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Mowgli
02-18-25, 06:56 AM
First, well done to the people who brought this mod to life for our benefit but I have a question.
I am still playing SH5 WoS after all these years and still love it and although I think SH3 GWX was better in some ways I still preferred my SH5 WoS version and honestly want to know from you guys which version you prefer. Should I jump ship or stay off the coast of America in my Drumbeat playthrough?

Shadowblade
02-18-25, 07:19 AM
I didnt hear about GWX Knights Cross Edition yet.


Still working on my GWX3 campaign :arrgh!:

Mowgli
02-18-25, 07:48 AM
I didnt hear about GWX Knights Cross Edition yet.


Still working on my GWX3 campaign :arrgh!:


There is a detailed video up on how to install it and some showcases of ships and planes but I could not find a video on what is new in it.

propbeanie
02-18-25, 01:57 PM
First, well done to the people who brought this mod to life for our benefit but I have a question.
I am still playing SH5 WoS after all these years and still love it and although I think SH3 GWX was better in some ways I still preferred my SH5 WoS version and honestly want to know from you guys which version you prefer. Should I jump ship or stay off the coast of America in my Drumbeat playthrough?
There is nothing wrong with running both games. Just be certain that you do not install SH3 in a Program Files folder, and that you set the SH3.exe "Properties" Compatibility settings to match your computer.

As far as what's new, there is the new UI, throughout the whole mod. The campaign is a combined campaign, so no matter where you decide to play, the campaign files are there. The Campaign was run through Hebe's mySH-Tool, and some of the config issues with the combined campaign were mostly eliminated. New ship models were substituted for a good portion of the rosters, the same with the planes, with a few new of each added. Overall, you should find the Save system a little more forgiving for when and where you Save. We could still trash things, same as before when saving around a lot of traffic or underwater (especially if diving), but so long as it is not terribly busy around you with all friendlies, you can usually Save like that. Overall, the attempted "design" was for stability and efficiency, so new ship additions especially, were not done. We attempted several, but had to pull them back, since there were issues with the game running consistently... So think of a prettier GWX that runs better. I have a Core2 quad 9550 with 2x 5400rpm hard drives and a 1070 video card, and it takes about 7 minutes to load a 1944 Brest start, which is better than GWX 3.0 was... Download it, unzip it, give a try. If you like it, fantastic. If you don't, continue with your SH5.
:arrgh!:

Mowgli
02-18-25, 04:25 PM
There is nothing wrong with running both games. Just be certain that you do not install SH3 in a Program Files folder, and that you set the SH3.exe "Properties" Compatibility settings to match your computer.


:arrgh!:
Thank you for the reply. I have reinstalled SH3, done what was required and it is looking good. My PC spec is only slightly superior to yours and so it was good to learn about the length of loading time.
I would never remove SH5 WoS, it is just too good. I have several hundred hours in Uboat but despite looking good it just does not scratch the itch. I have Voice Attack going with a good SH3 profile and so enjoying it as a change.

Mowgli
02-18-25, 06:12 PM
Getting back into SH3 with GWX KC. Can I run SH3 Commander with it and if so which version? Thanks in advance.,

Subcomfreak
02-18-25, 06:13 PM
Hello, I'm what I would call a "new-old head" 'n here's the obligatory rambl'ns

who has been playing submarine simulation games since I was a kid in middle school (I'm not thaaat old, but my friend had an original copy of Silent Hunter that he gave to me because he couldn't get it to run on his Windows XP machine, and me and my brother played endless hours of Aces of Deep which we downloaded off of abandonware websites). Hell, when I studied for my college entrance tests I would re-frame the trigg problem to torpedo solutions in my head, which made for an interesting test.

I've been playing Uboat and quite enjoy the game, but if my memory serves me right the SH3 mega mods are still the gold standard in terms of realism even though I think that this will not last for more than a couple of years longer given some of Uboat's features and what moders will be able to do once development doesn't break their crap... I played half of a patrol of One Alex a little over a year ago, but then life happened and I gave it up. I do remember playing some really old versions back in the day...
More recently I am back into it, but am coming from Uboat.


Having said that, WolfPack's live stream last night showed off a new mod and I'm going to play it! Got it downloaded and it seems to be working fine.

HOWEVER I HAVE A FEW QUESTIONS:

1) What does this edition change in comparison to OneAlex other than just the UI? It's a bit unclear.

2) Is there a guide for how to use or what all the charts are usedful for? I haven't played the game in quite a while and I'm a bit rusty. Some charts I remember, others I do not. How do I use that fancy stopwatch? I have a manual for the attack disc, but I don't have one for the inner periscope ring, or for the charts. IS THERE A GUIDE AND A MANUAL FOR THESE THINGS?

2.5) While messing around I found something quite queer: The numbers above the bearing markers on the periscope weren't the actual bearing (as they appear like they should be that)! Instead they are something else... IS THIS THE GYRO ANGLE??? Additionally, it appears as if one can only, as would be closer to reality, set the TDC information when angle tracking is disabled, this is correct, right? DOES THE NOTEPAD DO ANYTHING / CAN I USE IT?

3) I fear the answer is no, but with faith perhaps it will be yes... is there a way to not have to individually move all my boys around the boat? Will a macro maker work?

4) Is there anything else I should do to my install? For example, I remember some sort of Career manager that did something with One Alex, but, again, I didn't really play it much so I can't recall.

Thanks in advance,
New-Old hat :subsim:

gord96
02-19-25, 09:52 AM
Amazing stuff. This is the best I’ve seen SH3 look. Runs smooth as silk too.

Aktungbby
02-19-25, 10:31 AM
Gord96!:Kaleun_Salute:

Kpt. Lehmann
02-19-25, 11:10 PM
Getting back into SH3 with GWX KC. Can I run SH3 Commander with it and if so which version? Thanks in advance.,

Hi Mowgli. Good to see an old hat still around. :up:

Right now, GWX - Knight's Cross edition is not compatible with SH3 Commander.

Kpt. Lehmann
02-20-25, 01:12 AM
Hello, I'm what I would call a "new-old head" 'n here's the obligatory rambl'ns




Having said that, WolfPack's live stream last night showed off a new mod and I'm going to play it! Got it downloaded and it seems to be working fine.

HOWEVER I HAVE A FEW QUESTIONS:

1) What does this edition change in comparison to OneAlex other than just the UI? It's a bit unclear.

Well, for clarity it should be stated clearly that OneAlex built his mod over the top of GWX and greatly benefited from our old work in that way. Much was placed on top of that in the Onealex mod with variable success.

GWX - Knight's Cross edition is a total upgrade and rebuild of our older works. Though I have yet to attempt to write out the miles-long document that would be required to write out what has been done in GWX - KC, the differences are vast in terms of content and approach to that content.

For starters, stability was our first priority as it always has been on the old original work... and with new tools available to us for deep scanning and the like, that mission has been accomplished in a far more efficient way than was done in the OneAlex GWX clone.

The player U-boat is the star of the show in GWX - Knight's Cross edition. It is after all a U-boat 'simulator' and it is good and right that the player U-boat exterior appearance should receive more attention than other matters.
This was done in SPADES and I will write about this in more detail when I feel up to doing so. (And I will)
Suffice it to say, without any arrogance or sense of superiority, it is a factual matter that by far, we have the most accurate and detailed player U-boats available in any 'megamod.' They are simply the best, and several of our team worked our butts off to be able to say that.

We do not have the most ships, (Though we certainly have loads/plenty.) but one of our primary missions was to replace old ships one-for-one with new or upgraded models. We took a very difficult and uniform approach to this, and it shows.... via the very high percentage of upgraded vessel models and weaponry models used in GWX.

We implemented what we call "The GWX-KC Great Campaign" which unifies all of the campaign code in GWX-KC into one integral, rock-solid campaign fileset that requires no thought to enable. It is all there for you all the time. Ten's of thousands of lines of code were scanned and managed by propbeanie using Hebe Vollmaus' scanning tools as well as our own in-house tools, to merge them all and to produce the stability that the GWX work is known for.


2) Is there a guide for how to use or what all the charts are usedful for? I haven't played the game in quite a while and I'm a bit rusty. Some charts I remember, others I do not. How do I use that fancy stopwatch? I have a manual for the attack disc, but I don't have one for the inner periscope ring, or for the charts. IS THERE A GUIDE AND A MANUAL FOR THESE THINGS?

At the moment, no. However, on the up side, most of those charts are easy to figure out. You can also take out your cell phone and convert German to English if you have some question. Just don't Alt-tab out of the game to run your browser. SH3 doesn't like that.
There are also a number 'how-to' Youtube videos for the attack disk and the RAOBF wheel, and various internet articles relating to the use of both, and other U-baot items as well.


2.5) While messing around I found something quite queer: The numbers above the bearing markers on the periscope weren't the actual bearing (as they appear like they should be that)! Instead they are something else... IS THIS THE GYRO ANGLE??? Additionally, it appears as if one can only, as would be closer to reality, set the TDC information when angle tracking is disabled, this is correct, right? DOES THE NOTEPAD DO ANYTHING / CAN I USE IT?

Yes it does differ from the bearing indicator reading. That is indeed the gyro angle IIRC.

Yes you can only set the TDC info when the angle tracking is switched off.
The notepad works in the same way that it always has.
There may be maximum range restrictions for information setting such as at the hydrophone station.... There the user can only select information if the contact is 7000 meters or closer. That is an SH3 issue.... NOT a GWX/GWX-KC issue.


3) I fear the answer is no, but with faith perhaps it will be yes... is there a way to not have to individually move all my boys around the boat? Will a macro maker work?

You can right click on a compartment with men inside and then left click onto the compartment you want them to go to.... (or is it vice-versa)
In any case, one of those combinations works, to the degree that there is space for men in the compartment that you are transferring them to.


4) Is there anything else I should do to my install? For example, I remember some sort of Career manager that did something with One Alex, but, again, I didn't really play it much so I can't recall.


At the moment no, there is nothing else you should do to your installation apart from noting the DOCU_GWX-KC folder in the root file structure. There is some documentation in there.

Also, you should look at your included copy of JSGME and the list of included optional GWX-KC mods found there. They are also basically self explanatory.

Eventually, I will write up a fair bit of it all, and I will certainly be creating at least a partial features list for everyone.

Mowgli
02-20-25, 08:13 AM
I love SH5 WoS but I always preferred SH3 GWX so think update as breathed new life into a great Sim. On top of that it looks beautiful.
Like I said. Thank you, thank you, thank you.

Subcomfreak
02-20-25, 12:56 PM
Thank you for the wonderful reply!

Mowgli
02-20-25, 05:21 PM
When I moved over to SH5 WoS I migrated hundreds of ogg files over for the gramaphone. I also had a mod that randomized them at start up.
Can I copy them over my GWX KC version and if so is there a randomizer mod still out there.
Thanks in advance.

Kpt. Lehmann
02-20-25, 05:28 PM
When I moved over to SH5 WoS I migrated hundreds of ogg files over for the gramaphone. I also had a mod that randomized them at start up.
Can I copy them over my GWX KC version and if so is there a randomizer mod still out there.
Thanks in advance.

Hi Mowgli.
You can try... at your own risk. If something fails to work correctly after, the recovery from it is completely up to you. Even our sound files went through an optimization process to ensure stability and to avoid choking the 4gb memory channel budget.
I am sorry, but we do not / cannot support non-GWX material. I am sure you understand.

Mowgli
02-20-25, 05:41 PM
Hi Mowgli.
You can try... at your own risk. If something fails to work correctly after, the recovery from it is completely up to you. Even our sound files went through an optimization process to ensure stability and to avoid choking the 4gb memory channel budget.
I am sorry, but we do not / cannot support non-GWX material. I am sure you understand.
Thanks for the prompt reply. In the original SH3 I added a couple of 100 and go away with it. There are a few of the classics I would like over and I am quite computer literate I shall weed out my top ten and give it a go tomorrow after taking necessary precautions.
I will also shortly be upgrading to Overlord - I am not getting any younger. :)

:Kaleun_Salute:

Davie Jones
02-21-25, 03:12 PM
Well, for clarity it should be stated clearly that OneAlex built his mod over the top of GWX and greatly benefited from our old work in that way. Much was placed on top of that in the Onealex mod with variable success.

GWX - Knight's Cross edition is a total upgrade and rebuild of our older works. Though I have yet to attempt to write out the miles-long document that would be required to write out what has been done in GWX - KC, the differences are vast in terms of content and approach to that content.

For starters, stability was our first priority as it always has been on the old original work... and with new tools available to us for deep scanning and the like, that mission has been accomplished in a far more efficient way than was done in the OneAlex GWX clone.

The player U-boat is the star of the show in GWX - Knight's Cross edition. It is after all a U-boat 'simulator' and it is good and right that the player U-boat exterior appearance should receive more attention than other matters.
This was done in SPADES and I will write about this in more detail when I feel up to doing so. (And I will)
Suffice it to say, without any arrogance or sense of superiority, it is a factual matter that by far, we have the most accurate and detailed player U-boats available in any 'megamod.' They are simply the best, and several of our team worked our butts off to be able to say that.

We do not have the most ships, (Though we certainly have loads/plenty.) but one of our primary missions was to replace old ships one-for-one with new or upgraded models. We took a very difficult and uniform approach to this, and it shows.... via the very high percentage of upgraded vessel models and weaponry models used in GWX.

We implemented what we call "The GWX-KC Great Campaign" which unifies all of the campaign code in GWX-KC into one integral, rock-solid campaign fileset that requires no thought to enable. It is all there for you all the time. Ten's of thousands of lines of code were scanned and managed by propbeanie using Hebe Vollmaus' scanning tools as well as our own in-house tools, to merge them all and to produce the stability that the GWX work is known for.



At the moment, no. However, on the up side, most of those charts are easy to figure out. You can also take out your cell phone and convert German to English if you have some question. Just don't Alt-tab out of the game to run your browser. SH3 doesn't like that.
There are also a number 'how-to' Youtube videos for the attack disk and the RAOBF wheel, and various internet articles relating to the use of both, and other U-baot items as well.



Yes it does differ from the bearing indicator reading. That is indeed the gyro angle IIRC.

Yes you can only set the TDC info when the angle tracking is switched off.
The notepad works in the same way that it always has.
There may be maximum range restrictions for information setting such as at the hydrophone station.... There the user can only select information if the contact is 7000 meters or closer. That is an SH3 issue.... NOT a GWX/GWX-KC issue.



You can right click on a compartment with men inside and then left click onto the compartment you want them to go to.... (or is it vice-versa)
In any case, one of those combinations works, to the degree that there is space for men in the compartment that you are transferring them to.



At the moment no, there is nothing else you should do to your installation apart from noting the DOCU_GWX-KC folder in the root file structure. There is some documentation in there.

Also, you should look at your included copy of JSGME and the list of included optional GWX-KC mods found there. They are also basically self explanatory.

Eventually, I will write up a fair bit of it all, and I will certainly be creating at least a partial features list for everyone.

Hello;
New here. Fairly new to sh3 too. Nice work. Fwiw, working on the campaign files isn't code work.
They're simple text files that anyone with a text editor can work on, unlike a software professional doing code work on the various pc code formats via various editing tools and programs.

Mowgli
02-24-25, 05:19 AM
Loving this version of the game and the ship graphics are excellent but I am either missing something like the right key press or it is not yet implemented.
When I select the British Ships manual and select the Merchantile Marine option it is still showing excellent images and information on warships. Have I missed something?

Kpt. Lehmann
02-24-25, 01:33 PM
Loving this version of the game and the ship graphics are excellent but I am either missing something like the right key press or it is not yet implemented.
When I select the British Ships manual and select the Merchantile Marine option it is still showing excellent images and information on warships. Have I missed something?

I guess I am not understanding you.
Can you possibly rephrase your statement and/or include a screenshot of the matter you are referring to? I do not recall any 'Mecantile Marine' option.

Mowgli
02-24-25, 05:18 PM
I guess I am not understanding you.
Can you possibly rephrase your statement and/or include a screenshot of the matter you are referring to? I do not recall any 'Mecantile Marine' option.

I mean the Merchant Ships, Cargo, tankers, etc. I can only get the details on warships. The flag is the Red Duster next to the Royal Navy White Engsign.

Kpt. Lehmann
02-24-25, 05:50 PM
I mean the Merchant Ships, Cargo, tankers, etc. I can only get the details on warships. The flag is the Red Duster next to the Royal Navy White Engsign.

Okay again you are using a term that I am not familiar with in this context.
"Duster" to me is a cleaning device on the end of a rod and/or a long coat.

I just went through every entry of the recognition manual for both Merchant Ships (Handelschiffe in German) and warships. Each entry provided all necessary information for targeting and expected tonnage to be awarded.

Are you having problems with a specific nation?

When you click on a flag on the recognition book, it should take you to that nation's warships.
When you click on "Handelschiff" it should take you to essentially the TOTAL set of pictures for all merchants or civilian ships in the game.

Please provide a screenshot or two, and a more detailed description, Mowgli.

VikingGrandad
02-25-25, 04:30 AM
I mean the Merchant Ships, Cargo, tankers, etc. I can only get the details on warships. The flag is the Red Duster next to the Royal Navy White Engsign.


When you access the Ship ID manual, click the left arrow...
https://i.ibb.co/mC7h9xNh/sh3-AKNy-M9i-PEs.jpg (https://ibb.co/nsSQ7WPQ)

...you will then see the "Handelschiffe" (Merchant Ships) section:
https://i.ibb.co/sd8rpsy0/sh3-Cc6p-An-RSOs.jpg (https://ibb.co/cS4dK2DG)

Click on "Handelschiffe" to browse all the merchant ships (for all nations):
https://i.ibb.co/bj6mQvs6/sh3-JQx-NXCYIo6.jpg (https://ibb.co/8nmsNxrm)

Mowgli
02-25-25, 05:47 AM
Okay again you are using a term that I am not familiar with in this context.
"Duster" to me is a cleaning device on the end of a rod and/or a long coat.


Please provide a screenshot or two, and a more detailed description, Mowgli.


Sorry, I was in the Royal Navy for 12 years and we always referred to the merchant navy's ensign as the "Red Duster". Back then it was traditional for all British Merchant ships to dip their ensigns when a Royal Navy warship passed them. No idea if they still do it.

Mowgli
02-25-25, 06:10 AM
Sorted. Thank you Viking. A language problem and the mistake of me thinking that the merchant ships would be under the Merchant Navy flag.


All is well that ends well.

:Kaleun_Salute:

VikingGrandad
02-25-25, 06:36 AM
Sorted. Thank you Viking. A language problem and the mistake of me thinking that the merchant ships would be under the Merchant Navy flag.

That's a very good point you make there, actually. The merchant flags are placed alongside the military flags on the Ship ID book section covers, just to help players recognise the merchant and navy flags for each nation - but I can see why that led you to believe the merchant ships would be included with the military ships. Perhaps that should be addressed...:hmmm:

Anaba
04-22-25, 01:01 PM
Anyone also noticed that the attack disk which is now available as a slider in the top part of the screen is bugged in KC?

One of the three movable arms do not move. In particular the one responsible for producing the AOB from bogey ship course and bearing to target.

Anyone?