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Cdre Gibs
03-26-06, 05:35 AM
Ahh but we can only use 1, so what 1 do we use.

I'm all for updating the Roundel, I just need a clearly definded referance to the info (links would be nice), plus a show of hands for what 1 to be used.

As I stated before, some1 just saying "thats the wrong 1" with no backing intel will not do the trick. Dont take this the wrong way, I just like to get conformation from at least 1 reliable source. Then things can change (depending on which 1 ppl want of course)

PS: The funny thing is, I'm acctually redoing (slowly) the UVMaping on the AC to do away with the current in game Roundel (decal) system !
The aim is to do away with the Markings folder altogether and there after each AC skin will be able to contain its own customised Skin/Roundel WITH correct markings both sides.

Cdre Gibs
03-26-06, 07:14 AM
-All I can say is that the LND is correct and no problems to open it with ME. I just test with a fresh install again...so perhaps you made some adjust/modifications and now you are having problems...please test in a fresh untouched install. :up:

Rubini.


Ok, today while I was out 'n' about, I left my PC D/Ling the GW BT again. Well to cut a long story short I unziped the Campaign_LND.mis to a Temp folder, browesd to it in the Mission Editor, clicked open an guess what......CTD!

The only thing I can think of is I keep getting a corrupt D/L. I have no inclination to D/L GW Pt6 again so if you would be so kind to zip up just the LND layer and send it, I'll try that 1. File size I keep getting is 448KB. Seems small to me.

Thx

mkubani
03-26-06, 07:42 AM
Gibs,

Regarding Slovak roundel, I am part of the Slovak team that worked for Oleg Maddox's commercial add-on Aces Expansion Pack that included Slovak dynamic campaign, so I know what I am talking about.

For more information about this campaign follow this link. It includes the screenshots of the correct roundels:

http://www.letka13.sk/forum/viewtopic.php?t=219&start=0

In summary, Slovakia did use 3 roundels during the war:

The first one (1939-40) was only used during the attack on Poland (southern part of Poland, far away from any sea) = not relevant to the SH 3 world.

The second marking resembling balkencross was the primary marking throughout the war. It was used on Slovak airplanes and most notably on Bf 109 E-4/E-7 (the 109 version in SH 3) that fought over Kuban near Black Sea. This would be the most appropriate marking to use for SH 3.

That means the first marking from the top is the correct one for SH 3. It also has the proper colors that should be used.

http://fyzikus.fmph.uniba.sk/~donmartinello/skaddon_pics/image023.jpg

The third marking was used on few planes during the Slovak National Uprising in fall of 1944. It occurred inland and is not relevant to SH 3 world

Shadow9216
03-26-06, 08:04 AM
Hey guys, great work! Two quickies:
This is the site I used for my original roundels mod waaaay back:
http://cocardes.monde.online.fr/v2html/en/miniatures.html
If you get separate skins with built-in insignia, would we be able to see a progression from year to year? Mainly affects US/UK aircraft.

Second, does the Soviet Ships mod work with the GW mod? I've been away for awhile and am still struggling to catch up.

Excellent work!

mkubani
03-26-06, 08:16 AM
One thing I may add to make it more historically accurate in GW UPDATE would be to remove:

a.) Slovakia, Czechia and Hungary from having any naval vessels at all. Could this be done by editing them out from DAT file?

b.) Czechia from having their own aircraft markings. Could be also done by editing DAT file?

Plus I am not quite sure about Albania as well. This is from Wikipedia:

"King Zogu remained a hidebound conservative, and Albania was the only Balkan state where the government did not introduce a comprehensive land reform between the two world wars. Mussolini's forces overthrew Zogu when they occupied Albania in 1939." So I guess there should not be any Albanian navy or airforce in SH 3.

Cdre Gibs
03-26-06, 08:41 AM
Marking Patch - for those who feel so inclined, Alternitive Slovakia Roundel:

http://www.git.com.au/~voyager_tek/Markings_patch.zip


I dont trust Wikipedia's as far as I can spit. I find them to be overflowing with opinions and dry on facts.

Cdre Gibs
03-26-06, 08:50 AM
One thing I may add to make it more historically accurate in GW UPDATE would be to remove:

a.) Slovakia, Czechia and Hungary from having any naval vessels at all. Could this be done by editing them out from DAT file?

b.) Czechia from having their own aircraft markings. Could be also done by editing DAT file?Wikipedia

Thats easy, dont put anything in the roster folders for those countries. No roster = No Ships, Planes, Trains an Automobiles.

mkubani
03-26-06, 09:04 AM
Gibs,

to be honest, I am getting tired of you. If you can't take constructive criticism without having childish remarks then it's your problem. Again as I said before, I am pointing this to GW team, not to you (no matter if you worked on that before). If you have problem for me pointing out minor inaccuracies, say so.

I had a good intention to help GW to improve their fine supermod.

At least you could show less ignoracy, open Google and check dozens of sites for Albanian occupation by Italy without spitting on Wikipedia first. No matter whether you trust Wikipedia or not, it doesnt change the fact that Albania was occupied since April 1939.

Second, you could at least pay some attention to what I have listed about Slovak marking since it seems I have forced you to make that 5 min. painful change in TGA file. You used incorrect colors and red circle is supposed to touch the white outline. No that it really matters, but I can act as moron too.

Cdre Gibs
03-26-06, 09:10 AM
Its a 2 way street.

Mart!jn
03-26-06, 09:24 AM
And still, i don't know what this mod does..
is there somewhere a list of al things?
i read it has new ships? but what else?

Rubini
03-26-06, 10:24 AM
CWorth
After changing the seafloor to stock I got a few fps more.This is only a quarter of the fps problems.
90% of the problem is the sheer numbers of ships put into friendly harbors.Thats is alot of polygons and objects for the video card to draw and is most of the problem.There is more in there now then even the RUB Harbor Traffic mod had.

I never much cared for the harbor traffic anyways as I only looked at the harbor for a few minutes as I was leaving port so I did the following.

After opening up the .SCR file in the editor I removed some of the merchants,fishing boats and tugboats leaving mostly what looked to be more important vessels like the Bismarck,Scharnhorst and such and the destroyers in the ports that you actually leave from.

After that I was able to run my game with 2xAA and get 35-40 fps in port.
-Yes, it's absolutely safe to delete ships from harbours if needed. You also can try the SCr version without minefields&subnets/friendly air patrols. :up:

Rubini.

Rubini
03-26-06, 10:28 AM
Cdre Gibs wrote:
Ok, today while I was out 'n' about, I left my PC D/Ling the GW BT again. Well to cut a long story short I unziped the Campaign_LND.mis to a Temp folder, browesd to it in the Mission Editor, clicked open an guess what......CTD!

The only thing I can think of is I keep getting a corrupt D/L. I have no inclination to D/L GW Pt6 again so if you would be so kind to zip up just the LND layer and send it, I'll try that 1. File size I keep getting is 448KB. Seems small to me.
-Gibs, I work with the campaign files daily and don't notice any problem like yours. To open the GW campaign is absolutelly needed all the files from GW, specially the new ships and Land folder, check them again. I can send the LND to you, no problems, but I have a little surprise for the community..maybe tomorrow...then just wait a bit!:up:

Rubini.

djv
03-26-06, 10:59 AM
Ehm, how long do I patrol this area in GW? Until BDU tells me to stop?

JCWolf
03-26-06, 08:04 PM
Ehm, how long do I patrol this area in GW? Until BDU tells me to stop?



For each mission or patrol you've got your orders that you can view in the slide out menu on the left side of the ingame screen, so generally each patrol orders are like this:

(Example)

- Reach Grid AN47
- Patrol Grid AN47 for 24 Hours.

Dose are your orders and mission, when you start the patrol in the side menu you have the patrol objectives " Incomplete" status writed and after you complete each one it changes to "Complete",

When that hapends for both patrol objectives, you completed the all mission...

And sink as much enemy ships as you can, than, press escape and on the menu chose " Exit Patrol" , another menu will come and chose "Returne to base"!



Hope this helps you mate :up: :lol:

Dimitrius07
03-26-06, 08:09 PM
and one more thing :lol:
2 djv you dont actualy have to patrol the orderet area for 24 hours, but if you dont you lose a renowt points. Not recomendet when you play in 100% realizm :roll: :smug:

Tonnage_Ace
03-26-06, 09:06 PM
You don't lose renown if you don't go to the patrol zone, you just don't gain any, big difference. Although it would make better sense if you did lose renown by not following orders...

WalkA
03-27-06, 03:41 AM
Updated first post regarding small merchant ships being tough to sink.

I'll have the trawlers and fishing boats fixed by the end of the coming week...

ANYHOOO.... stop picking on the trawlers and fishing vessels... you should expend your efforts on the BIG STUFF....

:-j

Pls, take a look at Small Merchant too. ;)

Thx Kpt Lehmann: GW IS THE MOD!

Cheer!

Tonnage_Ace
03-27-06, 03:49 AM
http://img84.imageshack.us/img84/6224/17tc1.jpg
http://img84.imageshack.us/img84/8500/23ja1.jpg
Just had an awesome GW moment last patrol. Intercepted a convoy and set loose two torpedos, one under each smokestack of the Southhampton, and one each for a medium and large cargo(the fires in the background). The cargo ships went up immediately with a big BOOM each and the light cruiser took about ten minutes, slowly listing to starboard, it's stern dipping into blackness. After halfway in, I heard a loud bang as the fires onboard reached the ammo stores. I had to break off due to escorts and was able to escape after a very succesful salvo.

It's February '41 and I'm hanging around CG94, routing out ships passing through the Gibraltar Straight, heading back to Cadiz to restock after I run out, racking up major tonnes.

Angrykirill
03-27-06, 08:18 AM
How do you install this mod? The readme doesn't help one bit. I downloaded off uboot.realsimulation, and the files are

"GW Part 1.7z"

How am I supposed to unzip these files? I ran through winrar, no help. What program is needed?

Kirill

ref
03-27-06, 08:25 AM
How do you install this mod? The readme doesn't help one bit. I downloaded off uboot.realsimulation, and the files are

"GW Part 1.7z"

How am I supposed to unzip these files? I ran through winrar, no help. What program is needed?

Kirill
Winrar 3 opens it without a problem, or you can download 7zip from http://www.7-zip.org/ its free.
The mod download is composed of six files, you need them all to make it work.
Once downloaded extract all files to any directory, merge all the data directories together, and then you have two options, use jsgme or manual install.
a) copy the data folder you created to SH3DIR\mods and then enable the mod from within jsgme.
b) copy the data folder to SH3DIR , and overwrite the existing files.

Remember to do it over a clean install of SH3 patched to 1.4 and if you use SH3 commander to rollback prior installing.

Ref

Angrykirill
03-27-06, 10:12 AM
Thanks! That's done, enabled (took around 4 gigs of data! damnit lol)

But now when I open SH3 the game is just "standard", what should I do? Is there some special GW icon?

mkubani
03-27-06, 10:30 AM
Kpt. Lehmann,

I have cleaned up the GW periscope GUI texture a bit. The metal ring of the periscope around the lense seems to have som heavy texture compression or low resolution resulting in grainy and squary texture quality. I have cleaned up this a bit with soften and smudge tool. It looks somewhat better imho. Would you be interested in having this file in your next GW update.

Kpt. Lehmann
03-27-06, 10:33 AM
Kpt. Lehmann,

I have cleaned up the GW periscope GUI texture a bit. The metal ring of the periscope around the lense seems to have som heavy texture compression or low resolution resulting in grainy and squary texture quality. I have cleaned up this a bit with soften and smudge tool. It looks somewhat better imho. Would you be interested in having this file in your next GW update.

Sounds great sir. :yep:

Naturally I'll have to look at it before making a decision though. Please upload it to Rapidshare and PM me with the link if you would. :cool:

mkubani
03-27-06, 10:38 AM
RGR, will send as soon as I get back home tonight.

ref
03-27-06, 10:55 AM
Thanks! That's done, enabled (took around 4 gigs of data! damnit lol)

But now when I open SH3 the game is just "standard", what should I do? Is there some special GW icon?

If anything went ok you should see the grey wolves loading screen when SH3 is atarting...
Ref

Kpt. Lehmann
03-27-06, 11:02 AM
Thanks! That's done, enabled (took around 4 gigs of data! damnit lol)

But now when I open SH3 the game is just "standard", what should I do? Is there some special GW icon?

If anything went ok you should see the grey wolves loading screen when SH3 is atarting...
Ref

Angrykirill-
GW un-compressed is 1.8 gigabytes... makes me wonder why yours is 4gb

Angrykirill
03-27-06, 11:06 AM
Hmmm.. weird. It was 1.72gb when I copied it into the mods folder (plus the optional mod folder)

So now I should install:

Mods/Grey Wolves/and both folders (data and optional in there) so that it shows up as "Grey Wolves" in JSGME?

I did it without before, that could possible be it.

Kpt. Lehmann
03-27-06, 11:18 AM
Hmmm.. weird. It was 1.72gb when I copied it into the mods folder (plus the optional mod folder)

So now I should install:

Mods/Grey Wolves/and both folders (data and optional in there) so that it shows up as "Grey Wolves" in JSGME?

I did it without before, that could possible be it.

Sometimes your PC can give you odd measurements when it looks at a file collection. Hopefully, that is the case.

So... without being there to look over your shoulder, it SOUNDS as if you have copied it to the JGSME mods folder correctly.

When you enable The Grey Wolves with JGSME it should take a few minutes to process. Then you just fire up SH3 as usual... if done correctly then you should see a new (...and really cool-wild if I might say so) load screen.

Remember, there's a LOT in GW so you must be patient with load times. If you initially have low FPS in places refer to the fixes in this thread and others that are GW related.

Cheers.

Angrykirill
03-27-06, 11:48 AM
Thanks! It works well!

I'm possibly going to install some of the smaller fixes (8km vision mod, new sealevel), but no need for too much, its running good with 768mb ram, i fired up "happy times", and it ran pretty well except for a few short holdups

Anyways, kudos to the mod team for a great job. :-j

geralt
03-27-06, 11:53 AM
don't know to which of the many GW related threads post my ideas and opinions... is there any thread "GW 1.x wishes" ?

Kpt. Lehmann
03-27-06, 11:53 AM
Thanks! It works well!

I'm possibly going to install some of the smaller fixes (8km vision mod, new sealevel), but no need for too much, its running good with 768mb ram, i fired up "happy times", and it ran pretty well except for a few short holdups

Anyways, kudos to the mod team for a great job. :-j

Cool!!! Glad you like it so far. Keep in mind... in campaign mode, the harbors are the busiest places, and are where the largest FPS hits occur.

Angrykirill
03-27-06, 11:59 AM
Heh, Yeah, I have heard that you guys added an immense amount of stuff (ships on dock, planes passing by) :)

Angrykirill
03-27-06, 12:03 PM
BTW, how do you change the 16km vision to the 8km vision mod?

Appreciated.

Kpt. Lehmann
03-27-06, 12:33 PM
BTW, how do you change the 16km vision to the 8km vision mod?

Appreciated.

The default mod IS the 8 km version. You don't have to change a thing. ;)

Angrykirill
03-27-06, 12:52 PM
Thanks :)

RickC Sniper
03-27-06, 03:35 PM
edit:

resolved.

djv
03-27-06, 03:51 PM
Thanks guys for helping me out on the patrol-grid-objective thingy. I had been watching the captains log for the entry to say mission completed, which is the wrong one :roll:.

BTW, I don't have any FPS issues (on a budget system), not even in port at default seafloor and 16 km visibility, 100% particles, though .. my officer off the watch turns green in a storm when he's wearing this "rain-hat".

Maybe he's just seasick :P.

Asus A7V600-X
AMD Athlon XP 2500+ (@ 1833mhz ..stock)
1 Gig 3200 (@ 333 mhz ... underclocked)
Connect3D 6600 256MB (NOT GT and at stock speeds 500/300)
Nvidia 84.21.xxx drivers
Terratec Xfire1024

Kpt. Franz-Josef Lemmle
03-27-06, 05:15 PM
I installed this mod, and tried running SH3 with no other mods active. While the loading screen is up, it quits while loading the game. Gives me the ol' "Silent Hunter 3 has encountered a problem and needs to close." I put my other mods back in, and took GW out and it went fine. I know that this is a vague problem...but does anyone have any suggestions? Oh yeah, I tried loading it with SH3 commander, and without. Same problem.

I have read and re-read the install instructions numerous times and am confident that I did it properly. Any ideas?

edit: Also, I never received a new GW loading screen. It was the stock SH3 screen.

Kpt. Lehmann
03-27-06, 05:37 PM
I installed this mod, and tried running SH3 with no other mods active. While the loading screen is up, it quits while loading the game. Gives me the ol' "Silent Hunter 3 has encountered a problem and needs to close." I put my other mods back in, and took GW out and it went fine. I know that this is a vague problem...but does anyone have any suggestions? Oh yeah, I tried loading it with SH3 commander, and without. Same problem.

I have read and re-read the install instructions numerous times and am confident that I did it properly. Any ideas?

Try this short check-list because even the most experienced among us make mistakes.

Un-install SH3

Delete or re-name the SH3 folder in "My Documents"

Go to C:/Program Files/Ubisoft and make sure all Silent Hunter III
files are deleted.

Fire-up your Silent Hunter III disk and select repair... let it do its thing.

Patch to 1.4b

Add the JGSME program and run it once to add its "Mods" folder.

Place The Grey Wolves into the JGSME mods folder and enable the GW mod (this takes a few minutes)

Fire up SH3 (Hold off on activating SH3 Commander until you have GW up and running.) Note: GW is fully SH3 Commander compatible however. Just hold off on its use until GW is good to go.

Let me know is this helps. :yep:


I've noticed that typically one or more of the following has been causing problems for new GW users.

Failure to re-name or delete the SH3 folder in "My Documents" prior to running GW

Incomplete or corrupted download.

Residual files from previous mods or SH3 installation.

djv
03-27-06, 05:38 PM
(edit: simultaneous)

Well, I didn't post (yet) it but I have it too Franz Jozef. Same error (wel as far as i can tell and in Dutch) It's just before loading the GW screen (sub&wolf). For me it seems to be kinda random, so 1 in 10 times it does load.

I played vanilla SH3 before and I think I had these problems before. That's why I didn't post, I'm not sure it's specific to GW.

My vanilla install .. fine. patch 1.4b .. problems. By then I had a career going, maybe that was it. But still, 1 in 10 times it does load, enough for me (though worrying/irritating). It might be better after rebooting. Oh I keep firewall/AV on as well (Kerio 2.1.5 and Grisoft)..so that aint it.

Make sure you have enough swap/Ram BTW. You can manually set the swap file to a size but do make it big enough. However, I still have a similar problems and am quite baffled (:huh:) sofar.

edit nr 2: I didn't install SH3 commander..

djv
03-27-06, 05:45 PM
Failure to re-name or delete the SH3 folder in "My Documents" prior to running GW

AAAAaaaaaaaaah! :damn: :damn: :damn: :

edit: No, that wasn't it. :( Ah well putting back my old campaign and going after this black Swan Frigate (again :oops: :P), if and when SH3 loads..

Kpt. Lehmann
03-27-06, 06:02 PM
Failure to re-name or delete the SH3 folder in "My Documents" prior to running GW

AAAAaaaaaaaaah! :damn: :damn: :damn: :

edit: No, that wast it. :(

Ah well putting back my old campain and going after this black Swan Frigate (again :P :oops: ), if and when SH3 loads..

;)

Kpt. Lehmann
03-27-06, 06:03 PM
I will be posting a fix for the GW trawler in a few hours. :D

Kpt. Franz-Josef Lemmle
03-27-06, 06:59 PM
BTW, how do you change the 16km vision to the 8km vision mod?

Appreciated.

The default mod IS the 8 km version. You don't have to change a thing. ;)

Is 8km a lot more realistic as to how far you can see from a conning tower? I have no idea what is closer to real life 8 or 16.

Kpt. Franz-Josef Lemmle
03-27-06, 07:15 PM
Ok, I did a complete uninstall of SH3...deleted everything that was left over so it was completely gone. I reinstalled the game...patched it to 1.4b and put the Mod Installer back on. Ran it once...then put GW in the mods folder. Ran the game...same problem. The stock loading screen, and it quits with the same "SH3 has encountered an error" message. I moved my SH3 folder in my documents when I uninstalled it. So the only SH3 folder in my documents was the one that the stock game put there. Should I remove this folder BEFORE I install and activate GW?

djv
03-27-06, 07:33 PM
Is 8km a lot more realistic as to how far you can see from a conning tower? I have no idea what is closer to real life 8 or 16.

Oh 16.

Remember you can see the Moon very well and that's through the whole atmosfere. At 16 km there is still some gas though it is less dense (gas=distortion). Anyways, visibility near ground level can be 40 km or so in ideal weather, from/to a tower or smoke plume. Probably way way more, me thinks (sunset). But, if things get smaller the distortion makes actually seeing things more difficult, even if the light reaches you. A scope at 5 km is not an easy thing to see at all, all sorts of things going on there, the wake of the scope might be the giveaway. That or the radar signature :lol:.

I would look at the goniometry to see whats realistic at those ranges, cause things are hidden below the curvature of the earth/sea. There must be nice tables for that.

SH1 already did very nice dealing with this, stick up your scope and get increased visibility. I guess you can trust graphics code to deal with triangles, no?

FJ .. post your system specs?

Kpt. Lehmann
03-28-06, 04:08 AM
There will be a slight delay on the armed trawler damage profile while I confer with Rubini about its naming in the sea folder.

(The armed trawler "NTRW" seems to be PCTrawler in the GW campaign and roster folders... but seems to have no corresponding entry in the "Sea" folder)

Angrykirill
03-28-06, 08:30 AM
To the FPS Issue, this is a bit offtopic but what progs for measuring fps are compatible with sh3?

Pirate
03-28-06, 08:42 AM
To the FPS Issue, this is a bit offtopic but what progs for measuring fps are compatible with sh3?

SH3 itself! :P

Just hit Ctrl+F8 and it will show up at the center top of the screen.

Angrykirill
03-28-06, 08:56 AM
HAHAHA, thanks! :lol:

Kpt. Franz-Josef Lemmle
03-28-06, 09:08 AM
Finally got it working! Incredible mod! One question though...what is the brown tab at the top of the screen? It is at every screen and I can't seem to get it to do anything.

Syxx_Killer
03-28-06, 09:33 AM
Finally got it working! Incredible mod! One question though...what is the brown tab at the top of the screen? It is at every screen and I can't seem to get it to do anything.

hehe Click and drag. :88)

Txema
03-28-06, 11:12 AM
Does Grey Wolves include the "Radar Detection - Fix" by Stiebler??

If not, could you please include it in the upcoming update for GW?
Is it safe to use the .exe file provided by Stiebler to introduce the "Radar Detection - Fix" in GW?

Thanks for you help !!!

BTW, Excellent mod !!!


Txema

Martin1813
03-28-06, 04:34 PM
Hi

first, a great bravo and a great thank fot this fantastic mod :up:


I have a little problem. sorry if the answer is somewhere on the forum but i didn't find it.

When I use GW + Atmosphere 16km light, I have a "black sky", even in daytime. :hmm:
But when I used Atmosphere 16km without GW, there was no problem.

Any idea ? :D

Montbrun
03-28-06, 04:41 PM
Hi

first, a great bravo and a great thank fot this fantastic mod :up:


I have a little problem. sorry if the answer is somewhere on the forum but i didn't find it.

When I use GW + Atmosphere 16km light, I have a "black sky", even in daytime. :hmm:
But when I used Atmosphere 16km without GW, there was no problem.

Any idea ? :D

Yeah - there's a file you have to fiddle with - one of the Gurus can answer this....

Kpt. Lehmann
03-28-06, 04:52 PM
Does Grey Wolves include the "Radar Detection - Fix" by Stiebler??

If not, could you please include it in the upcoming update for GW?
Is it safe to use the .exe file provided by Stiebler to introduce the "Radar Detection - Fix" in GW?

Thanks for you help !!!

BTW, Excellent mod !!!


Txema

We have included radar warning receiver corrections. Per Marhkimov these are Jungman's version and commensurate with real-life data.

Using a mod that alters the file in question may destroy other changes made to the same file.

Nippelspanner
03-28-06, 06:32 PM
Hi

first, a great bravo and a great thank fot this fantastic mod :up:


I have a little problem. sorry if the answer is somewhere on the forum but i didn't find it.

When I use GW + Atmosphere 16km light, I have a "black sky", even in daytime. :hmm:
But when I used Atmosphere 16km without GW, there was no problem.

Any idea ? :D

Do you use a clean SHIII+Patch 1.4b Installation?
If so, be sure to get the whole 16km light data folder into your SH3 data folder... black sky appears if there is the wrong "scene.dat" in the data folder... (if i remember right)

midshipsnake
03-28-06, 07:28 PM
Hi,

I like the mod a lot, but deck gun is really aggravating.
It's too underpowered and slow that it's almost useless.
Also, gun crew is way too inaccurate. I'm in patrol, and
in 300 range, me and the other guy (tug boat) at 0 kts, only
1 out of 6-7 shots registered. I wrestled with this guy for 2 game
time hours then had to dive without finishing it because a destroyer showed up. :hulk:

I agree that deck gun in stock version was overpowered, but
for gameplay sake, could the deck gun values be brought up more
closer to the original ones?

Please help, this is ruining my otherwise great gw experience.

Kpt. Lehmann
03-28-06, 11:10 PM
Hi,

I like the mod a lot, but deck gun is really aggravating.
It's too underpowered and slow that it's almost useless.
Also, gun crew is way too inaccurate. I'm in patrol, and
in 300 range, me and the other guy (tug boat) at 0 kts, only
1 out of 6-7 shots registered. I wrestled with this guy for 2 game
time hours then had to dive without finishing it because a destroyer showed up. :hulk:

I agree that deck gun in stock version was overpowered, but
for gameplay sake, could the deck gun values be brought up more
closer to the original ones?

Please help, this is ruining my otherwise great gw experience.

Guys, I have successfully used the Deck Gun in GW to assist in the sinking of damaged ships.

That is the intent... to assist ships in sinking by aiming below the water line and thereby increasing its rate of flooding.

This takes work in GW as it did in RL.

Blowing ships up by shelling all their hit-points away is not what we intend to do.

A U-boat simply couldn't carry enough DG ammo to go 'round sinking ships with it arbitrarily.

Fishing boats... okay sure... PT boats sure if you can hit them... armed trawlers and up... very hard to kill in RL with a little pea-shooter like the 88mm naval gun and still hard work for the 105mm naval gun.

Guys I have several years experience in the actual use of artillery weapons... the 105 specifically among them. Now, I did not serve aboard a U-boat, but general principles do apply.

I DO KNOW that an HE (high explosive) round direct hit on a tank can have little effect... now consider the same round against a great big old 2000 ton merchant. You can draw your own conclusions.

You also must know that all my research... and Marhkimov's research indicated that U-Boats did not carry armor piercing (AP)rounds.

Removing the AP rounds from GW player Uboats also had the added advantage of forcing the crew to load the next available round type. (Default starting round used to be an automatically loaded "its already in there" AP round.)

I'll make a mod for returning the DG to stock... but it will not be part of the GW mod itself. I'll have this for you in a few days.

Even if we do re-tune the DG... it would only be by about one point upwards in damage potential per round.

The reload rates are based on many sources and my own recollections of weapons generally the same size.

With Stock SH3 it used to be a question of "how many ships can I sink with the DG?"

In GW it will remain a question of "do I have enough ammo?"

Also, the worse the weather... the worse the deck gun stability and accuracy. This is a good thing as it had a goofy "inertial guidance" in stock SH3.

Martin1813
03-29-06, 01:52 AM
Do you use a clean SHIII+Patch 1.4b Installation?
If so, be sure to get the whole 16km light data folder into your SH3 data folder... black sky appears if there is the wrong "scene.dat" in the data folder... (if i remember right)

yes, absoloutly clean...

And I tried with my "old" 16km which worked great before installing GW, but with GW enabled, it doesn't work.
So I tried with the 16km in the "optional mods" folder, same thing. :hmm:

Kpt. Lehmann
03-29-06, 03:28 AM
Please see first post for link to GW armed trawler fix.

Added missing Cfg file for this vessel and correct .zon file

I apologize for the inconvenience.

Much appreciation to Teddy Barr for providing a corrected .zon file

Txema
03-29-06, 03:58 AM
Does Grey Wolves include the "Radar Detection - Fix" by Stiebler??

If not, could you please include it in the upcoming update for GW?
Is it safe to use the .exe file provided by Stiebler to introduce the "Radar Detection - Fix" in GW?

Thanks for you help !!!

BTW, Excellent mod !!!


Txema

We have included radar warning receiver corrections. Per Marhkimov these are Jungman's version and commensurate with real-life data.

Using a mod that alters the file in question may destroy other changes made to the same file.

Thank you very much for your answer. Can you give us the details about the corrections included? (i.e. effective range of each radar detector in GW).

Thanks again for your help and for your excellent mod !!!


Txema

ustahl
03-29-06, 06:02 AM
GW surely is one brilliant ÜberMod, thank you, but could this be a bug?:

1. Having just left St. Nazaire (quayside :) ) on 4.Feb.1943 I see a Schnellboot hit the beach close to the port area and start burning.
2. A few miles off the port area I encounter two AI subs VIIC/41 with no conning tower, no deck armament, flat hull only, making medium speed.
3. A further glimps at the port area with F12 reveals a T2 Tanker having drilled it's nose deep into one of the sub bunkers, not burning though.

Unified Campaign_GW also installed.

Any ideas/suspicions?

ref
03-29-06, 07:10 AM
GW surely is one brilliant ÜberMod, thank you, but could this be a bug?:

1. Having just left St. Nazaire (quayside :) ) on 4.Feb.1943 I see a Schnellboot hit the beach close to the port area and start burning.
2. A few miles off the port area I encounter two AI subs VIIC/41 with no conning tower, no deck armament, flat hull only, making medium speed.
3. A further glimps at the port area with F12 reveals a T2 Tanker having drilled it's nose deep into one of the sub bunkers, not burning though.

Unified Campaign_GW also installed.

Any ideas/suspicions?

I don't know about the AI subs (try it without the UC, maybe you installed the wrong one) , but for the other units, have you saved the game in port?, SH3 has a stock bug, it don't save the scripted waypoints of units, so if you save a game near other ships, when you reenter the game they literally don't know where to go, and do all kind of stupid things.

Ref

Montbrun
03-29-06, 07:10 AM
GW surely is one brilliant ÜberMod, thank you, but could this be a bug?:

1. Having just left St. Nazaire (quayside :) ) on 4.Feb.1943 I see a Schnellboot hit the beach close to the port area and start burning.
2. A few miles off the port area I encounter two AI subs VIIC/41 with no conning tower, no deck armament, flat hull only, making medium speed.
3. A further glimps at the port area with F12 reveals a T2 Tanker having drilled it's nose deep into one of the sub bunkers, not burning though.

Unified Campaign_GW also installed.

Any ideas/suspicions?

Don't save anywhere near the port. The AI ships lose their scripted waypoints.....

EDIT - LOL - ref beat me to it.

Fangschuss
03-29-06, 09:51 AM
GW AND SHIP SINKING TIMES :88)

Please reduce the sinking times, hit an T2-Tanker four times (manual TDC), 8 hours later he his is still alive :damn:

come on everyone speaks about realism and then...

:down:

ustahl
03-29-06, 10:34 AM
[quote="ref
I don't know about the AI subs (try it without the UC, maybe you installed the wrong one) , but for the other units, have you saved the game in port?, SH3 has a stock bug, it don't save the scripted waypoints of units, so if you save a game near other ships, when you reenter the game they literally don't know where to go, and do all kind of stupid things.

Ref[/quote]

Yes, I had the game in port at quayside before re-entering it, so those weird things must have been caused by that. So GW is not to blame :up: but the stock bug :doh:

don1reed
03-29-06, 11:12 AM
I can live with the hydrophone sounds of GW if someone can tell me if there is a set number rpm increase.

Like, has the number of rpm increased by 10, 20, etc. or is the prop sounds no longer linked to actual speed?

tnx,

I asked the above to Rubini, he suggested to ask you...

tnx,

Sailor Steve
03-29-06, 03:08 PM
Also, gun crew is way too inaccurate. I'm in patrol, and in 300 range, me and the other guy (tug boat) at 0 kts, only 1 out of 6-7 shots registered.
Inaccurate compared to what? I served on a destroyer for a year, including fire support in Viet Nam, and I can tell you at 300 yards against something the size of a tug boat 1 out of 7 is not bad, with no fire control systems (and WWII submarines didn't have any). I've seen a WWII picture of a Fletcher letting go with all five barrels against a sampan at 500, and they only got two hits WITH fire control.

Naval gunnery has always been a hit-or-miss (pardon the pun) proposition.

Sailor Steve
03-29-06, 05:28 PM
That's why I open the folders to the desktop and pick and choose which files I'll use. I keep the ones I use in a separate folder labelled 'Favorites'.

djv
03-29-06, 07:23 PM
Now now! I must rally to the GW dev team's support! For choices just:

1 Make a triple install
2 Keep one of them vanilla SH3
3 Make one of them default GW
4 Make your test (eeeuh .. beta?) custom GW/SH3 install
5 Look in the mods in GW, conveniently listed in the 1th post of this topic and also in the readme file
6 find the relevant files
7 By either adding to SH3 or taking from GW, test your way to your favorite custom install.

Piece of cake! :rotfl:

@Sailor Steve, doesn't having hundreds of extra files in your Start Menu bother you then?

Nedlam
03-29-06, 09:17 PM
Finally got it working! Incredible mod! One question though...what is the brown tab at the top of the screen? It is at every screen and I can't seem to get it to do anything.

hehe Click and drag. :88)

I had the same problem too so I clicked and dragged it. Now what is it suppose to do I can't get it to start and when I launch a torpedo it doesn't do anything.

Martin1813
03-30-06, 04:10 AM
Hi

first, a great bravo and a great thank fot this fantastic mod :up:


I have a little problem. sorry if the answer is somewhere on the forum but i didn't find it.

When I use GW + Atmosphere 16km light, I have a "black sky", even in daytime. :hmm:
But when I used Atmosphere 16km without GW, there was no problem.

Any idea ? :D


nobody knows ? :(

JScones
03-30-06, 05:20 AM
Hi

first, a great bravo and a great thank fot this fantastic mod :up:


I have a little problem. sorry if the answer is somewhere on the forum but i didn't find it.

When I use GW + Atmosphere 16km light, I have a "black sky", even in daytime. :hmm:
But when I used Atmosphere 16km without GW, there was no problem.

Any idea ? :D


nobody knows ? :(
Did you rollback SH3Cmdr prior to installing the mod? Not doing so is a common cause of this problem as SH3Cmdr adjusts scene.dat too.

Kpt. Lehmann
03-30-06, 10:12 AM
Before the end of the day today I am going to address the GW deck gun complaints a final time.

On another matter:
TO EVERYONE.. SH3 Save-game routines are simply screwed up. Based on my own experience and if I recall correctly a statement that JSCONES related...

IMPORTANT IMPORTANT IMPORTANT!!!!!!!!!!!!!!!!

1) On your first patrol of a new career before leaving port... do not upgrade or change anything. (I think you can add a sub emblem... but do so at your own risk.

2) On your following patrols do not upgrade your sub at the end of the patrol... wait until you are about to leave for the next one.
(In base at end of patrol=no upgrading
In base just prior to patrol start=ok go ahead and upgrade it.

3) Also regarding ships in harbors all running straight towards the nearest ground, beaching, and burning etc.... THIS happens when you save your game within 50 km of a harbor... and is also a stock SH3 bug. (Another tip, you will take an FPS hit in harbor areas because there is a lot for your PC to track and render... USE LOW TC if you must use TC to leave the area.

4) If you do upgrade your sub at the wrong time or save a game before an enemy ship is actually sunk YOU WILL NOT GET CREDIT FOR DESTROYING THEM!!!

5) Numbers 1-4 above we cannot fix... but you can change your actions to adapt to them, thereby nullifying them.

Angrykirill
03-30-06, 10:18 AM
LOL, my fps starts in harbor at around one, then jumps to 4-10. Funny. The rest of the game it can go up to around 50.

Kpt. Lehmann
03-30-06, 10:24 AM
LOL, my fps starts in harbor at around one, then jumps to 4-10. Funny. The rest of the game it can go up to around 50.

Hopefully, it will get better for you when we release our update.

Just make sure your PC meets recommended (should be mandatory) Specs for SH3

Ya really GOTTA have a gig of ram. (2x512mb sticks dual channeled in bios preferred)

For now go to your GW optional mods folder and install the "Stock Seafloor" mod.

Syxx_Killer
03-30-06, 11:06 AM
Hi, Kpt. I've got quite a few other versions of SH3 installed along with GW. I really like GWs dials, TDC, periscope, and UZO views. I got the periscope, UZO, and it looks like the whole TDC to look right. However, in the sub interior the dials are still the stock SH3 dials. I got the dials to looks right on the navigation bar and when I ask the CE for status on battery/diesel/CO2/compressed air. I copied the Interior folder to the other SH3 installation as well as the files needed for the periscope, UZO, and TDC.

Angrykirill
03-30-06, 12:08 PM
LOL, my fps starts in harbor at around one, then jumps to 4-10. Funny. The rest of the game it can go up to around 50.

Hopefully, it will get better for you when we release our update.

Just make sure your PC meets recommended (should be mandatory) Specs for SH3

Ya really GOTTA have a gig of ram. (2x512mb sticks dual channeled in bios preferred)

For now go to your GW optional mods folder and install the "Stock Seafloor" mod.

I currently have 768, well as long as I don't start sticking my head on the bridge in harbor it goes fine, btw where is the seafloor mod downloadable. and how do you install it? JSDME?

Also... I tried to enter Scapa around an hour ago - just before the harbor I got a "crash". I have the dynamic campaign* installed. Is this a known bug

EDIT: Unified campaign

Syxx_Killer
03-30-06, 12:30 PM
Ok, I got it. I completely forgot about the Texture folder. :oops: :damn:

djv
03-30-06, 12:54 PM
1) On your first patrol of a new career before leaving port... do not upgrade or change anything. (I think you can add a sub emblem... but do so at your own risk.

2) On your following patrols do not upgrade your sub at the end of the patrol... wait until you are about to leave for the next one.
(In base at end of patrol=no upgrading
In base just prior to patrol start=ok go ahead and upgrade it.

3) Also regarding ships in harbors all running straight towards the nearest ground, beaching, and burning etc.... THIS happens when you save your game within 50 km of a harbor... and is also a stock SH3 bug. (Another tip, you will take an FPS hit in harbor areas because there is a lot for your PC to track and render... USE LOW TC if you must use TC to leave the area.

4) If you do upgrade your sub at the wrong time or save a game before an enemy ship is actually sunk YOU WILL NOT GET CREDIT FOR DESTROYING THEM!!!

5) Numbers 1-4 above we cannot fix... but you can change your actions to adapt to them, thereby nullifying them.

Komtie nou mee! (Sorry for this relapse in my native Dutch here. I mean "Komt hij nou mee". Thats still Dutch, well spotted, but you can fish it up: http://babelfish.altavista.com/ . This is also nice for looking up an obscure error code on a pc card on a Russian site and actually having it help you. Stage 2 is posting back a thank you in what will prove to be genually weird Russian, if not worse.)

Then again, maybe its "realism". You are in the Army/Navy expecting one thing but what do you know.. The other thing! Or yet another!

Well. I save before sinking something because I still can't change the recognition manual after I opened it. That means I have to memorize the flags and I'm not done. Please don't tell me that's not realistic in the armed forces, I'll refer to Private Ryan.

Kpt. Lehmann
03-30-06, 02:05 PM
Ok, I got it. I completely forgot about the Texture folder. :oops: :damn:

If we could remember everything and not make mistakes... we wouldn't be human. :D

Georg_Unterberg
03-30-06, 02:50 PM
Before the end of the day today I am going to address the GW deck gun complaints a final time.

On another matter:
TO EVERYONE.. SH3 Save-game routines are simply screwed up. Based on my own experience and if I recall correctly a statement that JSCONES related...

IMPORTANT IMPORTANT IMPORTANT!!!!!!!!!!!!!!!!

1) On your first patrol of a new career before leaving port... do not upgrade or change anything. (I think you can add a sub emblem... but do so at your own risk.



You can upgrade before 1st patrol, but you will get no tonnage awarded in final result. To workaround you MUST save the game prior before exiting 1st patrol. Then after you get the wrong result, reload the saved game and exit 1st patrol again - you should get the correct tonnage and renown award. It worked for me all the time.


2) On your following patrols do not upgrade your sub at the end of the patrol... wait until you are about to leave for the next one.
(In base at end of patrol=no upgrading
In base just prior to patrol start=ok go ahead and upgrade it.


yes otherwise you will mess up the patrol start date - it always happened to me, when upgrading right after patrol end!


(Another tip, you will take an FPS hit in harbor areas because there is a lot for your PC to track and render... USE LOW TC if you must use TC to leave the area.


yeah, had 1 crash in SH3.exe after going to 1024x in Kiel. This is a very important tip. Also you could collide with another ship in high time compression - so be careful with the "+" key near ports!

thanks for the hints Kpt.! They should go into the readme of next GW update.

Kpt. Lehmann
03-30-06, 02:52 PM
Yes sir they will!!!

Hohenstaufen
03-30-06, 03:50 PM
I dont know if this is the right thread but i have a problem with the GW Recognition Manuel.

I see in the RCM only the grafics of the new (and the old) ships.

But i can see only on a few of them the names. Like "Vorpostenboot", or "Lazarettschiff"

sorry for bad english... :dead:

I hope you know what i mean. How can i fix this ?
Thanks for help.


Hohenstaufen

EDIT: there are no names only the german word for "contact" --> "Kontakt"

EDIT2: Question 2: I can see no North-Baltic sea Channel on the map and also no "Prien´s channel" @ Scapa flow... Hm I thing something is wrong.

All the orhter features are runnig well.

Grea Mod! :ping:

Martin1813
03-30-06, 04:15 PM
Did you rollback SH3Cmdr prior to installing the mod? Not doing so is a common cause of this problem as SH3Cmdr adjusts scene.dat too.


yes, of course. I do it everytime... ;) :smug:

Shottie
03-30-06, 05:42 PM
I have a problem. I am DLing the GW mod with BitTorrent but it is taking HOURS. Im talking 20+ hours to get 30%. Where else can I DL this at?

ironkross
03-30-06, 07:23 PM
I'm not sure this is GW mods fault, but when I dive my sound file stutters. This doesn't happen when I crash dive, that sound file plays fine. It's just the dive sounds. IIIIIIITTTTTTT SSSSSSSOOOOOUUUUUNNNNNNDDDDDDSSSSSSS LLLLLIIIIIKKKKEEEEE TTTTHHHHIIIISSSS. Sorry but that's the only way to describe the audible sound. Thanks for any help.
I never saw any response to this problem, I think my post just got lost in a lot of postings. If anyone can help me fix this sound file problem I would appreciate it. It is annoying, and again I doubt it has anything to do with the GW mod but I still hope to resolve it.

ref
03-30-06, 07:43 PM
Question 2: I can see no North-Baltic sea Channel on the map and also no "Prien´s channel" @ Scapa flow... Hm I thing something is wrong.

You can see the terrain mods only at the highest zoom levels.

Ref

Kpt. Lehmann
03-30-06, 07:57 PM
I dont know if this is the right thread but i have a problem with the GW Recognition Manuel.

I see in the RCM only the grafics of the new (and the old) ships.

But i can see only on a few of them the names. Like "Vorpostenboot", or "Lazarettschiff"

sorry for bad english... :dead:

I hope you know what i mean. How can i fix this ?
Thanks for help.


Hohenstaufen

EDIT: there are no names only the german word for "contact" --> "Kontakt"

EDIT2: Question 2: I can see no North-Baltic sea Channel on the map and also no "Prien´s channel" @ Scapa flow... Hm I thing something is wrong.

All the orhter features are runnig well.

Grea Mod! :ping:

It sounds to me that you are using the "Generic Contact Mod" German translation.

I'm sorry though... I am having trouble understanding what your first question means exactly. :oops:

There are lots of people here who speak German. Hopefully one will step up and confer with you by private message and relate the problem to me.

I certainly hope that we can help you sir.

midshipsnake
03-30-06, 08:26 PM
Hi Kpt.,

When can I get the DG fix you talked about?

Thx!

Kpt. Lehmann
03-30-06, 08:28 PM
Hi Kpt.,

When can I get the DG fix you talked about?

Thx!

Jeeez.

Late late tonight or early morning Texas time.

Cheers

midshipsnake
03-30-06, 08:32 PM
Are you going to put back AP round again? (Please do so)

Georg_Unterberg
03-30-06, 08:47 PM
I'm not sure this is GW mods fault, but when I dive my sound file stutters. This doesn't happen when I crash dive, that sound file plays fine. It's just the dive sounds. IIIIIIITTTTTTT SSSSSSSOOOOOUUUUUNNNNNNDDDDDDSSSSSSS LLLLLIIIIIKKKKEEEEE TTTTHHHHIIIISSSS. Sorry but that's the only way to describe the audible sound. Thanks for any help.
I never saw any response to this problem, I think my post just got lost in a lot of postings. If anyone can help me fix this sound file problem I would appreciate it. It is annoying, and again I doubt it has anything to do with the GW mod but I still hope to resolve it.

ironkross,

does the sound-file for the dive sequence play normally in a simple media player?? ( the file is \data\sound\Dive sequence.wav )

Captain Wreckless
03-30-06, 11:02 PM
I have a problem. I am DLing the GW mod with BitTorrent but it is taking HOURS. Im talking 20+ hours to get 30%. Where else can I DL this at?

Look at the 1st post in this thread. You can d/l from filefront. Links are there.

CW :ahoy:

Hohenstaufen
03-31-06, 02:55 AM
I dont know if this is the right thread but i have a problem with the GW Recognition Manuel.

I see in the RCM only the grafics of the new (and the old) ships.

But i can see only on a few of them the names. Like "Vorpostenboot", or "Lazarettschiff"

sorry for bad english... :dead:

I hope you know what i mean. How can i fix this ?
Thanks for help.


Hohenstaufen

EDIT: there are no names only the german word for "contact" --> "Kontakt"

EDIT2: Question 2: I can see no North-Baltic sea Channel on the map and also no "Prien´s channel" @ Scapa flow... Hm I thing something is wrong.



All the orhter features are runnig well.

Grea Mod! :ping:

It sounds to me that you are using the "Generic Contact Mod" German translation.

I'm sorry though... I am having trouble understanding what your first question means exactly. :oops:

There are lots of people here who speak German. Hopefully one will step up and confer with you by private message and relate the problem to me.

I certainly hope that we can help you sir.

Thank you for your answer. I understand everything you wrote.

I m very stupid, i had installed the generic contact mod (german), you are right sir.

If i m overwriting the generic contact mod files with the originally GW Files it should solve the problem?

You had done a great job with your mod. This summer im going to america. Great country!

Hohenstaufen

Angrykirill
03-31-06, 09:16 AM
LOL, my fps starts in harbor at around one, then jumps to 4-10. Funny. The rest of the game it can go up to around 50.

Hopefully, it will get better for you when we release our update.

Just make sure your PC meets recommended (should be mandatory) Specs for SH3

Ya really GOTTA have a gig of ram. (2x512mb sticks dual channeled in bios preferred)

For now go to your GW optional mods folder and install the "Stock Seafloor" mod.

I currently have 768, well as long as I don't start sticking my head on the bridge in harbor it goes fine, btw where is the seafloor mod downloadable. and how do you install it? JSDME?

Also... I tried to enter Scapa around an hour ago - just before the harbor I got a "crash". I have the dynamic campaign* installed. Is this a known bug

EDIT: Unified campaign

Anybody? :up:

ustahl
03-31-06, 10:44 AM
LOL, my fps starts in harbor at around one, then jumps to 4-10. Funny. The rest of the game it can go up to around 50.

Hopefully, it will get better for you when we release our update.

Just make sure your PC meets recommended (should be mandatory) Specs for SH3

Ya really GOTTA have a gig of ram. (2x512mb sticks dual channeled in bios preferred)

For now go to your GW optional mods folder and install the "Stock Seafloor" mod.

I currently have 768, well as long as I don't start sticking my head on the bridge in harbor it goes fine, btw where is the seafloor mod downloadable. and how do you install it? JSDME?

Also... I tried to enter Scapa around an hour ago - just before the harbor I got a "crash". I have the dynamic campaign* installed. Is this a known bug

EDIT: Unified campaign

Anybody? :up:

1. You probably have the stock seafloor already, it is in the 2nd GW download file, "GW Part 2.7z", folder "GW Documentation & Optional Mods". And yes, JSGME would be the best way to install it, like everything else.

2. Crash at Scapa Flow? Maybe you hit a Sunken Barricade Ship (mod feature). If it was CTD or BSOD there can be a wide variety of reasons, difficult to ascertain.

Angrykirill
03-31-06, 11:33 AM
Thanks!

It was a CTD. Well, now I uninstalled the unified campaign, and every time I try to get out of Wilhelmshaven from a new carreer, I get a large amount of damage and sink (just near the exit.) Is the place mined? If so, is there a mine location map? I would be surprised if not.

CWorth
03-31-06, 12:05 PM
Are you going to put back AP round again? (Please do so)

Well according to Uboataces.com site the Uboats did in fact carry HE,AP,and Star Burst rounds..

With an experienced crew, the rate of fire was between 15 to 18 rounds per minute. Three types of ammunition could be fired; armor piercing, high explosive and star burst (flare).

When conducting a deck gun attack, the best position for the U-boat is to be pointed towards the target. This not only presents a smaller target to the enemy, but it also reduces the effects of roll and pitch which would undermine accuracy. An attack could be aimed at the target’s bridge, waterline or weapon systems. Attacking the bridge will hinder the victim’s steering ability, while attacking at the hull’s waterline would quickly sink the ship. Attacking the weapon’s systems will hinder the victim’s ability to fire back, but it takes just one unlucky shell to penetrate the U-boat’s hull which will make diving impossible. Armor piercing shells are better suited to hull attacks, while high explosive could be used against other targets.


Also..just a thought.

Historically Passanger liners were completely off limits to the Uboats to attack according to Hitlers Directive #5.Even if carry cargo they could not be touched.

Yet its set to award 850 renown points for sinking.For this purpose should it not be set like the Hospital ship and you will lose renown for sinking them.

This is the quote from Directive #5
Attacks on passenger ships, or large ships which obviously carry considerable numbers of passengers in addition to cargo, are forbidden.

Kpt. Lehmann
03-31-06, 01:37 PM
http://files.filefront.com/Stock_Gun_Damage__Reload_for_GWzip/;4936286;;/fileinfo.html

This mod replaces the 4 second stock reload rate for the deck guns.

This mod also reverts the shell damage potential back to stock.

For GW users, this does not add AP rounds back in.

Kpt. Lehmann

Feel free to use this mod in your personal game or for inclusion in mod packs.

No permission will be given for this mod to be used to obtain commercial gain.

This mod is JGSME compatible.

Use this mod at your own risk.

Kpt. Lehmann
03-31-06, 02:03 PM
http://files.filefront.com/NYGM_Compliant_SMzip/;4936415;;/fileinfo.html

I am re-posting this to make sure that all are on the same sheet of music regarding the currently available NYGM beta 1.39 ship damage model compliant small merchant from Teddy Barr's Tonnage war mod.

Includes .sim, .zon, and Equip files. No changes to these files were made by the GW team.

Kpt. Lehmann

Feel free to use this mod in your personal game or for inclusion in mod packs.

No permission will be given for this mod to be used to obtain commercial gain.

This mod is JGSME compatible.

Use this mod at your own risk.

ustahl
03-31-06, 03:59 PM
Thanks!

It was a CTD. Well, now I uninstalled the unified campaign, and every time I try to get out of Wilhelmshaven from a new carreer, I get a large amount of damage and sink (just near the exit.) Is the place mined? If so, is there a mine location map? I would be surprised if not.

Glad to be of help.
There are minefields and subnets in certain places near ports. In the upper left corner of the navigation map there are small tags for pulling out additional info sheets: a brownish tab for an extra map covering the Atlantic with all grids and convoy routes, and three white ones: one sheet being a collection of friendly ports and their minefields& subnets, and two knot/time/kilometer conversion tables. These are all very handy.
The friendly port minefield & subnet map is an extra mod in the same folder of the 2nd GW download file, where you found the stock seafloor.

I think there is also a "fix" to get rid of the minefields and subnets in GW around somewhere. Can't remenber off hand right now where I saw it. However, I prefer to have mines and subnets plus the maps in my game.

arrow
03-31-06, 03:59 PM
I've just finished a patrol in 12/1939 from Kiel for 1st flottila (GW mod+1.4 stock SH3). I have sunk a ship near by English coast (medium merchant). I didn't identify the ship well and at the end of the patrol I found out that it was neutral. I was very surprised that I got renown for it. Kpt Lehman, is it a bug or a feature? that I can sink merchant ships near the coast of england?

ustahl
03-31-06, 04:21 PM
GW surely is one brilliant ÜberMod, thank you, but could this be a bug?:

1. Having just left St. Nazaire (quayside :) ) on 4.Feb.1943 I see a Schnellboot hit the beach close to the port area and start burning.
2. A few miles off the port area I encounter two AI subs VIIC/41 with no conning tower, no deck armament, flat hull only, making medium speed.
3. A further glimps at the port area with F12 reveals a T2 Tanker having drilled it's nose deep into one of the sub bunkers, not burning though.

Unified Campaign_GW also installed.

Any ideas/suspicions?

I don't know about the AI subs (try it without the UC, maybe you installed the wrong one) , but for the other units, have you saved the game in port?, SH3 has a stock bug, it don't save the scripted waypoints of units, so if you save a game near other ships, when you reenter the game they literally don't know where to go, and do all kind of stupid things.

Ref

Problems solved!
The reason for AI subs without conning tower was that I had the AI_Uboats_v2.0 mod installed on top of GW :88) :doh:, not realizing that all AI Uboats were already covered by GW .
After taking out that separate AI_Uboats_v2.0 mod out (easy with JSGME) the problem was gone. :up:

Also, since starting a new campaign and not saving the game near port area, I've got rid of those strange collisions/strandings of AI vessels. With UC installed all is well now! :|\

Kpt. Lehmann
03-31-06, 05:56 PM
I've just finished a patrol in 12/1939 from Kiel for 1st flottila (GW mod+1.4 stock SH3). I have sunk a ship near by English coast (medium merchant). I didn't identify the ship well and at the end of the patrol I found out that it was neutral. I was very surprised that I got renown for it. Kpt Lehman, is it a bug or a feature? that I can sink merchant ships near the coast of england?

The renown you received was either from completing your assigned patrol or returning to base... or both.

GW does not reward players for sinking neutrals.

Regarding the location of the ships you speak of.... our awesome campaign builder Rubini has scripted MANY things that have not been commonly used in SH3. :cool:

arrow
04-01-06, 03:36 AM
I've just finished a patrol in 12/1939 from Kiel for 1st flottila (GW mod+1.4 stock SH3). I have sunk a ship near by English coast (medium merchant). I didn't identify the ship well and at the end of the patrol I found out that it was neutral. I was very surprised that I got renown for it. Kpt Lehman, is it a bug or a feature? that I can sink merchant ships near the coast of england?

The renown you received was either from completing your assigned patrol or returning to base... or both.

GW does not reward players for sinking neutrals.

Regarding the location of the ships you speak of.... our awesome campaign builder Rubini has scripted MANY things that have not been commonly used in SH3. :cool:

Kpt. Lehman: I got 650 points of renown for that mission. The tonnage of the sunk medium cargo was 6450 tons and I returned to base and completed the patrol. I think it is too much just for conpleting the mission and returning so I had to get also renown for the ship.

CWorth
04-01-06, 04:30 AM
Renown in the mod is awarded as follows..

Reaching your patrol grid= 200 points
24 Hour patrol completed= 200 points
Completed Patrol(returned to base)= 100 points
Total= 500 points recieved


Then your difficulty level percentage is calculated in and has a bit to do with how the renown recieved is given as well.This explaining the other 150 points.So as was said..you did not get points for the ship.

arrow
04-01-06, 08:37 AM
Renown in the mod is awarded as follows..

Reaching your patrol grid= 200 points
24 Hour patrol completed= 200 points
Completed Patrol(returned to base)= 100 points
Total= 500 points recieved


Then your difficulty level percentage is calculated in and has a bit to do with how the renown recieved is given as well.This explaining the other 150 points.So as was said..you did not get points for the ship.
thank you very much - now I know what's the problem. I changed my crew before my first patrol and thus didn't get credit for any sunk ships...end of career:( This is a really stupid (stock SH3) bug...:( Otherwise GW is great and very immersive!

Herr Karl
04-01-06, 12:53 PM
I've recieved 6,000 reknown twice, for sinking Hospital Ships. Both also have shown up as neutrals. The first time it happened I thought I was mistaken or a glitch. Then it happened a second time.

I'm not sure why it's doing that, when everything else is working like it should. Go figure. :dead:

arrow
04-01-06, 01:26 PM
Well I had to get credit for sinking that ship...I've just started a new career and sunk a 6450 medium merchant ship (the same one as in the mission where it was neutral), but this time it was enemy ship (british). After successful return to base and completing all objectives I've received 658.950012 renown, so it was the same as by sinking the neutral ship. Something has to be wrong.

Commander1980
04-01-06, 02:49 PM
Grey Wolves is outstanding!

I have just reinstalled SH3 after being absent for some month and what i saw when i started the Grey Wolves, makes me very sad, because i have currently no time for playing it :(

Nevertheless, now, i know what i do, when i have passed my examination :cool:


(there is a small mistake regarding the Flottenbegleiter. In data/sea in englishnames and germannames txt the entry is named NDE_FTboot=Flottenbegleiter, and therefor the ship is not identified correct. Just Change the entry to FTboot=Flottenbegleiter and it should work ;) )

Captain Wreckless
04-01-06, 06:39 PM
Are you going to put back AP round again? (Please do so)

Well according to Uboataces.com site the Uboats did in fact carry HE,AP,and Star Burst rounds..

With an experienced crew, the rate of fire was between 15 to 18 rounds per minute. Three types of ammunition could be fired; armor piercing, high explosive and star burst (flare).

When conducting a deck gun attack, the best position for the U-boat is to be pointed towards the target. This not only presents a smaller target to the enemy, but it also reduces the effects of roll and pitch which would undermine accuracy. An attack could be aimed at the target’s bridge, waterline or weapon systems. Attacking the bridge will hinder the victim’s steering ability, while attacking at the hull’s waterline would quickly sink the ship. Attacking the weapon’s systems will hinder the victim’s ability to fire back, but it takes just one unlucky shell to penetrate the U-boat’s hull which will make diving impossible. Armor piercing shells are better suited to hull attacks, while high explosive could be used against other targets.

I just found this same info and posted it in another forum about the AP/HE/SS load out of UBoats.

CW :ahoy:

zzsteven
04-01-06, 10:52 PM
(there is a small mistake regarding the Flottenbegleiter. In data/sea in englishnames and germannames txt the entry is named NDE_FTboot=Flottenbegleiter, and therefor the ship is not identified correct. Just Change the entry to FTboot=Flottenbegleiter and it should work ;) )

Ahh so that is why it shows up as FTboot. Thanks.

zz

JScones
04-02-06, 01:50 AM
Kpt Lehmann, can you pls have a squiz at http://www.subsim.com/phpBB/viewtopic.php?p=481144#481144 . Perhaps you can implement the fix for this "de-syncing"?

Gassoff
04-02-06, 03:58 AM
Awesome, downloading right now.

SH3 with no mods installed works fine on my PC(1600XP, 512 RAM, GeForce 3 Ti 200), I've wonder if with the Grey Wolves Mod installed, the performance will be affected ?

Angrykirill
04-02-06, 05:49 AM
Hmm, took my first real patrol yesterday.

Went to scapa, sank a troop transport, got out of scapa, found a medium cargo, sank it, 15.000 tons, used 7 torps trying to hit a merchant at 9 knots :down:

Was fun. I got around 500 renown. I didnt go to my patrol grid or visit it for 24h, but I got home. BTW how does the game give you credit for coming to port? I entered my submarine pen, and ended the mission. Is that the correct way?

CWorth
04-02-06, 09:31 AM
Hmm, took my first real patrol yesterday.

Went to scapa, sank a troop transport, got out of scapa, found a medium cargo, sank it, 15.000 tons, used 7 torps trying to hit a merchant at 9 knots :down:

Was fun. I got around 500 renown. I didnt go to my patrol grid or visit it for 24h, but I got home. BTW how does the game give you credit for coming to port? I entered my submarine pen, and ended the mission. Is that the correct way?

Yes...you get 100 points for completeing your patrol by returning to base.However because you did not do your 24 hr patrol or even go to the patrol area you missed out on 400 more renown points that would have been awarded.

You do not need to even go back and dock.All you need to do is get within 30Km of your base and you can then end the mission with the dock at:(base name here) order when you hit the ESC key.

Kpt. Lehmann
04-02-06, 03:06 PM
Kpt Lehmann, can you pls have a squiz at http://www.subsim.com/phpBB/viewtopic.php?p=481144#481144 . Perhaps you can implement the fix for this "de-syncing"?

I will be happy to sir. It will be in our update in a few weeks. :up:

Kpt. Lehmann
04-02-06, 03:07 PM
Awesome, downloading right now.

SH3 with no mods installed works fine on my PC(1600XP, 512 RAM, GeForce 3 Ti 200), I've wonder if with the Grey Wolves Mod installed, the performance will be affected ?

You really REALLY need a total of 1 gig RAM sir.

Kpt. Lehmann
04-02-06, 03:08 PM
Grey Wolves is outstanding!

I have just reinstalled SH3 after being absent for some month and what i saw when i started the Grey Wolves, makes me very sad, because i have currently no time for playing it :(

Nevertheless, now, i know what i do, when i have passed my examination :cool:


(there is a small mistake regarding the Flottenbegleiter. In data/sea in englishnames and germannames txt the entry is named NDE_FTboot=Flottenbegleiter, and therefor the ship is not identified correct. Just Change the entry to FTboot=Flottenbegleiter and it should work ;) )

No problem sir... consider it done. :up:

ironkross
04-02-06, 06:39 PM
ironkross,

does the sound-file for the dive sequence play normally in a simple media player?? ( the file is \data\sound\Dive sequence.wav )
First, sorry for the delay in responding. I just got back in this weekend. OK, I played the sequence and it played fine just out of the file. I didn't hear any of the stuttering that I heard "in the game."

NiKuTa
04-02-06, 08:01 PM
Hello
I question is:
Why there are no luftwaffe bases - new mod and still the same, no luftwaffe AB ?

Kpt. Lehmann
04-02-06, 08:12 PM
Hello
I question is:
Why there are no luftwaffe bases - new mod and still the same, no luftwaffe AB ?

From the GW Readme: (Quoting Rubini:O)

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.

NiKuTa
04-02-06, 10:11 PM
Sry my mistake :( - i'm so stupid. I want to write this in other mod :]

Enfilade
04-03-06, 07:44 AM
Can someone help clarify the installation process for GW, using JSGME? After downloading all six parts of the mod, I have six data folders. Where and how do I 'merge' these? Do I simply create a 'GW Ver 1' directory, copy all six data folders into that directory (do these overwrite?), then copy this directory into the Mods section of SH 3 root folder? I could not find any detailed instructions in the readme. I'm clear on the rest of the process to enable the mod through JSGME. It's just how to unify the six parts of the mod that has me confused.

ref
04-03-06, 08:53 AM
Do I simply create a 'GW Ver 1' directory, copy all six data folders into that directory (do these overwrite?)

Exactly what you have to do, when the os ask you if you want to overwrite answer yes, in reality what is overwriten is the directory structure, not the files.

then copy this directory into the Mods section of SH 3 root folder?

Right on the spot again. :up:

All you have to do then is enable the mod.

Ref

dik_splash
04-03-06, 12:36 PM
Just like to say thanks to the Grey Wolves team, the mod is outstanding. :rock:

I have two copies of SHIII now, one patched to Grey Wolves and the other to Teddy Bar's NYGM Tonnage mod.

I have one question:-

Reference the Kiel canal in Grey Wolves

Am I suppose to see the canal on the map when I zoom in?

Because I don't see it in Grey Wolves, but I do when using the tonnage mod I thought the tonnage mod was incorporated into Grey Wolves.

Have I missed something?

Thanks in advance.

dik_splash

Kpt. Lehmann
04-03-06, 12:47 PM
Just like to say thanks to the Grey Wolves team, the mod is outstanding. :rock:

I have two copies of SHIII now, one patched to Grey Wolves and the other to Teddy Bar's NYGM Tonnage mod.

I have one question:-

Reference the Kiel canal in Grey Wolves

Am I suppose to see the canal on the map when I zoom in?

Because I don't see it in Grey Wolves, but I do when using the tonnage mod I thought the tonnage mod was incorporated into Grey Wolves.

Have I missed something?

Thanks in advance.

dik_splash

In GW you should see the Kiel Canal at the higher zoom levels on your F5 map.

dik_splash
04-03-06, 03:11 PM
In GW you should see the Kiel Canal at the higher zoom levels on your F5 map.

:nope:

Double checked and zoomed in on Kiel and no canal :down:

Is there any specific file I can look for to see if it's there?

Thanks in advance

dik_splash

ref
04-03-06, 03:58 PM
In GW you should see the Kiel Canal at the higher zoom levels on your F5 map.

:nope:

Double checked and zoomed in on Kiel and no canal :down:

Is there any specific file I can look for to see if it's there?

Thanks in advance

dik_splash

The files are Terraindata.bfd and terraindata.bfi, in the data\terrain\data folder, I'm at work so I can't give you more details, you should try replacing the ones in you sh3 folder with the ones in your GW download

Ref
Edit: file sizes :

Terraindata.bfd : 247,370,226 bytes
Terraindata.bfi : 3,564,004 bytes

dik_splash
04-04-06, 04:20 PM
Sorted, thanks for the help ref :up:

dik_splash

VON_CAPO
04-04-06, 08:16 PM
I found a weird behavior in my crew. :o
They are blind, inclusive at medium range, clear sky and without time compresion. :hmm: :hmm: :hmm:

This is pretty dangerous if I find a destroyer. Or worst, an airplane. :dead:

Can be the following to be fixed?

Any idea? :hmm:

http://img433.imageshack.us/img433/2063/sh3img442006205065636ep.th.jpg (http://img433.imageshack.us/my.php?image=sh3img442006205065636ep.jpg) http://img162.imageshack.us/img162/4271/sh3img4420062050392670hv.th.jpg (http://img162.imageshack.us/my.php?image=sh3img4420062050392670hv.jpg) http://img433.imageshack.us/img433/4084/sh3img4420062052158137mk.th.jpg (http://img433.imageshack.us/my.php?image=sh3img4420062052158137mk.jpg)

http://img433.imageshack.us/img433/1899/sh3img4420062051149707ij.th.jpg (http://img433.imageshack.us/my.php?image=sh3img4420062051149707ij.jpg) http://img88.imageshack.us/img88/5179/sh3img4420062051277049wd.th.jpg (http://img88.imageshack.us/my.php?image=sh3img4420062051277049wd.jpg)

UPDATE:
The detection indicator by enemy looks red
http://img101.imageshack.us/img101/2840/sh3img5420069548780jj.th.jpg (http://img101.imageshack.us/my.php?image=sh3img5420069548780jj.jpg)

The cargo ship now appears on the map at 2300 meters, but the crew remains quite.
http://img101.imageshack.us/img101/7346/sh3img542006959408901na.th.jpg (http://img101.imageshack.us/my.php?image=sh3img542006959408901na.jpg)

Blind, blind, blind... :nope: :nope: :nope:
http://img238.imageshack.us/img238/1792/sh3img542006100151561rw.th.jpg (http://img238.imageshack.us/my.php?image=sh3img542006100151561rw.jpg)

Just after ask to my watch officer for contacs he awakes!!! :huh:
http://img101.imageshack.us/img101/844/sh3img542006100414684vs.th.jpg (http://img101.imageshack.us/my.php?image=sh3img542006100414684vs.jpg)

OSO
04-05-06, 09:36 AM
I'm not sure if this is my fault, a general fault of SH3 or something with the GW mod. Maybe someone could be kind enough to either verify it for me or point me into the right direction of fixing it.

I am currently using GW and SH3 with realistic Uboot availability dates.

The hydrophone appears to be broken. I can't hear any props using it but my sonar man does. I am also using the early model hydrophones.

I've tried maxing out the volume and it still doesn't work. I have tested other Uboots and their hydrophones function normally.

Other than that issue I love the mod.

scalpel
04-05-06, 11:59 AM
hello!

i have a problem with GW 1.0,
no matter what i try it keeps quiting to desktop after "not so long ago..." no errors, no logs - just a desktop instead of a harbour :P
this happens when starting a campaign patrol...
single missions and naval academy works well with the GW
campaign in stosk sh3 also works fine

(i am not loading saved games, so it's not an issue of saves compatibility)

i got to the point where i need to ask 4 help... ;)

ps.
1 GB RAM, nForce4, GF6600GT 128,
Athlon XP 3000+, MS Windows 2000 proffesional,
(i play with stock seabed textures, and 1.4b installed of course)

CWorth
04-05-06, 02:27 PM
I was looking through the files and noticed that the Large Old Liner(NLOL) has two .zon files in the folder.

One called NLOL.zon and the other called Copy of NLOL.zon

Do I have to delete the extra copy version?

Kpt. Lehmann
04-05-06, 07:40 PM
@ CWorth,

Yes you can delete "Copy of NLOL.zon." It is apparently an extraneous file.

Angrykirill
04-06-06, 01:24 AM
Ok, this i just need clarified.

When I dlded, I put both optional mods and the original folder into a "grey wolves folder" and installed it with JGSME. Did all the optional mods come along when I did that?

Kpt. Lehmann
04-06-06, 03:18 AM
Ok, this i just need clarified.

When I dlded, I put both optional mods and the original folder into a "grey wolves folder" and installed it with JGSME. Did all the optional mods come along when I did that?

They did... Sort of.

All you need to do to activate an optional mod is right click its folder... for example the "Generic Contacts Mod" then select "copy."
All you need to do then is "paste" it into your JGSME Mods folder and enable as usual. :ping:

ref
04-06-06, 06:42 AM
hello!

i have a problem with GW 1.0,
no matter what i try it keeps quiting to desktop after "not so long ago..." no errors, no logs - just a desktop instead of a harbour :P
this happens when starting a campaign patrol...
single missions and naval academy works well with the GW
campaign in stosk sh3 also works fine

(i am not loading saved games, so it's not an issue of saves compatibility)

i got to the point where i need to ask 4 help... ;)

ps.
1 GB RAM, nForce4, GF6600GT 128,
Athlon XP 3000+, MS Windows 2000 proffesional,
(i play with stock seabed textures, and 1.4b installed of course)

In my experience a CTD at this stage is the result of a ship, or cfg file missing, try reinstalling the mod. :up:

Ref

Enfilade
04-06-06, 08:22 AM
I'm currently running separate installations of both NYGM Tonnage and Grey Wolves... both fantastic. I do make one appeal to the GW team - my world would be complete if I could just get back the stock hydrophone sounds in your mod. With the new ones, I just can't get clear RPM counts on merchants to determine speed (as per GreyRider/Capt Nautilus chart). I know a few people have mentioned this... any chance of an optional patch or something?

Angrykirill
04-06-06, 11:13 AM
Ok, this i just need clarified.

When I dlded, I put both optional mods and the original folder into a "grey wolves folder" and installed it with JGSME. Did all the optional mods come along when I did that?

They did... Sort of.

All you need to do to activate an optional mod is right click its folder... for example the "Generic Contacts Mod" then select "copy."
All you need to do then is "paste" it into your JGSME Mods folder and enable as usual. :ping:

They did.. sort of? So does that mean they are all installed? :P Sorry for not getting your point.

BTW what is that theme song you used called? I love it! Would love to download it.

donut
04-06-06, 01:50 PM
I must agree with SubSerpent,encounter with Tramp Steamer 2,000 tons:first,no smoke! Steamers smoke.Three torp.impacts,one in the sweet spot,she did not sink.Surfaced,220 rounds from deck gun,lots of flames,she did not sink,dead in water.Rammed her,she sank! No credit in kapt.log,no ship sunk icon.If this is GW.mod,to tough! Suggestion:Ship Distroyed.Message,if deralict refuses to sink,with credit. Deck Gun is useless.IMHO.GW.needs a patch.

Kpt. Lehmann
04-06-06, 02:53 PM
I must agree with SubSerpent,encounter with Tramp Steamer 2,000 tons:first,no smoke! Steamers smoke.Three torp.impacts,one in the sweet spot,she did not sink.Surfaced,220 rounds from deck gun,lots of flames,she did not sink,dead in water.Rammed her,she sank! No credit in kapt.log,no ship sunk icon.If this is GW.mod,to tough! Suggestion:Ship Distroyed.Message,if deralict refuses to sink,with credit. Deck Gun is useless.IMHO.GW.needs a patch.

Read this Donut... Read all of it.
http://www.subsim.com/phpBB/viewtopic.php?t=50331&postdays=0&postorder=asc&start=0

Furthermore, the deck gun is not useless. To use the Deck Gun in GW properly, you must aim below the waterline.

Opinions are not bugs.

If you feel that things are not working as planned, you may have a bad download.

Kpt. Lehmann
04-06-06, 02:58 PM
I found a weird behavior in my crew. :o
They are blind, inclusive at medium range, clear sky and without time compresion. :hmm: :hmm: :hmm:

This is pretty dangerous if I find a destroyer. Or worst, an airplane. :dead:

Can be the following to be fixed?

Any idea? :hmm:

http://img433.imageshack.us/img433/2063/sh3img442006205065636ep.th.jpg (http://img433.imageshack.us/my.php?image=sh3img442006205065636ep.jpg) http://img162.imageshack.us/img162/4271/sh3img4420062050392670hv.th.jpg (http://img162.imageshack.us/my.php?image=sh3img4420062050392670hv.jpg) http://img433.imageshack.us/img433/4084/sh3img4420062052158137mk.th.jpg (http://img433.imageshack.us/my.php?image=sh3img4420062052158137mk.jpg)

http://img433.imageshack.us/img433/1899/sh3img4420062051149707ij.th.jpg (http://img433.imageshack.us/my.php?image=sh3img4420062051149707ij.jpg) http://img88.imageshack.us/img88/5179/sh3img4420062051277049wd.th.jpg (http://img88.imageshack.us/my.php?image=sh3img4420062051277049wd.jpg)

UPDATE:
The detection indicator by enemy looks red
http://img101.imageshack.us/img101/2840/sh3img5420069548780jj.th.jpg (http://img101.imageshack.us/my.php?image=sh3img5420069548780jj.jpg)

The cargo ship now appears on the map at 2300 meters, but the crew remains quite.
http://img101.imageshack.us/img101/7346/sh3img542006959408901na.th.jpg (http://img101.imageshack.us/my.php?image=sh3img542006959408901na.jpg)

Blind, blind, blind... :nope: :nope: :nope:
http://img238.imageshack.us/img238/1792/sh3img542006100151561rw.th.jpg (http://img238.imageshack.us/my.php?image=sh3img542006100151561rw.jpg)

Just after ask to my watch officer for contacs he awakes!!! :huh:
http://img101.imageshack.us/img101/844/sh3img542006100414684vs.th.jpg (http://img101.imageshack.us/my.php?image=sh3img542006100414684vs.jpg)

Can you tell me if you are using the 8km or 16km visibility mod?

On occasion the same thing has happened to me using the 8km mod, but the incidence of occurrance was almost never. Upon shutting down SH3 and reloading... it went away.

I really don't think this is a GW problem mate.

Kpt. Lehmann
04-06-06, 03:03 PM
I'm currently running separate installations of both NYGM Tonnage and Grey Wolves... both fantastic. I do make one appeal to the GW team - my world would be complete if I could just get back the stock hydrophone sounds in your mod. With the new ones, I just can't get clear RPM counts on merchants to determine speed (as per GreyRider/Capt Nautilus chart). I know a few people have mentioned this... any chance of an optional patch or something?

I imagine we can do that for you hard-core types!!! Sure thing. It will be a while before I can get to it though. I will make an effort to have it included, as an optional mod in our update patch in 2-3 weeks.

Kpt. Lehmann
04-06-06, 03:10 PM
Ok, this i just need clarified.

When I dlded, I put both optional mods and the original folder into a "grey wolves folder" and installed it with JGSME. Did all the optional mods come along when I did that?

They did... Sort of.

All you need to do to activate an optional mod is right click its folder... for example the "Generic Contacts Mod" then select "copy."
All you need to do then is "paste" it into your JGSME Mods folder and enable as usual. :ping:

They did.. sort of? So does that mean they are all installed? :P Sorry for not getting your point.

BTW what is that theme song you used called? I love it! Would love to download it.

The optional mods must be taken from the GW Documentation and optional mods folder and enabled separately.

(If you read the readme sir... the theme credit is in there :P ... read the readme)

VON_CAPO
04-06-06, 08:15 PM
Can you tell me if you are using the 8km or 16km visibility mod?

On occasion the same thing has happened to me using the 8km mod, but the incidence of occurrance was almost never. Upon shutting down SH3 and reloading... it went away.

I really don't think this is a GW problem mate.
First of all, let me tell you THANK YOU for this great mod. :rock:

I am using a clean installation of SH3 v1.4 and the GW mod without modifications, just plain. No other mod is present.

I read a few months ago in this forum about this problem in other thread. Also, in that thread the modders were discussing how to tweak this.

My question is; Have been tweaked the crew's reaction in the GW mod, to the point they react late?
Or indeed, is a SH3 bug?

Thank you for your attention.

VON_CAPO
04-06-06, 10:08 PM
I want to share my experience about the deck gun and a fishing boat.
After 47 shells and more than 200 shoots from the flak gun, I got just a little fire on board of it.
So, I decided to use the "Run Into It" method. It sunk instantly.
Damage to my Boat = none.

Kpt. Lehmann
04-06-06, 10:43 PM
I want to share my experience about the deck gun and a fishing boat.
After 47 shells and more than 200 shoots from the flak gun, I got just a little fire on board of it.
So, I decided to use the "Run Into It" method. It sunk instantly.
Damage to my Boat = none.

Quit picking on fishing boats youuuuu!!! :stare:

Don't worry. We will be addressing it.

VON_CAPO
04-06-06, 10:56 PM
Quit picking on fishing boats youuuuu!!! :stare:

Don't worry. We will be addressing it.
OK :-j :-j :-j

THE_MASK
04-06-06, 11:01 PM
Just a couple of comments about grey wolves.
I dont like the waves . Too shallow and too fast . Stock is better .
I dont like the weather . No where near enough bad weather . Stock is better .

Kpt. Lehmann
04-06-06, 11:08 PM
Just a couple of comments about grey wolves.
I dont like the waves . Too shallow and too fast . Stock is better .
I dont like the weather . No where near enough bad weather . Stock is better .

Ummm... GW SLOWS the waves and makes the troughs deeper... and in the process helps keep FPS on the "up" side...

Also, we did not change the weather. Stock weather is what you are getting.

In testing I've seen LOTS of crumby weather.

I'm not sure what to tell you mate... except that your statement is flawed.

You are of course free to state your opinion... but remember, opinions are not bugs.

:ping:

VON_CAPO
04-06-06, 11:26 PM
Ummm... GW SLOWS the waves and makes the troughs deeper... and in the process helps keep FPS on the "up" side...

I agree. :yep: :yep: :yep:

Angrykirill
04-07-06, 01:21 AM
Ok, this i just need clarified.

When I dlded, I put both optional mods and the original folder into a "grey wolves folder" and installed it with JGSME. Did all the optional mods come along when I did that?

They did... Sort of.

All you need to do to activate an optional mod is right click its folder... for example the "Generic Contacts Mod" then select "copy."
All you need to do then is "paste" it into your JGSME Mods folder and enable as usual. :ping:

They did.. sort of? So does that mean they are all installed? :P Sorry for not getting your point.

BTW what is that theme song you used called? I love it! Would love to download it.

The optional mods must be taken from the GW Documentation and optional mods folder and enabled separately.

(If you read the readme sir... the theme credit is in there :P ... read the readme)

Thanks! :up: I *skimmed* readme, will *read* today :)

Montbrun
04-07-06, 08:22 AM
Just a couple of comments about grey wolves.
I dont like the waves . Too shallow and too fast . Stock is better .
I dont like the weather . No where near enough bad weather . Stock is better .

Use SH3 Commander - you can adjust the waves and weather to your liking.

Angrykirill
04-07-06, 09:22 AM
First real patrol after my boat got sunk due to stupid error (i used time compression and accidently fired up med speed, death ensues) in Scapa.

Was assigned to BE, went to Scapa instead - main entrance as I usually hit the block ships if i try the other exits. Got in, waited for daylight to check on targets. A small and medium tanker, a destroyer, a troop carrier and a small merchant. Attacked med tanker and troop carrier and moved away from the place.

BTW. I tried going into scapa many times now with mod, the ships there are the same, placed pretty much in the same spots also. Bug? Besides, the generic contact mod... good job, but now all names in recon manual and the museum say "contact", wtf? that's not fair after all. :D but enough about that. Destroyers spotted me for some time, tried to bomb, i went away by stopping engines and chaning course. mowed away from them to the other side of scapa

destroyers kept cirkling, some crashed into beach lol, i reloaded torps and went for another attack, sunk the small tanker and pumped 2 torps in the halfdead troopcarrier, then went out, got to my patrol spot, patrolled for 24h and went home to wilhelmshafen. 21-22.000 tons! AWESOME :)

VonHelsching
04-07-06, 06:49 PM
Kaptn Lehmann,

a) What problems *might* someone (like me) have if he does not delete the My Documents/SHIII folder?

b) Can I do it now? That is, remove my saved games from both installations I have (GW and my initial "heavily modded") and the put the careers back?

c) If I play with my other installation, does this affect the "now clean" My Documents/SHIII

BTW, apart from some SH3Cdr ralated blunders (for which I am to blame), I havn't noticed anything strange. (Well, apart from the NYGM Damage model, since I am a crypto-DG nut).

Thanks! :up:

Georg_Unterberg
04-08-06, 10:54 AM
Kpt. Lehmann,

I feel the values for promotion are not ok in GW. I completed 3 patrols with a total of 74000 tons at current and am still 2nd Lieutenant (Leutnant). I have promoted 2 of my officers to "Oberleutnant" in this career. renown value is current 3740. I think that's not correct.

Can you help me in finding the CFG-settings for promotion, I know they are hidden somewhere. I will do the change to that CFG to get the promotion to "Oberleutnant" earlier, which I feel should be at around 500 or 1000 renown, which can be done in one successful patrol.

(You can't command 3 Oberleutnant's on a boat as simple Leutnant)

Thanks!

Georg_Unterberg
04-08-06, 02:34 PM
hold on Kpt. Lehmann, I think I found it - it's in Basic.cfg

[PLAYER_RENOWN]
RankLevel0=0
RankLevel1=5000
(I feel this should be lower to be promoted to "Oberleutnant" at an earlier stage - it takes quite some time to accumulate 5000 renown)

JScones
04-08-06, 09:12 PM
Kpt. Lehmann,

I feel the values for promotion are not ok in GW. I completed 3 patrols with a total of 74000 tons at current and am still 2nd Lieutenant (Leutnant). I have promoted 2 of my officers to "Oberleutnant" in this career. renown value is current 3740. I think that's not correct.

Can you help me in finding the CFG-settings for promotion, I know they are hidden somewhere. I will do the change to that CFG to get the promotion to "Oberleutnant" earlier, which I feel should be at around 500 or 1000 renown, which can be done in one successful patrol.

(You can't command 3 Oberleutnant's on a boat as simple Leutnant)

Thanks!
Actually that's a good catch - one thing I liked about RUb was that you were only a lowly Lt for the first patrol, after which you were promoted to ObLt. Unfortunately, not having my RUb files handy, I can no longer check what the RankLevel values were set to.

SH3Cmdr users can overcome this by simply adding (in the meantime - until someone can provide the actual RUb values here) the following lines into the "Basic changes.cfg" file (formally known as "Medals and renown.cfg"):

[PLAYER_RENOWN]
RankLevel0=0
RankLevel1=100 (any value < 1500 should do the trick)

Or just edit Basic.cfg direct.

Hmmm, not sure if it should be added to Grey Wolves though, although I can't think of too many people that would object. Anyway, that's up to Kpt Lehmann.

panthercules
04-08-06, 09:19 PM
I have no idea whether this may be GW-related or not, but I'm still on my first GW patrol and I had something happen last night I haven't seen before with any combo of stock game, RUB, IUB or NYGM-TW in the last year.

It's July 1941, and I've been stalking this same convoy off NW Africa for about 3 days (in game and IRL), stormy 15m/s winds, heavy rains and visibility down to 400m the whole time. Before last night I had made two attempts to sneak into the convoy on the surface, only to be forced under both times by an escort charging out of the mists from nowhere. Last night, after having decided only to shadow the convoy until the weather changed, one of their zig-zags put me in a perfect position to creep in from the port quarter between a gap in the screen, so i decided to give it a shot anyway.

While I was still about 1000m away from the nearest column of the convoy (as it turned out - of course I couldn't be sure at the time), someone in my crew started calling out that we'd been spotted. I looked around and saw nothing, and my watch officer reported no contacts. This happened several more times, until finally a large merchant (turned out to be a C3) came drifting out of the mists just ahead, in perfect firing position. I had my shot all pre-set in the TDC and doors open, so I fired my first salvo (both hits :) )

BUT, before I could even begin altering course slightly to starboard to fire at the next ship in that column, I came under fire from an escort charging in from nowhere again, and had to crash dive yet again. At least I sank something this time.

I've radioed BdU that my suspicions about the British having equipped some of their escorts with surface radar seem to have been confirmed, and I assume that this explains why these guys keep finding me in this storm.

HOWEVER, what is it that triggers my guy to tell me we've been spotted in this situation? Did somebody give him one of those Popiel's Pocket Radar detector sets from Ronco for the Führer's birthday or something? I liked leaving that warning in the game 'cause I figured under most circumstances it was reasonable that either the sound man or watch crew could probably tell something about the enemy's change in behavior that would indicate that they had probably spotted us, but I don't think there was any way at that point that any of my crew could have known that escort had spotted us.

Did the GW mod play around with any settings that would affect whatever triggers that sound file to be played? Could it be tweaked so it would be more reasonable/realistic as to when you get the warning, as opposed to just removing it completely like I've seen some folks do?

JScones
04-08-06, 09:22 PM
Actually panthercules, that has happened to me once too. I thought it quite odd at the time, hence why I still remember the instance.

JScones
04-10-06, 06:23 AM
OK, I've d/l RUb - it uses:

[PLAYER_RENOWN]
AcademyBonus=1000
RankLevel0=0; SCORE
RankLevel1=1499; SCORE
RankLevel2=7999; SCORE
RankLevel3=15999; SCORE
MedalSettings0=0.25
MedalSettings1=0.5
MedalSettings2=1
MedalScore0=3000;2 class, SCORE
MedalScore1=6000;1 class, SCORE
MedalScore2=20000; knight, SCORE
MedalScore3=30000; oak leaves, SCORE
MedalScore4=40000;swords, SCORE
MedalScore5=50000;diamonds, SCORE
MedalScore6=90000;all, SCORE

It guarantees, unless you sink a Hospital ship, to result in promotion after one patrol.

Georg_Unterberg
04-10-06, 11:00 AM
@ Jscones

Yes - these are fair settings for promotion. I think I will change to these values in my Basic.cfg. Thanks for looking into this!

snakech
04-10-06, 02:34 PM
hello @all
i have an question regarding the clouds. i have no clouds in the sky?

WhiteW0lf
04-11-06, 01:15 AM
I dont want to risk using this mod on my Laptop just on my desktop but can someone tell me what the sound mod is so I can install just that on the laptop. Currently I have RUB 1.45, SH3 Commander, and Harbor Traffic mod on laptop and it runs great but I doubt this mod will run without any hangups.

My laptop is a P4 2.0, 256mb Nvidia 6600Go card, 1GB Ram. Again all i need to know is what sound mod is that?

LGN1
04-11-06, 06:42 AM
Hi,

Could someone please tell me which values I have to change in the scene.dat file to get the stock wave height and not the ones from GW (using timetraveller's tool)? Thanks a lot for the help!

Cheers, LGN1

snakech
04-11-06, 09:24 AM
hello @all
is its possible to became back the color of the contacts on the map, (green, red and black), now they all black.
thank in advance
snakech

solved

Kpt. Lehmann
04-11-06, 09:55 AM
@ Jscones

Yes - these are fair settings for promotion. I think I will change to these values in my Basic.cfg. Thanks for looking into this!

Duly noted and on my list! :up:

Kpt. Lehmann
04-11-06, 10:10 AM
hello @all
i have an question regarding the clouds. i have no clouds in the sky?

Are you using one of the 16km Atmospehere mods?

If your answer is "yes" it apparently has considerable problems.

In the coming months I will attempt to make corrections to it.

However, the designer (Marhkimov) is the real expert on this matter and unless he can fix it, I cannot guarantee continued support of the 16km mod for GW.

Kpt. Lehmann
04-11-06, 10:12 AM
Hi,

Could someone please tell me which values I have to change in the scene.dat file to get the stock wave height and not the ones from GW (using timetraveller's tool)? Thanks a lot for the help!

Cheers, LGN1

GW uses stock wave heights to begin with.

However, you can use JSCones' wonderful SH3 Commander program to alter your wave-heights and you can even make them seasonal!!! :up: :up: :up:

geralt
04-11-06, 10:24 AM
... I cannot guarantee continued support of the 16km mod for GW.

the 16km mod is one of my vital mods I'd like to stay with GW, please don't give up supporting it

Kpt. Lehmann
04-11-06, 10:25 AM
Panthercules and JSCones,

Regarding enemy escort crewmen having infrared vision capability in fog, storms, and low-light night conditions... this has always been a problem with stock SH3.

As was done in RUb at CCIP's suggestion, the enemy sensor "fogfactor" value relating to enemy watch crews was doubled to "2" in order to allieviate the problem known as "Vampire-Vision"... but it is still an issue when you are surfaced.

If you recall the DD sensor and DD pinpoint-drop threads and the improvements of DD behavior as a result... the two detection methods are totally different issues.

I am not sure what can be done about this.

It is good to know though that the DD's are being agressive more often than not. A very large chunk of effort expended in building GW went to this area.

Kpt. Lehmann
04-11-06, 10:25 AM
Panthercules and JSCones,

Regarding enemy escort crewmen having infrared vision capability in fog, storms, and low-light night conditions... this has always been a problem with stock SH3.

As was done in RUb at CCIP's suggestion, the enemy sensor "fogfactor" value relating to enemy watch crews was doubled to "2" in order to allieviate the problem known as "Vampire-Vision"... but it is still an issue when you are surfaced.

If you recall the DD sensor and DD pinpoint-drop threads and the improvements of DD behavior as a result... the two detection methods are totally different issues.

I am not sure what can be done about this.

It is good to know though that the DD's are being agressive more often than not. A very large chunk of effort expended in building GW went to this area.

snakech
04-11-06, 10:52 AM
hello @all
i have an question regarding the clouds. i have no clouds in the sky?

Are you using one of the 16km Atmospehere mods?

If your answer is "yes" it apparently has considerable problems.

In the coming months I will attempt to make corrections to it.

However, the designer (Marhkimov) is the real expert on this matter and unless he can fix it, I cannot guarantee continued support of the 16km mod for GW.

yes i am using the 16km mod, so i go back to the 8km Version.
thanks
snakech

LGN1
04-11-06, 10:55 AM
Thanks for the reply. I had the impression that the waves were bigger in GW than in the stock version.

Is it possible to have more than one crew member on the conning tower of an AI sub? Up to now I have always seen just one at the AA gun in GW but in other mods I have seen more. How can one change this?

Thanks for the help and the fantastic mod!!!! I enjoy it very much!

Cheers, LGN1

Kpt. Lehmann
04-11-06, 11:30 AM
Thanks for the reply. I had the impression that the waves were bigger in GW than in the stock version.

Is it possible to have more than one crew member on the conning tower of an AI sub? Up to now I have always seen just one at the AA gun in GW but in other mods I have seen more. How can one change this?

Thanks for the help and the fantastic mod!!!! I enjoy it very much!

Cheers, LGN1

Rgr that. We did change the "waves attenuation factor" which in my opinion improves the appearance of the waves while decreasing their number and thereby help the FPS meter.

Kpt. Lehmann
04-11-06, 11:32 AM
To all:

Hopefully this coming weekend there will be an update to GW that corrects or improves several issues and adds some neat tid-bits.

... and NOPE I'm not gonna tell-all now. :P

snakech
04-11-06, 12:14 PM
hello @all
i have an question regarding the clouds. i have no clouds in the sky?

Are you using one of the 16km Atmospehere mods?

If your answer is "yes" it apparently has considerable problems.

In the coming months I will attempt to make corrections to it.

However, the designer (Marhkimov) is the real expert on this matter and unless he can fix it, I cannot guarantee continued support of the 16km mod for GW.

yes i am using the 16km mod, so i go back to the 8km Version.
thanks
snakech

i think i have an solution for the moment regarding the cloud problem in combination with 16km mods.

i use the Atmosphere Mod 16 km version 2.0 LIGHT and the IuB 1.03 16Km fix http://files.filefront.com/IuB_103_16Km_fixzip/;4937559;;/fileinfo.html and it works.

http://img137.imageshack.us/img137/7595/shot11447741156yy.th.jpg (http://img137.imageshack.us/my.php?image=shot11447741156yy.jpg)

http://img137.imageshack.us/img137/2143/shot11447741283pj.th.jpg (http://img137.imageshack.us/my.php?image=shot11447741283pj.jpg)

http://img291.imageshack.us/img291/1378/shot11447745091hm.th.jpg (http://img291.imageshack.us/my.php?image=shot11447745091hm.jpg)

Angrykirill
04-11-06, 12:42 PM
To all:

Hopefully this coming weekend there will be an update to GW that corrects or improves several issues and adds some neat tid-bits.

... and NOPE I'm not gonna tell-all now. :P

:D Awesome! Can we get at least some teasers? :P

Wulfmann
04-11-06, 01:01 PM
Only got it a few days ago (I am dial up)

Fantastic, a great piece of work.

One, why does my boat act uncontrollable holding its depth. I can go from 8 meters to 20 up and down in a bad sea.
A good chief would not allow this (Iron Coffins) how can that be fixed?

Two, how can I stop that damn ticking clock. I feel like Kaleun Hook in Peter Pan.

Three, very weak RND file. Fortunately for me; my personal one is so generic it works perfect for GWs and my enemies are not pansies anymore.
This is way too good a mod for such a poor RND.

Love the air attacks while leaving St Nazaire and the patrolling hunter killers off NW Portugal, sweet.

There are so many great things in this mod it is hard to list them and fortunately the worst thing was easily replaced, the RND. Replacing the RND file automatically corrects all the wrong dates for escorts which are way off (There were no Flower or Hunt classes until early summer 1940!)

If I may suggest an addition to this.

Make a number of ships class=3. Ships like V&W, HUNT (all 3) and then only use “3” instead of “4” as convoy escorts (with 0-1-2s) so the fleet destroyers don’t show up in convoys (4 would then be with the task force groups) Then add the early type 2 Sloops (called frigates in SH3) to the Black Swan roster so those would be (like they were) the early escorts with the trawlers)

Just some thoughts on historical accuracy.

Wulfmann

Georg_Unterberg
04-11-06, 01:23 PM
..........
Three, very weak RND file. Fortunately for me; my personal one is so generic it works perfect for GWs and my enemies are not pansies anymore.
This is way too good a mod for such a poor RND.

Love the air attacks while leaving St Nazaire and the patrolling hunter killers off NW Portugal, sweet.

There are so many great things in this mod it is hard to list them and fortunately the worst thing was easily replaced, the RND. Replacing the RND file automatically corrects all the wrong dates for escorts which are way off (There were no Flower or Hunt classes until early summer 1940!)

............
Wulfmann

Wulfmann, can you upload your RND somewhere and post the link here? Sounds most interesting - I'd like to try it.

Thanks man!

.... and regarding the clock ticks from hell - you should open the file \data\Sound\clock.wav with a wave-editor (like Audacity) and reduce volume. Resave as PCM, Freq: 44100, Channels:1, 16 Bit.

vodkajello
04-11-06, 01:46 PM
hello @all
is its possible to became back the color of the contacts on the map, (green, red and black), now they all black.
thank in advance
snakech

solved

How did you fix this?

vodkajello
04-11-06, 01:50 PM
I want to share my experience about the deck gun and a fishing boat.
After 47 shells and more than 200 shoots from the flak gun, I got just a little fire on board of it.
So, I decided to use the "Run Into It" method. It sunk instantly.
Damage to my Boat = none.


With the fix that brought the deckgun ammo and firing reload times back to stock a fishing boat is totally easy to kill with the gun.

I did one last night. It took about 20 shells I'd say.

So use this patch:
http://files.filefront.com/Stock_Gun_Damage__Reload_for_GWzip/;4936286;;/fileinfo.html

Wulfmann
04-11-06, 01:52 PM
G-U, send my a PM with your email add and I will send it to you. You would need the hospital ship.

I tried to PM you but when I send a PM it moves to the outbox but does not show up in the sent box.
Is their a problem with PMs or mine in particular???

Wulfmann

snakech
04-11-06, 01:57 PM
hello @all
is its possible to became back the color of the contacts on the map, (green, red and black), now they all black.
thank in advance
snakech

solved

How did you fix this?

its not the perfect solution, but its works ok http://www.subsim.com/phpBB/viewtopic.php?t=51051&postdays=0&postorder=asc&start=25 scroll down to the last post.

Georg_Unterberg
04-11-06, 02:12 PM
@ Wulfmann

I got your PM, please check your inbox!
:)

vodkajello
04-11-06, 04:27 PM
Pre made fix for the loud clock ticks is up at u-boot.realsimulation.com in the GW section of SH3 downloads.

Wulfmann
04-11-06, 05:02 PM
Pre made fix for the loud clock ticks is up at u-boot.realsimulation.com in the GW section of SH3 downloads.

Thanks V, I thought I was going to have to track down the alligator and kill it!

I should add regarding my RND statements that GW did most of their work to improve play in the SCR.mis files which have some super modding and very nicely done.

Wulfmann

Kpt. Lehmann
04-11-06, 07:37 PM
Only got it a few days ago (I am dial up)

Fantastic, a great piece of work.

One, why does my boat act uncontrollable holding its depth. I can go from 8 meters to 20 up and down in a bad sea.
A good chief would not allow this (Iron Coffins) how can that be fixed?

Two, how can I stop that damn ticking clock. I feel like Kaleun Hook in Peter Pan.

Three, very weak RND file. Fortunately for me; my personal one is so generic it works perfect for GWs and my enemies are not pansies anymore.
This is way too good a mod for such a poor RND.

Love the air attacks while leaving St Nazaire and the patrolling hunter killers off NW Portugal, sweet.

There are so many great things in this mod it is hard to list them and fortunately the worst thing was easily replaced, the RND. Replacing the RND file automatically corrects all the wrong dates for escorts which are way off (There were no Flower or Hunt classes until early summer 1940!)

If I may suggest an addition to this.

Make a number of ships class=3. Ships like V&W, HUNT (all 3) and then only use “3” instead of “4” as convoy escorts (with 0-1-2s) so the fleet destroyers don’t show up in convoys (4 would then be with the task force groups) Then add the early type 2 Sloops (called frigates in SH3) to the Black Swan roster so those would be (like they were) the early escorts with the trawlers)

Just some thoughts on historical accuracy.

Wulfmann

Regarding the GW RND file... "Weak" compared to what? Compared to stock it is anything but weak and includes the improvements made by JasonB885 just prior to his returning to modding and updating of the same file.

True, most of the energy in modding the campaign files went to the SCR layer, but the GW RND file was anything but left out. The GW RND file is key to the improvement of many of GW's improvements in the Western regions of the SH3 map.

Regarding the RND layer you speak of, why don't you upload it and post it for all to see.

From the GW v1.0 readme: (Rubini's notes)

"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!).

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.

Regarding the Corvette appearing too early. I will check into that.

Regarding depth/sea-keeping qualities... the GW team has done nothing to mod the sea-keeping qualities of a U-Boat at periscope depth. In rough sea-states near the surface though you will be influenced by wave action as in stock SH3.

Regarding the "enemies being pansies"... underestimate them at your own peril in GW. Their aggressiveness, especially late in the war, is greatly improved over Stock SH3 and the old laser guided DC's are a thing of the past. (All evidence is pointing to confirmation that we nailed these issues.)

To be crystal clear, I am not offended by your statements and accept them as constructive criticism... and your opinion.

I am however glad that you are enjoying The Grey Wolves Supermod freeware file package.

To all a reminder! Permission is NOT GRANTED to use any file or part of a file in The Grey Wolves Supermod for works yielding profit.

That is all.

zzsteven
04-11-06, 07:49 PM
Needed: The amibient sounds of the crew transfering external torpedoes while up on the bridge.

Did first xfer at 0kts, usually do at 1-2kts, and it was so peaceful listening to the waves lap at the side of the boat. One could forget there was a war going on somewhere. Almost fell asleep listening to the waves. :lol:

zz

Kpt. Lehmann
04-11-06, 07:57 PM
Needed: The amibient sounds of the crew transfering external torpedoes while up on the bridge.

Did first xfer at 0kts, usually do at 1-2kts, and it was so peaceful listening to the waves lap at the side of the boat. One could forget there was a war going on somewhere. Almost fell asleep listening to the waves. :lol:

zz

When you figure out how to add new sounds PLEEEZZZZZ let me know... there's lots of stuff I'd like to add that is broken or absent altogether in stock SH3.... like the sound of torpedos being transferred from the sea-deck to the torp rooms.

Regarding the changes in the "ambience" of stock SH3 made by GW... I STILL can't believe how much better things are... and this is going to get even better as we smooth the rough edges.

zzsteven
04-11-06, 08:04 PM
Needed: The amibient sounds of the crew transfering external torpedoes while up on the bridge.

Did first xfer at 0kts, usually do at 1-2kts, and it was so peaceful listening to the waves lap at the side of the boat. One could forget there was a war going on somewhere. Almost fell asleep listening to the waves. :lol:

zz

When you figure out how to add new sounds PLEEEZZZZZ let me know... there's lots of stuff I'd like to add that is broken or absent altogether in stock SH3.... like the sound of torpedos being transferred from the sea-deck to the torp rooms.

Regarding the changes in the "ambience" of stock SH3 made by GW... I STILL can't believe how much better things are... and this is going to get even better as we smooth the rough edges.

Forgot about that. :(

zz

Kpt. Lehmann
04-11-06, 08:22 PM
Forgot about that. :(

zz

Oh come on now! There is only 8 jillion things to remember! :P

panthercules
04-11-06, 08:50 PM
Panthercules and JSCones,

Regarding enemy escort crewmen having infrared vision capability in fog, storms, and low-light night conditions... this has always been a problem with stock SH3.

I was afraid there might be something like this going on in SH3, sorta like the AI planes and flak gunners seeing through clouds in the IL-2 series (probably the one greatest flaw in an otherwise awesome single-player experience, IMHO), although I must say that until this first patrol with GW I haven't really experienced any problem with the escorts in this regard (but maybe that was just because they were ignoring me in general?, or more likely because I usually don't try to attack convoys in the fog ever since a C3 almost rammed me in my first attempt all those months ago).


The weather finally broke last night, and I was able to attack the convoy in short-range vis (4,000m) - since it was daylight I decided to submerge at max visible range, so the escorts did not appear to see me and I was able to get off 3 torps (sank a C2, hit something else with no major effect, and missed with one) before the flanking escort drew a bead on me and I dove under the convoy to try to escape. After about an hour or so of fairly determined (though not very effective) depth charging by a couple of the escorts, I managed to sneak away and am shadowing the convoy again, hoping for one last shot at it with my few remaining torps.

BTW - I've seen some posts above about some possible problems with the 16km mod, but I'm using the 16km dark version with GW with no apparent problems that I know of at least, and really liking it, so I hope you can keep it in GW going forward.

Thanks to you and the whole GW team for all this great work :up:

VON_CAPO
04-11-06, 09:31 PM
I want to share my experience about the deck gun and a fishing boat.
After 47 shells and more than 200 shoots from the flak gun, I got just a little fire on board of it.
So, I decided to use the "Run Into It" method. It sunk instantly.
Damage to my Boat = none.


With the fix that brought the deckgun ammo and firing reload times back to stock a fishing boat is totally easy to kill with the gun.

I did one last night. It took about 20 shells I'd say.

So use this patch:
http://files.filefront.com/Stock_Gun_Damage__Reload_for_GWzip/;4936286;;/fileinfo.html

Thank you. :rock: :rock: :rock:

Kpt. Lehmann
04-11-06, 10:10 PM
Quit picking on fishing boats youuuuu!!! :stare:

WhiteW0lf
04-11-06, 11:32 PM
Some problems I see playing GW for the first time are:

1. Little metal piece at the top of the screen on every screen, what the hell is that?

2. 3D outside deck of the conning tower you are too high compared to the watch crew members and you can also do flips which will make you too low.

3. Lame ya sound from ONE guy when you hit a target.

4. Need to add the Merchant Variety pack to the mod to add more varitety to the surface vessels.

Kpt. Lehmann
04-12-06, 12:06 AM
Some problems I see playing GW for the first time are:

1. Little metal piece at the top of the screen on every screen, what the hell is that?

2. 3D outside deck of the conning tower you are too high compared to the watch crew members and you can also do flips which will make you too low.

3. Lame ya sound from ONE guy when you hit a target.

4. Need to add the Merchant Variety pack to the mod to add more varitety to the surface vessels.

1. Its a draggable chronometer... just grab it by clicking on it with your mouse and drag it wherever you want.

2. Don't know what the heck you are talking about

3. It's really a lot better to play GW using German speech

4. Already have

WhiteW0lf
04-12-06, 12:32 AM
Thanks for the quick response Kapt.

Everything else looks good, but what I meant by number two is without this mod you cannot look directly down and actualy move your head like your coming between your legs and up your back, just keep rolling your mouse all the way forward to see what I mean when standing in the conning tower.

panthercules
04-12-06, 09:37 AM
BTW - I've seen some posts above about some possible problems with the 16km mod, but I'm using the 16km dark version with GW with no apparent problems that I know of at least...

Ooops - I may have spoken too soon - the weather finally broke even more last night and I was able to make my last attack against the convoy (that I've been tracking through the storms for the past 3 days) in decent, medium (8km or so) visibility. However, at this point I was seeing some sort of light blue, thin band at the horizon between sky and water, that I've seen some posts about somewhere around here before. Now if I can just find where the fix has been posted (I hope there is one).

[edit] - I just realized that I had a screenshot from last night's convoy attack that shows this band effect - see here:

http://show.imagehosting.us/show/1299402/0/nouser_1299/T1_-1_1299402.jpg (http://www.imagehosting.us/index.php?action=show&ident=1299402)

In this 5th and last of my attacks against this convoy over a 3-day period, this ship in the foreground (which I had hit with two torpedoes, one of which hit at too sharp an angle and bounced off, but the other of which exploded just aft of the bridge on the port side) managed to keep struggling along at about 2-3 knots in this condition for another 3 hours or so, until the convoy left it behind and I caught up with her and sent her to the bottom with my very last torpedo :)

Final tally - 4 ships sunk from this convoy (9 total for the patrol, for a little over 43,000 tons) - awesome fun with GW - thanks guys :up:

[edit - I'm not sure why the link to my picture keeps getting screwed up - I tried to fix it again above - hope it sticks this time]

Wulfmann
04-12-06, 01:16 PM
I am delighted to have Grey Wolves. If I did a thread on what I liked it would cover many pages in the forum.

I have made major mods in CFS3 so understand the pats on the back may be nice but what needs improving was what I wanted get feedback on. Hence my intentions here.


I do not supply anything to Seawolves. I do what I do best. Offer historical information and criticize, ergo I beta test. I also question any mod that is similar to others I have seen.

I should clarify my RND comments to reflect your response.
I am a NA convoy attacker. That is where I play SH3. (I play the Med and Black Sea in SW) I have made few Drumbeat patrols and one SA patrol, Too long and boring for me.
So, any improvements in the RND for those areas I am ignorant of and can only assume they are as you describe.
But in the NA the RND is weak.
To start with in my RND I do not have an escort that is less than a 3 rated crew. Equipment alone makes them progressively more potent without demoting the crew to an aggressive posture unbefitting the Royal Navy.
Second, I have at minimum doubled the number of escorts for all convoys. They ring the convoy. You are lucky to slip past the escorts after 1941.
I ran a couple patrols in the GW RND in 1944 and ripped up the convoys as the poncy twitted uninterested RN escorts did anything but bother with me.
I put my RND in and was attacked by the lead veteran DD which I sank with a homi only to hear the screws of a Greek Hunt class running up my ars. 10 seconds later 3 of my crew was talking to Jesus about the incident! The others were in hell?
I restarted and in 4 patrols sank 2 merchant ships and 10 destroyers.
Part of this was from your excellent SCR work with the hunter killer group off NW Portugal, very cool. The others were convoy escorts. The two merchants were alone on the first patrol and the only merchants sunk for that and the next three patrols. I have not been able to crack the convoys screens.
This may certainly be too much for some but the dates for my RND are based on historical research more than anything.
Making a great project like this one should at least have some basic reference books like Conway’s 1922-1946 which will clear up, at least approximately, the dates for DDs. (You would notice not a single Flower was even launched before 1940 let alone in service)

The one thing that I did that would make my RND very playable for anyone’s install is I made it generic.
My convoy escorts are not named.
Many 102 ships are not named.
My 101 and 103 are named (101 to reduce the big easy tonnage T3 kills and the 103 so I can control the hospital ships wrongly appearing.)

This means when I got Seawolves betas I could add the many new ships to my personal game (I keep a Seawolves version to test on one drive and my personal NA one on the other HD)
(As for the Med, well, SW is much better there but that is where they have made their efforts so that should be the case with Salamis and Constanza operations etc.
No one here cares about SW and that is fine.
GW is for the people here, not the put the CD in and click install crowd.

My opinion was to make the RND instantly available to any new warships by not asking for any named versions. As you know one mistake causes a CTD so remaking the RND with each new ship can be exhausting and frustrating.
I have been using this RND since January almost every day without a single CTD.
I sent you a PM with more details. If you PM me an email ADD I will send the RND.
You can cut out the convoys if you wish and do anything but sell it

BTW, SH3 uses launch dates not in service dates for all DDs. Every DD type is in service about 6 months before they really were.
I keep an extensive library and have studied this stuff since the mid 60s. It is not magic it is research data.
You are likely unaware of many suggestions I have made to others that have been used and are now in GWs, like dozens of others here who gladly pitch in to make this better every day.
This is a super mod of indescribable proportions. I just thing the convoy battles of the NA should be as good as the other improvements.

Wulfmann

Kpt. Lehmann
04-12-06, 01:33 PM
@Panthercules,

That picture you posted is just showing up as a red "X" sir. COuld you check the link?

panthercules
04-12-06, 03:41 PM
@Panthercules,

That picture you posted is just showing up as a red "X" sir. COuld you check the link?

Done - it was working earlier when i posted it, but got broken somehow - i uploaded it again and pasted the new link - seems to be working for now - hope it stays that way.

vodkajello
04-12-06, 04:05 PM
@panthercules

That light line on the horizon is where your sky texture is not meeting the ocean. It's a problem with 16km view mods.

I have a few questions that might help me try to fix this.

Are you using the regular 16km Atmosphere v2 LIGHT or DARK mod that came with the Grey Wolves package?

Have you seen any clouds?

Can you see that light line (or dark line at night) only if you have an elevated external view? Please check if it happens when you are just on bridge and when you use binocolars from the bridge.

Thanks.

Wulfmann
04-12-06, 06:50 PM
Of the large cargoes I have sunk the C3s have taken 4 or 5 well placed torpedoes and the C2 took 5 or 6 the 6 not well placed, 1 in the stern, 3 in the bow area and 2 amidships.
That seems excessive to me. What was done and can it be modified so it varies more in the 2 exceptional 3 normal and 4 tops.
Wulfmann

panthercules
04-12-06, 09:21 PM
Of the large cargoes I have sunk the C3s have taken 4 or 5 well placed torpedoes and the C2 took 5 or 6 the 6 not well placed, 1 in the stern, 3 in the bow area and 2 amidships.
That seems excessive to me. What was done and can it be modified so it varies more in the 2 exceptional 3 normal and 4 tops.
Wulfmann

I guess maybe I've been lucky - of the 9 ships I sank on my only GW patrol so far (all C2, C3 or large cargoes), none took more than 3 and most only one or two. During my last attack described above, the C3 must have been carrying ammo or something 'cause it went down in a flash with just one torp, and the C2 shown in my screenshot above looked like that after just one torp, and only required a single additional torp for the coup de grace.

panthercules
04-12-06, 09:39 PM
@panthercules

That light line on the horizon is where your sky texture is not meeting the ocean. It's a problem with 16km view mods.

I have a few questions that might help me try to fix this.

Are you using the regular 16km Atmosphere v2 LIGHT or DARK mod that came with the Grey Wolves package?

Have you seen any clouds?

Can you see that light line (or dark line at night) only if you have an elevated external view? Please check if it happens when you are just on bridge and when you use binocolars from the bridge.

Thanks.

1. Yes - just using the standard 16km DARK version that came with GW - not using any other mods that would seem to have anything to do with sky/sea stuff

2. Yes - I get plenty of clouds from time to time - saw a very good variety of weather on this patrol, even though I did have to track that last convoy for 3 straight days in heavy storm before the weather finally broke, that didn't seem too unusual to me and actually made it rather interesting

3. Yes, I first noticed the line on the horizon in my binoculars view - I only use external view for screenshots so I didn't even notice the line in that shot till later when I was making it my new wallpaper - it's so dark at night anyway that I didn't notice whether there was a band there at night

Since I'm back in port this would be a good time to experiment with a fix - I was thinking about maybe trying the unified campaign thingy, but I'm gonna have to reread all these threads to see what's happened since GW was released 'cause I've been at sea ever since it came out.

WhiteW0lf
04-13-06, 12:17 AM
It took me 5 torpedos to sink a C2, that is way to excessive, also with the visuals on deck (The bug of flipping by rolling your mouse forward or back), as well as a sound bug I am sticking with RUB 1.45 it has more emersion and depth then the GW mod.

There is some great additions with the GW mod such as sunken ships in scapa flow but too many bugs and little faults for my liking.

VON_CAPO
04-13-06, 12:32 AM
Quit picking on fishing boats youuuuu!!! :stare:
Today I was looking some U-boot documentals.
Some of them are in German, other in English.
I did not see the whole material, it is too long, but I hope to see it this weekend.

I saw something very interesting about the deck gun.
It is manned by 5 sailors (in other sequence by 6), 3 at the gun itself and the others getting the ammunition.

There is several sequences of the deck gun in action, in one of them, the guys get the ammo from a little hatch on the left side of the conning tower.
In other they unmount the deck's floor and extract the shells.

I could see that they are pretty fast, and I was wondering... It is very probable that the stock reload time is near to the real value. :hmm: :hmm: :hmm:

Also, the damage inflicted by this arm is very impresive.

Kpt. Lehmann
04-13-06, 01:41 AM
It took me 5 torpedos to sink a C2, that is way to excessive, also with the visuals on deck (The bug of flipping by rolling your mouse forward or back), as well as a sound bug I am sticking with RUB 1.45 it has more emersion and depth then the GW mod.

There is some great additions with the GW mod such as sunken ships in scapa flow but too many bugs and little faults for my liking.

Good for you. I'm glad you found something you DO like.

Don't let the hatch hit your butt on the way out!!! :rotfl: :rotfl: :rotfl:

JCWolf
04-13-06, 06:36 AM
Some problems I see playing GW for the first time are:

1. Little metal piece at the top of the screen on every screen, what the hell is that?

2. 3D outside deck of the conning tower you are too high compared to the watch crew members and you can also do flips which will make you too low.

3. Lame ya sound from ONE guy when you hit a target.

4. Need to add the Merchant Variety pack to the mod to add more varitety to the surface vessels.

1. Its a draggable chronometer... just grab it by clicking on it with your mouse and drag it wherever you want.

2. Don't know what the heck you are talking about

3. It's really a lot better to play GW using German speech

4. Already have



K.L. I think on his second question what he means is the camera changes that you've made on GW, there is a fix for going back to the old stock camera file, i'll give you a hand and post here in a few minutes... :up: :up:

2019
04-13-06, 06:41 AM
I must honestly say that thanks to the Grey Wolves Mod i've returned back to SH3.
This is how the game should be when it came out.

So good that there are many talented people who put their time and effort to give us a better product over the commercial release.

Thanks guys for making such great mod!

EDIT.
Just wanted to say that these tiny bugs you've created or left, are nothing compared to what the devs did in the final product.
Your bugs don't affect the gameplay at all and i don't consider them anyoing.

JCWolf
04-13-06, 06:42 AM
Thanks for the quick response Kapt.

Everything else looks good, but what I meant by number two is without this mod you cannot look directly down and actualy move your head like your coming between your legs and up your back, just keep rolling your mouse all the way forward to see what I mean when standing in the conning tower.


Hello whitewolf this is the stoch SH3 camera, fix for the moment to your second question....

Download

http://files.filefront.com/Camera7z/;4919955;;/fileinfo.html

BigDuke66
04-13-06, 09:11 AM
Hi guys.
What about integrating FLBSaleU-999 TDC Mod?
Take a look at it here.
http://forums-de.ubi.com/groupee/forums/a/tpc/f/2371008762/m/2841045803/p/25

Finally no more switching between UZO/Peri & TDC.

Here a link for a download.
http://rapidshare.de/files/13098065/TDC_Mod.zip.html

Wulfmann
04-13-06, 10:45 AM
It took me 5 torpedos to sink a C2, that is way to excessive, also with the visuals on deck (The bug of flipping by rolling your mouse forward or back), as well as a sound bug I am sticking with RUB 1.45 it has more emersion and depth then the GW mod.

There is some great additions with the GW mod such as sunken ships in scapa flow but too many bugs and little faults for my liking.

If everyone had the same taste there would be one video game and one car model.

I do not remember a RUB not having similar tweaks required so not sure why this would be less worth the effort. This, IMO is much bigger than any RUB and is more a remake of SH3 where RUB was a mod for it.
IMO, IMO!!!
There will certainly be things that can be improved but they are small compared to the large scale of worthwhile improvements, but, again, IMO.

Fortunately, we can all tweak away to custom fit GW to our own version.
I must say I will redo much less of GW to make it my own than RUB which I ended up using maybe 25-30% of.

The devs may not have made a perfect game but they did make one of the best sims of any type and left it open enough for us to make it better.

Grey Wolves is the best freeware mod to date and should keep us busy and interested until we get a hankering for some Asian blood in SH4.

But, IMO.

Now, what files were modded to make the C2 tougher than a battleship!

Wulfmann

UBOAT234
04-13-06, 11:50 AM
I must honestly say that thanks to the Grey Wolves Mod i've returned back to SH3.
This is how the game should be when it came out.

So good that there are many talented people who put their time and effort to give us a better product over the commercial release.

Thanks guys for making such great mod!

EDIT.
Just wanted to say that these tiny bugs you've created or left, are nothing compared to what the devs did in the final product.
Your bugs don't affect the gameplay at all and i don't consider them anyoing.


... I have installed FOUR VERSION of SH3...

..and I play nearly always, with the original. But is a great MOD :up:


BEST REGARDS
UBOAT234

jaxa
04-13-06, 01:30 PM
After finished (by armed trawler) my RUb's career I've decided to try Grey Wolves mod.
I've one question at start - there is "No Map Contact Update" in SH3 "Options" menu. In RUb it should be unchecked, but what should I do in Grey Wolves, choose it or not?

arrow
04-13-06, 02:56 PM
Kpt Lehman: I have a problem with GW that I cannot solve. After some time playing the game gets slow and its lagging badly. I know it is a very general description but usually when I accelerate time to 1024 and then return to normal time, the game becomes laggy whatever graphic settings I use (and it's not a rule - sometimes it becomes laggy without TC or at low TCs). I have normal SH3 + 1.4b doesn't exhibit this behaviour... I am using GW mod+Sh3 1.4b+Stock Seafloor+8km visibility mod. My config is:
P4 - 2.4Ghz
Ati 9600 XT Ulimate (500/600 Mhz) 128 Mb
1GB of RAM,
160 Gb Maxtor SATA 7200 RPM disk drive.
But anyway I don't think it's issue with the system because the games becomes laggy even at calm sea whith no ships in sight.

ref
04-13-06, 03:53 PM
Kpt Lehman: I have a problem with GW that I cannot solve. After some time playing the game gets slow and its lagging badly. I know it is a very general description but usually when I accelerate time to 1024 and then return to normal time, the game becomes laggy whatever graphic settings I use (and it's not a rule - sometimes it becomes laggy without TC or at low TCs). I have normal SH3 + 1.4b doesn't exhibit this behaviour... I am using GW mod+Sh3 1.4b+Stock Seafloor+8km visibility mod. My config is:
P4 - 2.4Ghz
Ati 9600 XT Ulimate (500/600 Mhz) 128 Mb
1GB of RAM,
160 Gb Maxtor SATA 7200 RPM disk drive.
But anyway I don't think it's issue with the system because the games becomes laggy even at calm sea whith no ships in sight.

Sounds like a memory fragmentation problem...
What other programs you have running ?

Ref

Wulfmann
04-13-06, 10:11 PM
I have 2 systems. The smaller is still a little stronger than your specs and I get lags with it so only play on my 64bit system.
By next year 32 bit systems might not even open a game, seriously!

You will have problems around home ports for sure with all the extra things going on in GW.

Wulfmann

panthercules
04-14-06, 12:11 AM
@panthercules

That light line on the horizon is where your sky texture is not meeting the ocean. It's a problem with 16km view mods.

I have a few questions that might help me try to fix this.

Are you using the regular 16km Atmosphere v2 LIGHT or DARK mod that came with the Grey Wolves package?

Have you seen any clouds?

Can you see that light line (or dark line at night) only if you have an elevated external view? Please check if it happens when you are just on bridge and when you use binocolars from the bridge.

Thanks.

1. Yes - just using the standard 16km DARK version that came with GW - not using any other mods that would seem to have anything to do with sky/sea stuff

2. Yes - I get plenty of clouds from time to time - saw a very good variety of weather on this patrol, even though I did have to track that last convoy for 3 straight days in heavy storm before the weather finally broke, that didn't seem too unusual to me and actually made it rather interesting

3. Yes, I first noticed the line on the horizon in my binoculars view - I only use external view for screenshots so I didn't even notice the line in that shot till later when I was making it my new wallpaper - it's so dark at night anyway that I didn't notice whether there was a band there at night

Since I'm back in port this would be a good time to experiment with a fix - I was thinking about maybe trying the unified campaign thingy, but I'm gonna have to reread all these threads to see what's happened since GW was released 'cause I've been at sea ever since it came out.


Update - I loaded up the new JIRM recog manual (good looking :) ) and the Unified Campaign (GW version) from Rubini, and went back out to sea. This time however, I've gone 6 days through a number of wind speed and visibility changes, but NO CLOUDS yet at all :(

Also, the light blue band around the horizon is still there, although it seems to be somewhat thinner and less noticeable at times than it was before.

Any ideas for a fix?

vodkajello
04-14-06, 01:17 AM
I don't have any idea why clouds stop working, Marhkimov is the man to ask. But he is taking a break from the sub modding.

As for the horizon issue....

I think you can try to increase to increase EarthRadius in the scene.dat to something bigger. This will increase the size of the earth and bring the horizon up to the sky texture. That's the idea anyway. You'll have to play with it.

337813 is the default value of EarthRadius in GW 1.0.
800000 is the value in the 16km Atmo v2 mods.

I have yet to try with further increased numbers, but will post back when I do.

Can someone explain why there are problems with the cloud textures and 16km mods?

arrow
04-14-06, 05:34 AM
Kpt Lehman: I have a problem with GW that I cannot solve. After some time playing the game gets slow and its lagging badly. I know it is a very general description but usually when I accelerate time to 1024 and then return to normal time, the game becomes laggy whatever graphic settings I use (and it's not a rule - sometimes it becomes laggy without TC or at low TCs). I have normal SH3 + 1.4b doesn't exhibit this behaviour... I am using GW mod+Sh3 1.4b+Stock Seafloor+8km visibility mod. My config is:
P4 - 2.4Ghz
Ati 9600 XT Ulimate (500/600 Mhz) 128 Mb
1GB of RAM,
160 Gb Maxtor SATA 7200 RPM disk drive.
But anyway I don't think it's issue with the system because the games becomes laggy even at calm sea whith no ships in sight.

Sounds like a memory fragmentation problem...
What other programs you have running ?

Ref

Well Ref, I am keeping my system clean of any background programs that could spoil my performance. 840 Mb of RAM free after startup and only system processes running. (No updaters, no spyware, malware, viruses or any other resident programs as virus shields etc.) I've just tried to install the stock catalysts istead of the newest ones and see if it helps...

BigDuke66
04-14-06, 06:42 AM
Is the MERCHANT VARIETY PACK from iambecomelife part of this mod?
Readme says
"Various Ship Skins- Marhkimov, Iambecomelife, Type-941, Sergbuto, Juju, Pascal"

but I don't see all those skins I've seen with MVP.

ref
04-14-06, 08:26 AM
Well Ref, I am keeping my system clean of any background programs that could spoil my performance. 840 Mb of RAM free after startup and only system processes running. (No updaters, no spyware, malware, viruses or any other resident programs as virus shields etc.) I've just tried to install the stock catalysts istead of the newest ones and see if it helps...

That's strange, my system is much older than yours, and besides low frame rate (15/18 fps at the bridge - no contacts) (I can wait to have my new machine), it remains stable even after long high TC periods, the only moment when thay go down is in port or near very large convoys...

Ref

panthercules
04-14-06, 08:55 AM
I don't have any idea why clouds stop working, Marhkimov is the man to ask. But he is taking a break from the sub modding.

As for the horizon issue....

I think you can try to increase to increase EarthRadius in the scene.dat to something bigger. This will increase the size of the earth and bring the horizon up to the sky texture. That's the idea anyway. You'll have to play with it.

337813 is the default value of EarthRadius in GW 1.0.
800000 is the value in the 16km Atmo v2 mods.

I have yet to try with further increased numbers, but will post back when I do.

Can someone explain why there are problems with the cloud textures and 16km mods?

I took a quick look at scene.dat in pack3D, and I have no idea where to find the EarthRadius setting or how to change it :( (I've only used pack3D to do some simple skin-painting experiments on embedded .tga files - I have no idea how to deal with any of the other files/things inside those .dat files)

Any idea what would happen if I just loaded up the stand-alone 16Km Atmo v2 mod on top of GW? Would that be likely to break something else in GW?

geralt
04-14-06, 09:12 AM
I took a quick look at scene.dat in pack3D, and I have no idea where to find the EarthRadius setting or how to change it :( (I've only used pack3D to do some simple skin-painting experiments on embedded .tga files - I have no idea how to deal with any of the other files/things inside those .dat files)...

to adjust the EarthRaidus value in scene.dat use TT's minitweaker, it's in the first category 'general enviromental data'

ad clouds, currently I'm using the 16km fix for IUB over GW (mentioned by snakech on page 18) and I have everything I need... clouds, storms, lightnings etc.

@kpt. Lehmann
looking forward to the GW add-on... can you give us at least some details?

jhay
04-14-06, 08:04 PM
I cannot get downloads #2, 4, & 6 to run. When the game loads I get an error message. i.e. #2: "instruction at 0x00365df9 referenced memory at 0x00000070. Memory could not be read." Similar error messages for #'s 4 & 6. New, clean, updated install, using JSMGE & Sub Commander. I can run game with mods 1 (assuming that is the one called 'data'), 3 & 5. I have tried getting downloads from other sources, but same results. Any ideas?
A similar result with GW-NYGM. And I don't really understand what GW-NYGM is. Do I need it? Is it part of a required package?
Thank you for any assistance.

BigDuke66
04-14-06, 08:16 PM
You need all 6 parts and can then just copy them together to have the complete mod.

zzsteven
04-14-06, 08:24 PM
I cannot get downloads #2, 4, & 6 to run. When the game loads I get an error message. i.e. #2: "instruction at 0x00365df9 referenced memory at 0x00000070. Memory could not be read." Similar error messages for #'s 4 & 6. New, clean, updated install, using JSMGE & Sub Commander. I can run game with mods 1 (assuming that is the one called 'data'), 3 & 5. I have tried getting downloads from other sources, but same results. Any ideas?
A similar result with GW-NYGM. And I don't really understand what GW-NYGM is. Do I need it? Is it part of a required package?
Thank you for any assistance.

Did you follow the instructions in the Read Me First file?:
Grey Wolves Supermod joining and installation instructions


Please read all installation instructions BEFORE INSTALLING :O)


Here is how to merge them all.
1. On your desk-top create a new folder and title it "Grey Wolves Version 1.0" or whatever you like.
2. Unzip each dowloaded portion to your desktop.
3. Navigate into each portion and copy the "data" folder into the new folder on your desk-top that you created in step one.
4. When prompted to "overwrite" the data folder on subsequent copying from each portion click "Yes"
5. When you come to the folder listed as GW Documentation and optional mods DO NOT copy to the data folder. Simply paste this NEXT TO the "data" folder in the folder you created in step one.
6. You now have a JGSME Mod Enabler compatible folder. Simply copy the entire folder that you created in step one into C:/Program Files/Ubisoft/SilentHunterIII/Mods folder. (Note: if you do not have a "C:" drive use whatever drive is your usual.... for example: D:/Program Files/Ubisoft/SilentHunterIII/Mods folder.)
7. To install The Grey Wolves without using the JGSME Mod Enabler simply copy the "data" folders and "GW Documentation and optional mods" directly over the "data" folder in a CLEAN/NEW Installation of SH3 that has been patched to version 1.4b
The file pathway you will use is C:/Program Files/Ubisoft/SilentHunterIII/data
If you have performed this correctly you will be prompted to overwrite the "data" folder that resides there.

March 19th, 2006

Kpt. Lehmann

GW Project Manager

zz

panthercules
04-14-06, 10:35 PM
I took a quick look at scene.dat in pack3D, and I have no idea where to find the EarthRadius setting or how to change it :( (I've only used pack3D to do some simple skin-painting experiments on embedded .tga files - I have no idea how to deal with any of the other files/things inside those .dat files)...

to adjust the EarthRaidus value in scene.dat use TT's minitweaker, it's in the first category 'general enviromental data'

ad clouds, currently I'm using the 16km fix for IUB over GW (mentioned by snakech on page 18) and I have everything I need... clouds, storms, lightnings etc.

I tried loading up the IUB fix - but experienced 4 or 5 more days of no clouds at all - is this the kind of change you have to be in port to do? I did notice that the blue horizon bar seemed to be diminished, though not gone completely.

Also, I noticed all of a sudden that my boat is WAY harder to maintain at periscope depth now during a big wind/storm - I always experienced some some minor variations and you would think that it would be tough to hold it at that depth in high seas, BUT I'm having trouble staying with 6 or 8 meters of my intended depth and find myself spending lots of time down around 18-20m depth, even with a full green bar and fresh and qualified command room officers and crew and a speed of 2 -3 knots - where did that come from?

[edit] well, that was interesting - I just loaded back in to try to make it back to port, and lo and behold - CLOUDS again :)

Very weird - guess I'll stay out at sea and see what else happens. I did notice that the blue horizon band is still there at times though - mostly on sunny/clear days with unlimited (>8km) visibility.

BigDuke66
04-15-06, 06:28 AM
Can anyone tell me how to get rid of the searchlights on merchants?

BigDuke66
04-15-06, 06:33 AM
Oh and do planes use the Leigh Lights from 1942 on or already from the beginning?

irish1958
04-15-06, 08:41 AM
BigDuke66,

I've noticed that when I sink a merchant that the search light goes out.

irish1958

BigDuke66
04-15-06, 10:41 AM
Fine but I don't need them at all.
They a very unrealistic.
Maybe for single ships it would be OK but not for convoys that's for sure.

BigDuke66
04-16-06, 06:53 AM
Another question.
How can I set the periscope magnification to back to normal?

CWorth
04-16-06, 10:25 AM
Another question.
How can I set the periscope magnification to back to normal?

Use Time Travellers Mini tweaker and edit the cameras.dat file.

Not sure what the default numbers are supposed to be though.

waldopbarnstormer
04-16-06, 12:53 PM
Is there anywhere else i can get the trwaler patch as rapid share doesn't work for me?

arrow
04-16-06, 03:47 PM
I cannot get torp doors to close (W doesn't work) ... is it a problem of stock SH3?

101Dixie
04-18-06, 10:16 AM
I've tried following the install instructions posted above, but I can't unzip the files. When I try I get an error saying the file is either an unkown type or is damged. I'm using winrar too try and unzip it, is there a different program that I should use?

Kpt. Lehmann
04-18-06, 01:09 PM
I cannot get torp doors to close (W doesn't work) ... is it a problem of stock SH3?

It is a problem with Stock SH3... however you can go into the conning tower and flip the switch(s) to close the torp doors there.

Kpt. Lehmann
04-18-06, 01:53 PM
I've tried following the install instructions posted above, but I can't unzip the files. When I try I get an error saying the file is either an unkown type or is damged. I'm using winrar too try and unzip it, is there a different program that I should use?

Check here.

http://www.subsim.com/phpBB/viewtopic.php?t=51435

Thanks for the help JCWolf

Vermin
04-19-06, 06:54 AM
I have used the 16km light atmosphere option - but the sky iall black..... The sun is completely above the horizon... There are no clouds...

Is this normal or (likely) have I failed part A of following simple instructions...?

Scared of the dark...! :D

Vermin

bart
04-19-06, 10:06 AM
Sorry if this has been mentioned earlier in the thread but........

where do you put the following files?

Extend unified campaign
Real battery life for GW
Vodkas quiet GW clock

and what do they do.

I just downloaded GW last night and I'm just starting to mess with it, so far looks great......... :yep:

ref
04-19-06, 10:37 AM
I have used the 16km light atmosphere option - but the sky iall black..... The sun is completely above the horizon... There are no clouds...

Is this normal or (likely) have I failed part A of following simple instructions...?

Scared of the dark...! :D

Vermin
You have to roll back sh3commander prior to enable the 16km mod

Ref

VON_CAPO
04-19-06, 10:21 PM
Kpt. Lehmann I think I found a bug.
In the single mission "U-505" u-boat type IXC/40, I was rammed by a destroyer and deep charged.
I had to order crush dive, but it was not enough to evade the destroyers, so in my desperation I ordered each time deeper and deeper..... look at the pics = the sub is indestructible :o :o :o
Hull integrity... 100%.
And she crush dived with a torpedo door opened. :roll:

http://img152.imageshack.us/img152/3594/sh3img194200622319620iq.th.jpg (http://img152.imageshack.us/my.php?image=sh3img194200622319620iq.jpg) http://img152.imageshack.us/img152/5521/sh3img19420062212142650fe.th.jpg (http://img152.imageshack.us/my.php?image=sh3img19420062212142650fe.jpg) http://img152.imageshack.us/img152/293/sh3img19420062214353593gz.th.jpg (http://img152.imageshack.us/my.php?image=sh3img19420062214353593gz.jpg)

http://img152.imageshack.us/img152/7200/sh3img19420062215508594sy.th.jpg (http://img152.imageshack.us/my.php?image=sh3img19420062215508594sy.jpg) http://img129.imageshack.us/img129/5335/sh3img19420062216505625hr.th.jpg (http://img129.imageshack.us/my.php?image=sh3img19420062216505625hr.jpg)

The mods installed are the following (plain flavor, no modifications at all):

http://img60.imageshack.us/img60/817/12ju1.th.jpg (http://img60.imageshack.us/my.php?image=12ju1.jpg)

EDIT:
Can anybody confirm this behavior?

:hmm: :hmm: :hmm: :hmm: :hmm:


I cannot get torp doors to close (W doesn't work) ... is it a problem of stock SH3?

It is a problem with Stock SH3... however you can go into the conning tower and flip the switch(s) to close the torp doors there.
OK understood. :up:

ref
04-20-06, 07:09 AM
I had to order crush dive, but it was not enough to evade the destroyers, so in my desperation I ordered each time deeper and deeper..... look at the pics = the sub is indestructible :o :o :o

Come on you where only 30 mts below the specs, you know engineers tend to play on the safe side... :lol:


Ref

jaxa
04-20-06, 10:41 AM
Could somebody explain me shortly differences between RUb 1.45 and GW 8 and 24 hour fatigue models?