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Kpt. Lehmann
03-18-06, 01:05 PM
As promised... here is The Grey Wolves Readme :ping: :ping: :ping:

(God I hope I didn't forget anything. :o )

.................................................. ...............

Salute! Fellow U-boot Kaleuns,

READ THIS FIRST!!!!!!

THIS IS A FREEWARE MOD!!! YOU MAY NOT USE THIS MOD OR ANY OF ITS CONTENTS FOR PROFIT!!!!

This is a large download. In many ways there is no moddable subject that has not been touched . The Grey Wolves mod is compressed with 7z which is a searchable freeware compression/decompression program. Once you download it please save a copy of the COMPRESSED files to disk and label as "GW VERSION 1.0"

The Grey Wolves Supermod is a Stand-Alone mod. It does not require the presence of any other mod to run.

I STRONGLY recommend placing this mod by itself in a CLEAN/NEW installation of Silent Hunter III.

I also recommend saving a compressed copy to CD/disk once you complete your download for safekeeping and backup purposes.

To install:
The GW Alpha 3 mod files are in JGSME format however you can also paste it directly over a clean installation of Silent Hunter III. To do this just save the patch and decompress it into a personal document. Then go inside the patch files, copy the "data" folder and paste it over the data folder found just inside your Silent Hunter III directory.

If you use JGSME... be aware that it takes several minutes for JGSME to enable the GW patch files because of its size. I have a pretty fast processor and it takes me about 5 minutes to enable on my own system. Just copy the Grey Wolves Mod folder to your SilentHunterIII/Mods folder and enable.

You can create a multiple installation by going into your C:/Program files/Ubisoft file and renaming your current installation to anything you choose. Then all you have to do is use your SH3 Disk to re-install the game. When you install the game a second time just choose the option to "repair." This process creates a brand new installation and is the simplest way to explain a multiple install. After doing this, patch to version 1.4b.

If you make a second installation of Silent Hunter III you will need to also either delete or re-name the "SH3" folder in your "My Documents" folder.

This mod is compatible with JSCones great SH3 Commander program. SH3 Commander at the moment does not include the default 8 hour crew fatigue model as presented in GW. Simply leave the fatigue model choice in SH3 Commander un-checked to use the GW default fatigue mod. Also, in order to maintain the integrity of the destroyer aggression modifications it is recommended to leave or set "Lost contact time" to 15 minutes in SH3 Commander.

There are no "executable" files in the Grey Wolves mod. Use this mod at your own risk. If you are unsure how to apply this patch, ask for help at subsim.com The GW team is not responsible for damages real or perceived due to the user improperly applying The Grey Wolves mod patch files.

Please note, the GW team may alter any included file to mesh as required by the needs of the GW Supermod for the sake of cohesion or to achieve a desired effect. This is how discoveries and better mods are made.

Opinions are welcomed, changes are not guaranteed.

Guys, I can't tell you how many countless hours by good people were put into this project.

PS: Prepare to have your socks knocked off :O)


GREY WOLVES MODIFICATION LIST:
-----------------------------

GRAPHICS MODS:
-------------

8 Kilometer Default Atmosphere Visibility mod

The Atmosphere Mod concept was actually born as a result of our need for info during the initial stages of building GW :O)

ALL OF THOSE WHO TOOK PART IN THE ATMOSPHERE ESCAPADE:
Kpt. Lehmann
Manuel Ortega
Marhkimov
Rubini
Rulle34

SPECIAL THANKS TO OTHER VERY IMPORTANT PEOPLE:
Jungman
Pablo
Redwine
Sergbuto
Timetraveller

Atmosphere Mod Notes:
Night, visual, and fog ranges adjusted. -Rulle34
underwater sea colors added. -Marhkimov
nighttime sky & sea textures. -Rubini,Marhkimov
Enhanced sun reflections and sky/sea textures. -Marhkimov
Sky dome adjusted to reflect visual range in 16km mod versions -Manuel Ortega
ADDED ALL MISSING reflections for Type IIA, IID, XXI U-boat hulls, Type IXB, IXC, and IXD2 conning towers, and reflections for periscopes for Type II, VII, XXI U-boats, and reflections/ wake trails for all the snorkels.-Sergbuto
Max visual distance alterred -Rulle34,Manuel Ortega
RWR ranges(player u-boat only) enhanced. -Jungman
AIL v2.0 clouds added. -Ailantd
AIL v2.5 moon added. -Ailantd
Water murkiness changed. -Marhkimov
Sky, cloud, moon domes altered. -Rulle34,Manuel Ortega
Cloud texturing fixed. -Seeadler

All New Primary Interface and Loading Screens By Marhkimov

All New Periscope Background movie by CCIP

All currently available player AND AI U-boat cablefixes by FlakWalker

Type VIIB bow flag pole removed- Flakwalker

ALL Player U-Boat Skins- Fubar (Awesome Stuff)

AI U-Boat skins- Fubar

Transparent torpedo loadscreen-unknown modder

New Officer Icons Non-Language Dependant-Kpt. Lehmann

Better looking bananas :O) Tikigod

Added Type 941's Home-Fleet British BB, CL, and Fleet Carrier

Added Pinup girls- Tikigod, Kpt. Lehmann

New Realistic Dolphin Texture-Tikigod

Various Ship Skins- Marhkimov, Iambecomelife, Type-941, Sergbuto, Juju, Pascal

Military and Merchant Mods by Juju

Multiple Ship Skin Mods-Sergbuto

Aircraft Skins- Brando, Macstu23

Scharnhorst Battle Cruiser- Gerome_73

British PT Elco and pilot/driver added- Sergbuto

Tirpitz Battleship - Model by Cdre Gibs, Skin by Type941

Type 1936A (M) DD - Model Cdre Gibs, Multiskin based on Sergbuto's Work.

Voorpostenboot- Model + Skin Cdre Gibs

USS Essex CV - Model + Skin Cdre Gibs

Flottenbegleiter DE- Cmdr 1980

Hospital Ship- Iambecomelife, Sergbuto

Southampton Class Cruiser- Sergbuto

New Transport- Sergbuto

New Cargo Ship- Sergbuto

Uflak and other AI Uboats- Sergbuto, Fubar skins, Scripting by Rubini

MAS Torpedo Boat- Noline

Old Liner- Unknown modder (still hunting for the artist/modder)

Uboat Emblems-Church, Evil Jester

Bordinstrumente Mod-OakGroove with a few correctional tweaks by Marhkimov and Jonz

Slide-out CE Mod w/Bordinstr Tga- Vierkant, Oakgroove, Marhkimov

Sub Upgrades Chart / Technical Tree Screen by Ail

Ail Wakes

Ail Bowspray

Marhkimov's Supersmoke

High Res Flags for all countries- Pablo, Marhkimov.

Torpedo Textures-Marhkimov, Cdr Gibs

Crew Textures- Totenkopf, Marhkimov

Better looking Nurses and dock people- Pascal

New Sun graphic- Marhkimov (Nvidia Friendly too!)

Camera's Dat file- Marhkimov

Binocular Crosshairs removed- Marhkimov

Rubini's F1 Help Screen (Some small tweaks by Kpt. Lehmann and Marhkimov)

Several Changes to the 1024 Cfg for the Colorblind- Rubini, Marhkimov

Lighthouse Texture-donots76

Better Damage Textures- EFileTahi-A, Marhkimov

Better Dolphin Textures-Tikigod

Portions of Konrad Krumm's Colored Office- Konrad Krumm and Knox

Pascal's DC Explosions

Navi-Map mod- FLB Sale9999

Sunken Barricade Ships- Ref, with special thanks to Rubini and Teddy Bärr

Moveable Chronometer Mod by Jonz



GAME-PLAY CONTENT
-----------------

German Translation of in-game content by NippelSpanner

German Radio Message files from JGS4PIPS ... thanks also to NippelSpanner for additional translation of new GW campaign operational messages.

de_menu German Text corrections by NippelSpanner

English Radio Message Files by Irishred, Sniper1, Rubini, Sansal

Changed Number of Days in Base to prevent same patrol grid re-assignment

Corrected snorkel depths based on research by Syxx-Killer and allowing for Jungman's snorkel/AI sensor detection of same.

Re-wrote and added missing year descriptions in career flotilla choice menu- Kpt. Lehmann

Increased Attack Periscope Magnification to x10 to complement the All Grey Contacts mod- Kpt. Lehmann

All Grey Contacts-Kpt. Lehmann with some nice aircraft tweaks by Marhkimov

Re-named every non-hardcoded crewmember name for more variety.- Kpt Lehmann

Leigh Lights Mod-CCIP, CB, and Col7777

Destroyer pinpoint DC drop fix and DD agression modifications -Marhkimov/Kpt. Lehmann based on work by Gouldjg, Redwine, CB, Caspofungin

Destroyer Agression Mod- Redwine, CB, Marhkimov/Kpt. Lehmann based on work by Gouldjg, Redwine, CB,and Caspofungin- This includes the reduction of 75% of all Elite DD and DE Naval units in the SCR and RND campaign layers to "veteran" level crew ratings by Kpt. Lehmann

Deck Gun and AA stability fixes-Cdr Gibs

Reduced deck-gun damage potential-Marhkimov, Kpt. Lehmann

Reload Rates for Deck gun- Kpt Lehmann, Marhkimov

Reload Rates for AA- 5 seconds per barrel- Kpt Lehmann

Airpower Mod- Marhkimov, Kpt. Lehmann, loosely based on work by Jace11

Modified all aircraft that were scripted to carry depth charges to carry bombs instead. It was noted by us that planes carrying DC's would often dive to attack but would fail to drop their ordnance.- Marhkimov

Hurricane Fighter now carries small bombs- Marhkimov

Type XXI U-Boat Radar and Sonar Fixes- Cdr Gibs

8 hour default and 24 hour optional realtime fatigue models-Gouldjg, with minor tweaks by Kpt Lehmann and Marhkimov.

Crush-Depth Changes by Marhkimov and Kpt. Lehmann (they are in the realm of realistic possibility... and no I won't ruin the surprise for you)

Waves Attenuation Factor changed for more realistic waves-CB

Watch Officer now gives weather report when on surface-Mod by Time-Traveller, Heretic, and Marhkimov

Fixed all known Uboat torpedo loadout problems-Marhkimov

Added Missing TVII Torpedo-Cdr Gibs

U-boat Damage Model- Marhkimov, amalgamation of the Hollywood and Die-Hard Mods by Gouldjg and Jungman respectively.

Ctrl+Enter is now used to fire torpedos... no more accidental firings!-Unknown Modder

Run with Decks Awash Mod- Rulle34

Deck Gun Damage Reduced- Marhkimov, Kpt. Lehmann

Nationality Mod V3- Sergbuto

NYGM Ship Damage Models- Teddy Bärr

.... NOTE TO THE GW PLAYER: In some cases, individual ship damage models may be altered by the GW team to achieve a desired effect. This effect may be temporary or permanent. Where new ship models are concerned, implementation of the NYGM Ship damage model may be improvised. Please direct all questions or concerns to Kpt. Lehmann or the GW team at subsim.com.

KGV Guns fix- Cdr Gibs

Low Contrast Recognition book pages-Marhkimov, Kpt. Lehmann, Rubini

T2 Torpedo Range Fix- Clive Bradbury

Captain America's awesome Gauge Fixes

C-Class DD fixed, Now has DC racks- Sergbuto

Type IXD2 Range Fix- vonHelsching


SOUND MODS
----------

Approximately 100 new/old .wav file sounds and Ogg Vorbis Files- largely contributed by Nippelspanner and Representing the work of- Rulle34, Incognito, Nippelspanner, Kpt. Lehmann, Finiteless, Vix, Morhoon, Sailor Steve, Clive Bradbury, KptLt. Erich Karl, Marhkimov, and Hoshi. Thanks for all your hard work guys. I can't list every single sound here, but you have certainly added richness to our SH3 experience.

New Main Theme- "Escape from Mantua" from the movie "Romeo and Juliet" composed by Craig Armstrong, submitted by NippelSpanner

In-Game Music Removed- Kpt. Lehmann, Marhkimov

Re-assigned voice ID#s for all officers- Kpt Lehmann
(No more Mickey Mouse or Hulk voices among non-hardcoded crewmen)

Crew Cheers Enabled-Unknown Modder

Subnet Screech fixed- Unknown Modder

Morse Code Message Received mod: Unknown Modder

SDL File By Kpt. Lehmann based on work by Fangschuss and NoLIne

Pre-loaded Gramophone with period music- See GW MOD Version 1.0/data/Sound/Gramophone folder contents for individual artists

Various Speech Files: Rulle34, Sailor Steve, and Hoshi


CAMPAIGN/CAREER MODIFICATIONS
-----------------------------
Added the town of Moltenort and five lighthouses in-game at Moltenort Point in Kiel Bay as a representation of the Moltenort U-Boat Memorial- Kpt. Lehmann

Improved Convoys-JasonB885 with small tweaks by Kpt. Lehmann and Rubini

Lighthouses Mod-Sergbuto

There are 43 functional countries in GW- Rubini: Scripting, Sergbuto's Nationality mod

Uflak and other AI Uboats- Sergbuto, Fubar skins, Scripting by Rubini

Milk Cow Mod-Sansal, Rubini

Kiel Canal terrain update with scenic ride- Ref and CCIP

Panama Canal, Suez Canal, and Eastern entries to Scapa Flow- Ref
---------------------------------------------------------------------------------
Rubini's list of changes and news for the GW Campaign:
---------------------------------------------------------------------------------
1. Slight adjust on traffic and ships nationalities on HT mod. Included new german ships: Tirpitz, DD type36A, Scharnhorst and Gneisenau. Also in the GW mod I added the the Italian's MAS Torpedo boat. Made adjustments on Kiel departure: no more subpen start because historically they only became available in mid war at Kiel.

2. Approximately 54 NEW PORTS WITH TRAFFIC AND ALIVE THAN THE STOCK GAME!!! 30 more ports than RUB, all them alive and with historical approach, covering virtually all the SH3 Atlantic and Mediterranean world. This now includes the harbour at Scapa Flow.

3. We now have a completely new campaign in place for the Americas and Africa's Atlantic coast. This includes new random ships and convoys, many new ports, traffic, and allied patrols. No more empty western and South Atlantic scenarios! Your long range patrols (maybe with milk cows resupply's) will be now be much more fun! Obviously with attention to historical accuracy. OPERATION DRUMBEAT IS ALIVE!!!

4. We also now have a completely reworked Mediterranean campaign with exclusive Italian warships. The new Italian forces include a battleship, heavy cruiser, and light cruiser (these are only clones..for now) These are included on the Random and Scripted Italian campaign and a new exclusive Italian unit: MAS torpedo boat (thanks NoLine!).

5. A lot of new ships and unitshave been integrated into the Campaign files (RND and SCR): many of Sergbuto's and Cdr Gibs ship models as well as others (Southampton-class light cruiser, new transport and cargo ship, British Walrus seaplane, German Arado floatplane, PT boats, AI U-boats, Hospital ship, Old Liner, Essex US Carrier, Flottenbegleiter, Vorpostenboot and to finish the above mentioned DDType 36A, Tirpitz, new Scharnhorst Class Battlecruiser and MAS Torpedo boat.

6. I made lot of small corrections on LND layer and Locations files, adjusted duplicate entries, corrected wrong dates (Azores and Iceland for example). I also adjusted Mediterranean and Black Sea port political alignment and dates.

7. I placed new airbases to better fit the historical allied and german air cover. Four allied airbase were added in the Americas (including the missing USA airbase in Natal, Brazil). Six German airbases were added to France, Germany, and Norway. I also repositioned some Italian and German airbases in the Mediterranean.

8. I made many additions and adjustments in the RND layer to make a better game experience... all the while being historically minded. Spawn probabilities were raised in some empty areas like South America, Africa, the Atlantic Coast, and the Gulf of Mexico. NOTE! Radio report probabilities weren't touched, so hydrophone checks will be needed. I also double checked all the new port traffic and defences in order to not blockade potential random groups.

9. I tweaked Teddy Bärr's minefields a bit to avoid patrol problems. (slightly lowered the mines position in minefields)

10. We now have two new military operations: Operation Berlin- Scharnhorst and Gneisenau raid on Atlantic and Operation Ceberus- Scharnhorst, Gneisenau and Prinz Eugen go back to German seas after a year at the French port of Brest.

11. Added an awesome touch by our friend Ref... great looking sunken barricade ships can be found at the entrances to Scapa Flow. This mod took a great deal of work to make the deadline. Special thanks go out to Ref, Teddy Bärr, and Rubini. Be careful to not collide with these!

12. The above items are all in addition to the content of the Harbor Traffic Mod version 1.47

Cheers,

Rubini.


-----------------------------------------------------
OPTIONAL MODS ALSO INCLUDED
-----------------------------------------------------

GW Alternate 24 Hour crew fatigue mod- Gouldjg

Das Boot periscope background movie- W. Clear

No Torpedo TDC Tracking Mod- Church

Generic Ship Contact Mod - Derived from community manual, unknown modder

8km Atmosphere Mod Light Skies (GW Default)

8km Atmosphere Mod Dark Skies

16Km Atmosphere Mod Light Skies

16Km Atmosphere Mod Dark Skies

Stock SH3- Sea Floor reversion for lower-end PC's

Generic Contacts mod- Kpt. Lehmann


Special Thanks
--------------
NippelSpanner- Whether or not you realize it, you have become a messenger of peace. Thank you for opening the availability of this mod to the German community. Our Grandfathers may have fought each other on the field of battle... but I hope our project makes them proud in some small way.

TimeTraveller- your mod tools certainly kicked things into high gear!

Cdr Gibs- Thanks for your pinch-hitting and trouble-shooting.

CCIP- Awesome movie sir!

Teddy Bärr and the NYGM Team- genius ship damage modelling sir! This gentleman also helped us fix our Scapa Flow sunken barrier ships on the final day of modding!

Jonz- This man had his own mod to build and without hesitation helped us by integrating his draggable chrono to all GW in-game screens. Thank you sir! You are a credit to the modding community.

Natasha- Thanks for all the dinners you made me, for keeping the coffee pot full, and mostly for being patient with me and this giant project. You helped make this mod happen. Every guy should be this lucky.

Neal Stevens and the entire Subsim.com community at www.subsim.com


Finally and Most importantly-
-----------------------------
The Grey Wolves Supermod not have been possible without the dedicated support of the following two people, Marhkimov and Rubini. These guys were my hardest working contributors and in retrospect it seems unlikely that GW would have ever been completed without their help. Their enthusiasm kept the forge fires white hot.

Marhkimov, you were my right hand man. Thanks for teaching me much of what I know about modding SH3. You have my gratitude for all your long hours of hard work and encouragement when the road seemed never-ending.

Rubini, the gigantic campaign you built for GW is simply incredible. I am forever in your debt. Without you... we wouldn't have the epic feel I had envisioned for all to experience. It is my opinion that you have above and beyond set the standard for campaign world building in all of the Silent Hunter series.

From the Grey Wolves team; Marhkimov, Rubini, Nippelspanner, Gouldjg, CCIP, Pablo, Rulle34, Syxx-Killer, Ref, and Type941, we hope you enjoy our collective work.

PROST!

Kpt. Lehmann
GW Project Manager

-------------------------------------------------
In reverent silence the Grey Wolves team gives our solemn salute...
-------------------------------------------------
To all who are and were veterans of that horrible war... both military AND civilian... who paid its price.

All gave some...
Some gave all...

You are not forgotten.

tedhealy
03-18-06, 01:07 PM
:rock: :rock: :rock:

oh, and

:rock: :rock: :rock:

Sulikate
03-18-06, 01:10 PM
:rock: :rock: :rock:

oh, and

:rock: :rock: :rock:

and

:rock: :rock: :rock:

Samwolf
03-18-06, 01:14 PM
Several Changes to the 1024 Cfg for the Colorblind- Rubini, Marhkimov

Thank you :up:

stimp
03-18-06, 01:18 PM
edit: forget what i wrote... i just figured out, that ht is included...


just :rock: :rock: :rock: :rock: then :)

Kpt. Lehmann
03-18-06, 01:19 PM
No problem SamWolf.

I wish I could fix all issues for the colorblind. We have fixed a few though.

Samwolf
03-18-06, 01:23 PM
No problem SamWolf.

I wish I could fix all issues for the colorblind. We have fixed a few though.

After a while you learn to live with games that use red/green combos. A few like Panzer Elite and EAW have modders who can and do make the necessary changes and they're always appreciated.

fabianhidalgo
03-18-06, 01:40 PM
:o :o :o :o :o :o :o :o :o :o
its great job, greywolves team
thank you
:rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:

Herr Karl
03-18-06, 01:47 PM
Thanks Kapitan L!! :up:

WOW!! :rock:

Tikigod
03-18-06, 02:06 PM
Sounds sweet....are all harbors populated now with docked vessels? say if I go to tampa, florida in the gulf of mexico? will there be docked merchants or warships that I can attack?

oRGy
03-18-06, 02:11 PM
Great work guys; though the cheeky part of me points out that it looks quite like IuB 1.03 only with Rubini's updated SCR/RND layers. ;)

The sunken barricade ships are something I'm very interested in though - anyone got any screenshots? At last we can properly recreate Prien's Scapa escapade!

:up:

AG124
03-18-06, 02:21 PM
Old Liner- Sergbuto

Isn't the Old Liner (or Ceramic) by Chris911?

Valentin
03-18-06, 02:23 PM
Thank you greywolves team :rock: :rock: :rock:

Great job !!! :up:

Tikigod
03-18-06, 02:26 PM
Great work guys; though the cheeky part of me points out that it looks quite like IuB 1.03 only with Rubini's updated SCR/RND layers. ;)

The sunken barricade ships are something I'm very interested in though - anyone got any screenshots? At last we can properly recreate Prien's Scapa escapade!

:up:

I agree with OrGy there is alot of extra stuff that probably could have cut it down by 1.5 gigs...such as the romeo and juliet sound track, intro movie, sound packs, and textures....players can download all that in a seperate packs or on their own....I just want the guts like the new SCR/RND layers, underwater wrecks, added ships, new ports, rivers, etc....is there anyway there could be some sort of light version that doesnt have all the sounds and textures that make the filesize so ridiculous?

Soviet_Warlord
03-18-06, 02:34 PM
New Main Theme- "Escape from Mantua" from the movie "Romeo and Juliet" composed by Craig Armstrong, submitted by NippelSpanner

NICE!! I love the Romeo + Juliet theme. Where did you get it NippelSpanner???

In-Game Music Removed- Kpt. Lehmann, Marhkimov

Why?

Re-assigned voice ID#s for all officers- Kpt Lehmann
(No more Mickey Mouse or Hulk voices among non-hardcoded crewmen)

Lol nice.

When will this be released? It better be this weekend, I don't have much time for SHIII during the week.

Myxale
03-18-06, 02:35 PM
:rock:
Amen!

baxter
03-18-06, 03:12 PM
Thanks! It sounds incredible. I'm very happy to hear you included the NYGM Ship Damage Mod...I never want to play SH3 again without it.

Jochem
03-18-06, 03:24 PM
ouch...what a mod :88)

mikaelanderlund
03-18-06, 03:31 PM
Hi,

Great! I'm also very happy to hear you included the NYGM Ship Damage Mod but have you included harbour hires texture mod 2.1 or somthing like that? What about NYGM aircraft mod?

Mikael

Kpt. Lehmann
03-18-06, 03:50 PM
Great work guys; though the cheeky part of me points out that it looks quite like IuB 1.03 only with Rubini's updated SCR/RND layers. ;)

The sunken barricade ships are something I'm very interested in though - anyone got any screenshots? At last we can properly recreate Prien's Scapa escapade!

:up:

I agree with OrGy there is alot of extra stuff that probably could have cut it down by 1.5 gigs...such as the romeo and juliet sound track, intro movie, sound packs, and textures....players can download all that in a seperate packs or on their own....I just want the guts like the new SCR/RND layers, underwater wrecks, added ships, new ports, rivers, etc....is there anyway there could be some sort of light version that doesnt have all the sounds and textures that make the filesize so ridiculous?

Anything you like can be extracted from the GW mod for your use with a little work.

Our mission was to change the look, sound, and feel of as many elements as possible.

Undoubtedly there are similarities between GW and the other big mods... however none of them were used as a "roadmap" to get where we were going.

Additionally, we had the "new-guy" in mind when we built this mod.
What is rediculous to one man... is a relief to another.

Hey, try it out as is though... or you will be missing out on dozens of tiny "inconsequential changes" made to put more life into things.

Also note regarding sounds... the SDL file was reworked quite a bit... some sounds are now audible where they were not before.

Cheers!

Kpt. Lehmann
03-18-06, 03:51 PM
I will post some Scapa Flow screenies in a little while. :sunny:

JCWolf
03-18-06, 04:21 PM
:o :o :o WOW



Thanks a lot to all of you !!!

I'm printing your reade me to read quietly after :up: , and special Thanks to you K.L. Your simply brilliant.


Only some few can come out with a Mod like this, and as few you are as better it gets!!! :up: :up:

Can't stand the whayting any more!!! :rock: :rock: :rock:

SeaStorm
03-18-06, 04:26 PM
:up: :up: :up: :up: :up:

Thank you Kpt. Lehmann, and all GR modders for this 'Herculean' Mod !!!


;)

vodkajello
03-18-06, 04:29 PM
I have a about 50 mods loading now, and have had to work out quite a few issues to make them all work together.

This pack is going to be awesome! Super awesome work. It sounds wonderful! I can't say how much I appreciate all the modders of the individual packs, and then lots of the same guys get together to make sure that everything is tweaked and positioned correctly to work properly. Not to mention the new multimedia elements, movies, loading screens, etc....

This community has a really great core group of modders that keep things fresh, most of them are at least contributors if not participants in this GW mega mod.

Way to go guys! You rock!

One question:

Is the default 16km or 8km view? light or dark? distance fog or no?

Small thing, hopefully as easy to change as if it were a seperate download.

I'm actally considering clean installing properly ( not just de JSGMEing) to try this out. Please say you have a BT tracker setup for this and some pre-seeded computers......

kcoun
03-18-06, 04:34 PM
wow.

vodkajello
03-18-06, 04:36 PM
:o :o :o WOW
I'm printing your reade me to read quietly after :up: , and special Thanks to you K.L. Your simply brilliant.


Heh, the grammar police strike again! :lol:

you're not your.

Kpt. Lehmann
03-18-06, 04:48 PM
Lol, how would your Grammar be if you were writing in Yiddish Vodkajello? j/k :lol:

I know I would make a mistake or two.

You know, the modders here come from all corners of the earth.

I think that is cool...

except for one thing.

You can't just meet them at the coffee shop down the road. :(

There's a lot of great guys out there like Rubini that I'd love to drink a cup of coffee with.

Kpt. Lehmann
03-18-06, 05:19 PM
Some screenshots for you while the gynormous uploading continues. :cool:

http://rapidshare.de/files/15847196/GW_Screenshots_1.zip.html

Murdock
03-18-06, 05:21 PM
Hi thanks in advance for all you guys who have worked and particapated in the greywolves mod.

Just one question and im sorry if it has already been asked is the mod compatable with SHcommander i hope so.

Again thankyou all great work :up:

Kpt. Lehmann
03-18-06, 05:24 PM
Hi thanks in advance for all you guys who have worked and particapated in the greywolves mod.

Just one question and im sorry if it has already been asked is the mod compatable with SHcommander i hope so.

Again thankyou all great work :up:

From the Readme- "This mod is largely compatible with JSCones great SH3 Commander program. However, it is my understanding that SH3 Commander alters the .Sim cfg file which plays a part in the GW enemy ship AI aggression modification, which would also possibly revert the "waves attenuation factor" back to stock values."

We are also going to figure out a work-around to prevent any conflict as time permits.

I hope that helps. :arrgh!:

Murdock
03-18-06, 05:33 PM
Thankyou for your quick response :up:

When i have the mod ill give it a go ith the shcommander.

Thanks again in advance for all you guys efforts believe me its well appreciated.

Samwolf
03-18-06, 05:38 PM
Some screenshots for you while the gynormous uploading continues.

Lookin' Good!!! :o

Kpt. Lehmann
03-18-06, 05:39 PM
No problem Murdock.

To all, the uploading to Terrapin continues.

Periodically internet connectivity is lost here... I suspect our current thunder-storms have something to do with it.

It is a slow process but we are moving along.

vodkajello
03-18-06, 05:40 PM
Lol, how would your Grammar be if you were writing in Yiddish Vodkajello? j/k :lol:

I know I would make a mistake or two.

You know, the modders here come from all corners of the earth.

I think that is cool...

except for one thing.

You can't just meet them at the coffee shop down the road. :(

There's a lot of great guys out there like Rubini that I'd love to drink a cup of coffee with.


Hey, you're totally miss-reading the tone of that message. It was meant to be a fun poke at silly forum language mistakes. It wasn't serious at all.

I fully appreciate how international this game, and it's community is. I love seeing how many different places people come from that play this game. No need to bite my head off. I think you need some sleep man. Too much work, and then lots of work on this mod! Take a well earned break. :zzz:

I'd love to be able to meet a lot of you subsimers in real life for a coffee. That would be a blast! Nearly every corner of the globe is covered here. (Do we have any posters from northern east or west Africa here? I think I've seen almost everywhere else.)

Anyways, no disrespect meant to anybody. Game on!

Kpt. Lehmann
03-18-06, 05:46 PM
No worries mate all is cool :|\

Except for ChokerSandwich...

psssssst. (whisper) I think he is mad at me. :doh:

bill clarke
03-18-06, 06:14 PM
To the Grey wolves Team, thankyou :rock: , whithout you guys and all the other selfless modders out there that work so hard and give so much, the game for people like myself, (not real bright but can lift heavy loads) would not be as good as you make it.

BTW, what is the KGV gun mod ?, and is there any way that the turrets can be made to fall off the capital ships as they capsize ? as they did in real life.

Bravo gentlemen, bravo :up:

Kpt. Lehmann
03-18-06, 06:24 PM
BTW, what is the KGV gun mod ?, and is there any way that the turrets can be made to fall off the capital ships as they capsize ? as they did in real life.

Bravo gentlemen, bravo :up:

The KGV guns mod fixes the problem where the Bismarck only fired its main guns after closing to closer ranges to the enemy. (Stock SH3 bug fixed by good ole' Cdr Gibs)

Regarding turrets separating upon the ship capsizing... I don't know. This sounds like a good question to bring up though. :up:
It would be cool... and SHOCKING to see in-game.

AceChilla
03-18-06, 06:55 PM
I have been looking for a mod like this since the game came out. Im not an expert nor do I follow the mods coming out as close as the real die-hard fans.

Thats why I love a mod that got everything good all rolled into one. Just one install and you got all the goodies.

Thanks to everyone who has worked their ass of to make this a good one. You guys are awesome.

Thanks :up:

bill clarke
03-18-06, 06:58 PM
I also posed a question to Der Teddy Bar, about ships on fire, in the stock game it (the fire) never seems to grow in intensity, just stays more or less the same when in reality it should be growning all the time, especially when deck cargo is involved, this would be anothe great mod to add if it's possible.

Cpt.Thorne
03-18-06, 06:58 PM
Sounds great and those screens look great! :rock: :rock: :rock: :rock:
Hoping to DL soon...
Thanks to you all, you make the community go round!

vodkajello
03-18-06, 07:07 PM
Loved the screen shots.

What's with the baracade wreckage?

Smashing into those is going to be like stubing your toe on the dresser while walking in the dark trying not to disturb your wife (or significant other)!

"Damn it! Who put these rusty old boats here! Now look what you've done to my torpedo room!"



Question:
8km view is default or 16km? light or dark? distance fog or no?


Never mind, I see in download part 2 it is 8km Light.

Fabrice
03-18-06, 07:10 PM
Just a big THANK YOU :up:

sergbuto
03-18-06, 07:11 PM
Suggested corrections to Readme:

My U-boat reflections mod in the first place includes reflections for Type IIA, IID, XXI U-boats and Type IXB, IXC and IXD2 conning towers and in addition reflections for periscopes for Type II, VII, XXI U-boats, as well as reflections and wake trails for all the snorkels.

Hospital ship mod was made by Iambecomelife based on NPTR from Additional merchants. Therefore, instead of

"Hospital Ship-Sergbuto, Iambecomelife"

it should say

"Hospital Ship-Iambecomelife, Sergbuto" in the Readme.


C-class DD with DC racks was made by me, not by JasonB885

I did not make "Old Liner". It was Large Cargo as part of Additional merchants mod which also included the NPTR transport.

THE_MASK
03-18-06, 07:20 PM
Only thunderstorms , could be worse :cry:

http://www.bom.gov.au/products/IDQ65002.shtml

Kpt. Lehmann
03-18-06, 07:21 PM
Suggested corrections to Readme:

My U-boat reflections mod in the first place includes reflections for Type IIA, IID, XXI U-boats and Type IXB, IXC and IXD2 conning towers and in addition reflections for periscopes for Type II, VII, XXI U-boats, as well as reflections and wake trails for all the snorkels.

Hospital ship mod was made by Iambecomelife based on NPTR from Additional merchants. Therefore, instead of

"Hospital Ship-Sergbuto, Iambecomelife"

it should say

"Hospital Ship-Iambecomelife, Sergbuto" in the Readme.


C-class DD with DC racks was made by me, not by JasonB885

I did not make "Old Liner". It was Large Cargo as part of Additional merchants mod which also included the NPTR transport.

No problem Sergbuto sir. I will correct it here first thing tomorrow and am saving this text as a note.

Readme corrections within the uploaded document itself will be corrected/overwritten with our first update patch one month from now.

I sincerely apologize for the mistake. It will be rectified and thank you for bringing it to my attention sir. :ping:

don1reed
03-18-06, 08:00 PM
Kudos to the Gee Dubya Mannshaft.

We are just humble swimmers pushed forward by your wave.

Best rgds,

Kpt. Lehmann
03-18-06, 08:04 PM
I sincerely hope that GW lives up to expectations.

We set our sight on Mars.

Hopefully we will at least give you the moon. :sunny:

Kpt. Lehmann
03-18-06, 08:58 PM
Upload to Terrapin appears to be complete. We are verifying the process. :up: :up: :up:

JScones
03-18-06, 08:59 PM
This mod is largely compatible with JSCones great SH3 Commander program. However, it is my understanding that SH3 Commander alters the .Sim cfg file which plays a part in the GW enemy ship AI aggression modification, which would also possibly revert the "waves attenuation factor" back to stock values.
SH3Cmdr only changes the "Lost Contact Time" value in SIM.CFG, which doesn't sound like it would cause any conflicts. However, if you believe it does, simply tell users to change the LostContactTimeLower and LostContactTimeUpper keys in SH3Cmdr's "Miscellaneous.cfg" to be whatever value you need.

Sulikate
03-18-06, 09:24 PM
Upload to Terrapin appears to be complete. We are verifying the process. :up: :up: :up:

wow... this looks promissing! I won't sleep until I can have it! :o

(current time in Brazil; 23:25)

terrapin
03-18-06, 09:26 PM
Upload to Terrapin appears to be complete. We are verifying the process. :up: :up: :up:

wow... this looks promissing! I won't sleep until I can have it! :o

(current time in Brazil; 23:25)

I'd sleep.... ;)
I

Sulikate
03-18-06, 09:37 PM
Upload to Terrapin appears to be complete. We are verifying the process. :up: :up: :up:

wow... this looks promissing! I won't sleep until I can have it! :o

(current time in Brazil; 23:25)

I'd sleep.... ;)
I

no way! you ain't gonna make me give up! I won't sleep, eat, talk or breath until I can download this super mod! :o

just kidding :arrgh!:

CWorth
03-18-06, 09:49 PM
Are the player Uboats modded using Fubars plain skins?

I saw you listed the AI as using his but nothing mentioned about the player boats.

Also what kind of settings are we talking about for the single merchant traffic?
Will it be like RUB and use 20% or will it be more realistic as single traffic historically was more than what RUB sets it at.

CCIP
03-18-06, 09:54 PM
Kpt. Lehmann - gah, I'm sorry I couldn't update the movie a little bit in time! As you might have noticed I've been incommunicado for most of the preceding week - the work is killing me :dead:

Maybe for version 2. :)

***

Great stuff. I think a lot of players are going to enjoy this, and I'm glad the great community we have here is proving more than capable of making this game better and better for the masses :up:

Soviet_Warlord
03-18-06, 10:35 PM
10:35 PM EST right now.... should I stay awake?? :)

CCIP
03-18-06, 10:46 PM
Oh, also... a correction if I could:

I wish the Leigh Lights mod could also be credited to CB.. and Col7777, whose research and work made it possible :)

Marhkimov
03-18-06, 10:53 PM
Hi everyone!


Sorry, I've been MIA for a while, mostly due to the fact that I work about a bjillion hours a week. Seriously...

Anyways, I just stopped by to say hi. Our GW team has spent a rediculous amount of hours on this supermod, and hopefully everyone will enjoy it as much as we enjoyed working on it.

Once it is released, please enjoy! :sunny:

Cheers!
Marhkimov.

Fender74
03-18-06, 11:04 PM
a big salute to all involved in this mod and the sh3 modding community in general.
cheers :up:

kiwi_2005
03-18-06, 11:11 PM
And just when i decided to play the stock game only, along comes another great mod! : :lol: This is one mod i aint going to miss.

:up: :rock:

"When is it out" :hmm: :-j

Cdre Gibs
03-18-06, 11:28 PM
GW SS for those who have Rapidshare woes:

BarricadeShips @ Scapa
http://www.git.com.au/~voyager_tek/BarricadeShipsScapa1.jpg
BarricadeShips @ Scapa
http://www.git.com.au/~voyager_tek/BarricadeShipsScapa2.jpg
Bergen
http://www.git.com.au/~voyager_tek/Bergen.jpg
Damage
http://www.git.com.au/~voyager_tek/Damage.jpg
Main Menu
http://www.git.com.au/~voyager_tek/MainMenu.jpg
Menu Movie
http://www.git.com.au/~voyager_tek/MenuMovie1.jpg
Menu Movie
http://www.git.com.au/~voyager_tek/MenuMovie2.jpg
Moltenort
http://www.git.com.au/~voyager_tek/Moltenort1.jpg
Moltenort
http://www.git.com.au/~voyager_tek/Moltenort2.jpg
Moltenort
http://www.git.com.au/~voyager_tek/Moltenort3.jpg
Moltenort
http://www.git.com.au/~voyager_tek/Moltenort4.jpg
Office
http://www.git.com.au/~voyager_tek/Office.jpg
Radio Room Pinup
http://www.git.com.au/~voyager_tek/RadarPinup.jpg
Smoke
http://www.git.com.au/~voyager_tek/Smoke.jpg
Murky Water
http://www.git.com.au/~voyager_tek/Watermurk.jpg

This has been a community anouncement :D

zzsteven
03-18-06, 11:47 PM
Thanks for the screen shots, they look great. WTH is that in the last shot?

zz

Cdre Gibs
03-18-06, 11:59 PM
Well I'd say its a SS of a carrier sinking in GW's murky water. Just to show what it looks like. Be a bit hard to work out what the water would look like if nothing was under the water to give you a base line to compare with.

VonHelsching
03-19-06, 12:07 AM
Excellent GW Team! :up:

Cdre Gibs, what exactly does this "Type XXI U-Boat Radar and Sonar Fixes- Cdr Gibs" include? :o

RWR / Radar placed on top of snorkel maybe? :sunny:

The Noob
03-19-06, 12:11 AM
Oh my Fu*king holy god!!!!!!!!!I start playing SH3 again!

NEEED THIS MOD!!!NEED THIS MOD!!!!NNNNNNNEEEEEDDDDD TTTTTTHHHHAAATTTT GGGGGOOOOODDDDD DDDDDDDAAAAMNNNNNNNN MOD!!!!!

Thats the Best mod i ever seen!!!!!!!
:up: :up: :up: :up: :up: :up: :up:

zzsteven
03-19-06, 12:14 AM
Well I'd say its a SS of a carrier sinking in GW's murky water. Just to show what it looks like. Be a bit hard to work out what the water would look like if nothing was under the water to give you a base line to compare with.

Ahhh cool, have never seen an aircraft carrier yet. Did see the Bismark and a Hipper class cruiser when leaving Wilhelmhaven this evening.

zz

Kpt. Lehmann
03-19-06, 12:16 AM
I just received confirmation from Terrapin that all uploaded files are 100% good to go and survived the upload process intact.

Ladies and Gentlemen, this good man Terrapin stayed up practically all night (German Time) to monitor the upload process which took approximately eight hours total.

Wow, what a man.

My hat is off to you sir! :rock: :rock: :rock: You are the best!

Less than eight hours to go!

Cdre Gibs
03-19-06, 12:19 AM
Cdre Gibs, what exactly does this "Type XXI U-Boat Radar and Sonar Fixes- Cdr Gibs" include? :o

RWR / Radar placed on top of snorkel maybe?

Sadly nothing as grand as that. I had full intentions of redoing the Type XXI's sensor suit, but Pack3D is unable to open the AI_sensor dat file. THe older Pack3d's can but they dont import correctly an it all goes to hell in a hand basket damn quick. So in light of all this all I did was replace the "Broken Bits" with known working units (radar/Sonar) and made them permenate equipment load outs to the Type XXI in the Basic.cfg file.

All 1 has to remember is to not upgrade these units and they work just fine.

If I could get to the damn bits in the sensor file (with Pack3d) then indeed they would be corrected so that the right gear would be used. Including the RWR ontop of the snorkel mast.

I even so far as wanted to make the Radio, Radar and RWR masts (RWR fixed to Snorkel for Type XXI) raise an lower with either the Snorkel mast (on the Type XXI) or the Ob Scope (on all other subs) since these 2 items we as players can raise an lower. But again I've been thwarted by Pack3D.

Kpt. Lehmann
03-19-06, 12:19 AM
To answer a previous question...

Yes Fubar's skins are the default player U-Boat skins.

The level of talent his awesome creations demonstrate is what should have been released with the stock game to begin with.

If for some reason he has not been credited properly... I will have that fixed within 24 hours! (After eating my hat :huh: )

Back in a bit.

Tonnage_Ace
03-19-06, 01:42 AM
So in light of all this all I did was replace the "Broken Bits" with known working units (radar/Sonar) and made them permenate equipment load outs to the Type XXI in the Basic.cfg file.

All 1 has to remember is to not upgrade these units and they work just fine.
So does this mean that when I have the XXI I can't upgrade anything to do with the radar, radar warning for the rest of the campaign? Can I upgrade the engine and sonar gear etc? I feel like a virgin on prom night, this mod feels like a big step...I've only got mainly cosmetic mods loaded besides VonHelsching's range fixes. But I'm willing to give anything a try, going to unload all mods and give this baby a whirl.

Just for reference, how much are you guys donating?

THE_MASK
03-19-06, 02:40 AM
The meaning of life . I was born just to download this mod .
:yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep:

Cdre Gibs
03-19-06, 03:03 AM
So does this mean that when I have the XXI I can't upgrade anything to do with the radar, radar warning for the rest of the campaign? Can I upgrade the engine and sonar gear etc? I feel like a virgin on prom night, this mod feels like a big step...I've only got mainly cosmetic mods loaded besides VonHelsching's range fixes. But I'm willing to give anything a try, going to unload all mods and give this baby a whirl.

Just for reference, how much are you guys donating?

In a nut shell. There will be NO NEED to upgrade the Type XXI's Radar/Sonar suit in Campaign mode. The rest of the Tech upgrades works as per norm. They are the 2nd last upgrades of their type and working (no more xxxx destroyed msg's)

Mick520
03-19-06, 03:40 AM
:o :o :o :rock: :rock: :rock: :rock: :rock: :rock:

Salvadoreno
03-19-06, 06:19 AM
thats the thing about major hype... its always dissapointing.. :shifty:

Kpt. Lehmann
03-19-06, 06:34 AM
thats the thing about major hype... its always dissapointing.. :shifty:

Have you loaded the GW mod and tried it?

If you have tried it and do not like it... just delete it :-?

If you have not tried it... It would be nice to at least say nothing...

Or at least be specific.

Salvadoreno
03-19-06, 06:44 AM
haha kpt lehman i cant believe u took me seriously. How can I NOT LIKE IT!!!?!@#?!@#!@ AHH@#!@?#!? :rock: :rock: :rock: :rock: :rock:

But no i havent tried it..... Next weekand ill have to dl it, and im sure ill like it as long as their is a better interactive campaign "which there sounds like there is"... Scharnhorst, Gnieasua, Prinz Eugen, Admiral Schneer, Tirpitz! Wohoo! Time to witness some "sorties" into the North Atlantic!

I just want to know. How is the mediterreanean in this mod? CHanged a lot? Way better than stock? LIke the NYGM?? I really want to start playing in the Med more, but i need more excitement.

But on a more serious note, i speak for all when i say thank you for all the hard work you guys have put in. You have made SH3 a great experience, all the modders, from graphics modders to huge conversions. I dl it and love it all. I cannot wait to try out this mod. And again. THANK YOU

Kpt. Lehmann
03-19-06, 06:51 AM
Salvadoreno.... :nope:

Go to the galley and help Fritz peel the onions! :-j

:rotfl: :rotfl: :rotfl:

When I have recovered from the day... I will be back to answer many of the detailed questions that have been put out there today.

... And I gotta fix the credits, I made more than one mistake there.
Which I am keen to fix.

Sir Big Jugs
03-19-06, 08:10 AM
psssssst. (whisper) I think he is mad at me. :doh:

He might be, he might not. . . :88)

Sir Big Jugs
03-19-06, 08:14 AM
Salvadoreno.... :nope:

Go to the galley and help ChokerSandwich peel the onions! :-j

:rotfl: :rotfl: :rotfl:



NOOOOOO!!!! PEELING THE ONIONS IS MYYY JOOBBB!!!

Sir Big Jugs
03-19-06, 08:19 AM
You should've told me about the barricade ships at Scapa, i tried to enter at night, didn't see them and BOOM!

ref
03-19-06, 09:05 AM
You should've told me about the barricade ships at Scapa, i tried to enter at night, didn't see them and BOOM!

He, he ,he... :lol:

Ref

Dowly
03-19-06, 02:12 PM
Thank you guys! :up:

Georg_Unterberg
03-19-06, 07:04 PM
finally got it from terrapins and installed it with JScones.

1st Impressions. WOOOOOW!! :up:
Feels like a whole new game! That's a masterpiece we have here. Thanks a lot to the GW team!!

starting a single mission to get acquainted with all the changes ... 1st thing that is obvious:

The wolves are (hardware) hungry! :o

Never had so much stutter before - high TC (1024x) is a problem especially when near ports - system freezes sometimes for 20-30sec. before resuming. I guess HT 1.47 takes its toll. Together with Fubars skins and other goodies your system is brought to a test here.

Had 2 crashes in SH3.exe, I think because of the system load. Will have to check further, if I am able to even play the full GW mod.
Otherwise I would plead for some *light* modversions (Ht1.47) or hints to reduce the load by partially removing CPU-heavy mods.

Any more comments?

(my system: XP3200+ 1024MB AGP Geforce7800GS)

Kpt. Lehmann
03-19-06, 07:12 PM
Hmmm, I have a lesser system in some ways. (FX5700LE)

High TC can be problematic for some due to the heavy work we have done on the campaign layers. I have to live with this too.

In harbor, one of the things you can do to help with FPS a little is install the "Stock SeaFloor Mod" located in your "GW Documentation and optional mods" folder.

(If GW is installed correctly you will find this in C:/Program Files/Ubisoft/SilentHunterIII/GW Documentation and optional mods)

The default GW seafloor is Tanker IV's seafloor mod.

Another thing you can do is talk to your computer guy and ask him to dual channel your RAM in Bios if you havent already.

CWorth
03-19-06, 07:14 PM
finally got it from terrapins and installed it with JScones.

1st Impressions. WOOOOOW!! :up:
Feels like a whole new game! That's a masterpiece we have here. Thanks a lot to the GW team!!

starting a single mission to get acquainted with all the changes ... 1st thing that is obvious:

The wolves are (hardware) hungry! :o

Never had so much stutter before - high TC (1024x) is a problem especially when near ports - system freezes sometimes for 20-30sec. before resuming. I guess HT 1.47 takes its toll. Together with Fubars skins and other goodies your system is brought to a test here.

Had 2 crashes in SH3.exe, I think because of the system load. Will have to check further, if I am able to even play the full GW mod.
Otherwise I would plead for some *light* modversions (Ht1.47) or hints to reduce the load by partially removing CPU-heavy mods.

Any more comments?

(my system: XP3200+ 1024MB AGP Geforce7800GS)


Well that there answers my question and makes this a definate no go in downloading it.

Once again a supermod comes out that does not give the players any choices in what to install or not.Its an all or nothing affair.Not a good thing if you aks me.

For example the framerate killing Harbor Traffic and Visual Distances should have been optional to save on peoples framerates.I can run most mods with no problem but those 2 and only those 2 have always killed my framerates when I have tried them before.

Kpt. Lehmann
03-19-06, 07:28 PM
finally got it from terrapins and installed it with JScones.

1st Impressions. WOOOOOW!! :up:
Feels like a whole new game! That's a masterpiece we have here. Thanks a lot to the GW team!!

starting a single mission to get acquainted with all the changes ... 1st thing that is obvious:

The wolves are (hardware) hungry! :o

Never had so much stutter before - high TC (1024x) is a problem especially when near ports - system freezes sometimes for 20-30sec. before resuming. I guess HT 1.47 takes its toll. Together with Fubars skins and other goodies your system is brought to a test here.

Had 2 crashes in SH3.exe, I think because of the system load. Will have to check further, if I am able to even play the full GW mod.
Otherwise I would plead for some *light* modversions (Ht1.47) or hints to reduce the load by partially removing CPU-heavy mods.

Any more comments?

(my system: XP3200+ 1024MB AGP Geforce7800GS)


Well that there answers my question and makes this a definate no go in downloading it.

Once again a supermod comes out that does not give the players any choices in what to install or not.Its an all or nothing affair.Not a good thing if you aks me.

For example the framerate killing Harbor Traffic and Visual Distances should have been optional to save on peoples framerates.I can run most mods with no problem but those 2 and only those 2 have always killed my framerates when I have tried them before.

Cworth,

A couple things that are covered in the README under "optional mods" There is an entire folder included in the DL labeled "GW Documentation and optional mods" that could help you.

Also, I will state from the readme again that the 8km visibility mod (Stock visual-ranges) is default for GW.... not 16km... those are optional and found in the same folder too.

I'll be glad to do what I can to help you run GW if you like.

Heck, I have to run using the 8km visibility mod myself.

Its not as bad as it seems sir.

Besides, if you try GW and don't like it... you get your money back!
(for the GW mod that is ;) )

Herr Karl
03-19-06, 07:29 PM
Well I finally Downloaded this big *#@@$*#. :rotfl:

Bit-torrent is open for business!!

Thank you guys for all your efforts. I'll leave my torrent client on until morning. Thats another 12 hours until I head to work.

Good luck everyone! :yep:

Georg_Unterberg
03-19-06, 07:47 PM
Hmmm, I have a lesser system in some ways. (FX5700LE)

High TC can be problematic for some due to the heavy work we have done on the campaign layers. I have to live with this too.

In harbor, one of the things you can do to help with FPS a little is install the "Stock SeaFloor Mod" located in your "GW Documentation and optional mods" folder.

(If GW is installed correctly you will find this in C:/Program Files/Ubisoft/SilentHunterIII/GW Documentation and optional mods)

The default GW seafloor is Tanker IV's seafloor mod.

Another thing you can do is talk to your computer guy and ask him to dual channel your RAM in Bios if you havent already.

Hi Kpt!

Thanks for the hint - the stock seafloor makes a difference. I have less stutter in high TC now approaching ports.
I don't have any problems in 3D, thanks to my 7800GS all is smooth even on 4xAA or 8xAA, but the CPU is my bottleneck. I guess with a Athlon 64 CPU or dualcore you are better suited for SH3 when it comes to generating objects quickly. The stutter is evident when approaching ports, minefields, ships or convoys in high TC - the more objects are generated - the longer the *pause*.
Going down to 256x or lower before closing on ports could be a solution (this includes the english coast minefields).
Will try further.

Kpt. Lehmann
03-19-06, 07:55 PM
The stutter is evident when approaching ports, minefields, ships or convoys in high TC - the more objects are generated - the longer the *pause*.
Going down to 256x or lower before closing on ports could be a solution (this includes the english coast minefields).
Will try further.

That's exactly what I do. :up:

(Now mind you... I have used TC for bajillions of test sessions... but when I finally get to PLAY SH3.... its 1x TC sailing for me!!!

I find it mondo-relaxing... errrm until you get that unknown contact and your blood pressure comes up a few notches and have to put down your history book! :rock: )

Georg_Unterberg
03-19-06, 08:09 PM
That's exactly what I do. :up:

(Now mind you... I have used TC for bajillions of test sessions... but when I finally get to PLAY SH3.... its 1x TC sailing for me!!!

I find it mondo-relaxing... errrm until you get that unknown contact and your blood pressure comes up a few notches and have to put down your history book! :rock: )

ummm yes - you play in 1x TC all the time? Wow! What do you do when sailing on a IXb to South Africa? :rotfl:
Hehe, just kidding - guess I was to eager to get thing going - didn't use the 1024x on ports before - that was always a problem. You know, when you play the grammo in that time - the stutter makes the grammo stuck! It repeats the last accord 4-5 times then it plays on.
(Imagine then: yelling at the radioman to kick the damn grammo! Works all the time :rotfl: )

BTW you forgot the ENTER-key, it still fires that damn torp. :P

CWorth
03-19-06, 08:13 PM
finally got it from terrapins and installed it with JScones.

1st Impressions. WOOOOOW!! :up:
Feels like a whole new game! That's a masterpiece we have here. Thanks a lot to the GW team!!

starting a single mission to get acquainted with all the changes ... 1st thing that is obvious:

The wolves are (hardware) hungry! :o

Never had so much stutter before - high TC (1024x) is a problem especially when near ports - system freezes sometimes for 20-30sec. before resuming. I guess HT 1.47 takes its toll. Together with Fubars skins and other goodies your system is brought to a test here.

Had 2 crashes in SH3.exe, I think because of the system load. Will have to check further, if I am able to even play the full GW mod.
Otherwise I would plead for some *light* modversions (Ht1.47) or hints to reduce the load by partially removing CPU-heavy mods.

Any more comments?

(my system: XP3200+ 1024MB AGP Geforce7800GS)


Well that there answers my question and makes this a definate no go in downloading it.

Once again a supermod comes out that does not give the players any choices in what to install or not.Its an all or nothing affair.Not a good thing if you aks me.

For example the framerate killing Harbor Traffic and Visual Distances should have been optional to save on peoples framerates.I can run most mods with no problem but those 2 and only those 2 have always killed my framerates when I have tried them before.

Cworth,

A couple things that are covered in the README under "optional mods" There is an entire folder included in the DL labeled "GW Documentation and optional mods" that could help you.

Also, I will state from the readme again that the 8km visibility mod (Stock visual-ranges) is default for GW.... not 16km... those are optional and found in the same folder too.

I'll be glad to do what I can to help you run GW if you like.

Heck, I have to run using the 8km visibility mod myself.

Its not as bad as it seems sir.

Besides, if you try GW and don't like it... you get your money back!
(for the GW mod that is ;) )

I'll download it and try it out.The biggest thing that worries me in the harbor traffic.As long as that can be changed Im good to go.

Now to find a Bit Torrent that will actually work.Everytime I try to use Bit Torrent i get this error..

[2006-03-19 20:14:25] -- BitTorrent started --
[2006-03-19 20:14:26] (global message) : Traceback (most recent call last):
File "BitTorrent\RawServer_twisted.pyc", line 434, in _make_wrapped_call
File "BitTorrent\NatTraversal.pyc", line 581, in data_came_in
ValueError: need more than 1 value to unpack
[2006-03-19 20:14:26] (global message) : Traceback (most recent call last):
File "BitTorrent\RawServer_twisted.pyc", line 434, in _make_wrapped_call
File "BitTorrent\NatTraversal.pyc", line 581, in data_came_in
ValueError: need more than 1 value to unpack


I've never used Bit Torrent before so I dont know what exactly I am doing or if there is some sort of settings i need to use

Kpt. Lehmann
03-19-06, 08:29 PM
@CWorth

I get low FPS in-harbor too... but live with it because Rubini's work is so awesome.

One trick I have found that helps in-harbor is to rotate the bridge camera 360 a couple of times and give the engine time to render everything before moving out.

Also, the GW mod has altered the "Waves Attenuation Factor" in the Sim.cfg which helps FPS... and a totally cool side effect of that was making the waves seem a bit more realistic. This lessens the number of waves... but increases their troughs and peaks.

Also, in your case go into the GW optional mods folder and copy the "Stock Seafloor mod" to your JGSME mods folder and enable it.

I'm all about options. Its one of the biggest reasons we built GW.
... To give the player choice.

If you have any other problems let me or one of the GW dev team know. We will help you as quickly as we are able.

JonZ
03-19-06, 08:31 PM
I'm jacking in :shifty:

I currently seeding BT.

Kpt. Lehmann
03-19-06, 08:36 PM
I'm jacking in :shifty:

I currently seeding BT. :up: :up: :up:

Kpt. Lehmann
03-19-06, 08:39 PM
BTW you forgot the ENTER-key, it still fires that damn torp. :P

Hmmmm, just re-tested my copy that I DL'd from Terrapin's site this morning... you may be missing part of the download.

It still requires the use of CTRL+Enter to fire my torps. :yep:

AG124
03-19-06, 08:42 PM
Concerning the blockships, which are really cool, are there other ships used other than Small Merchants? Coastal Merchants and Transports would look good too. :cool:

Also, when you listed "Old Liner" did you mean the Large Cargo by Sergbuto or the Ceramic by Chris911? Or are both included?

Kpt. Lehmann
03-19-06, 08:59 PM
Concerning the blockships, which are really cool, are there other ships used other than Small Merchants? Coastal Merchants and Transports would look good too. :cool:

Also, when you listed "Old Liner" did you mean the Large Cargo by Sergbuto or the Ceramic by Chris911? Or are both included?

Thanks AG124, I was going to get to that. (I love your work... hurry up with that Rose Ore Carrier okay :yep: )

We didn't include the Ceramic only because at the time I didn't want to further complicate matters for Rubini and scripting.

At the moment as far as I am aware there is only one available model for the sunken barricade ships... but I think someone will certainly pick up the ball and do further modding involving them.

What I meant was the Large Cargo by Sergbuto. I made some mistakes with credits for some of the ships which I will be fixing this evening.

I believe we've added 15 ships over the stock game.

CWorth
03-19-06, 09:13 PM
Never mind about Bit Torrent..

Finally people are going to bed and I can now start downloading from Terrapins site at 205 Kb/sec :rock: :rock: :rock:

Kpt. Lehmann
03-19-06, 09:24 PM
Never mind about Bit Torrent..

Finally people are going to bed and I can now start downloading from Terrapins site at 205 Kb/sec :rock: :rock: :rock:

Exactomundo!!! :up: :up: :up:

Looks like the data stream is moving again!

Tonnage_Ace
03-19-06, 09:59 PM
Crush-Depth Changes by Marhkimov and Kpt. Lehmann (they are in the realm of realisticpossibility... and no I won't ruin the surprise for you)
Does this mean the VIIC/42 can finally go down to 350m, below passive sonar, as was advertised in the SH3 manual? Where can I find the new depths in the SH3 folder because I can't wait and a rivet shooting into the back of my head isn't very fun :lol:

Kpt. Lehmann
03-19-06, 10:02 PM
Crush-Depth Changes by Marhkimov and Kpt. Lehmann (they are in the realm of realisticpossibility... and no I won't ruin the surprise for you)
Does this mean the VIIC/42 can finally go down to 350m, below passive sonar, as was advertised in the SH3 manual? Where can I find the new depths in the SH3 folder because I can't wait and a rivet shooting into the back of my head isn't very fun :lol:

I SAID... we wouldn't tellll youuuuuuu.

Ya gotta find out the hard way. :sunny:

Tonnage_Ace
03-19-06, 10:05 PM
Crush-Depth Changes by Marhkimov and Kpt. Lehmann (they are in the realm of realisticpossibility... and no I won't ruin the surprise for you)
Does this mean the VIIC/42 can finally go down to 350m, below passive sonar, as was advertised in the SH3 manual? Where can I find the new depths in the SH3 folder because I can't wait and a rivet shooting into the back of my head isn't very fun :lol:

I SAID... we wouldn't tellll youuuuuuu.

Ya gotta find out the hard way. :sunny:
Awwwwww, gonna make me find out eh? Well play those cards close to you chest, see how I feel... :rotfl:

Tonnage_Ace
03-20-06, 04:29 AM
Increased Attack Periscope Magnification to x10 to complement the All Grey Contacts mod- Kpt. Lehmann
What exactly is the All Grey Contacts mod and how does the x10 zoom compensate it? Does that mean the uzo has been increased as well being that it had better zoom than the attack periscope?

BTW: Just finished re-installing, patching and loading(15 minutes to load!) the mod and I've got to say that the presentation of all the new screens(and that breathtaking opening track) all telegraphed the fact I was about to play one of the best modded(too light a word for this if you ask me) games ever. I'll keep seeding this until you come out with ver. 1.1. Great job guys!

JCWolf
03-20-06, 05:53 AM
I think in fact all grey contacts mod, is insted you've got diferent contact colours for diferent ship tipes in your nav. map ,with this mod they all are grey however tipe of ship apears in your nav. map.... :up:


Before you had green for neutral ships, red for anemy ships blue for friendly ships, not now, now you've got to pay more atention to what your eyes say to you and radio contacts as whell the sonar man... :up: :up:

CWorth
03-20-06, 08:05 AM
Just a few things after playing it last night..

1. Camera settings...Very odd looking view to me.May just take some getting used to though.So I'll give it a few patrols to get the hang of it.

2. Harbor Traffic..major framerate killer as I suspected it would be.I am as low as 4 fps in port and leaving where as I would normally be at 25-35 in port and while leaving port without the harbor traffic...maybe need a mod version released that cuts down on the numbers of ships in port.Leave some of the more important ones but cut down the numbers of fishing and tug boats in the ports or something.Makes the use of Anti-Aliasing impossible now where as I could use it before with no issue.

Besides those 2 issues I am really enjoying what you have done with the mod.

ref
03-20-06, 08:42 AM
2. Harbor Traffic..major framerate killer as I suspected it would be.I am as low as 4 fps in port and leaving where as I would normally be at 25-35 in port and while leaving port without the harbor traffic...maybe need a mod version released that cuts down on the numbers of ships in port.Leave some of the more important ones but cut down the numbers of fishing and tug boats in the ports or something.Makes the use of Anti-Aliasing impossible now where as I could use it before with no issue.

What is your system setup?, I have a venerable pIII with 512mb ram and I get those fps.

Ref

JCWolf
03-20-06, 08:52 AM
Lol, how would your Grammar be if you were writing in Yiddish Vodkajello? j/k :lol:

I know I would make a mistake or two.

You know, the modders here come from all corners of the earth.

I think that is cool...

except for one thing.

You can't just meet them at the coffee shop down the road. :(

There's a lot of great guys out there like Rubini that I'd love to drink a cup of coffee with.


Hey, you're totally miss-reading the tone of that message. It was meant to be a fun poke at silly forum language mistakes. It wasn't serious at all.

I fully appreciate how international this game, and it's community is. I love seeing how many different places people come from that play this game. No need to bite my head off. I think you need some sleep man. Too much work, and then lots of work on this mod! Take a well earned break. :zzz:

I'd love to be able to meet a lot of you subsimers in real life for a coffee. That would be a blast! Nearly every corner of the globe is covered here. (Do we have any posters from northern east or west Africa here? I think I've seen almost everywhere else.)

Anyways, no disrespect meant to anybody. Game on!


Hehehehehe!!! :rotfl: :rotfl:
Just read this now, how did i missed this???
:rock:
Are you a teacher by anychance! :o :-j

I most certanly would drink a coffee with anyone even with you
vodkajello!!! :rotfl: :rotfl: :rotfl:

VonHelsching
03-20-06, 08:55 AM
In harbor, one of the things you can do to help with FPS a little is install the "Stock SeaFloor Mod" located in your "GW Documentation and optional mods" folder.

The default GW seafloor is Tanker IV's seafloor mod.


Kpt. Lehmann,

Once you use tankeriv's seafloor mod, there is no turning back. It's excellent!

I don't know which version of the seafloor mod is included in GW (there are three of them). Seaflloor is definitly a major FPS hit. I would suggest that alternatively use Tankeriv's sefloor mod for 64 MB cards. Stock seafllor is awful...

VonHelsching
03-20-06, 09:20 AM
Kpt. Lehmann (or anyone from the GW team)

I saw that my IDX/2 range fix is included. Thanks. :up:

Did you include also the Real Battery Life (aka Advanced NASA battery fix), which fixes all underwater ranges?

If not, I can provide a version, especially for GW, as soon as I download it.

If you are not familiar with the fix, see:
http://www.subsim.com/phpBB/viewtopic.php?t=49412

Rubini
03-20-06, 09:32 AM
VonHelsching,

Thanks for the contact.
GW is not using "Advanced NASA battery fix". Can you do this for us? You can send it to me or for Kpt. Lehmann. We will post a quicky complement in the next days for some GW edges...

And, you are right about Tankeriv's Seafloor mod. If someone have a poor FPS try to use the Tankeriv Sea floor for 64 MB cards...

Thanks again!
And looking forward for GW version of Advanced NASA battery fix!

Rubini.

VonHelsching
03-20-06, 09:57 AM
Rubini,

Will do as soon as I download GW! :up:

VonHelsching

CWorth
03-20-06, 10:04 AM
2. Harbor Traffic..major framerate killer as I suspected it would be.I am as low as 4 fps in port and leaving where as I would normally be at 25-35 in port and while leaving port without the harbor traffic...maybe need a mod version released that cuts down on the numbers of ships in port.Leave some of the more important ones but cut down the numbers of fishing and tug boats in the ports or something.Makes the use of Anti-Aliasing impossible now where as I could use it before with no issue.

What is your system setup?, I have a venerable pIII with 512mb ram and I get those fps.

Ref

Pentium IV 3.0Ghz CPU w/800Mhz FSB
1024 MB PC3200 Ram
Nvidia 6600GT 128 MB video card w/driver version 84.21
Audigy 2 ZS Gamer Edition sound card

Rubini
03-20-06, 10:50 AM
CWorth,

For better FPS just use the Tankeriv's seafloor for 64mb cards (or use the default texture). Also the Harbours texture and High resolution flags can be lowered. Just look on texture folder and compare with the stock game. You will find a better composition for your system. :up:

Rubini.

JCWolf
03-20-06, 11:25 AM
Just detected something that i'm not shore if it's ok or not, but there it goes mi first patrol prob.


Nothing bad realy but truthly anoying, since i left kiel naval base, that all the ships i saw come with no names, insted they apear as Contacts, and i thought it was for the begining of the hostilities, and so when ahead with the mission ...But as the days when on, during mi course, to mi patrol grid, i came across 2 or 3 ships of lite tonnage, like fishing boats, and in fact a large C3 merchant, but as before when recognised or when detected bi mi subs, conning observation crew, the name didn't change, still caled Contacts.... :doh: ....so i saved the mission and whent to the maine menu to enter the Museum, and for mi surprise not one ship in any contry as a name, and all where caled contacts... :doh:

Question:

1- Did i missed anything when enabled the Mod and the optional mods?

2- Or did you guys forgot to had the names on the En_Names text file?


Thanks guys great Mod.... :up: :up:

CWorth
03-20-06, 12:10 PM
CWorth,

For better FPS just use the Tankeriv's seafloor for 64mb cards (or use the default texture). Also the Harbours texture and High resolution flags can be lowered. Just look on texture folder and compare with the stock game. You will find a better composition for your system. :up:

Rubini.

I did change the seafloor textures back to stock(no big deal really as how often do you look at it anyway)

What files do I change to return the harbor textures back to stock or make them smaller sizes?I've never been much good at this modding stuff.

JCWolf
03-20-06, 12:43 PM
Just detected something that i'm not shore if it's ok or not, but there it goes mi first patrol prob.


Nothing bad realy but truthly anoying, since i left kiel naval base, that all the ships i saw come with no names, insted they apear as Contacts, and i thought it was for the begining of the hostilities, and so when ahead with the mission ...But as the days when on, during mi course, to mi patrol grid, i came across 2 or 3 ships of lite tonnage, like fishing boats, and in fact a large C3 merchant, but as before when recognised or when detected bi mi subs, conning observation crew, the name didn't change, still caled Contacts.... :doh: ....so i saved the mission and whent to the maine menu to enter the Museum, and for mi surprise not one ship in any contry as a name, and all where caled contacts... :doh:

Question:

1- Did i missed anything when enabled the Mod and the optional mods?

2- Or did you guys forgot to had the names on the En_Names text file?


Thanks guys great Mod.... :up: :up:



Mi ignorance! :oops:


Problem solved.... :up:

It was the generic contact option mod! :rock:

frogdog
03-20-06, 01:27 PM
A huge Bravo Zulu to the team. Many thanks. Having said that...I kind of miss my old NAV MAP nomograph and the enhanced icon groupings (forget which Mod) that allowed more clickable functions for WEPS, CE, etc. Any help there? I can give them up for the SUPER enhancements...but would love to add them if possible.
To those that have yet to install GREYWOLVES (and it is huge)...there is no way you would be disappointed or regret the time it took to install.

Rubini
03-20-06, 01:34 PM
CWorth,

Excuse me, I can not help you more about graphics issues. I, in truth, only made the campaign for GW. Kpt. Lehmann possibly can help you, but I think that he is on rest time. We are taking note of all these questions and we will adressed them on a week, ok? :up:

Rubini.

CWorth
03-20-06, 01:42 PM
No problem..

Take your time...you guys need deserve a rest from the mod anyway.

Montbrun
03-20-06, 03:55 PM
I have done a clean install of SH3, SH3 Commander, and JSGME. I deleted the "Career" folder under "My Documents." I then installed GW v1.00, 16km Atmosphere Light MOD, and GW 24 Hour Fatigue Model. I then ran SH3 Commander. I ran through all of the settings I like to use, but left the "Fatigue Model" option unchecked. At first I chose "Standard SH3 Crew," not knowing what the GW crew might look like. I get the following error message:

Unable to write to C:\Games\SH3\data\Menu\en_menu.txt

I then backed out, and tried the "Realistic Crew" option (which I prefer), but to no avail.

Help!

Thanks,

Montbrun

ref
03-20-06, 04:00 PM
I have done a clean install of SH3, SH3 Commander, and JSGME. I deleted the "Career" folder under "My Documents." I then installed GW v1.00, 16km Atmosphere Light MOD, and GW 24 Hour Fatigue Model. I then ran SH3 Commander. I ran through all of the settings I like to use, but left the "Fatigue Model" option unchecked. At first I chose "Standard SH3 Crew," not knowing what the GW crew might look like. I get the following error message:

Unable to write to C:\Games\SH3\data\Menu\en_menu.txt

I then backed out, and tried the "Realistic Crew" option (which I prefer), but to no avail.

Help!

Thanks,

Montbrun

The first two things to check that cross my mind are:

a: does the files exist?
b: check file properties and make sure it's not marked read only

Hope this helps.

Ref

U2222
03-20-06, 04:35 PM
Have played IUB and NYGM and now on to the Grey Wolves mod.
I rely on hydrophones for contacts.
Can anybody explain what changes have taken place to this facility.
Am finding use of hyrophones difficult.
At 30+ mtrs depth unexperienced crew report contacts at medium / long range that I still cannot hear.
Is anybody else having similar problems - or is it me working in an engine room too long!
Otherwise a brill mod which I hope may incorporate the NYGM cocept of tonnage instead of renown one day

JCWolf
03-20-06, 05:08 PM
No problem..

Take your time...you guys need deserve a rest from the mod anyway.



Can i just give you an idea?

That hapend to me ons but with another game and since that time what i allways do ,cause i've got short Ram(512), i disconect the
firewall and Antivirus, during the game play, (never do that when conected to the web), and you'll see that it will run smother! :up:

Syxx_Killer
03-20-06, 05:15 PM
I don't use the Type II much in SH3, so I didn't notice it when running the test versions of the mod. Any testing usually utilized the Type VII or IX. I noticed that the Type II now has 6 torpedoes. Historically it has 5. Is there a reason for the extra torpedo? Did they cram 6 torpedoes on board, like the IXD2 could cram 26 torpedoes?

mr_root
03-20-06, 05:45 PM
wow.. impressive.. fantastic work!!!

Herr Karl
03-20-06, 07:03 PM
I have done a clean install of SH3, SH3 Commander, and JSGME. I deleted the "Career" folder under "My Documents." I then installed GW v1.00, 16km Atmosphere Light MOD, and GW 24 Hour Fatigue Model. I then ran SH3 Commander. I ran through all of the settings I like to use, but left the "Fatigue Model" option unchecked. At first I chose "Standard SH3 Crew," not knowing what the GW crew might look like. I get the following error message:

Unable to write to C:\Games\SH3\data\Menu\en_menu.txt

I then backed out, and tried the "Realistic Crew" option (which I prefer), but to no avail.

Help!

Thanks,

Montbrun

You're suppose to leave the fatigue box unchecked in SH3commander...thats what I did and everything worked fine. I believe the SH3 Commander thread here in the mod section of the forum explains this, and it also gives more details.

Good Luck! :up:

JScones quote:

Kpt. Lehmann wrote:
By the way, GW Users only need to select "Stock SH3" to use the GW fatigue mod no?

Assuming you are talking fatigue models, users just need to untick the "Use fatigue model" option in SH3Cmdr to take advantage of the GW model. If users physically select the "Default SH3" model, then the GW model will be overwritten by default SH3 values.

Tonnage_Ace
03-20-06, 10:01 PM
So does anyone know what the UZO's zoom is? I didn't get a response and another thing: that ticking noise! I feel like Captain Hook, trying to figure out where that incessant ticking is coming from. I know it's the clock, but it's soooo intrusive, it overlaps everything in intensity, especially when I'm trying to check for contacts on the hydrophone. Usually when you jump to the hydrophone station, everything is toned down to represent using the headphones, but not that ticking noise from the clock. Anyone else find it aggravating?

JonZ
03-20-06, 10:08 PM
So does anyone know what the UZO's zoom is? I didn't get a response and another thing: that ticking noise! I feel like Captain Hook, trying to figure out where that incessant ticking is coming from. I know it's the clock, but it's soooo intrusive, it overlaps everything in intensity, especially when I'm trying to check for contacts on the hydrophone. Usually when you jump to the hydrophone station, everything is toned down to represent using the headphones, but not that ticking noise from the clock. Anyone else find it aggravating?


I belive the ticking come from the sh3.sdl in sound file.

I can't remember the settings via TT tweaker but you could just remove the clock sound.

Soviet_Warlord
03-20-06, 10:33 PM
Theres a clock in the 3d uboat command room.

Rubini
03-20-06, 10:59 PM
Tonnage_Ace wrote:
What exactly is the All Grey Contacts mod and how does the x10 zoom compensate it? Does that mean the uzo has been increased as well being that it had better zoom than the attack periscope?

So does anyone know what the UZO's zoom is? I didn't get a response and another thing: that ticking noise! I feel like Captain Hook, trying to figure out where that incessant ticking is coming from. I know it's the clock, but it's soooo intrusive, it overlaps everything in intensity, especially when I'm trying to check for contacts on the hydrophone. Usually when you jump to the hydrophone station, everything is toned down to represent using the headphones, but not that ticking noise from the clock. Anyone else find it aggravating?
Hi Tonnage_Ace,
The Uzo was untouched . Only the attack periscope have now 10x. In my installation I modded the cameras.dat and also put 10x for all optics, except for the observation periscope. I already said that this is to compensate the SH3/computer's limitation for on screen images. But if you want to revert to default valours is really simple: just use another cameras.dat from any other mod or even the stock one. Anyway I will suggest for the GW team to include some optional mod for optics power for the first update. And if you press Shift and the mouse whell you can have the same effect as in real life zooms on all optics in the game!

About the clock...just open the Clock.wav file using the window's sound recorder and lower the sound for your taste. Maybe could be also possible to just delete it, I don't know...
Hopes that these infos could help you!

Rubini.

Tigrone
03-21-06, 12:04 AM
Where is the window's sound recorder?
What is it's exact name, and where is it located?
I've never encountered it or used it before.

Samwolf
03-21-06, 12:07 AM
Where is the window's sound recorder?
What is it's exact name, and where is it located?
I've never encountered it or used it before.

All Programs/Accessories/Entertainment/Sound Recorder

Tonnage_Ace
03-21-06, 12:36 AM
Tonnage_Ace wrote:
What exactly is the All Grey Contacts mod and how does the x10 zoom compensate it? Does that mean the uzo has been increased as well being that it had better zoom than the attack periscope?

So does anyone know what the UZO's zoom is? I didn't get a response and another thing: that ticking noise! I feel like Captain Hook, trying to figure out where that incessant ticking is coming from. I know it's the clock, but it's soooo intrusive, it overlaps everything in intensity, especially when I'm trying to check for contacts on the hydrophone. Usually when you jump to the hydrophone station, everything is toned down to represent using the headphones, but not that ticking noise from the clock. Anyone else find it aggravating?
Hi Tonnage_Ace,
The Uzo was untouched . Only the attack periscope have now 10x. In my installation I modded the cameras.dat and also put 10x for all optics, except for the observation periscope. I already said that this is to compensate the SH3/computer's limitation for on screen images. But if you want to revert to default valours is really simple: just use another cameras.dat from any other mod or even the stock one. Anyway I will suggest for the GW team to include some optional mod for optics power for the first update. And if you press Shift and the mouse whell you can have the same effect as in real life zooms on all optics in the game!

About the clock...just open the Clock.wav file using the window's sound recorder and lower the sound for your taste. Maybe could be also possible to just delete it, I don't know...
Hopes that these infos could help you!

Rubini.

Thanks, that helped a lot Rubini. I thought I was going mad for a while, it's hard enough to deal with the duldrum of u-boat life than to hear the constant ticking! The 10x zoom for the attack periscope makes a lot of sense, I hated that about the vanilla SH3, sooo hard making out the flags of merchants! Only so much you can do until there are graphics cards(affordable ones) that allow you to maintain effects while turning up the res...

I also wanted to bring up two things I hope are added to future versions:

1. The ruler tool for the map has always been inaccurate(3km means 2.5km) and we've all grown accustomed to it but I think it's time we've fixed this snafu. Maybe 100m increments when zoomed all the way in? I know everyone will agree that the target's speed has the greatest affect on the gyro angle and everytime I miss, I know it's because of the inaccuracies of the ruler in plotting the speed/heading using the 3:15 rule...

2. The hydrophone training mod needs to be updated to coincide with the new sounds. This is another method to judge speed but it wouldn't be necessary if I had an accurate ruler tool...

Kpt. Lehmann
03-21-06, 10:04 AM
Ok, I'll be back in a few hours (after a little sleep) to answer as many questions as possible.

Cheers mates!

Dowly
03-21-06, 02:24 PM
Just imagine if SHIII would have same damage model that those barricade ships have! *drools*

Can you sail thru the hole on the side of the barricade ship? :-j

JCWolf
03-21-06, 02:26 PM
Ok, I'll be back in a few hours (after a little sleep) to answer as many questions as possible.

Cheers mates!



(Mi right foot taping on the flor and arms crossed around the chest!)



Is it time to get up???!!! :roll:
How much more time are we going to sleep???
Exactly how much time is a cople of hours???? :hmm: :rock: :rock:

Kpt. Lehmann
03-21-06, 07:29 PM
Ok, I'll be back in a few hours (after a little sleep) to answer as many questions as possible.

Cheers mates!



(Mi right foot taping on the flor and arms crossed around the chest!)



Is it time to get up???!!! :roll:
How much more time are we going to sleep???
Exactly how much time is a cople of hours???? :hmm: :rock: :rock:

JCWOLF :sunny: please look on page 6 of the GW sticky thread to find an answer to your fatigue question relating to torpedos not loading.

Tonnage_Ace
03-21-06, 07:31 PM
Does this mean your awake Kpt.? Can you answer my question about the ruler tool couple posts up?

Kpt. Lehmann
03-21-06, 07:40 PM
Does this mean your awake Kpt.? Can you answer my question about the ruler tool couple posts up?

Okay I will do my best... give me a few minutes to read.

I am also going to address the issue with some of the smaller ships that may be tough to sink in a little while.

Please note that there is a GW sticky thread now.

I will post the answers to all the questions that I can provide an answer to there. :ping:

Kpt. Lehmann
03-21-06, 07:47 PM
Tonnage Ace wrote:
1. The ruler tool for the map has always been inaccurate(3km means 2.5km) and we've all grown accustomed to it but I think it's time we've fixed this snafu. Maybe 100m increments when zoomed all the way in? I know everyone will agree that the target's speed has the greatest affect on the gyro angle and everytime I miss, I know it's because of the inaccuracies of the ruler in plotting the speed/heading using the 3:15 rule...

2. The hydrophone training mod needs to be updated to coincide with the new sounds. This is another method to judge speed but it wouldn't be necessary if I had an accurate ruler tool...

Regarding the ruler inaccuracy, believe it or not I was unaware of this. If there is a mod that fixes this issue please post it here and I will make sure it is included in the first GW update.

Regarding the hydrophone training mod... only the original author or relative expert of the same can help with re-vamping the hydrophone plotting mod. I thought about leaving the underwater sounds for GW alone... but I couldn't stand them even though I knew this might be a potential issue for some. I am not an expert on plotting and targetting (yet ;) ) I do know that it is simply a matter of adapting to new things.

Tonnage_Ace
03-21-06, 08:07 PM
Tonnage Ace wrote:
1. The ruler tool for the map has always been inaccurate(3km means 2.5km) and we've all grown accustomed to it but I think it's time we've fixed this snafu. Maybe 100m increments when zoomed all the way in? I know everyone will agree that the target's speed has the greatest affect on the gyro angle and everytime I miss, I know it's because of the inaccuracies of the ruler in plotting the speed/heading using the 3:15 rule...

2. The hydrophone training mod needs to be updated to coincide with the new sounds. This is another method to judge speed but it wouldn't be necessary if I had an accurate ruler tool...

Regarding the ruler inaccuracy, believe it or not I was unaware of this. If there is a mod that fixes this issue please post it here and I will make sure it is included in the first GW update.

Regarding the hydrophone training mod... only the original author or relative expert of the same can help with re-vamping the hydrophone plotting mod. I thought about leaving the underwater sounds for GW alone... but I couldn't stand them even though I knew this might be a potential issue for some. I am not an expert on plotting and targetting (yet ;) ) I do know that it is simply a matter of adapting to new things.
Thanks for your answer Kpt. Lehmann, you really haven't gotten a chance to play being as your so busy! Before you boot up the game to check for yourself it might be faster to check Wazoo's plotting and targetting guide, he makes a point of this 'ruler' problem. I'll make future posts on the sticky but hope someone can come forward with a fix for this ruler fiasco being as it's soooo important when playing at 100% realism.

ref
03-21-06, 08:07 PM
The ruler tool for the map has always been inaccurate(3km means 2.5km) and we've all grown accustomed to it but I think it's time we've fixed this snafu. Maybe 100m increments when zoomed all the way in? I know everyone will agree that the target's speed has the greatest affect on the gyro angle and everytime I miss, I know it's because of the inaccuracies of the ruler in plotting the speed/heading using the 3:15 rule...

I've been searching thru the forum for the ruller issue, and the general opinion is that it's hardcoded, so I don't think its possible to fix it.

Ref

Kpt. Lehmann
03-21-06, 08:19 PM
The ruler tool for the map has always been inaccurate(3km means 2.5km) and we've all grown accustomed to it but I think it's time we've fixed this snafu. Maybe 100m increments when zoomed all the way in? I know everyone will agree that the target's speed has the greatest affect on the gyro angle and everytime I miss, I know it's because of the inaccuracies of the ruler in plotting the speed/heading using the 3:15 rule...

I've been searching thru the forum for the ruller issue, and the general opinion is that it's hardcoded, so I don't think its possible to fix it.

Ref

Thanks Ref!!! :up:

and :damn: :damn: :damn: that sux!

JonZ
03-21-06, 08:59 PM
The ruler tool for the map has always been inaccurate(3km means 2.5km) and we've all grown accustomed to it but I think it's time we've fixed this snafu. Maybe 100m increments when zoomed all the way in? I know everyone will agree that the target's speed has the greatest affect on the gyro angle and everytime I miss, I know it's because of the inaccuracies of the ruler in plotting the speed/heading using the 3:15 rule...

I've been searching thru the forum for the ruller issue, and the general opinion is that it's hardcoded, so I don't think its possible to fix it.

Ref

Thanks Ref!!! :up:

and :damn: :damn: :damn: that sux!

Our hopes on Captain America :shifty:

Kpt. Lehmann
03-21-06, 09:17 PM
The ruler tool for the map has always been inaccurate(3km means 2.5km) and we've all grown accustomed to it but I think it's time we've fixed this snafu. Maybe 100m increments when zoomed all the way in? I know everyone will agree that the target's speed has the greatest affect on the gyro angle and everytime I miss, I know it's because of the inaccuracies of the ruler in plotting the speed/heading using the 3:15 rule...

I've been searching thru the forum for the ruller issue, and the general opinion is that it's hardcoded, so I don't think its possible to fix it.

Ref

Thanks Ref!!! :up:

and :damn: :damn: :damn: that sux!

Our hopes on Captain America :shifty:

God Bless Captain America!!!

Kpt. Lehmann
03-21-06, 09:19 PM
I am working on my answer to the "Hey this ship is too tough to sink in GW!" issue at the moment.

The answer isn't a simple one... and I am trying to come up with a post that addresses it in a simple way.

Stay tuned! :know:

Zinmar
03-21-06, 09:26 PM
I keep trying to log onto our favorite site for SH3 mods and I guess that it has gone done for some reason. Where can I get this mod other than terrapin's site?

Kpt. Lehmann
03-21-06, 11:12 PM
I keep trying to log onto our favorite site for SH3 mods and I guess that it has gone done for some reason. Where can I get this mod other than terrapin's site?

... working on that.

In a couple of weeks it should be much easier for everybody.

Sorry for the inconvenience. :(

Kpt. Lehmann
03-22-06, 12:59 AM
Sounds sweet....are all harbors populated now with docked vessels? say if I go to tampa, florida in the gulf of mexico? will there be docked merchants or warships that I can attack?

Yes... if you can make it into the harbor :arrgh!:

Of course you could get all soft and use the "No-Minefields" SCR layer included in the campaign files. :lol:

Gizzmoe
03-22-06, 01:04 AM
Sounds sweet....are all harbors populated now with docked vessels? say if I go to tampa, florida in the gulf of mexico? will there be docked merchants or warships that I can attack?

Yes... if you can make it into the harbor :arrgh!:

Of course you could get all soft and use the "No-Minefields" SCR layer included in the campaign files. :lol:

The "No Minefields" SCR only removes minefields from friendly harbours!

Spectre-63
03-22-06, 02:32 AM
Phenomenal package, GW crew!

Two quickie questions (and apologies if they've been asked and answered elsewhere):

are CA's Uboat Instrument updates included in the package?

Are there any known 'incompatibilities' between patches? Ones I should avoid loading together because they conflict?

Thanks...just getting back into SH3 after a long pause and it's amazing how much the modding community has done with it. Nice to see some familiar faces from the FrugalsWorld/Falcon communities (Terrapin and Wazoo are two I've recognized so far)

Keep up the great work guys!
:up:

Kpt. Lehmann
03-22-06, 03:09 AM
Sounds sweet....are all harbors populated now with docked vessels? say if I go to tampa, florida in the gulf of mexico? will there be docked merchants or warships that I can attack?

Yes... if you can make it into the harbor :arrgh!:

Of course you could get all soft and use the "No-Minefields" SCR layer included in the campaign files. :lol:

The "No Minefields" SCR only removes minefields from friendly harbours!

Sorry guys, Gizzmoe's right.... chalk that one up to lack of sleep and too much work LOL.

Tazzie
03-22-06, 03:12 AM
Can SH3 Commander be used with this brilliant mod?

Kpt. Lehmann
03-22-06, 03:19 AM
Phenomenal package, GW crew!

Two quickie questions (and apologies if they've been asked and answered elsewhere):

are CA's Uboat Instrument updates included in the package?

Are there any known 'incompatibilities' between patches? Ones I should avoid loading together because they conflict?

Thanks...just getting back into SH3 after a long pause and it's amazing how much the modding community has done with it. Nice to see some familiar faces from the FrugalsWorld/Falcon communities (Terrapin and Wazoo are two I've recognized so far)

Keep up the great work guys!
:up:

Welcome, Spectre-63

Yes, Captain America's gauge fix mod is integrated properly into GW. In fact we were prepared to delay the release of GW had it been necessary to wait on the completion of that mod.

There are lots of mods our there that can conflict with the design/integration of files in GW. The only way to know is to understand the file structure at least in a basic sense and to compare them file by file. I'm not trying to sound high-handed... its just that there isn't a simple answer to that question... except to use the JGSME mod enabler program by JSCones... it is a MUST HAVE and compares the files for you. It won't tell you what features in the original mod will be changed... it will just make sure that you know and/or approve that a file is being overwritten. It also allows you to revert / cancel a mod input if you don't like the outcome.

You can find JSCones' latest JGSME mod enabler program here:
http://members.iinet.net.au/~jscones/software/products/jsgme.zip

Kpt. Lehmann
03-22-06, 03:25 AM
Can SH3 Commander be used with this brilliant mod?

Yes, and with no problems I might add!

For fatigue options just leave it un-checked/deselected to use the GW default 8 hour fatigue mod.

Kpt. Lehmann
03-22-06, 03:28 AM
NOTE TO ALL:

Please go to http://www.subsim.com/phpBB/viewtopic.php?t=50034 for GW mod related problem solving/troubleshooting.

:roll: :roll: :roll: :roll:

CWorth
03-22-06, 06:59 AM
What files do I change to return the harbor textures back to stock or make them smaller sizes?I've never been much good at this modding stuff.

Just wanted to get a quick answer to a question I placed here earlier and never got an answer to.
These are the last things I can do to increase my FPS in port,short of changing the .SCR layer and removing ships which I really dont want to do as I dont know what i am doing in the editor.

Teho
03-22-06, 09:10 AM
I love this mod. Thanks! :rock:

Kpt. Franz-Josef Lemmle
03-22-06, 09:16 AM
Stupid question here...but where the heck do I download this mod from?!

Gizzmoe
03-22-06, 09:19 AM
Stupid question here...but where the heck do I download this mod from?!

Please read this post:
http://www.subsim.com/phpBB/viewtopic.php?t=50041

u-boot.realsimulation.com is down, you can download it via Bittorrent.

Carotio
03-22-06, 04:49 PM
Hi there,

First thanks for this super mod!
Nice work!

I have myself been working on something similar as addon for RuB with HT, but this seems to exceed, what I have done sofar!

However, there is still some errors in the campaign as there was in RuB and HT regarding some cities!

Please read this post:

http://www.subsim.com/phpBB/viewtopic.php?t=50180

I have corrected Danish cities, mainly because I'm Danish, and then French, Polish, Dutch... cities plus added cities for N+S America, Japan and Australia.

The locations file: there seems to have been removed some harbour facilities, so I put them back, not all, but many!

And then I added some traffic of Danish and Swedish vessels, plus some docked ships in NY and Kronstadt/Leningrad!

Seperate campaign files have been added, so it's possible to se in the editor, what I did!

I hope it will be incorporated in the next edition of GW, as a patch maybe!

You may also dl directly here:
http://rapidshare.de/files/16142831/Carotios_Denmark_for_GW.rar

It's only 0.53MB, so it's quick to get!

About the rest: would it be okay to incorporate other stuff not allready in GW collected from different mods and websites as an addon for GW, like other textures, cfg settings and extra units (I have 11: Fast Transport, APD light transport, Wasp Fleet Carrier, Heavy Cruiser Blücher, P&O Destroyer, Q&R Des, L&M Des, Copa Patrol Ship, S Des, Codrington Des and ZG3 Hermes Des).

Would anyone be interested? GW Crew?

Besides, Rubini released with his HT1.47 for RuB1.45 an extra mod, which I found very cool: Chomus integrated orders! I have tried to add this myself, but it needs rework, I can see..... But it would be nice if Chomu did it himself for GW! Does Rubini still have contact with him?

I can't think of any other info or question now, so...

Kpt. Lehmann
03-22-06, 06:06 PM
Cheers! Carotio,

Welcome to subsim and thanks for such a generous offer. I have to say it sounds like you've been quite busy.

I am certainly interested in getting the Danish cities correctly placed/added.

As for the rest, we have to be very careful that we do not cause conflicts with the existing material.

I will defer to Rubini to answer this question since he is our campaign builder.

Also, please don't take this as dis-interest.

Once we get the most common kinks worked out we are going to rest a little while before we release our upgrade patch.

I've DL'd your package and have stored it as well as copied the text of this message.

Regarding Chomo's Integrated Orders mod... it is a great piece of work. Unfortunately, it heavily edits the 1024.Cfg which is a rather touchy file. It isn't likely that we will include the integrated orders mod for a number of reasons... needless to say, it may disable features that are considered integral to GW.

All things will be considered for our update. Stay tuned! :arrgh!:

Carotio
03-22-06, 07:21 PM
Cheers! Carotio,

Welcome to subsim and thanks for such a generous offer. I have to say it sounds like you've been quite busy.

Well, I have been more active in ubis own forum than here, though I have been here for a while!
Also, I have had the game since it's release - in DK March 18th 2005, I think it's the same game worldwide !(?) And thus visiting subsim and ubisoft, plus looking at the nice links from the users.

I am certainly interested in getting the Danish cities correctly placed/added.
As for the rest, we have to be very careful that we do not cause conflicts with the existing material.
I will defer to Rubini to answer this question since he is our campaign builder.

Well, I hope he will look with positive eyes upon it! The corrections I have made to campaign_LND: Danish cities are Danish, not Norwegian, French cities are not green after occupation (except Toulose, Lyon and Marseille being in Vichy-France) this also for Arnheim in Holland and Posen in Polland: it's both allied and German at the same time, or rather was! The rest are not corrections but only addings! For campaign_SCR: a little traffic, not much! For campaign_RND: icebergs! If one opens the GW campaign_RND or stock game version or RuB version in the editor and look on the iceberg groups, one would discover that the icebergs are set to not show up before 1944..... :-? I changed this for the 10 iceberg groups, so they appear from september 1939. This is the only thing I changed in the random layer, but I think it's odd that the game developpers set it for 1944, maybe because in the game most users would not be placed in the arctic area before 1944 (7th in Bergen), and I think it should be like this, but maybe it's just me... :)

Also, please don't take this as dis-interest.

Of course, I understand that not everything can be added!
But I'll await Rubinis answer of course!

Once we get the most common kinks worked out we are going to rest a little while before we release our upgrade patch.
I've DL'd your package and have stored it as well as copied the text of this message.

Of course, we can't be downloading patches and mods all the time!
IUB1.03 was released resently too. I haven't tried it, since I was making something similar myself based on RuB and HT! And if messing with mods all the time, when will we ever get time to play? :lol:
If you dl'd my mod, try start a career in 1942, plain GW, then look at map of France! Then enable my mod, and do the same! It should convince even Rubini.... I hope! :88)

Regarding Chomo's Integrated Orders mod... it is a great piece of work. Unfortunately, it heavily edits the 1024.Cfg which is a rather touchy file. It isn't likely that we will include the integrated orders mod for a number of reasons... needless to say, it may disable features that are considered integral to GW.
All things will be considered for our update. Stay tuned! :arrgh!:

Then hopefully some day in the future... because once I tried it, I liked it right away! :P

Pirate
03-22-06, 08:53 PM
CWorth,

For better FPS just use the Tankeriv's seafloor for 64mb cards...

Rubini.

Where can I download this mod?
realuboatsim.com sh3 downloads are down!

BTW GW devs great compilation of mods you have here! :up:
Thanks for your supermod :)

JCWolf
03-22-06, 10:56 PM
Phenomenal package, GW crew!

Two quickie questions (and apologies if they've been asked and answered elsewhere):

are CA's Uboat Instrument updates included in the package?

Are there any known 'incompatibilities' between patches? Ones I should avoid loading together because they conflict?

Thanks...just getting back into SH3 after a long pause and it's amazing how much the modding community has done with it. Nice to see some familiar faces from the FrugalsWorld/Falcon communities (Terrapin and Wazoo are two I've recognized so far)

Keep up the great work guys!
:up:



I can tell you that CA's Uboat Instrument updates are included yes
in this Mod, it comes on list of included Mods on the Reame file... :up:

The other one I don't understand exactelly what incompat. do you refer to??!! :rock:


:up:

Kpt. Lehmann
03-22-06, 11:01 PM
New FileFront GW DL links available.

FileFront seems to be running much faster now.

Refer to the GW Official Thread:
http://www.subsim.com/phpBB/viewtopic.php?t=50034

Spectre-63
03-23-06, 04:05 AM
The other one I don't understand exactelly what incompat. do you refer to??!! :rock:


:up:

JCWolf -

forgive me because the last heavily modded sim I was into was Falcon 4.0 and a lot of my expectations with regards to modded sims may come as a byproduct of that.

More to the point: with Falcon, certain mods were known to cause issues or be wholly incompatible with others. I was trying to get the lay of the land before I started installing anything. From Lehmann's post, however, I understand that JSGME will warn you if there are potential conflicts between mods and allow you to remove the mod you're trying to add before it causes problems.

I'm certainly open to any tales of mod-mixing issues if anyone has any...or is that simply less of an issue with SHIII???

JDHartman
03-23-06, 07:10 AM
i just spent 5 ingame days running away from destroyers at the gibraltar and i had not seen a single merchant ship. i hit a w&s destroyer with a direct torpedo hit and it didnt sink :( what the hell? wheres the fun fanctor in that? i dont see it!
what realism mod did you use to cleanse out the ocean? i want to get rid of it! and i dont want to uninstall the whole mod.

Teho
03-23-06, 08:54 AM
ihit a w&s destroyer with a direct torpedo hit and it didnt sink :( what the hell?

Realism my little friend, realism :|\

CWorth
03-23-06, 10:51 AM
i just spent 5 ingame days running away from destroyers at the gibraltar and i had not seen a single merchant ship. i hit a w&s destroyer with a direct torpedo hit and it didnt sink :( what the hell? wheres the fun fanctor in that? i dont see it!
what realism mod did you use to cleanse out the ocean? i want to get rid of it! and i dont want to uninstall the whole mod.

This mod just like RUB is not for everyone...from my playing it is set for the realism and how it was to be a real Uboat commander.

The destroyers in the real war did not always sink with single torpedo hits.

From what I read the numbers of merchants are lowered to more accurate numbers for each year of the war and will get less and less as the war goes on making you have to find convoys for your tonnage.

Also the single merchants will not be marked on the map for you as often as they had it in the stock game...you have to rely on the hydrophones more to find your targets.This is made so you have to earn your tonnage the way the true Uboat captians had to..you have to find it yourself.This mod is set for realism not an arcadey shoot-em-up with tons of single ships and the map showing you where they are way to often.

Welcome to the life of a realistic Uboat captain.

JDHartman
03-23-06, 04:40 PM
But i don't have a problem with using the hydrophones.I like this mod.Everything about it is cool.Im in 1942,so thats probably why there werent any merchant ships or convoys reported. But the thing i dont like is this shio invincibility. That destroyer flew up in the air from the torpedo blow and sailed away.I doubt thats realism. If i replace the zones file with the original, will this take care of my problem? Btw, i hate arcade games!

Tonnage_Ace
03-23-06, 07:35 PM
On the subject of ship invincibility, I encountered a small merchant, so not wanting to waste any torps, I let loose with 60 HE at the waterline, nothing happened. The ship was dead in the water but nothing after that, I was waiting for the, "She's goin down!" but nothing! The deck gun may be a .22 compared to other guns on the water but after 60 shots, you'd think I would've drived a hole right through to the fuel bunker???

Ping Jockey
03-24-06, 12:24 AM
What a great Mod this is.I really like the gauges and over all look of this Mod. Thanks to all that worked on this. :up: :up:

JDHartman
03-24-06, 12:56 AM
On the subject of ship invincibility, I encountered a small merchant, so not wanting to waste any torps, I let loose with 60 HE at the waterline, nothing happened. The ship was dead in the water but nothing after that, I was waiting for the, "She's goin down!" but nothing! The deck gun may be a .22 compared to other guns on the water but after 60 shots, you'd think I would've drived a hole right through to the fuel bunker???

yeah man! thats what im talking about. today i tried to sink a fishermen boat and i wasted about 30 HE shots. Then a destroyer came and i sank him with a torp. Guess i got lucky this time. But still, i really want to remove this particular addon. its not real, its stupid.

Hohenstaufen
03-24-06, 09:41 AM
Awesome project!!! You are heros ! :sunny:

Ace Pace
03-24-06, 01:22 PM
Alright, question from a noob.

I'm running on an average of 38% realisim, enjoying the fact I don't have to search too much to find merchants. Will I be annoyed at this mod?

I don't have an issue with investing time, but I recognise that my skill level at finding lone ships sucks.

So to sum up, how much is finding ships changed, how commom are radio reports of ships and convoys?

Ace Pace
03-24-06, 01:22 PM
Alright, question from a noob.

I'm running on an average of 38% realisim, enjoying the fact I don't have to search too much to find merchants. Will I be annoyed at this mod?

I don't have an issue with investing time, but I recognise that my skill level at finding lone ships sucks.

So to sum up, how much is finding ships changed, how commom are radio reports of ships and convoys?

CWorth
03-24-06, 01:36 PM
Alright, question from a noob.

I'm running on an average of 38% realisim, enjoying the fact I don't have to search too much to find merchants. Will I be annoyed at this mod?

I don't have an issue with investing time, but I recognise that my skill level at finding lone ships sucks.

So to sum up, how much is finding ships changed, how commom are radio reports of ships and convoys?

I have only started an early war career so Im not to far in yet.

However finding the single ships and convoys is alot more difficult and requires alot of time spent at the hydrophones listening.The reports and ships marked on the map are not very often.This is to make it more realistic and makes you have to earn your tonnage instead of simply giving it to you like the stock game does.

From what I have read in the readme the single ships will become fewer and fewer as the war goes on as it should forcing you to rely on hitting convoys for your tonnage.

Now how realistic the number of single merchants is with this mod I dont know..but it has been debated that the Real Uboat mods 20/20 settings were to low to be realistic.Not sure what the settings are in Grey Wolves in terms of numbers.But I dont mind as I like the challange.

Stev1
03-27-06, 09:34 AM
Can any of the other mods availble ie. Transparent Dial etc. be added to GW Mod other than those that came in the Mod.

Kpt. Lehmann
03-27-06, 10:09 AM
Can any of the other mods availble ie. Transparent Dial etc. be added to GW Mod other than those that came in the Mod.

As long as it is only a .tga file that you are altering... no problem.

However, if it means that you must modify the 1024.cfg BEWARE!!! You have just cruised into a minefield.

Kpt. Lehmann

Sande
02-20-07, 11:00 PM
I downloaded the entire Silent Hunter III Seawolves patch with a modem!!!!! Taking 40 hours! to do so is not my issue! MY Issue is that about half way into the install, the thing stops at Data\sea\NLTF.dat and from each file on (60) at the last count, i am prompted to ignore, retry or abort. Each time i am prompted it takes an additional 5 minutes to go on to the next file!!!:damn:

JScones
02-20-07, 11:32 PM
:roll: Sigh.

bigboywooly
02-21-07, 12:38 AM
:rotfl:

@ Sande

Seawolves and GW ( X ) are 2 completely different things
What did you D\L ?