think I'm right in saying that the "no map contact updates" was set up like that in an earlier version of GWX (and carried through to GWX KC), for the following reason:
- Using that setting requires quite a steep learning curve, even for many very experienced players.
- So, in theory, that setting should contribute a very high % contribution to the maximum of 100% difficulty, which of course affects the amount of renown earned by the player (100% difficulty gives the player 100% of the renown earned).
- However, doing that would then mean many (probably the vast majority?) of players, who will never want to use that setting, will not be able to get 100% renown. So I think that's why it was set to 0%.
One could also argue that advanced players who prefer to use "no map contact updates" are quite likely to also know how to mod the difficulty percentage settings to suit their preferences.
As a side-note: I think Kpt. Lehmann mentioned recently here that changes to the renown system will be considered.
Here's the thing. No map contact updates would be fine, if you had a NAV, ANAV, and QMOW doing the normal navigation duties along with a Section Tracking Party/Fire Control Tracking Party. For a one player game, even for people (like me) who performed such things for real in our younger days, it can quickly get out of control, so I'm fine with it not affecting the realism score. Maybe playing with no map contact updates results in bonus renown? Maybe it gets modified so that no map contact updates results in only plotting position every 5 minutes or 10 minutes rather than near continuously...
ComradeCupcake
03-09-25, 01:47 AM
OK, so I know my system is old and antiquated, but are there any easy fixes for this? I tried editing d3d9.ini [ENGINE] setting for the monitor DisplayWidth and DisplayHeight and while that eliminates the 3D error the game is not centered properly on the monitor.
Specs:
Alienware Aroura R4 (2012) BIOS A11 11/26/2013
Microsoft Windows 7 Home Premium Version 6.1.7601 Service Pack 1 Build 7601
Intel Core i7-3820 CPU @ 3.60GHz, 3601 Mhz, 4 Core(s), 8 Logical Processor(s)
RAM 16 GB
AMD Radeon (TM) R7 370 Series Graphics
2 monitors of varying resolutions (1440 x 900) & (1600 x 900)
Edit: Stock SHIII loads and runs just fine, it is only when opening/running GWX-KC that I encounter these problems.
Experiencing the same issue here. I think it's safe to assume that the mod doesn't support any resolutions below 1080p. Correct me if I'm wrong.
Aktungbby
03-09-25, 02:11 AM
ComradeCupcake!:Kaleun_Salute:
Monty160
03-09-25, 06:47 AM
I'm sure your probably already aware but I noticed the medium freighter's map silhouette when zoomed in shows up as a red/enemy ship similar to like an SH4/5 silhouette would look rather than a hand drawn black one like the other ships.
VikingGrandad
03-09-25, 03:51 PM
I'm sure your probably already aware but I noticed the medium freighter's map silhouette when zoomed in shows up as a red/enemy ship similar to like an SH4/5 silhouette would look rather than a hand drawn black one like the other ships.
Thanks for the report. That file has now been fixed and will be included in the forthcoming update for GWX KC v1 :up:
ReallyDedPoet
03-09-25, 07:41 PM
Welcome to SUBSIM ComradeCupcake! :up:
JohnCarterOfMars
03-09-25, 08:39 PM
First, thank you for your efforts. I was playing GWX 3.0, then learned to install mods, then learned about OneAlex, and then learned about the KC mod.
I'm just now trying KC out with a new career and am only just now reaching my pre-war patrol zone. I'm sure what I'm about to point out is a personal nit and not worth your time to address, but here it is anyway.
I find that the patrol grid lines are very hard to see. I don't know if it's the green lines, the thin lines, maybe lighter tone lines, or something else, but it blends too much into the background for my poor eyes. It also seems that the drawing tool lines are lighter in color than they used to be.
I also tried running KC with the Navigation Bathymetry Map mod (https://www.subsim.com/radioroom/showthread.php?t=252948), and the grid lines practically disappear into the background of the greenish-blue seas on the map.
Is there a way for me to make the grid and tool lines a little bit more prominently displayed? Can I change the color or thickness to make it stand out more?
Thanks for reading.
blackswan40
03-09-25, 10:04 PM
The World at War TV Series
Wolfpacks this hour long documentary will give any new :subsim: members
playing GWX KC first the first time a insight into the battle of the atlantic
the men the equipment and tactics enjoy
https://www.dailymotion.com/video/x3p7bjc
Archive1
03-09-25, 10:11 PM
"As a side-note: I think Kpt. Lehmann mentioned recently here that changes to the renown system will be considered."
As an old (I mean old) Sub-sim player going back to the original SH3 and Grey Wolves, may I make one suggestion?
I would drop the whole "Renown" points system entirely. It makes little sense, adds one more step to the set-up-a-patrol-mission business. If you are successful (that is, survive) you go forward until you can upgrade by calendar to the latest model, which brings with it the latest equipment. Finally, it gives the whole game a tacky, arcade/pinball feeling of going for some kind of "points".
Never liked it. (obviously)
Archive1
Hi
Its my 10th patrol started at 29th Nov 1941 went west til BE,turned south till
CG again north to Rocall Bank-west to AK and east to AM and found only six lone merchants for about 12 days sailing almost with 1024 tc for about 3 hours.
Comparing with GWX 3.0 for the same route i should had found 5-6 convoys
Its something that doing wrong?
cheers
blackswan40
03-10-25, 03:20 PM
Hi nik112 at 1024 tc you will miss ships aircraft ect try it at 128tc also doing manual hydraphone sweeps yourself you will pick up more ships and convoys you can hear ships screws 38km plus a lot better than your guy on hydraphones
please let me know how you get on
Kind Regards blackswan40
Davie Jones
03-10-25, 03:26 PM
Hi nik112 at 1024 tc you will miss ships aircraft ect try it at 128tc also doing manual hydraphone sweeps yourself you will pick up more ships you can hear ships screws 38km plus a lot better than your guy on hydraphones
please let me know how you get on
Kind Regards blackswan40
Should still have convoy contacts at 1024. At least I do anyway.
d@rk51d3
03-10-25, 05:54 PM
Had myself a nice little patrol. Nested myself in the channel just outside Narvik waiting for the invasion of Norway, and picked off the passers by. Had myself a 50,000 tonne tally, and was waiting to see if the Cruisers would show for the invasion........ suddenly CTD. :wah:
Reload, and head back out there again. Got to about 30,000 tonnes, and the missus proceeds to overload the powerpoint in the kitchen and blew the power out to the whole house. :/\\!!
Must be an omen. :hmmm:
Raf1394
03-10-25, 09:54 PM
Had myself a nice little patrol. Nested myself in the channel just outside Narvik waiting for the invasion of Norway, and picked off the passers by. Had myself a 50,000 tonne tally, and was waiting to see if the Cruisers would show for the invasion........ suddenly CTD. :wah:
Reload, and head back out there again. Got to about 30,000 tonnes, and the missus proceeds to overload the powerpoint in the kitchen and blew the power out to the whole house. :/\\!!
Must be an omen. :hmmm:
50k is a nice tonnage. :Kaleun_Applaud:
Archive1
03-11-25, 10:05 PM
It looks like there are several players using the new Grey Wolves KC model.
And it does not look like a "by invitation only" situation. Just how do you get onto the list to try the new program? As an old experienced SH3 guy....?
-=Archive1=-
Download it from the first post.
Fantastic mod. Apart from the design and many other things, I really like the fast loading times and stability. Congrats to the team and many thanks! :Kaleun_Salute:
Does anyone notice a difference between activating "GWX KC Advanced Special Effects" or playing without it ?
blackswan40
03-14-25, 11:58 AM
Being old school i prefer not to use the enhanced special effects far too arcadey for me.
I really like it, I think (the"GWX KC Advanced Special Effects"). I'm going to run a patrol without it. The only negitive thing I see is the fires on ships at night are very dim. I would think fires would be brighter at night.
On another note. I ran a patrol in the 7th Flotilla and started in Koningsberg. I sunk 8 Polish merchants and freighters for just over 24,000 tons. I had recieved a radio message, transfering me to Kiel. All was perfect !! I arrived in Kiel on October 1, 1939.
Great Mod !!!
Archive1
03-14-25, 10:12 PM
HW3:
Thanks - somehow I missed the upload.
Looks good on a very first pass.
I think I know the answer but...will Commander be associated with the new program? It just adds so much control for the user.
Archive1
Kpt. Lehmann
03-15-25, 04:11 PM
HW3:
Thanks - somehow I missed the upload.
Looks good on a very first pass.
I think I know the answer but...will Commander be associated with the new program? It just adds so much control for the user.
Archive1
Hi Archive1 That is also addressed via the first post under "Important Notes" in large red letters, sir.
Concerning GWX-KC and SH3 Commander usage, please read:
https://www.subsim.com/radioroom/showpost.php?p=2944697&postcount=1
:03:
I purchased SH3 on its release date in 2005 and I am amazed at how well this sim has stood up. I have tried SH4, SH5, and UBOAT, but I keep coming back to this one for the best experience. I waited to install this as I was trying to finish a mission in my GWX career.
The KC team has made this feel like I just got a brand new sim. I really like the updated interface, especially the new TDC design. Fantastic work!
Kpt. Lehmann
03-15-25, 08:25 PM
I purchased SH3 on its release date in 2005 and I am amazed at how well this sim has stood up. I have tried SH4, SH5, and UBOAT, but I keep coming back to this one for the best experience. I waited to install this as I was trying to finish a mission in my GWX career.
The KC team has made this feel like I just got a brand new sim. I really like the updated interface, especially the new TDC design. Fantastic work!
On behalf of the team, thank you, klh. It means even more coming from someone who has been around here long enough to see subsim evolution that goes back even farther than SH3. :salute:
There is more to come. (It will be ready when it is ready.)
Archive1
03-15-25, 11:28 PM
Kpt Lehmann:
Greatly appreciate the answer and completely understand the approach. My apologies for somehow missing the early messages re: the release. Awaited it with great interest, but flubbed the opening curtains of the upload.
I suspect that as things mature, new mods will appear as the creativity of the subsim world emerges and as the new KC supermod matures.
My greatest respect for you and your team. As a 91 y/o I can appreciate the toll that time takes on creativity and the ability to perform.
Salute,
Archive1
in4matiq
03-16-25, 03:08 AM
https://ibb.co/XxJKtpbB
Hi. I'm in submerged. 15m. Scapa Flow. And I can't move. Engines don't start. All crew on his places. Try "Z" on/off. Only emergency orders works. When boat surface - engines started. But enemy coming.
Back/forward - don't work.
Somebody known why on gyrocompass on top 180 an 0 on bottom?
Why is the oxygen supply for 4 hours on VII-B?
Ktl_KUrtz
03-16-25, 06:11 AM
As a 91 y/o I can appreciate the toll that time takes on creativity and the ability to perform.
Salute,
Archive1
Lieber Kapitän-zur-sea,
Meine Glückwünsche zu Ihrem persönlichen „Long Silent Run“!
KUrtz
There is more to come. (It will be ready when it is ready.)
I can hardly wait! I managed to import my career over to the new install and have sunk two merchants so far (in 1940). Lovin’ it!
Raf1394
03-17-25, 10:33 PM
I also played a couple of subsims. (Wolfpack, UBOAT, SH5)
Actually recently started to play Silent Hunter 3. one month or so. And i'm hooked with it.
The GWX gives a good touch towards it :salute:
Silent hunter 3 is a game, where you really need patience haha.
Actually sinking a ship in Silent Hunter 3 (GWX) really feels like a challenge. You kinda feel accomplished when you sink one. I also play with 100% realism settings.
Archive1
03-17-25, 10:37 PM
Ktl KUrtz:
Yes, a Long Run, but not necessarily Silent. Appreciate the message, mein Freund. -=Archve 1
Archive1
03-17-25, 11:39 PM
Gentlemen:
First patrol. Torpedoes were fine. But When I selected Shift D to man the deck gun, all hands just lined up on deck and looked lovely...but F10 had no result. The deck gun was not manned, nothing happened. The entire crew stood there on the forward and aft decks waiting to be reviewed, I guess.
Maybe I am doing something wrong. I do use the deck gun frequently to end any merchant encounter (early in the war) and save torps.
-=Archive1=-
Archive1
03-17-25, 11:41 PM
Sorry: I am here talking about the new Grey Wolves product - that may have been unclear.
-=Archive1=-
Hi all, my first post here.:Kaleun_Cheers:
I'm relatively new to SH3, and I installed KC. After searching the forum and not finding one, I'd like to know if there's a "quick tutorial" to learn all the mod's options, as well as SH3.
Thanks for your feedback.
Anvar1061
03-18-25, 04:49 AM
a "quick tutorial" SH3.
Thanks for your feedback.
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
http://www.thegreywolves.com/downloads/
http://www.mediafire.com/view/?47o39s3idaaiej9
Gentlemen:
First patrol. Torpedoes were fine. But When I selected Shift D to man the deck gun, all hands just lined up on deck and looked lovely...but F10 had no result. The deck gun was not manned, nothing happened. The entire crew stood there on the forward and aft decks waiting to be reviewed, I guess.
Maybe I am doing something wrong. I do use the deck gun frequently to end any merchant encounter (early in the war) and save torps.
-=Archive1=-
Hi Archive1. What was the sea state? You cannot man the deck gun in heavy seas.
Tigershark624
03-18-25, 08:49 AM
Ahoy, all,
I've searched the thread but can't find any posts relating to my problem. I'm trying to run Knight's Cross on Linux and it's crashing just after loading a scenario. This happens whether I'm loading a Naval Academy scenario or starting a career.
I'm running Nobara 41 and have tried using Lutris, Bottles and Proton, all with the same result. The installation video instructs to run GWXKC as administrator but I'm unsure how to do that in Nobara. Any help, advice, or even a RTFM would be appreciated, thanks.
Yuriala12
03-18-25, 10:22 AM
Hi,
I've just installed this mod and I am having 2 issues.
When using the RAOBF if too close to target the readings I get on AOB are off, I am on a 21:9 screen.
Secondly, I can't zoom in or out in the map while the game is paused, in the other version of GWX I could, any ideas why?
Great mod btw, love the new UI and effects
CaptBones
03-18-25, 12:02 PM
Herr KPT & team...it was definitely worth the wait. I really loved the simplicity and ease of installation. Not a glitch or anything to spoil getting into the fun. I did the Naval Academy (almost as much fun as the real thing for me!) to see that it all worked on my new machine and to familiarize myself with completely different (and a bit confusing) displays, instruments and controls. Have to say that I had to "cheat" on the AAW training mission; not a chance in Hades that I could succeed, or even survive, the swarms of A/C surrounding the boat, when we only had the single 2cm FlaK 38. George Armstrong Custer would feel right at home on that training mission!
So, getting ready to embark on a career, almost feels like 2005, but better! I only hope that the solution to using SH3 Commander will be coming along some fine day, and I would like to also see a mod for the crew uniforms and a couple of other little things that appeal to my sense of "realism", as found in "Das Boot" and the many books about the Battle of the Atlantic.
Before casting off all lines and getting underway for the first patrol, would there happen to be a "Manual" to describe/explain the new interface displays, instruments and controls? Having been at the business in real life and in SubSims since the mid-1960's, I didn't need to use everything in front of me during the Naval Academy exercises and would like to understand them all w/o having to learn through bitter experience.
Regardless, you folks deserve a standing ovation and a toast, for the absolutely fantastic "Mega Mod" that you've provided to the community!
:Kaleun_Applaud::Kaleun_Cheers:
Archive1
03-18-25, 09:48 PM
KLH:
Yeah, I that from long experience dating from original SH3 and original Grey Wolves. Was a smooth sea or would not have even surfaced to try but just used another torp. In any case, if the sea was rough why would they be lined up for inspection on deck in the middle of the ocean?
-=Archive1=-
uboot556
03-19-25, 01:07 AM
Quick question: Does the GWX KC support the H.sie patch mod?
Fubar2Niner
03-19-25, 05:47 AM
Quick question: Does the GWX KC support the H.sie patch mod?
It's already included sir !!
Fubar2Niner
03-19-25, 06:06 AM
Sorry: I am here talking about the new Grey Wolves product - that may have been unclear.
-=Archive1=-
Shift+D is "Men on deck" shortcut. I have been all the way thru the GWX manual and nowhere does it give a shortcut for manning the deck gun.
Maybe you are confused with another mod?
Best regards.
Fubar2niner
Archive1
03-19-25, 10:06 PM
Fubar2Niner: Kapitan Lehmann:
Yes, I have experience with multiple versions of SH3 and admit that there may be some confusion, but they all have used Shift D or F10 to man the deck gun. Neither of these works for the KC version although the F1control list gives F10 as the appropriate trigger. And, yes I know, that that is not possible in high seas. When I do use F10 I get the message, "Forward deck gun not active." Something is off. Yeah, maybe it's me...but?
I should also comment that when I did use Shft D, as you said, all crew were on deck. And they remained there until I submerged. But...but...when I resurfaced, there they were, still standing on deck. A bit damp but...
Please understand, I am not being critical of the program, just highlighting some expected needed tweaks. When I was involved with multiple pharma companies we worked very hard to eliminate problems before release,but upon release many, many more appeared that we had not anticipated. Such is the world of progress and development.
I would hope that Lehmann and the crew accept the reports of those who work with the initial release as positive reports for improvement and not blunt comments of criticism of their hard work.
-=Archive=-
I useully don't bother with crew on the deck (Shift D) but when I have, Ctrl D removes them. Not playing at the moment, but I'll check that out tomorrow. If you knew this, sorry for cutting in. If the crew stays on the deck submerged, now that's a problem.
stork100
03-20-25, 12:31 AM
Two ways to man the deck gun with crew. Either use the Watch Officer command icons:
Watch Officer ----> Crew on Deck ----> Man the Deck gun
Or use the F7 screen to manually drag crew members to the deck gun slots.
F10 puts you in the driver's seat of the deck gun but it won't work unless it has sufficient crew members.
Use binoculars and space bar to select a target for the crew to engage, and use the Watch Officer's icons for additional deck gun commands.
Fubar2Niner
03-20-25, 10:07 AM
100% correct sir
:Kaleun_Salute:
Fubar2Niner
03-20-25, 10:35 AM
Fubar2Niner: Kapitan Lehmann:
Yes, I have experience with multiple versions of SH3 and admit that there may be some confusion, but they all have used Shift D or F10 to man the deck gun. Neither of these works for the KC version although the F1control list gives F10 as the appropriate trigger. And, yes I know, that that is not possible in high seas. When I do use F10 I get the message, "Forward deck gun not active." Something is off. Yeah, maybe it's me...but?
I should also comment that when I did use Shft D, as you said, all crew were on deck. And they remained there until I submerged. But...but...when I resurfaced, there they were, still standing on deck. A bit damp but...
Please understand, I am not being critical of the program, just highlighting some expected needed tweaks. When I was involved with multiple pharma companies we worked very hard to eliminate problems before release,but upon release many, many more appeared that we had not anticipated. Such is the world of progress and development.
I would hope that Lehmann and the crew accept the reports of those who work with the initial release as positive reports for improvement and not blunt comments of criticism of their hard work.
-=Archive=-
Hi again Archive quick question mate, out of interest what boat was you driving and what year please?
Gentle reminder also, all of the crew has to be submerged, before they vanish ! So, you will still see a hat or whatever, until the whole set of crew are submerged !!
Kind regards.
Fubar2niner
JohnCarterOfMars
03-20-25, 11:25 AM
I'm still on my shakedown patrols before the war begins, but here are a few more observations from a casual player, none of any real significance...
1. I hear an unusual distortion from the hydrophone in the bearings before and after the actual merchant/warship sounds that wasn't there before. Is this the new normal or is there something wrong? What does this sound represent?
2. I find that I liked the sweeping second-hand clock instead of just the digital clock. I now pull the pocketwatch from the upper left corner and drag it down to the lower right just above the dials so I don't have to have my eyes zig-zagging across the screen. However, when I move to a persicope view, the watch covers the notepad and I have to move it elsewhere. I know that I could just place it somewhere else, but then I find my eyes scanning back and forth over the entire screen.
If someone is planning to resize the dials, can they also make the pocketwatch just a little bit smaller, too?
3. Was it an oversight to keep some of the users controls out of the new version, like the mouse wheel for zooming the map in and out? I'm adding those back in myself, but would hate to have to do that each time there is an update. Some are there and just commented out. Here are the convenience keys that I use that are missing in commands_en.cfg:
[Cmd70]
Name=Cam_zoom_in
Ctxt=1
;Key0=0xBB,Rc,""
Key0=0xBB,Cc,"CTRL++"
[Cmd71]
Name=Cam_zoom_out
Ctxt=1
;Key0=0xBD,Rc,""
Key0=0xBD,Cc,"CTRL+-"
[Cmd73]
Name=Cam_wheel_zoom
Ctxt=1,2
Key0=0x05,R,"M.wheel"
[Cmd132]
Name=Sonar_rotate
Ctxt=1
Key0=0x05,R,"M.wheel"
[Cmd133]
Name=Radar_rotate
Ctxt=1
Key0=0x05,R,"M.wheel"
[Cmd261]
Name=Report_weather
Ctxt=1
MnID=0x3F250006
Key0=0x57,c,"CTRL+W"
Thanks for reading.
Fubar2Niner
03-20-25, 12:29 PM
I'm still on my shakedown patrols before the war begins, but here are a few more observations from a casual player, none of any real significance...
1. I hear an unusual distortion from the hydrophone in the bearings before and after the actual merchant/warship sounds that wasn't there before. Is this the new normal or is there something wrong? What does this sound represent?
2. I find that I liked the sweeping second-hand clock instead of just the digital clock. I now pull the pocketwatch from the upper left corner and drag it down to the lower right just above the dials so I don't have to have my eyes zig-zagging across the screen. However, when I move to a persicope view, the watch covers the notepad and I have to move it elsewhere. I know that I could just place it somewhere else, but then I find my eyes scanning back and forth over the entire screen.
If someone is planning to resize the dials, can they also make the pocketwatch just a little bit smaller, too?
3. Was it an oversight to keep some of the users controls out of the new version, like the mouse wheel for zooming the map in and out? I'm adding those back in myself, but would hate to have to do that each time there is an update. Some are there and just commented out. Here are the convenience keys that I use that are missing in commands_en.cfg:
[Cmd70]
Name=Cam_zoom_in
Ctxt=1
;Key0=0xBB,Rc,""
Key0=0xBB,Cc,"CTRL++"
[Cmd71]
Name=Cam_zoom_out
Ctxt=1
;Key0=0xBD,Rc,""
Key0=0xBD,Cc,"CTRL+-"
[Cmd73]
Name=Cam_wheel_zoom
Ctxt=1,2
Key0=0x05,R,"M.wheel"
[Cmd132]
Name=Sonar_rotate
Ctxt=1
Key0=0x05,R,"M.wheel"
[Cmd133]
Name=Radar_rotate
Ctxt=1
Key0=0x05,R,"M.wheel"
[Cmd261]
Name=Report_weather
Ctxt=1
MnID=0x3F250006
Key0=0x57,c,"CTRL+W"
Thanks for reading.
Hi,
Mouse zoom works fine in both plot screen and attack map, on the proviso your game is not paused.
Kind regards.
Fubar2niner
Kpt. Lehmann
03-20-25, 01:44 PM
Hi,
Mouse zoom works fine in both plot screen and attack map, on the proviso your game is not paused.
Kind regards.
Fubar2niner
Some extra commands, such as the weather report command you reference JohnCarterofMars, were removed via commenting out or other means.
There should be no way for you to receive a weather report at 150 meters no matter how you cut it. It is realistic that you cannot.
On the surface, you may access the weather report via your watch officer.
Also shipmate JohnCarterofMars... I don't mind if you wish to change features to your taste, but this is not the place to do so. Please create a new thread for your convenience keys mod. I am sure you understand that it does not belong on the official GWX-KC thread for obvious reasons. :ping:
fastfed
03-20-25, 05:21 PM
just curious, this O2 thing. I can only be submerged for 6 hours before we're using oxygen ? I thought a sub could stay down much longer then just 6 hours?
VikingGrandad
03-20-25, 05:38 PM
just curious, this O2 thing. I can only be submerged for 6 hours before we're using oxygen ? I thought a sub could stay down much longer then just 6 hours?
Check this earlier post: https://www.subsim.com/radioroom/showthread.php?p=2946578#post2946578
Hopefully that answers your question.
You can easily test how long the oxygen lasts if you use one of the Academy missions, submerge for a long time and see what happens.
derstosstrupp
03-20-25, 06:20 PM
Guessing it’s some sort of SH3 limitation or possible gameplay decision. I don’t recall us discussing it internally, although we may have. But correct, between air scrubbing, and oxygen supplementation, the boat could be down for days on end if grounded and activity were kept to a minimum (roughly 70 hours per Vorläufige U-Bootskunde VIIC).
VikingGrandad
03-20-25, 06:24 PM
1. I hear an unusual distortion from the hydrophone in the bearings before and after the actual merchant/warship sounds that wasn't there before. Is this the new normal or is there something wrong? What does this sound represent?
Only thing I can think of: When you heard this, was there one or more other ships close to that same target bearing? I just did a test with the Naval Academy Convoy mission, and I could hear a more distant ship with a different engine noise a degree or two to one side of the nearest target - and that did sort of sound like noise/distortion a bit, but it was simply the different sound of the other ship further away on a very similar bearing.
VikingGrandad
03-20-25, 06:47 PM
Guessing it’s some sort of SH3 limitation or possible gameplay decision. I don’t recall us discussing it internally, although we may have. But correct, between air scrubbing, and oxygen supplementation, the boat could be down for days on end if grounded and activity were kept to a minimum (roughly 70 hours per Vorläufige U-Bootskunde VIIC).
Yeah, I do remember Kpt. Lehmann and you discussing it, not long after you joined us - so a long time ago!
At the time, I think it was decided to stick with the setting we already had in place, which, in a VIIB with full crew, gives a total renewable + non-renewable oxygen supply time of approx. 48 hours (5 hrs +& 43 hrs respectively). Those times can be adjusted in the H.Sie patch settings.
Archive1
03-21-25, 02:07 AM
Stork100;
Thanks for the reply, but the F10 Command list (read it) shows that F10 = deck gun. Which has been true for everything beginning with the original SH3. In this case it does not work. In fact...see below re: Fubar9
So how does the user know that they must go through other hoops to get the gun crewed and ready? What if the user does not want to use the Watch Officer to crew the gun? What tells the new user to do something else? We have a new program here and users need to know how to work it, folks. Any program (I have done it) must see the result from the wish or action of the user, not from the consideration of the programmer and always keep in mind established convention of control keys.
Fubar2Niner:
Let's see I think early, Aug '39 out of W'haven with a type VII - hey, I just loaded a new program as we all have done and began a new trial run.
I don't really understand your reply re: the crew on deck. I did not put them there because I wanted them there. They appeared when I selected F10 to crew the deck gun and they crudely remained there throughout a long period surfaced through some heavy seas and finally disappeared entirely upon submerging...but then there they were when I surfaced. And no way to get rid of them. Not good, folks.
-=Archive1=-
VikingGrandad
03-21-25, 03:18 AM
Stork100;
Thanks for the reply, but the F10 Command list (read it) shows that F10 = deck gun. Which has been true for everything beginning with the original SH3. In this case it does not work. In fact...see below re: Fubar9
So how does the user know that they must go through other hoops to get the gun crewed and ready? What if the user does not want to use the Watch Officer to crew the gun? What tells the new user to do something else? We have a new program here and users need to know how to work it, folks. Any program (I have done it) must see the result from the wish or action of the user, not from the consideration of the programmer and always keep in mind established convention of control keys.
F10 is the command to go to the Deck Gun camera view, whether it's manned by your crew or not. If it's already manned by your crew, you can operate the gun. If it's not manned, you simply see the view from the deck gun's camera position, and can't operate the gun.
This has not been changed in GWX, nor in GWX KC. It's the same in the stock version of the game.
From the Ubisoft SH3 Manual:
https://i.ibb.co/RTqVWtY5/stations.jpg (https://imgbb.com/)
And:
https://i.ibb.co/kgZK23x6/deck-gun-station.jpg (https://imgbb.com/)
JohnCarterOfMars
03-21-25, 03:56 AM
Some extra commands, such as the weather report command you reference JohnCarterofMars, were removed via commenting out or other means.
There should be no way for you to receive a weather report at 150 meters no matter how you cut it. It is realistic that you cannot.
On the surface, you may access the weather report via your watch officer.
Also shipmate JohnCarterofMars... I don't mind if you wish to change features to your taste, but this is not the place to do so. Please create a new thread for your convenience keys mod. I am sure you understand that it does not belong on the official GWX-KC thread for obvious reasons. :ping:
Thanks.
What about the weird distortion that I hear on the hydrophone on the bearings immediately before and after the actual ship sounds? That seems new to KC. What is it?
JohnCarterOfMars
03-21-25, 04:00 AM
Only thing I can think of: When you heard this, was there one or more other ships close to that same target bearing? I just did a test with the Naval Academy Convoy mission, and I could hear a more distant ship with a different engine noise a degree or two to one side of the nearest target - and that did sort of sound like noise/distortion a bit, but it was simply the different sound of the other ship further away on a very similar bearing.
Thanks.
That's not the case in my situation. The war hasn't started yet and I'm patrol in AO. I am passing several merchants on my way to the patrol zone, but it's always single ships.
VikingGrandad
03-21-25, 04:06 AM
Thanks.
That's not the case in my situation. The war hasn't started yet and I'm patrol in AO. I am passing several merchants on my way to the patrol zone, but it's always single ships.
Can't seem to replicate that problem you describe.
Which U-boat type?
Have you encountered any other sound problems in-game?
Any optional mods enabled? Or third party mods?
junkman
03-21-25, 09:36 AM
I am on patrol 1, type VII boat April 41. I moved to a convoy to attack, and escort made me dive sector (AM). At 140 m I get a radio message? Message was sinking of a ship in a different sector on map (AL).
VikingGrandad
03-21-25, 11:30 AM
I am on patrol 1, type VII boat April 41. I moved to a convoy to attack, and escort made me dive sector (AM). At 140 m I get a radio message? Message was sinking of a ship in a different sector on map (AL).
Messages can only be received up to a maximum depth of 25m. As far as I'm aware, it's not even possible to change that parameter (and even if it was, we wouldn't have done so). In testing, we've not seen messages being received at greater depths.
Maybe in your case it was a delay between the message being received and it being reported to you, possibly caused by using high time compression.
VikingGrandad
03-21-25, 11:44 AM
re: the crew on deck. I did not put them there because I wanted them there. They appeared when I selected F10 to crew the deck gun and they crudely remained there throughout a long period surfaced through some heavy seas and finally disappeared entirely upon submerging...but then there they were when I surfaced. And no way to get rid of them.
What kind of keyboard do you use? Is it a regular desktop keyboard or laptop keyboard? Maybe some of your keys are misconfigured?
As mentioned in my previous reply to you, the keyboard shortcut for switching to the deck gun station (F10) does not - and cannot - put crew on the deck gun.
The inanimate 'crew on deck' feature ("Shift-D" to activate, "Ctrl-D" to de-activate) works in such a way that the instant you order a dive (either by pressing the "D" key, clicking depth setting on the depth gauge, ordering a crash dive, pressing "P" or ";" for periscope/snorkel depth) results in the crew on deck immediately disappearing the moment the order is initiated.
Not good, folks.
As the issue you encountered is a highly unusual problem, that no-one on the team has experienced during thousands of hours of testing, and no other players have reported since release - it would be wise to explore whether or not user error, or hardware/OS issues, are the cause of the problem before assuming that it's a bug.
First of all "thank you" the mod looks fantastic.
But here is my issue. Everytime the hydrophone operater calls out a conact the game crasht.
Reinstalled the game several times, changed participations s.o. ...same problem.
Anybody experienced the same?
VikingGrandad
03-21-25, 11:53 AM
First of all "thank you" the mod looks fantastic.
But here is my issue. Everytime the hydrophone operater calls out a conact the game crasht.
Reinstalled the game several times, changed participations s.o. ...same problem.
Thanks!
Regarding the crashing problem, please give details of your PC and operating system, and also which U-boat you are playing with, and the career start date.
Are your drivers up to date, including sound card drivers?
Are you sure you followed the installation instructions correctly, including setting the compatibility settings on the SH3.exe app?
Have you enabled any of the optional mods? Any third party mods installed?
JohnCarterOfMars
03-21-25, 01:29 PM
Can't seem to replicate that problem you describe.
Which U-boat type?
Have you encountered any other sound problems in-game?
Any optional mods enabled? Or third party mods?
The U-boat is a Type IIA.
Mods:
KC Enhanced Special Effects
KC No Medals on Crew
KC No Swastikas Mod
No 3rd party mods.
VikingGrandad
03-21-25, 01:45 PM
The U-boat is a Type IIA.
Mods:
KC Enhanced Special Effects
KC No Medals on Crew
KC No Swastikas Mod
No 3rd party mods.
Thanks.
Any other sound problems?
JohnCarterOfMars
03-21-25, 02:46 PM
Thanks.
Any other sound problems?
I uploaded a recording of the convoy training session to my Dropbox for you to hear. Some sounds appear normal, but others do not. Listen to the sounds at the 300 bearing compared to the sounds near the 340 bearing. Maybe it's an intended effect that just needs explaining to me.
If it's a distant sound, I don't know why a distant would have a louder distortion than a closer true sound.
https://www.dropbox.com/scl/fi/htvwhtyxi920ybhnpqg65/Silent-Hunter-III-2025.03.21-14.31.40.01.mp4?rlkey=lac9v40kdzqf70h30j27igd5c&st=amgw85fy&dl=0
fastfed
03-21-25, 06:32 PM
Check this earlier post: https://www.subsim.com/radioroom/showthread.php?p=2946578#post2946578
Hopefully that answers your question.
You can easily test how long the oxygen lasts if you use one of the Academy missions, submerge for a long time and see what happens.
Thank you cool information, although it seems unrealistic, unless all these books I've read are wrong I remember reading these guys could stay down there a lot longer then 5 or 6 hours without having to use o2 canisters
Kpt. Lehmann
03-22-25, 12:08 AM
Thank you cool information, although it seems unrealistic, unless all these books I've read are wrong I remember reading these guys could stay down there a lot longer then 5 or 6 hours without having to use o2 canisters
Excuse the long-way-round here, but bear with me and read on.
Fastfed, you must also remember that in SH3, plugging in real life values does not always translate well in-game, even in the search for 'realism' you can set a condition (that you also end up recognizing while playing) whereupon your U-boat will basically never be destroyed, or even really at risk.
One element of realism that we cannot reasonably replicate, is the experience gained when our U-boat is destroyed, and we 'respawn' later with a new career. There's only two ways I can think of that would replicate that. One would be to never play the game again after the first time you 'die' in action.... The other is just silly and stupid... and I would hope that no one is so 'dedicated' that they see it as a viable option.
Even with enhancements such as hedgehogs and 'elite' level crews, the enemy AI is rather stupid, and their means of destroying you are obtunded to say the least... an example being Huff Duff that the SH3 game designers began work on and abandoned.
To achieve a 'realistic' effect, such as the increasing danger to your U-boat as the war progresses, decisions on overall balance must be considered.
I had intended to include HSie's hardcode fixes .pdf file with our documentation, and it will be included with the next update. It describes for you how to adjust the renewable and non-renewable air / Oxygen quantity onboard your U-boat, so that you may change them to meet your thoughts and/or tastes, and I encourage you to do exactly that.
In the face of SH3 limitations, it makes many things such as these two modifications argumentative. SH3 does not possess the full gamut of threats to player U-boats. Also, since we never actually die in game, we cannot unlearn the lessons we are given when our U-boat is destroyed... creating an unrealistic imbalance that erodes the overall 'big picture risk.'
I realize that this is a lot to read and maybe some skip it. That's fine. People normally don't read manuals or even listen half the time.
However, the rationale is now clear for the settings that HSie planted and that we have chosen to keep for our release. You also have the freedom to change them via HSie's instructions and the slider bars on his control panel which is included in GWX-KC. We may indeed change them too. If we decide to change, we will decide internally. However, for yourself, I also want you to consider how you would approach the big picture of maintaining 'lethality' and not lose the overall essence of going out on patrol with a little increasing feeling of dread and respect for the enemy. Too much oxygen on the boat will create a situation where you never really have to fear the enemy at all.
Raf1394
03-22-25, 03:00 AM
When you go in details. Everything has flaws. Even other games or mods.
There is not one game without a single flaw.
I always look at a mod and a game in general. And GWX is a good mod :Kaleun_Salute:
been playing 2 months now. And i still like it. Sometimes its too hard haha. But i like it.
Kpt. Lehmann
03-22-25, 03:21 AM
When you go in details. Everything has flaws. Even other games or mods.
There is not one game without a single flaw.
I always look at a mod and a game in general. And GWX is a good mod :Kaleun_Salute:
been playing 2 months now. And i still like it. Sometimes its too hard haha. But i like it.
Are you sure, shipmate? What's your secret for traveling through time? It's only been out for a tiny bit over a month. :D
Raf1394
03-22-25, 03:36 AM
Are you sure, shipmate? What's your secret for traveling through time? It's only been out for a tiny bit over a month. :D
I think i'm playing the version before the latest update sorry haha.
Anyways, GWX in general is pretty nice. even the older versions.
Thanks!
Regarding the crashing problem, please give details of your PC and operating system, and also which U-boat you are playing with, and the career start date.
Are your drivers up to date, including sound card drivers?
Are you sure you followed the installation instructions correctly, including setting the compatibility settings on the SH3.exe app?
Have you enabled any of the optional mods? Any third party mods installed?
Hello VickingGrandad,
-PC-system: Win11 home, IntelCore i710750, RTX2060, NVIDIA HD Audio T27D590...
- Drivers are updated
- Follwowed the instruction (also use GWX Onealex without problems)
- Played naval academy, game crashed in torpedo and convoy exam (when sobmerged and the hydrophone operator is about to call out a contact)
- career 1942 2.Flottilla typ IXC same problem
- played with and without optional mods /no third party mods.
- also installed reinstalled the mod at different locations/participations ...
:06:
Hello VickingGrandad,
-PC-system: Win11 home, IntelCore i710750, RTX2060, NVIDIA HD Audio T27D590...
- Drivers are updated
- Follwowed the instruction (also use GWX Onealex without problems)
- Played naval academy, game crashed in torpedo and convoy exam (when sobmerged and the hydrophone operator is about to call out a contact)
- career 1942 2.Flottilla typ IXC same problem
- played with and without optional mods /no third party mods.
- also installed reinstalled the mod at different locations/participations ...
:06:
Well, well... changed some minor graphic settings and so far everything is fine. :Kaleun_Thumbs_Up:
Thank you VickingGrandad
VikingGrandad
03-22-25, 12:42 PM
I uploaded a recording of the convoy training session to my Dropbox for you to hear. Some sounds appear normal, but others do not. Listen to the sounds at the 300 bearing compared to the sounds near the 340 bearing. Maybe it's an intended effect that just needs explaining to me.
If it's a distant sound, I don't know why a distant would have a louder distortion than a closer true sound.
https://www.dropbox.com/scl/fi/htvwhtyxi920ybhnpqg65/Silent-Hunter-III-2025.03.21-14.31.40.01.mp4?rlkey=lac9v40kdzqf70h30j27igd5c&st=amgw85fy&dl=0
Thanks! Kpt. Lehmann will get back to you regarding this.
VikingGrandad
03-22-25, 12:44 PM
Well, well... changed some minor graphic settings and so far everything is fine. :Kaleun_Thumbs_Up:
Glad to hear you've found a solution. For the benefit of other players, what are the settings you changed?
Glad to hear you've found a solution. For the benefit of other players, what are the settings you changed?
No big deal after all. I just changed the audio output from realtec speaker to the NVIDIA soundcard.
Good hunting everyone :arrgh!:
Aktungbby
03-22-25, 03:16 PM
ME1904!:Kaleun_Salute:....finally on the surface after 4 year's 'silent running'!:up:
junkman
03-22-25, 05:35 PM
Messages can only be received up to a maximum depth of 25m. As far as I'm aware, it's not even possible to change that parameter (and even if it was, we wouldn't have done so). In testing, we've not seen messages being received at greater depths.
Maybe in your case it was a delay between the message being received and it being reported to you, possibly caused by using high time compression.
yes understand, that may have been the case as I was 32 compression just before the event. Thanks for the reply.
Amazing mod. So far only one single crash in my 1939-1941 campaign and it was due to moving the map too much while using time acceleration. My only complaint is that there's no hotkey for switching to max time compression
CaptBones
03-23-25, 10:58 AM
OK...had some fun going through the Naval Academy to get familiar with the new interface controls and such. Then went to do one or two of my favorite old Single Missions to try things out with changes to realism...at 76%.
First did the "Barham" mission and only got one hit on one of the BB's and was driven down by those pesky DD's. Then did "Courageous" and got two hits and sank her; time to quit, logged off and went up for dinner. Decided to go back after that and make another run on "Barham".
Everything OK, game loaded perfectly, selected the "Barham" mission, the red loading bar finished running; CTD. Tried twice more to get back into that mission and same CTD each time. Selected the "Courageous" mission instead, again, and that went smoothly, no problem at all. So, tried the "Barham" again and same CTD. Checked the Naval Academy missions again and they all went well. Decided to get some help before starting a career.
Dell XPS Desktop 8960, Intel Core i7 14700 (33MB cache, 20 cores, 28 threads, 5.4GHz); 16GB DDR5, 5600 MT/s RAM; Windows 11 Home OS.
1TB M.2 PCle NVME SSD (boot) plus 2TB SATA HDD (storage).
NVIDIA GeForce RTX 4060 Ti 8GB GDDR6 Video card; nvidiaProfileInspector and KC.nip file installed with no problems.
The KCE program is installed in a separate "C:\SubSims\GWX-KC" folder; untouched (installed but never run) SH3 is in a separate folder in that "Subsims" folder. The multiSH3 save game folder is named "KC3".
Any ideas what is going on there?
Tristand
03-23-25, 11:08 AM
I would love to know how the sinking mechanics work, not because i am critical, but genuinely amazed!
Encountered a convoy in 15 wind speed and attacked, hit a c3 cargo aft and another midships. C3 remained afloat and didnt break with convoy while the other sank..
yadda yadda 1 1/2 real time later, a sinking message from the c3 cargo!! I had a "WOW" moment and was thoroughly impressed on how the sinking mechanic worked out for that particular ship. Of course, I r/p'd it thinking the flooding was under control, and the crew thought it was fine, until another bulkhead or other component broke under the ferocity of storm and from being weakened by the torpedo, and the ship was unable to be saved.
I would like to know, from a modder perspective, what happened in those DATA files? Simply put for us simpletons. :)
propbeanie
03-23-25, 12:40 PM
OK...had some fun going through the Naval Academy to get familiar with the new interface controls and such. Then went to do one or two of my favorite old Single Missions to try things out with changes to realism...at 76%.
First did the "Barham" mission and only got one hit on one of the BB's and was driven down by those pesky DD's. Then did "Courageous" and got two hits and sank her; time to quit, logged off and went up for dinner. Decided to go back after that and make another run on "Barham".
Everything OK, game loaded perfectly, selected the "Barham" mission, the red loading bar finished running; CTD. Tried twice more to get back into that mission and same CTD each time. Selected the "Courageous" mission instead, again, and that went smoothly, no problem at all. So, tried the "Barham" again and same CTD. Checked the Naval Academy missions again and they all went well. Decided to get some help before starting a career.
Dell XPS Desktop 8960, Intel Core i7 14700 (33MB cache, 20 cores, 28 threads, 5.4GHz); 16GB DDR5, 5600 MT/s RAM; Windows 11 Home OS.
1TB M.2 PCle NVME SSD (boot) plus 2TB SATA HDD (storage).
NVIDIA GeForce RTX 4060 Ti 8GB GDDR6 Video card; nvidiaProfileInspector and KC.nip file installed with no problems.
The KCE program is installed in a separate "C:\SubSims\GWX-KC" folder; untouched (installed but never run) SH3 is in a separate folder in that "Subsims" folder. The multiSH3 save game folder is named "KC3".
Any ideas what is going on there?
It sounds like you have your game folders set-up fine, with the Stock game and the KC modded game in their own folders inside of your SubSims folder. However, what about your Save folder ("C:\Users \UserName \Documents \SH3" by default)?? Did you use MultiSH3 to create separate folders for those two installs?? Such that the stock game uses "SH3", and the KC game uses say "XKC" or similar?? That gives the two game versions their own data space for the changes made with KC... ?? If not, then run MultiSH3 from the KC folder, and give you KC version its own Save folder. Then start your new KC career or any other aspects of the mod. Let us know this detail please.
Otherwise, I've gun the game several times now, and Barnham does fine. One thing to remember about the SH3 game, is that you must treat each menu choice of Museum, Sub School, Single Missions, and Career as separate "modes" of the game. If you run one of those "modes" and want to run another, you should exit the game so that it clears its "buffers", then start the game again and use the next "mode". Otherwise, you can also end up with CTDs from the game running out of memory to use, or whatever happens to the poor, confused game engine...
:arrgh!:
Kpt. Lehmann
03-24-25, 10:05 AM
I hear an unusual distortion from the hydrophone in the bearings before and after the actual merchant/warship sounds that wasn't there before. Is this the new normal or is there something wrong? What does this sound represent?
Please excuse me for taking a minute to get back with you.
Here are my findings after reading your post, listening to your video with the sound turned up greatly.
You video appears to also be picking up ambient noise from the room that you have your PC in. I hear several thumps during the video.
It also sounds as if you have a failing fan in your PC. I suspect fan shaft slipping, causing a variable pitch whine. The whine that I hear varies in intensity, pitch, and is also present during the main loading screens.
As far as sound distortions go, I find all ship sounds in the Convoy Attack training mission that you used, via hydrophone and usage of the F12 camera, to be without issue.
On occasion though in SH3, when for instance, two identical merchants are on the same bearing and nearly... but not quite in-sync with each other, can cause a slow, closely parallel up and down sound, however it is not common at all, and is not a show-stopping problem because it resolves itself.... (The same is true at times on the other big mods.)
Lastly in regards to sound contacts in SH3, hydrophone sounds have a sort of feathered transition to either side of the focused bearing with the full regular sound in the focused center of contact bearing. This has always been normal.
I hope that helps a little.
Otherwise, we have no further plans to change the rest of what you mentioned in that post.
Sink'em ALL!
:arrgh!:
CaptBones
03-24-25, 12:13 PM
It sounds like you have your game folders set-up fine, with the Stock game and the KC modded game in their own folders inside of your SubSims folder. However, what about your Save folder ("C:\Users \UserName \Documents \SH3" by default)?? Did you use MultiSH3 to create separate folders for those two installs?? Such that the stock game uses "SH3", and the KC game uses say "XKC" or similar?? That gives the two game versions their own data space for the changes made with KC... ?? If not, then run MultiSH3 from the KC folder, and give you KC version its own Save folder. Then start your new KC career or any other aspects of the mod. Let us know this detail please.
Otherwise, I've gun the game several times now, and Barnham does fine. One thing to remember about the SH3 game, is that you must treat each menu choice of Museum, Sub School, Single Missions, and Career as separate "modes" of the game. If you run one of those "modes" and want to run another, you should exit the game so that it clears its "buffers", then start the game again and use the next "mode". Otherwise, you can also end up with CTDs from the game running out of memory to use, or whatever happens to the poor, confused game engine...
:arrgh!:
Thanks propbeanie. Yup, as I mentioned, KCE has its own save folder...named "KC3". When I encountered this problem, I deleted the entire "KC3" save folder, restarted the program and ran the Naval Academy missions again to make sure the game was working and the "KC3" save folder was "clean". The baseline, stock SH3 game is installed but actually doesn't even have a "save" folder; I haven't run the "vanilla" game on this machine. I can't imagine that would have anything to do with the problem, but maybe I'll run it to create the "SH3" save folder and see if that makes a difference.
In the meantime, I cranked up my good old (14 years old) Alienware Area 51 with Windows 7 (upgraded with a GT 1060 Graphics card), plugged it into the router and downloaded and installed KCE. All good, no problems at all, except I could not install nvidiaProfileInspector...something about an old version of net framework that can't be updated with Windows 7 OS, whatever!
But luckily, I have an old copy of the NVIDIA 3D settings to use for SH sims and those settings are much the same as the KC.nip settings, which I printed out for comparison, when I did the full KCE installation on the new machine.
So, I ran KCE on the old Area 51 and it works perfectly, looks great. No problems with CTD either; ran both "Barham" and "Courageous" twice already and not a glitch with either of them or with the Naval Academy missions. I'm just guessing, but I wonder if there is something in "Barham" that does not sit well with Windows 11 on the new machine.
If I have to live with it that might not be a problem; I'm just wondering if whatever is causing that CTD could rear its ugly head and crash a career down the road a little bit. Guess I'll just have to wait and see.
Thanks again though.
propbeanie
03-24-25, 06:56 PM
Thanks propbeanie...
There is 1 group in the mission, consisting of 7 Type=4 J class DD in a 'V' formation, none less than roughly 550m apart. They are followed by 3 individual Type=11 BB, all roughly 775m apart. Then there is the player sub. Not much to go wrong there. Dunno. Fluke? Nip file not liking your set-up?? It was created on a similar machine though. One previous user reported issue with it, and you would be the 2nd - if that's what it is, though I doubt it. The nip would impact more than that particular single mission. :hmmm:
Archive1
03-24-25, 10:39 PM
VikingGrandad:
Thanks for the reply. And I am wrong. I now see that to crew the deck gun one must:
Click on the Watch Officer icon.
Select: Crew on Deck
Select: Man the Deck gun (Then R click on it to actually man the gun)
Use F-10 to manually use the gun
Yes, I was used to LSH3 where one merely hit Shft-D to man and then F-10 to use.
And I have discovered that Shift D puts the whole crew on deck and to dismiss them you hit Shift D again (it is a toggle)
I have yet to find an F1 chart for all the commands. Have I missed something?
-==Archive1=-
d@rk51d3
03-25-25, 12:44 AM
I have yet to find an F1 chart for all the commands. Have I missed something?
-==Archive1=-
There isn't one.
I think there was a PDF that listed them all. Located in the installation folder I think.
propbeanie
03-25-25, 09:18 AM
...
I have yet to find an F1 chart for all the commands. Have I missed something?
When in the boat in the game, press the F1 key for "Help", and the chart is in there. It is NOT a complete list. A bigger shoehorn is needed to get the missing keypress combinations in the file...
CaptBones
03-25-25, 10:05 AM
Nip file not liking your set-up?? It was created on a similar machine though. One previous user reported issue with it, and you would be the 2nd - if that's what it is, though I doubt it. The nip would impact more than that particular single mission. :hmmm:
Thanks again propbeanie. What I was apprehensive about did materialize. I started a career in Kiel on 1 August, in Type IIA U-6. All went well transiting through the Kanal until I was at TC 64 and decided to go from the nav chart to the bridge to look around and...CTD.
Started over with new boat, U-2, same crew of course, and going well until entering the Kanal at TC 8 and decided to go from the nav chart to crew management and move the guys in the torpedo room to crew quarters to keep them rested and fresh to relieve the watch later on...CTD.
Then decided to try to start a career in 7th Flotilla, U-53. All went well getting underway, until I went to the nav chart to set some waypoints for exit to the Baltic. Set the waypoints, navigator acknowledged, and I clicked on the conning tower to go up and look around...CTD.
So, maybe it's a nip-file conflict as you surmised. I guess maybe I'll have to uninstall the whole thing and re-install but w/o the Profile Inspector and nip file? Any suggestions would be appreciated.
BTW, going to try to start a career on the old Area 51/Win7 machine and see what happens. I've still got GWX Gold/SH3CDR working on that machine and I'm currently running a career in LSH3/SH3 CDR there; maybe I'll have better luck with KCE on that rig.
Kal_Maximus_U669
03-25-25, 04:46 PM
I find your problems strange... you have a war machine...
Personally, I have no CTDs to complain about... the mod is very stable, the Nvidia NIP installed, etc.
I have an ALIENWARE laptop... very good configuration with Windows 11. I'll try it this weekend... I use it very little, it will be an opportunity to dust it off...
Personally, I think the Kpt Lehmann Team has done a remarkable job... I've already tried to fault this mod... I can guarantee you... It holds up very well.
Time compression can be a factor in CTDs, especially when exiting or entering the port. I recommend not exceeding x16 to x32...
Another thing, if you play missions, I recommend doing a dedicated install so as not to impact your campaign.:arrgh!:
propbeanie
03-25-25, 10:58 PM
Thanks again propbeanie. What I was apprehensive about did materialize...
I have the modded game running on a Core 2 quad 9550 with 8gig RAM, a 2TB 7200rpm HD, and an nVidia 560Ti - nary a hitch. It takes about 7:30 to load a 1944 Brest start, which is the toughest of the tough to get going in SH3, but it runs fine, and I have no issues. One thing I don't do is 64x TC in the canal, even when I've zoomed all the way in to set my waypoints. In most places, the canal is only 200m across. You usually have a tough time getting over 4x TC in there because of land proximity. I can only hazard a guess at what you're doing, but check the SysTray for too many background apps, especially 32-bit 'helper' apps. You do not need all of the Dell stuff running when doing SH. Do NOT shell-out to Windows while running the game, and do not add to or subtract from the game configuration, unless you know what you are doing. I have watched Wolfpack345 stream - that's LIVE stream - the KC modded game twice, and the 'strangest' thing he had was a damaged, burning ship encounter (a neutral) in the Irish Sea in 6ms winds, which is not that unusual in SH3... how you are getting CTDs, especially early war in a Type II is beyond my comprehension. That is the lightest load of the game. Again, run JSGME, choose "Tasks...", then "Export activated mods list to..." and then either "Clipboard" to paste the info right away, or "Text file" to copy and paste later into your next post.
Raf1394
03-26-25, 01:22 AM
Maybe a stupid question, but are there "hedgehogs" as enemy weapons in the GWX mod?
I never really searched it up. Allied hedgehogs were pretty effective against uboats (late war)
Depth charges were dangerous too. But hedgehogs were effective too.
blackswan40
03-26-25, 08:47 AM
Hi Raf1394 Hedgehog Launchers are present in GWX and GWX KC from 1943 onwards.
In the early days of the battle of the Atlantic escorts would loose asdic contact
of a Uboat as they closed and passed over the Uboat the Hedgehog was a game changer
a forward firing anti Uboat weapon with contact fuses unlike Depth Charges that exploded
when at a certain depth escorts would know if they had got a good hit on a
Uboat because as the Escort passed over the Uboat the escorts bow would be lifted out
of the water as a result of the uboat breaking up and escaping air from the Uboat.
in GWX KC the escorts are like blood hounds on steroids and they share
info on your location pinpointing your Uboat like the escorts did in the battle
of the Atlantic.
If you ever find yourself in this situation go hard to port at flank speed
turning to starboard would be a bad call because the other escort would turn
on to you at speed and give a ten charge pattern B for Baker ouch even more
so if you already have flooding and need time to repair your damages.
https://www.subsim.com/radioroom/picture.php?albumid=1468&pictureid=13710
GWX KC
https://www.subsim.com/radioroom/picture.php?albumid=1468&pictureid=13711
The World at War Documentary Series maybe over 50 years old but still Great full of
insight the men the tactics and inovations a very good watch
Wolf Packs
https://www.dailymotion.com/video/x3p7bjc
CaptBones
03-26-25, 10:44 AM
I have the modded game running on a Core 2 quad 9550 with 8gig RAM, a 2TB 7200rpm HD, and an nVidia 560Ti - nary a hitch. It takes about 7:30 to load a 1944 Brest start, which is the toughest of the tough to get going in SH3, but it runs fine, and I have no issues. One thing I don't do is 64x TC in the canal, even when I've zoomed all the way in to set my waypoints. In most places, the canal is only 200m across. You usually have a tough time getting over 4x TC in there because of land proximity. I can only hazard a guess at what you're doing, but check the SysTray for too many background apps, especially 32-bit 'helper' apps. You do not need all of the Dell stuff running when doing SH. Do NOT shell-out to Windows while running the game, and do not add to or subtract from the game configuration, unless you know what you are doing. I have watched Wolfpack345 stream - that's LIVE stream - the KC modded game twice, and the 'strangest' thing he had was a damaged, burning ship encounter (a neutral) in the Irish Sea in 6ms winds, which is not that unusual in SH3... how you are getting CTDs, especially early war in a Type II is beyond my comprehension. That is the lightest load of the game. Again, run JSGME, choose "Tasks...", then "Export activated mods list to..." and then either "Clipboard" to paste the info right away, or "Text file" to copy and paste later into your next post.
Thanks again shipmate. I'm thinking it's the TC in the Kanal that crashed the "Kiel" career starts, I use the Navigator's "Kiel outbound" way point plot instead of plotting the course myself and it does result in "automatic" reduction of the TC most of the way through the Kanal. But as you say, 64X is still a little too much. It might also explain the CTD in the 7th Flot career start, I was also at 64X TC approaching Pillau, when I clicked on the conning tower and the crash happened. But that doesn't explain the "Barham" CTD's while the mission is still loading.
I haven't done any of the packaged MODs through JSGME, yet, and haven't made any changes to h.sie options either. I don't touch anything other than the game's interface objects and controls while running the game. But I do have all those "helper" apps running and will definitely try to shut them down...permanently if possible. I use an old app called "Game Booster" on my Area 51/Win7 machine and it does stop all of the unwanted background "junk" when I run my games and sims...flight sims, RR sims and subsims.
Well, I haven't tried to run a KCE career on the old machine yet. As I mentioned, I did all of the Naval Academy Exam missions and both the "Barham" and Courageous" without any problems. We'll see what happens.
CaptBones
03-26-25, 10:57 AM
I find your problems strange... you have a war machine...
Personally, I have no CTDs to complain about... the mod is very stable, the Nvidia NIP installed, etc.
I have an ALIENWARE laptop... very good configuration with Windows 11. I'll try it this weekend... I use it very little, it will be an opportunity to dust it off...
Personally, I think the Kpt Lehmann Team has done a remarkable job... I've already tried to fault this mod... I can guarantee you... It holds up very well.
Time compression can be a factor in CTDs, especially when exiting or entering the port. I recommend not exceeding x16 to x32...
Another thing, if you play missions, I recommend doing a dedicated install so as not to impact your campaign.:arrgh!:
Thank you Kal_Max...you and propbeanie both mention the TC situation and that will be something that I am more careful of in the future. You also mentioned something that I had read or heard of a long time ago, regarding playing both Single Missions and Careers in the same game installation. I need to go back to my LSH3 installation and read the "Manual". IIRC, it specifically instructs users to do exactly what you wrote...a separate installation for running the Single Missions. That might be a good practice for any "megamod", including KCE as well...worth trying it out that way. :up:
Raf1394
03-26-25, 01:53 PM
Hi Raf1394 Hedgehog Launchers are present in GWX and GWX KC from 1943 onwards.
In the early days of the battle of the Atlantic escorts would loose asdic contact
of a Uboat as they closed and passed over the Uboat the Hedgehog was a game changer
a forward firing anti Uboat weapon with contact fuses unlike Depth Charges that exploded
when at a certain depth escorts would know if they had got a good hit on a
Uboat because as the Escort passed over the Uboat the escorts bow would be lifted out
of the water as a result of the uboat breaking up and escaping air from the Uboat.
in GWX KC the escorts are like blood hounds on steroids and they share
info on your location pinpointing your Uboat like the escorts did in the battle
of the Atlantic.
If you ever find yourself in this situation go hard to port at flank speed
turning to starboard would be a bad call because the other escort would turn
on to you at speed and give a ten charge pattern B for Baker ouch even more
so if you already have flooding and need time to repair your damages.
https://www.subsim.com/radioroom/picture.php?albumid=1468&pictureid=13710
GWX KC
https://www.subsim.com/radioroom/picture.php?albumid=1468&pictureid=13711
The World at War Documentary Series maybe over 50 years old but still Great full of
insight the men the tactics and inovations a very good watch
Wolf Packs
https://www.dailymotion.com/video/x3p7bjc
Thank you very much Blackswan :up:
amethystzhou
03-28-25, 03:04 AM
I'm having some trouble getting this to work with widescreen. Here's what I have tried so far:
I have the Steam version of the game, which is installed in the Steam directory. I downloaded the GWX KC file from this thread and installed following the instruction (unzipped to a separate folder and changed the compatibility settings). I also changed the nVIDIA profile using the tool and the .nip file. When I launched the game, it's in Windowed mode in 1024x768 resolution and the main menu is cropped so I can't see the "settings" button.
I then tried to install the ARB WideGUI mod, following its instruction from the thread. I patched sh3.exe with the TychoSH3 patch, installed and enabled TychoPatch via JSGME. Then installed the main files from ARB. But it seems to do nothing, and the game still launches in Windowed 1024x768. I tried installing the ARB mod by copying the files to the game folder and overwriting existing files, which didn't work. I deleted everything and installed ARB as a JSGME mod the second time, which also didn't work.
I'm on Windows 10. Does anyone know what I'm doing wrong? How do I get HD or widescreen to work on GWX KC? Thank you very much!
Screenshots:
Cropped main menu in a 1024x768 window (https://images2.imgbox.com/7e/df/UUln5qga_o.png)
If I edit the resolution in "d3d9.ini" to 1024x768 the main menu works (https://images2.imgbox.com/0c/12/fqrmbKBG_o.png)
propbeanie
03-28-25, 06:21 AM
It doesn't matter which version of the base SH3 game you have, so long as your computer has the required Windows Registry entries and the DirectXv9.0c dll and codec files. After downloading the mod, put the 7z file inside a game folder / directory (it is advisable to not put the 7z file in the 'root' of a drive), such as (example) "C:\MyGames \GWX-Knights Cross Edition v1.0.7z" and extract it there. You should end up with a folder structure "C:\MyGames \GWX-Knights Cross Edition v1.0 \..." Do NOT put the modded game in any Program Files folder, including the Steam Library folder on your C: drive, unless it is outside of Program Files.
Once you have the modded game extract, set the "Compatibility" tab's settings on the "Properties" dialog of the SH3.exe file to match what your computer needs. On one of my computers, I only have it running under Windows 7 compatibility and "Run as administrator. On the other computer, I have those two plus "Disable fullscreen optimizations" and "Change high DPI settings" button properties page set to "... override" and "Application". These are computer and hardware dependent. After that, run the game.
Do NOT change the SH3.exe file in any other way. The H.sie and other patches are already applied. If you attempt to add the Stiebler 'fixes', you must rebuild the whole thing from a stock SH3.exe. Do not attempt any memory management applet, such as 4Gig Patch, because it is already set on the SH3.exe file by the H.sie 'fixes'. Do not attempt to add a different WS GUI, else you will trash practically the entire UI that VikingGrandad built, and potentially add CTD issues. Do not edit the d3d.ini either. It is set for the dll file included. SH3 is an OLD game, and you cannot easily change the screen resolution for it without deep knowledge and proper tools. It is for 1920x1080 and that's it. You can run it on a higher resolution system, but not lower... There are other, numerous warnings. Just unzip the game, set the compatibility for your computer, clear the Save folder or make a new one with MultiSH3 (in the game folder), and run the game. No user surgery required other than that. :salute:
Ktl_KUrtz
03-28-25, 07:01 AM
:Kaleun_Cheers:
KUrtz
amethystzhou
03-28-25, 08:13 AM
It doesn't matter which version of the base SH3 game you have, so long as your computer has the required Windows Registry entries and the DirectXv9.0c dll and codec files. After downloading the mod, put the 7z file inside a game folder / directory (it is advisable to not put the 7z file in the 'root' of a drive), such as (example) "C:\MyGames \GWX-Knights Cross Edition v1.0.7z" and extract it there. You should end up with a folder structure "C:\MyGames \GWX-Knights Cross Edition v1.0 \..." Do NOT put the modded game in any Program Files folder, including the Steam Library folder on your C: drive, unless it is outside of Program Files.
Once you have the modded game extract, set the "Compatibility" tab's settings on the "Properties" dialog of the SH3.exe file to match what your computer needs. On one of my computers, I only have it running under Windows 7 compatibility and "Run as administrator. On the other computer, I have those two plus "Disable fullscreen optimizations" and "Change high DPI settings" button properties page set to "... override" and "Application". These are computer and hardware dependent. After that, run the game.
Do NOT change the SH3.exe file in any other way. The H.sie and other patches are already applied. If you attempt to add the Stiebler 'fixes', you must rebuild the whole thing from a stock SH3.exe. Do not attempt any memory management applet, such as 4Gig Patch, because it is already set on the SH3.exe file by the H.sie 'fixes'. Do not attempt to add a different WS GUI, else you will trash practically the entire UI that VikingGrandad built, and potentially add CTD issues. Do not edit the d3d.ini either. It is set for the dll file included. SH3 is an OLD game, and you cannot easily change the screen resolution for it without deep knowledge and proper tools. It is for 1920x1080 and that's it. You can run it on a higher resolution system, but not lower... There are other, numerous warnings. Just unzip the game, set the compatibility for your computer, clear the Save folder or make a new one with MultiSH3 (in the game folder), and run the game. No user surgery required other than that. :salute:
Thank you for your help! I was able to resolve the problem. I launched the vanilla SH3 from the Steam installation, which created the /Documents/SH3 folder. I didn't change this in MultiSH3.exe and that caused the resolution problem. I created new dedicated save folder for GWX in MultiSH3 and that fixed it.
Archive1
03-28-25, 10:44 PM
Propbeanie:
You are correct. I just started pressing F1 for each screen and there it was. Would be nice to be able to Ctrl+C and copy it to a Word-type file to print out. There are some differences there from other lists I have. Need to accommodate. What's new, eh?
I'm going to bring up something that may raise some hackles for (at least) the developers...and I hope that it is not taken as some criticism of their work, which I admire.
In SH3 and in LSH3 contacted ships are color-coded upon contact: Red, Blue, Green - obviously Red for enemy ships, Green for friendly and Blue for neutral...I believe that is correct. Here that is not done - all are uniformly grey/black. Of course, this coding would not be available to any 1939-1945 Keleun on patrol...and I do not want an arcade game, but...Using F12 and soaring away like a drone to close the target and identifying the flag of the contact and then returning to the sub to set-up one's attack is equally not "realistic" - but then it is a game, not real life. Not spending time identifying the flag of the target and spending more time on strategy appeals to me most. Can this contact color be a modification for the user to activate or not?
There I've said it...now let the attacks commence!
-=Archive1 :Kaleun_Cheers:
d@rk51d3
03-29-25, 12:54 AM
Propbeanie:
You are correct. I just started pressing F1 for each screen and there it was. Would be nice to be able to Ctrl+C and copy it to a Word-type file to print out. There are some differences there from other lists I have. Need to accommodate. What's new, eh?
I'm going to bring up something that may raise some hackles for (at least) the developers...and I hope that it is not taken as some criticism of their work, which I admire.
In SH3 and in LSH3 contacted ships are color-coded upon contact: Red, Blue, Green - obviously Red for ENEMY ships, Green for NEUTRAL and Blue for FRIENDLY...I believe that is correct. Here that is not done - all are uniformly grey/black. Of course, this coding would not be available to any 1939-1945 Keleun on patrol...and I do not want an arcade game, but...Using F12 and soaring away like a drone to close the target and identifying the flag of the contact and then returning to the sub to set-up one's attack is equally not "realistic" - but then it is a game, not real life. Not spending time identifying the flag of the target and spending more time on strategy appeals to me most. Can this contact color be a modification for the user to activate or not?
There I've said it...now let the attacks commence!
-=Archive1 :Kaleun_Cheers:
Contact colours were done away with in the origianl GWX too, if I recall correctly.
You could enable it again via a JSGME mod.
This mod doesn't seem to be available for the new KC edition yet........... but.......... if you get the popup box when a ship is sighted that asks if you want to attack, dive or ignore...... it's an enemy vessel. :up:
Not quite as helpful in a convoy situation though. :haha:
Kpt. Lehmann
03-29-25, 03:34 AM
Propbeanie:
You are correct. I just started pressing F1 for each screen and there it was. Would be nice to be able to Ctrl+C and copy it to a Word-type file to print out. There are some differences there from other lists I have. Need to accommodate. What's new, eh?
I'm going to bring up something that may raise some hackles for (at least) the developers...and I hope that it is not taken as some criticism of their work, which I admire.
In SH3 and in LSH3 contacted ships are color-coded upon contact: Red, Blue, Green - obviously Red for enemy ships, Green for friendly and Blue for neutral...I believe that is correct. Here that is not done - all are uniformly grey/black. Of course, this coding would not be available to any 1939-1945 Keleun on patrol...and I do not want an arcade game, but...Using F12 and soaring away like a drone to close the target and identifying the flag of the contact and then returning to the sub to set-up one's attack is equally not "realistic" - but then it is a game, not real life. Not spending time identifying the flag of the target and spending more time on strategy appeals to me most. Can this contact color be a modification for the user to activate or not?
There I've said it...now let the attacks commence!
-=Archive1 :Kaleun_Cheers:
@Archive1
You were right. It did make at least one collar hot.
We will not be implementing UNREALISTIC color coded contacts that automatically identify friend, foe, or neutral. That is for you to figure out REALISTICALLY in GWX and GWX-KC, as we have always intended and implemented, using your MK1 eyeball, your available optics, and ship flags, just as the real U-boat captains were expected to do.
It is an intentional realism feature... not a realism deficit.
I personally made scores of grey contacts for our very first release of GWX... originally titled TGW 1.0 in 2006, and well over 100 for GWX-KC
They are a staple item for GWX/GWX-KC from the beginning, and I've no intention of changing them.
One thing that we have noted, is that you complain a lot relating to your personal preferences, and are now dictating to us what your interpretation of 'realism' is. Criticism is one thing, while just saying a thing is 'wrong' is another.
Some time ago, well over a year now, some random idiot referring to GWX 3.0 made the FALSE claim that British Submarines weren't involved in convoy escort duty during the Battle of the Atlantic, and that they shouldn't be in GWX. They absolutely did so in real life. The fool didn't bother to do any homework.... he just shot his mouth off without thinking, going on about how he felt that GWX was unrealistic.
I kept my mouth shut and kept working on GWX-KC.
There are intentional reasons, behind virtually everything we have done.
If you are so unhappy that you feel it to be unsatisfactory for your use... no one is forcing you to use GWX-Knight's Cross. We spent a little over 2.5 years building it, and you remain welcome to get the money back that you paid for it.
Avenger
03-30-25, 03:30 AM
@Archive1
Some time ago, well over a year now, some random idiot referring to GWX 3.0 made the FALSE claim that British Submarines weren't involved in convoy escort duty during the Battle of the Atlantic, and that they shouldn't be in GWX. They absolutely did so in real life. The fool didn't bother to do any homework.... he just shot his mouth off without thinking, going on about how he felt that GWX was unrealistic.
C´mon... look at the
Subsim.com's editorial policies
A. The Radio Room forum is not the place for flaming, spewing, or otherwise mouthing off. We do not allow posts where people are called idiots, morons, etc. We respect your freedom of speech, we ask that you respect our rules.
Please
Ave
Jeff-Groves
03-30-25, 12:24 PM
Obviously you don't read the General Topics Thread.
:har:
Kpt. Lehmann did NOT point out, nor attack, a specific member at SubSim.
So since he did not do that? I don't see a violation of any rules.
:hmmm:
JohnCarterOfMars
03-30-25, 12:55 PM
Please excuse me for taking a minute to get back with you.
Sink'em ALL!
:arrgh!:
Sorry for being late to reply to you. I was on a cruise for a week.
I was using the NVidia GeForce recording tool. I didn't know it picked up my machine noise from the microphone. Sorry about that. That whine is from the cooling system in the Alienware laptop starting up. If the external mic is on, then it probably also picked up the fans in the cooling mat I put the laptop on.
Thanks for looking into it.
Borgneface
03-31-25, 04:22 AM
Obviously you don't read the General Topics Thread.
:har:
Kpt. Lehmann did NOT point out, nor attack, a specific member at SubSim.
So since he did not do that? I don't see a violation of any rules.
:hmmm:
I do agree with you!
:Kaleun_Salute:
JohnCarterOfMars
03-31-25, 12:01 PM
Do not attempt any memory management applet, such as 4Gig Patch, because it is already set on the SH3.exe file by the H.sie 'fixes'.
One thing that I suggested in a much earlier thread unrelated to KC (https://www.subsim.com/radioroom/showpost.php?p=2914765&postcount=1774) for older games with memory constraints (like Civilization IV) is a small program called Process Lasso by Bitsum.com. This program manages the prioritization of processes that run in the foreground and background to try to optimize CPU performance by lowering the priorities of certain background processes in order to give the foreground process (the most visible to the user) a smoother experience. One feature of Process Lasso is "Trim" which will ask certain programs to release memory as available RAM gets tight.
Some programs (I suspect SH3 to be among them) use a lot of RAM at startup, and then that RAM sits allocated from now on. Process Lasso has another feature called "Process Watchdog" which monitors the performance of specific programs and can set triggers to perform certain actions. For SH3, I set Watchdog to monitor SH3.exe for virtual memory exceeding 3,200 Mb (3.2Gb) for 1 second and then Trimming SH3 memory.
The specific settings are:
Process Match: sh3.exe
for: virtual memory
Greater than: 3,200 megabytes
for: 1 seconds
then: trim virtual memory
Virtual memory metric to use: Working set
Then click on Add Rule.
If you're CTD is memory related, this might help free up memory while the program is loading, certainly while you're playing. I wonder if this might also address late game issues that I've read when lots of vessels might be loaded into memory.
asanovic7
03-31-25, 10:11 PM
Cheers all :) this looks great
Kpt. Lehmann
03-31-25, 10:50 PM
Added GWX - KC No Crew Fatigue for v1.0 mod to the 'Important Notes' section of the first post.
A BIG Thanx. :Kaleun_Cheers:
Darthlucky
04-02-25, 09:32 AM
I followed all of the steps in from the installation instructions, the "I remember..." video starts playing, but when I click to move on from it I get a pop up saying "can not initialize 3d engine".
I am using a clean install in a new folder, is there a fix for this? I can provide more info if needed, just not sure what I need to provide that could help.
Anvar1061
04-02-25, 09:52 AM
I followed all of the steps in from the installation instructions, the "I remember..." video starts playing, but when I click to move on from it I get a pop up saying "can not initialize 3d engine".
I am using a clean install in a new folder, is there a fix for this? I can provide more info if needed, just not sure what I need to provide that could help.
1. Change the Windows desktop resolution to 1024x768
2. Run SH3.exe to start the game
3. In the video setting menu, uncheck the full screen option
4. Save your game settings and exit the game
5. Return your Windows desktop resolution to its normal value
6. Re-run the game and it will appear in a 1024x768 window
7. Check the full screen setting in the game's options, and
8. Exit and restart. SH3 now transitions from your native desktop resolution to full screen 1024x768 and back, no issues.
Darthlucky
04-02-25, 09:55 AM
Thanks, would I need to do this with my clean install of SH3 BEFORE unzipping the mod file over? When I follow these steps right now, I get the same error message.
Darthlucky
04-02-25, 10:38 AM
I tried the steps you gave me ANVAR, and I'm still getting the same error. Do I have to run this in compatability mode for Windows 7 or 8?
propbeanie
04-02-25, 11:53 AM
I followed all of the steps in from the installation instructions, the "I remember..." video starts playing, but when I click to move on from it I get a pop up saying "can not initialize 3d engine".
I am using a clean install in a new folder, is there a fix for this? I can provide more info if needed, just not sure what I need to provide that could help.
GWX-KC uses a built-in 1920x1080 widescreen, you do have to set the SH3.exe "Properties" to match your hardware, such as "Run as administrator", "Disable fullscreen optimizations", "Compatibility mode for..." as it works best for your computer - I have one on WinXP SP2 and another on Win7, and the "Change high DPI settings" button, set to "Application" at the bottom of that window.
However, do you have a valid install of SH3?? That is where the DirectX v9.0c dll file and codecs come from to run the game. Lacking that, you will get that (or a similar) error. Also, stay out of the Program Files folders for your KC modded game. Do not forget to either use MultiSH3 (included in modded game folder) to create a new Save folder with 3-characters you enter, or delete the stock SH3 folder in My Documents.
If none of the experimenting with those settings work, post back with your computer specs, including cpu, amount of ram, where you have KC set-up, what video card you are using, and the display monitor. :salute:
Darthlucky
04-02-25, 12:11 PM
I have it installed in the C: drive, in its own folder named SH3 GW-KC. I'll find the specs for my computer when I have the time and post them as well. I've made the Multi-SH3 save also.
WestboundFilly1
04-02-25, 06:46 PM
I've made it to mid 1943 and according to the availability timeline I should have the option for the Snorkel by now. I did some time skipping to see when it does become available and the earliest I can see it is 1944. Is this supposed to happen? Can I edit the files to change the availability to early/mid 1943?
The mod is great otherwise.
Kpt. Lehmann
04-03-25, 12:52 PM
I've made it to mid 1943 and according to the availability timeline I should have the option for the Snorkel by now. I did some time skipping to see when it does become available and the earliest I can see it is 1944. Is this supposed to happen? Can I edit the files to change the availability to early/mid 1943?
The mod is great otherwise.
Hi shipmate.
We have set the snorkels availability in-game to be historically accurate.
You may observe the date range found on uboat.net via the following link and excerpt.
https://uboat.net/technical/schnorchel.htm
"The first boat to be fitted with the Schnorchel was U-58 which experimented with the equipment in the Baltic during the summer of 1943 but operational boats didn't start to use it until early 1944 and even as late as June 1944 only about half of the boats stationed in the French bases had Schnorchels fitted."
We may need to edit the snorkel equipment availability chart icon. I will check into that on that over in our workshops.
Otherwise, we will be keeping the historically accurate in-game actual availability as it is currently in GWX-KC.
Regarding editing the files to suit your taste, you may open a new thread to request assistance with that. If we were to do that here on this thread for every person's preferences, we'd be doing little or nothing more outside of that. I hope you understand.
Sink'em ALL! :arrgh!:
Any chance for submod that change resolution for Legion GO like 1280x800, 1600x1000 or 1920x1200 ?
Tristand
04-04-25, 11:33 AM
Really enjoying my first go at the KC mod. The UI taking some getting use to and a lot of the dials i am unsure how to use, but i haven't reviewed the tutorials on the forums yet.
I started in 1943 and ran into my first convoy. Reported the position and was ordered to shadow (absolutely love that...), unfortunately lost contact with the convoy and incorrectly reported. Re-established contact and reported again which led to the BdU message "uboats unable to make contact, attack alone", makes total sense.
Hours into maneuvering the boat into a firing position, i see splashes and gunfire. A uboat appeared and fired at the DD with deck gun! Well after a very short duel the DD scored a hit on the uboat and that ended that. About 2 hours later after attacking the convoy and in the midst of intense depth charges, another uboat shows up and sinks the exact same way...
Question was... Is that normal AI behavior? Is that what it looks like when a wolfpack attacks? They dont approach submerged?
Kpt. Lehmann
04-04-25, 12:21 PM
Any chance for submod that change resolution for Legion GO like 1280x800, 1600x1000 or 1920x1200 ?
Unfortunately we have no plans for that. Our work and other mega-modders work centers on the Full High Definition / FHD resolution of 1920 x 1080
Unfortunately we have no plans for that. Our work and other mega-modders work centers on the Full High Definition / FHD resolution of 1920 x 1080
Any tips and help how to run sh3 in 1920x1200 res ?
Archive1
04-05-25, 12:20 AM
ALL:
Maybe I have missed something already posted, mea culpa if so, but what are the "Enhanced Map Tools" that are "available" if one selects that option in the upper right corner of the screen...maybe the F3 screen? Has that been discussed somewhere that I have missed? If so gimme a reference, please. Still learning the program.
Oh, is there a way to program the F1 screens so they can be copied and downloaded to a Word-type program for printing? It would sure make learning commands easier if one had a hard copy sitting next to the keyboard during the early days of indoctrination. And avoid confusion with previously learned commands.
-=Archive1=-
Anvar1061
04-05-25, 12:22 PM
Oh, is there a way to program the F1 screens so they can be copied and downloaded to a Word-type program for printing? It would sure make learning commands easier if one had a hard copy sitting next to the keyboard during the early days of indoctrination. And avoid confusion with previously learned commands.
-=Archive1=-
You can print the file
data\Menu\en(de)_help.txt
JohnCarterOfMars
04-05-25, 02:40 PM
ALL:
Maybe I have missed something already posted, mea culpa if so, but what are the "Enhanced Map Tools" that are "available" if one selects that option in the upper right corner of the screen
The "enhanced" tools give you guides for drawing. For example, the ruler guide is a large compass that lets you be precise in the in the direction of the line.
Kpt. Lehmann
04-05-25, 04:40 PM
Any tips and help how to run sh3 in 1920x1200 res ?
No shipmate. Not on this thread.
If your monitor will support 1920 x 1080, it is the resolution that we recommend for GWX - Knight's Cross edition.
Darthlucky
04-05-25, 05:56 PM
So, I've followed all of the instructions as laid out in the readme/installation files and/or advice given to me on this thread. I am still unable to get the gam to load, regular GWX and SH4 with mods works fine. I feel like there's just some small tweak or detail that I'm missing here, but I can't seem to figure out what the heck it is.
Archive1
04-06-25, 12:37 AM
AnVar1061:
Thanks for the link. Have downloaded it and begun to edit into (for me) my preference for referencing. Thenwill apply to an ongoing patrol.
-=Archive1=-
3catcircus
04-06-25, 06:55 PM
So, I've followed all of the instructions as laid out in the readme/installation files and/or advice given to me on this thread. I am still unable to get the gam to load, regular GWX and SH4 with mods works fine. I feel like there's just some small tweak or detail that I'm missing here, but I can't seem to figure out what the heck it is.
What video card are you using? Modern Intel cards will typically crash because they haven't properly implemented DX9.
Game looks amazing while I'm playing, however I'm having problems getting back in after saving and closing the program. I'll bootup then after two to three minutes max it crashes.
Unfortunately I don't have a Nvidia Card, I'm running a AMD Radeon RX 580 2048SP, which I updated.
All support and assistance will be greatly appreciated.
JC
blackswan40
04-08-25, 04:51 PM
Hi JC is your GWX KC install in program/files x86 if so windows security will mess with your career saves.
I have my GWX KC installed on drive C:/ but in a folder also did you left click on your SH3 exe and properties then click run in compatability settings for windows 7 and tick run as administrator and click apply
https://www.subsim.com/radioroom/picture.php?albumid=1468&pictureid=13687
if you did all the above and are still getting CTD in career did you save at periscope depth or deeper or near land or near to ships you have just sunk thats why your getting CTDS
My amd gaming rig Ryzen cpu 3800 amd RX 6800TX 16gig ram 32gig memory I have no CTD issues also two days ago I bit the bullet and did the windows 11 free upgrade all good at my end.
Sorry for the Hsie activation part of this post i thought you had to activate it after GWX KC install so thought it best to delete that part of my post.
Hawkins
04-11-25, 02:08 AM
Great experience so far! Currently slogging it out at the start of the war in a type II. Only thing is, It is very dark! and the waves are relentless! Numerous times I've seen my little coastal sub jump completely out of the water. Any solutions for the very dark nights? Flag identification is near impossible beyond 500 meters or so. I'm sure I've adjusted wave height before in other packs just don't remember. Any help is appreciated! :Kaleun_Cheers:
blackswan40
04-11-25, 02:57 AM
Hi Hawkins theres a work around I use to identifi ships in bad weather and dark nights I use the ,.<> keys to view close ships and their flags.
VikingGrandad
04-11-25, 03:26 AM
Any solutions for the very dark nights? Flag identification is near impossible beyond 500 meters or so.
Getting close to be able to identify a target in poor light conditions is realistic. If there's heavy cloud at night out at sea, then there is no significant source of light. It should be very dark.
If you're unable to get close enough, or prefer not to, then try shadowing the target on the surface until dawn. That's what would have been done in real life when the night was too dark to identify a target ship, and it wasn't feasible to get close enough to the ship to identify its flag or other features.
Other clues to help you decide whether or not the ship is an enemy:
- Is the ship near to the British coast or sailing towards the UK?
- Is the ship taking evasive measures, i.e. a zig-zag course? (an enemy ship will probably do this if they have spotted your boat)
- Does the ship have any guns mounted on its deck?
juniorjunior
04-12-25, 12:34 PM
hi guys, I just installed a fresh copy of SHIII from steam and downloaded the GWXKC and dont see the run/EXE option to get it started- it looks like my steam copy is v 1.4, is there an easy way to add gwx?
Thx!
Can I get another mission after complete the first one?
propbeanie
04-15-25, 11:49 AM
Can I get another mission after complete the first one?
How so? If you are doing Single Missions, then no, you load the next mission by your choice on the menu. If you are in a career, then you come back in and dock at home port (recommended you Save the game), then you can go back out on patrol again and are assigned a new grid location. One thing to remember about GWX and Knight's Cross, is that the assigned grid is not anything important, and you can go anywhere you wish in the world (so long as you have fuel and ammunition) and hunt for enemy shipping. Only requirement is that you "Be More Aggressive!!!"...
:arrgh!:
i dreamed about sh3 will have complex mission system as sh4 many years,seems it cant be true
Aktungbby
04-16-25, 12:51 AM
astexe!:Kaleun_Salute:...back on the surface after along silent run!:up:
propbeanie
04-16-25, 01:04 PM
i dreamed about sh3 will have complex mission system as sh4 many years,seems it cant be true
Well, different game, but you can get a similar effect. While deciding on your own where to hunt, do "Contact Reports" when you come upon targets. You can sometimes induce the game to give you a "Be more aggressive!" message... :arrgh!: (inside joke), as well as maybe get a "track target" message for a possible wolfpack attack later. Can't get that in SH4... though I do wish you could... :haha: - In SH4, it is done with the PatrolObjectives and DynamicMiss files in conjunction with the various other cfg files for "communication", whereas in SH3, the H.sie "realism fixes" can make up for some of the difference in game structure, and actually add more to the game. :salute:
Lost At Sea
04-17-25, 04:19 AM
hi guys, I just installed a fresh copy of SHIII from steam and downloaded the GWXKC and dont see the run/EXE option to get it started- it looks like my steam copy is v 1.4, is there an easy way to add gwx?
Thx!
Hmmm…
Have you watched the Installation Guide vid provided on the first post? If not, I highly recommend you do so. Can’t really go wrong if you do exactly as instructed. Best luck, Kaleun !
Cheers,
Lost
Aktungbby
04-18-25, 10:46 PM
Hello Everyone.
Longtime lurker and uboat enthusiast. Decided to give it a go. Seems like i am SO behind on the modding community but GWX is the catch all.
Tristand!:Kaleun_Salute:
Andy 01288
04-21-25, 08:00 AM
The links to the KC mod are dead for me. Anyone help? Thanks.
blackswan40
04-21-25, 08:11 AM
Hi Andy 01288 ive just tried downloading GWC KC and the download is working
try a diferent browser i used Firefox please let me know how you get on
https://www.subsim.com/radioroom/picture.php?albumid=1468&pictureid=13741
Hi all,
Finally, I played this build. It's obvious that people tried, a lot of work was done, but... Unfortunately, I see a lot of bugs. Fixes are needed. I've already fixed some for myself...
I admit, I was really looking forward to the new model type 9. Unfortunately, this did not happen. My last hope to see the correct model of U-505 in the game in 20 years has collapsed.:cry::cry:
One of the main bugs that I noticed is an incomprehensible reason for delays in the ability to dive, for no apparent reason. This is very annoying. I hope this will be fixed.
Overall, the game is very stable when loading, I think this is a great achievement!:rock::rock:
I would like the community of players to the best of their ability and ability, to make some additions or reasonable suggestions to improve the game as a whole, especially in terms of realism. Since basically only seasoned veterans are into this game.
https://i.postimg.cc/NjqYGTTy/SH3-Img-21-4-2025-20-15-12-129.jpg
Kirienko
04-21-25, 09:37 AM
Hi all,
One of the main bugs that I noticed is an incomprehensible reason for delays in the ability to dive, for no apparent reason. This is very annoying. I hope this will be fixed.
The delay in the dive is a realism feature: sub crew needs some time to get ready to dive. If you need to dive quickly order a crash dive (key c) instead of a normal dive to get them to dive as fast as possible.
The delay in the dive is a realism feature: sub crew needs some time to get ready to dive. If you need to dive quickly order a crash dive (key c) instead of a normal dive to get them to dive as fast as possible.
You will be surprised, but I pressed all the buttons. The most annoying thing is that when you are attacked by a plane or an escort ship, they tell you to wait 5-7 and even 13 minutes. But they don't tell you why.:har:
And this happens regularly in every campaign!:haha::haha:
I have been playing Hunter for 20 years, but I have never seen anything like this anywhere...:hmmm:
Anvar1061
04-21-25, 02:39 PM
AFB_p38j
AFB_P38J.sns
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
[Sensor 1]
NodeName=O01
LinkName=AI_Visual ;AirS_Visual
StartDate=19380101
EndDate=19451231
ALBS_Walrus
ALBS_Walrus.sns
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
[Sensor 1]
NodeName=O01
LinkName=AI_Visual ;AirBS_Visual
Kpt. Lehmann
04-21-25, 11:31 PM
AFB_p38j
AFB_P38J.sns
LinkName=AI_Visual ;AirS_Visual
ALBS_Walrus.sns
LinkName=AI_Visual ;AirBS_Visual
Thanks, Anvar. I will fix them right away.
Kpt. Lehmann
04-21-25, 11:36 PM
You will be surprised, but I pressed all the buttons. The most annoying thing is that when you are attacked by a plane or an escort ship, they tell you to wait 5-7 and even 13 minutes. But they don't tell you why.
And this happens regularly in every campaign!
I have been playing Hunter for 20 years, but I have never seen anything like this anywhere...
Hi all,
Finally, I played this build. It's obvious that people tried, a lot of work was done, but... Unfortunately, I see a lot of bugs. Fixes are needed. I've already fixed some for myself...
I admit, I was really looking forward to the new model type 9. Unfortunately, this did not happen. My last hope to see the correct model of U-505 in the game in 20 years has collapsed.
One of the main bugs that I noticed is an incomprehensible reason for delays in the ability to dive, for no apparent reason. This is very annoying. I hope this will be fixed.
Overall, the game is very stable when loading, I think this is a great achievement!
I would like the community of players to the best of their ability and ability, to make some additions or reasonable suggestions to improve the game as a whole, especially in terms of realism. Since basically only seasoned veterans are into this game.
BUKER,
Your posts regarding U-boat dive times and U-boat dive characteristics in GWX-KC are inflammatory and COMPLETELY incorrect! You are ALSO demanding assistance while being fully rude and insulting. Furthermore, you directly admit to making changes and/or modifying your game. Honestly, this smells like a YOU problem, not a GWX - Knight's Cross edition problem.
Just now I tested our crash dive time for the Type IXC and obtained the following NORMAL time readings.
Following the issuance of the crash dive command, the aft of the Type IXC is underwater at 33 seconds.
Following the issuance of the crash dive command, the assigned crash dive depth of 75 meters is reached at one minute and 30 seconds.
BUKER,
You are ALSO demanding assistance while being fully rude and insulting.
I am very surprised!:o
It is strange, how was my rudeness and insult expressed and most importantly - who? I did not insult anyone!
BUKER,
Just now I tested our crash dive time for the Type IXC and obtained the following NORMAL time readings.
Following the issuance of the crash dive command, the aft of the Type IXC is underwater at 33 seconds.
Following the issuance of the crash dive command, the assigned crash dive depth of 75 meters is reached at one minute and 30 seconds.
You apparently did not understand what I was writing about, the reason for the poor Google translation.
It was not about the immersion time, but about the delay in immersion without any apparent reason.
BUKER,
Furthermore, you directly admit to making changes and/or modifying your game.
I only corrected your minor shortcomings.
For example, the absence of a 37mm anti-aircraft gun on the 9C, or the non-historical time of the appearance of the 2nd cabin, which in reality appeared only in early 1943. And there is no cabin 1 at all. These minor changes do not affect the gameplay.
https://i.postimg.cc/pV9LRGzX/SH3-Img-17-4-2025-11-10-30-35.jpg
I remember your early statements that you follow the technical side of the game more than its historical part. You have already had similar conflicts. So what is the claim against me that I corrected the historicity?:hmmm:
And also, changing the color of the water is a matter of taste for each player.
lederhosen
04-22-25, 03:57 AM
Man make your own mod then.
Ktl_KUrtz
04-22-25, 07:58 AM
Man make your own mod then.
:Kaleun_Cheers:
KUrtz
Guys, need a little help of some pros :k_confused:
Just get back to SH3, thanks to Knight's Cross Edition. I cant tell how much time I spend in SH3 sisnce 2012 when I have doscovered GWX
But...
Can I make SH3 COMANDER working with KCE? I tried but no sucesse. Game started to crash, but coudnt apply time aceleration.
Or maybe there is other way to change aceleration speeds? x1024 is definietly not enough to cross Atlantic.
Also I was trying to instal Nvidia profile from Wolfpack's link but his link has expired. Where I can find that NIP file?
Kpt. Lehmann
04-22-25, 02:47 PM
Guys, need a little help of some pros :k_confused:
Just get back to SH3, thanks to Knight's Cross Edition. I cant tell how much time I spend in SH3 sisnce 2012 when I have doscovered GWX
But...
Can I make SH3 COMANDER working with KCE? I tried but no sucesse. Game started to crash, but coudnt apply time aceleration.
Or maybe there is other way to change aceleration speeds? x1024 is definietly not enough to cross Atlantic.
Also I was trying to instal Nvidia profile from Wolfpack's link but his link has expired. Where I can find that NIP file?
Hi Smok.
Unfortunately for now, SH3 Commander is not compatible with GWX-KC.
We do hope to bring it into compatibility with GWX-KC in the future, and work continues to that end. We make no promises though. I have also already addressed this issue on the first post. As an extra consideration, it must be noted, that SH3 Commander is an external program. Our primary mission has been, and will remain, for GWX-KC itself to be the focus of our work.
I can upload the Nvidia NIP profile for you on the first post. It will be available there a few minutes after I complete this post. :up:
Andy 01288
04-22-25, 03:55 PM
Hi Andy 01288 ive just tried downloading GWC KC and the download is working
try a diferent browser i used Firefox please let me know how you get on
https://www.subsim.com/radioroom/picture.php?albumid=1468&pictureid=13741
Thanks Blackswan, new PC here, Win 11, Having a few probs here and there. I'll let you know. Would you recommend KC? Your thoughts please.
Rgds, Andy.
Kpt. Lehmann
04-22-25, 04:01 PM
@Smok
That link to the Nvidia Profile .NIP file on the first post is still good. Maybe you just overlooked it?
https://www.mediafire.com/file/sg48fxttg4g65bl/Not_going_to_get_better_than_this_Silent_Hunter_II I.nip/file
Hi Smok.
Hi Lehmann,
Thank you for link for nip profile. I missed link in first post :haha:
If SH3COMANDER is not compatible for now, maybe you know any other way to change max time acceleration in game?
Kpt. Lehmann
04-22-25, 05:59 PM
Hi Lehmann,
Thank you for link for nip profile. I missed link in first post :haha:
If SH3COMANDER is not compatible for now, maybe you know any other way to change max time acceleration in game?
Smok, I do indeed know... However, there is solid reason why it is capped at 1024 in stock SH3 and/or GWX and GWX-KC.
The higher the time compression, the greater number of missed logic steps are created by the game engine. Think of it as turning a solid flashlight beam into a stuttering strobe light. It cannot "see" everything properly.
The higher the time compression, the wider the information gaps become.
Generally speaking, and rightfully so, over the years the community here has come to the understanding a long time ago, that anything above 256x TC easily creates significant problems.
On the lighter side of things, it means that aircraft may fly overhead and totally miss seeing you.... or you may be destroyed without any clear understanding of what unit type ended your U-boat.
Worse, it increases the likelihood of CTD's.
GWX-KC is already known for its solidity and dependability when installed properly, and critical elements are not overwritten by inadvisable mods.
Smok, I hope you understand, that I don't wish to help you do something that will break GWX-KC under high engine load/memory budget circumstances.
Marko_Ramius
04-22-25, 07:21 PM
Hi guys ;
I am not able to open the hatch inside the sub ; Shift + H doesn't work.
I looked in the keyb commands files, English or French and i don't see anything related to the opening hatch feature. Did i missed something there ?
I just tried the first training mission (Navigation) and not yet get deep in the game so maybe this is related to that ?
Kpt. Lehmann
04-22-25, 09:24 PM
Hi guys ;
I am not able to open the hatch inside the sub ; Shift + H doesn't work.
I looked in the keyb commands files, English or French and i don't see anything related to the opening hatch feature. Did i missed something there ?
I just tried the first training mission (Navigation) and not yet get deep in the game so maybe this is related to that ?
Hi Marko.
Its good to see an old hand.:up:
I can assure you that Shift+H and Ctrl+H do indeed function on my copy of GWX-KC v1.0
Can you please post your activated mod list, and any other changes that you may have made to your copy?
Archive1
04-22-25, 10:04 PM
He's correct. Shift + H opens the bulkhead hatch and Ctrl + H closes it.
-=Archive1=-
Marko_Ramius
04-22-25, 10:08 PM
Hi Kapt !
Here is a list of the mods activated :
Generic Mod Enabler - v2.6.0.157
[F:\Sim_\GWX_Knights_Cross\GWX-Knight's Cross Edition v1.0\MODS]
GWX - KC No Medals on Crew
GWX - KC Enhanced Special Effects
GWX - KC NON-Stabilised Deck Gun Sight
OLD_GWX-TA1.3_Seafloormod - 256mb
OLD_Rubini´s Underwater dust&plancton v1
OLD_Perso_Gameplay_Realisme
Scene_Perso_S3D
RN BC Hood 2025
The mods called "OLD_***" are obviously some stuff from old GWX ;
"Scene_Perso_S3D" is a little tweak in scene.dat : I changed the Lod Factor from 1 (i think it was 1) to 8
"Old_Perso_Gameplay_Realisme" is for a change to the % of realisme we get when we change settings
I don't think those two have something to do with my problem but i will try anyway to deactivated them
I installed KC the way it was explained in WolfPack's video.
BUT : There may be a problem with the fact that i use a French keyboard and so, use the French command file. I had to make a little change to be able to activated the UZO (with Ctrl + U) because it was not in the french file. (i looked the English one and compared them). i just did that, nothing more.
Thank you in advanced and thanks again for this amazing work with SH3
:Kaleun_Cheers:
Marko_Ramius
04-22-25, 10:57 PM
Something seems to be messed up with my commands files because i tried to pass my keyboard (on windows) on Eng, and in game, have set the keyboard on English and it works (the hatch open and close). BUT : The UZO comes up with shift + U but do not retracted with Ctrl + U ...
I switched back my keyboard layout on windows in French and, in game, set back to French Keyb and no open hatch and no uzo ...
Before that, I deactivated the mods "OLD_*** " and such ; and even put the exe in Windows 7 compatibility.
I think i will reinstall the whole thing because i may have done something wrong somewhere ( forgive the old man ;-) )
Kpt. Lehmann
04-22-25, 11:23 PM
I think i will reinstall the whole thing because i may have done something wrong somewhere ( forgive the old man ;-) )
No worries. Let me know how it turns out when you can. :up:
I won't say much, just compare these two screenshots.
https://i.postimg.cc/BvxSM4Tx/23-04-2025-091938.jpg
https://i.postimg.cc/HxdpNRzF/SH3-Img-21-4-2025-18-3-15-220.png
One has data from archival documents, the other has data from the game. The game is already 20 years old, but many people still don't know the history... And most importantly, they don't want to know it!
And that's a shame.
In reality, the Type VIIC submarine could freely stay underwater for up to a day without turning on the oxygen tanks.
In the game, this figure is 5 hours 34 minutes.
I hope that the developers will take this into account and fix it!
P.S. The episode with the U-744 was not an isolated incident, you can read more about it on this site. There is a lot of interesting stuff there...
https://uboatarchive.net/U-257A/U-257INT.htm
Marko_Ramius
04-23-25, 12:27 AM
I reinstalled from scratch and tried a few things :
All the key commands works but if, and only if : I set my keyboard language on windows on English and in game too.
If i run my keyboard in French (which is my OS language) and set SH3 on French Keyboard, it doesn't work anymore. So, i think there is a problem with the French Command file.
It's not a big deal ; important thing is a workaround exist for us poor french : Set English Keyboard in Windows and in game, that's it. A bit uncomfortable, but not the end of the world.
I'm a bit surprised : Am i the only French guy left ? :)
Kpt. Lehmann
04-23-25, 12:42 AM
I reinstalled from scratch and tried a few things :
All the key commands works but if, and only if : I set my keyboard language on windows on English and in game too.
If i run my keyboard in French (which is my OS language) and set SH3 on French Keyboard, it doesn't work anymore. So, i think there is a problem with the French Command file.
It's not a big deal ; important thing is a workaround exist for us poor french : Set English Keyboard in Windows and in game, that's it. A bit uncomfortable, but not the end of the world.
I'm a bit surprised : Am i the only French guy left ? :)
Well, you aren't the last French guy left. However, for most members of the development team, German and French are not our first languages. I have to rely on help from our good French friends and good German friends.
Also, even perfect translations with very good colloquialization does not always work in-game as intended. Just as in our original work with GWX 3.0, we are supporting three different languages... German, French, and of course English and will do the best we can with the tools we have.
Otherwise, OK. I think that the mods you listed and explained should be safe... but just until the keyboard commands problem is solved, I recommend to do as you seem to have done already.... remove those mods from the soup for now.
"BUT : There may be a problem with the fact that i use a French keyboard and so, use the French command file."
"I had to make a little change to be able to activated the UZO (with Ctrl + U) because it was not in the french file. (i looked the English one and compared them). i just did that, nothing more."
I will ask my French team members about this. If the command to mount or dismount the UZO is absent in the French version, I will do my best to see to it being added in for the upcoming update.
Just for general awareness, we are also working to perfect the German version too.
One piece at a time. :shucks:
Hooston
04-23-25, 01:45 AM
I
In reality, the Type VIIC submarine could freely stay underwater for up to a day without turning on the oxygen tanks.
You are correct. It's part of the HSie patch. I think the low value was chosen because game hunts do not last 24 hours as the AI is too dumb. Unfortunately it makes life very difficult if you need to stay submerged for long periods (especially late war).
The fix is to run HsieOptionsSelector.exe. A dialogue box will pop up giving you options to adjust the oxygen in the boat or even revert to the more realistic stock behaviour.
The maximum increase in oxygen without disabling this part of the mod is only 2.5 times, so it is still a bit short of reality. I expect that could be tweaked somewhere.
While you are there you may want to edit hsie.ini and increase the maximum wind speed for snorkelling above 15. Although snorkelling properly was not practical at these high wind speeds it should be possible to use the snorkel to ventilate the boat whilst running on the electric engines and many boats managed entire patrols submerged. I've never managed to stay alive long enough to get a snorkel! Rerun HsieOptionsSelector.exe to make any changes in this file effective.
Smok, I hope you understand, that I don't wish to help you do something that will break GWX-KC under high engine load/memory budget circumstances.
Sure, thank you for explanation. I would say that compression issue its not only about max acceleration above 1024. Also during fight, when game slows to x1 with every ship detection or radio massage.
Marko_Ramius
04-23-25, 09:54 AM
Don't worry Kpt, i won't push you for this. I think i am aware about the hours of hard work you put in this, and since years now. It's amazing. I have not enough words to express my joy and gratitude to you, your team, your passion of this game.
I said it one time when GWX was out, but my first time i left Kiel in the game was one of my best moment (if not the best) of my "gaming life". I remember doing so in real time, and was completely amazed. This game with this mod will never ever leave my SSD :salute:
:Kaleun_Cheers:
JohnCarterOfMars
04-23-25, 02:33 PM
I've been noticing that when I reload a saved game, the Departure Point information shows all zeros. Here is what I observed via multiple load testing. My only mods are No Medals and No Swastikas.
1. When I create a new career and start a patrol, the load screen shows the report on the right with the proper departure point latitude, longitude, and heading.
2. When I save a game, return to the main menu, and then reload the saved game, the load screen shows the report on the right with the proper departure point latitude, longitude, and heading.
3. When I save a game, return to the main menu, exit SH3 to the desktop, relaunch the game, and then reload the saved game, the load screen shows the report on the right with all zeros in the departure point latitude, longitude, and heading.
4. Despite all zeros in the load screen report, pressing F8 to bring up the Briefing, all the departure point data is correct in the game.
This leads me to think that the bug is simply a display issue on the load screen and is not having any game play issues. Is this correct?
Thanks in advance.
Kpt. Lehmann
04-23-25, 09:00 PM
This leads me to think that the bug is simply a display issue on the load screen and is not having any game play issues. Is this correct?
Thanks in advance.
Hi JCoM,
Mostly that is correct.
Any time that you run a high load portion of the sim, such as the Museum, Single Missions, or a career patrol... (new or saved) .... it is recommended that you exit SH3 to desktop at the end of your session, and better yet, wait a few seconds before re-launching. In a nut shell, this helps SH3 'find itself.'
A demonstrable similar sort of issue can be observed by doing this:
Fully load the museum.
Then exit the museum, but do not exit to desktop.
Instead load the navigation academy training mission and observe the hyperactive water drainage on the port side of your U-boat.
The cure for this stock SH3 bug.... is simply to exit SH3 to desktop, wait a few seconds, and relaunch. :up:
JohnCarterOfMars
04-24-25, 01:22 AM
Hi JCoM,
Mostly that is correct.
Any time that you run a high load portion of the sim, such as the Museum, Single Missions, or a career patrol... (new or saved) .... it is recommended that you exit SH3 to desktop at the end of your session, and better yet, wait a few seconds before re-launching. In a nut shell, this helps SH3 'find itself.'
A demonstrable similar sort of issue can be observed by doing this:
Fully load the museum.
Then exit the museum, but do not exit to desktop.
Instead load the navigation academy training mission and observe the hyperactive water drainage on the port side of your U-boat.
The cure for this stock SH3 bug.... is simply to exit SH3 to desktop, wait a few seconds, and relaunch. :up:
Thanks for that tidbit.
In the case that I reported, it is exiting to the desktop and relaunching that is causing the erroneous departure point information to be displayed in the "briefing report" on the right side of the loading screen.
However, once the game loads the briefing data is correct. I suppose what you're saying is that the game hasn't loaded that departure point information yet when the load screen Briefing Report is generated and displayed, but once the game is loaded that data is present? That would make sense, since that information would be available when the patrol is first started, which is why it appears in the Briefing Report on the load screen on the initial launch of the patrol.
It's just a quirk of the timing of things.
VikingGrandad
04-24-25, 01:45 AM
The game is already 20 years old, but many people still don't know the history... And most importantly, they don't want to know it!
And that's a shame.
In reality, the Type VIIC submarine could freely stay underwater for up to a day without turning on the oxygen tanks.
In the game, this figure is 5 hours 34 minutes.
I hope that the developers will take this into account and fix it!
P.S. The episode with the U-744 was not an isolated incident, you can read more about it on this site. There is a lot of interesting stuff there...
https://uboatarchive.net/U-257A/U-257INT.htm
If you're implying that the GWX KC team are ignorant of history, you're very much mistaken. The KC team thrives on historical accuracy, and the mod is packed with historical details - many of which have never been seen before in SH3 mods (and more will be added in future). uboatarchive.net is one of many primary sources we use. We strive to add and correct historical details wherever the game allows us to (and when we have the time to do so).
However, sometimes, historical accuracy has to be tempered by the need for balanced gameplay, especially when considering the game's many limitations. We don't make such decisions without due consideration.
Please read Kpt. Lehmann's earlier post regarding the mod's current air and oxygen provision settings: https://www.subsim.com/radioroom/showpost.php?p=2949953&postcount=642
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