Log in

View Full Version : The Grey Wolves Supermod (official thread)


Pages : 1 2 [3]

Sailor Steve
04-20-06, 10:49 AM
RUB uses a system that represents overal fatigue and war-weariness during a patrol. Crew members fatigue very slowly, and not at all when in quarters, but they don't recover-ever. The trick is to rotate members out on a regular basis and keep a constant eye on their levels. If you do it right it can be very rewarding. If you don't do it right you'll be one of the many complaining how it "doesn't work".

The 8-and-24-hour mods are just that: after 8 or 24 hours your crew will be exhausted and have to be rotated out. In bad weather on the surface the times are much shorter, so you are forced to dive-just like in real life. In these two mods the upper time-compression triggers are disabled, so they will tire at any TC.

I'm getting to the point where I'm thinking of using the "No Fatigue" mod.

jaxa
04-20-06, 12:24 PM
Thanks Sailor Steve.
I think that default fatigue model in GW is 8 hour, am I right?
What about using SH3Commander? Should I use "GW 8 hour fatigue" or leave this box unchecked?
If I choose "RUb fatigue" via SH3Commander GW campaign will be OK?

Sailor Steve
04-20-06, 12:35 PM
Those answers I don't know. I am using the "24-Hour Hollywood" box in SH3 Commander myself, and after one setback with the Type II torpedo room not working (long since fixed) I'm having no problems at all.

The box can only show up in Commander if the proper files are included, so if it's there it should work with no problems.

vodkajello
04-20-06, 03:48 PM
If you have the fatigue model you want to use already loaded by a mod you shouldn't control it with SH3 Commander. If you chose a fatigue model via SH3 it will over ride whatever you have picked via mod files.

eg. If you have the 24hr GW fatigue optional model loaded on top of your GW install you don't touch anything in SH3 Commander re: fatigue. If you did pick another model it would temporarily overwrite the 24hr setting with whatever you picked until you do a roll back or pick a different mode/deactivate the option.

also:

If you want to use GW 8hr fatigue and already have GW loaded you don't have to pick it in SH3 Commander. It's already there. This option was made so people not running GW could use the model.

jaxa
04-21-06, 11:19 AM
Does it mean that using GW 8 or 24 hour fatigue model I must move my crewmen to bed, like in stock SH3 fatigue model?

vodkajello
04-21-06, 11:33 AM
The different fatigue models control a few different things:

The rate crew members get tired.

Where they are on duty will change this. (Working in the diesel engine room while running on diesel power is harder work than if you are just doing maintanence while the ship is running on electric power.)

Conditions while they are on duty. (torpedo room while on attack is stressful!)

The time compression that crew fatigue is calculated can also be changed.

The rate crew member rest up can be controlled.

All the different mods have different setting for all of these.

GW 8hr and 24hr change the decay of the readiness state of the crew. 8hr requires more user intervention than the 24hr. NYGM simulates the stresses of being out on long patrols, so they chose to have the decay be very slow. But it never recharges.
etc....

You'll have to read up on the specifics of the different models. Basicly unless you want to disable fatigue you will always have to do at least a bit of crew management. That is why the fatigue models were created.

jaxa
04-21-06, 12:32 PM
Thanks vodkajello.
I played RUb many hours and like RUb's fatigue model, but before using RUb I thought that RUb's fatigue model is strange and unrealistic. I must learn GW fatigue model now, but I don't know which of them (8 or 24) choose :hmm:

gouldjg
04-21-06, 09:18 PM
jaxa

The current GW 24 hr is broken but can be fixed easily. I have notified KPT of this issue and there is a recent thread that shows how to fix it.

Let me know if you need further help

Just a quick note

8hr fatigue represents a shift and it freezes at 32 time compression. It allows players to get to their patrols without too much micromanagement. One on the patrol it goes real time?

24hr is supposed to be a full day and the 3d render should be changed to be at least 1024.

This allows players to set a course and have to manage their crew even when on long journeys. Just a immersion feature that lets you play with the map and feel like you are organising your boat.

Kpt. Lehmann
04-22-06, 12:43 AM
Hotfix for AI U-boat overlay problem and missing SH3 map correction:

http://rapidshare.de/files/18621296/GW_1.1_1024___Overlay_Fix.7z.html

I will host too, but need an alternative download location. Little help!

I have encountered a problem uploading to Terrapin's site and have emailed him regarding the issue.
I have attempted to upload to FileFront to miror it for you there. but their file upload option is down.
If someone could mirror the 1.1 Update and the 1024/Map/Bearing Overlay fix temporarily somewhere other than FileFront for those who cannot access Rapidshare I would appreciate it much.

I've got one question - does it mean that I can't upgrade my boat (like install KDB instead of GHG, change torpedos, add crewmen or sub emblem) at port before first patrol?
I did it always before using GW mod without any problems.

Another question - what about Fubar's crew skins? It had to be added, but there is no info about it in readme of Update 1.1.

If you upgrade your boat prior to your first patrol, you risk losing any/all tonnage and renown due to the STOCK SH3 SAVE-GAME BUGS. I can do nothing to fix that.

Further proof for you and an answer to another question:
"On your first patrol of a new career before leaving port... do not upgrade or change anything"
WHY???
Should I go out naked and play with the wolfes?

That's a stock SH3 bug, If I remember right you loose all upgrades you've made.

One other thing.
The new smaller flags, do they really help with fps?
Throwing out the seafloor mod ok but those tiny flaggs now made even smaller really help with fps?

The flag size in the game remains equal, what's changed is the size of the textures.

Ref

Regarding Fubar's Crew Skins Mod, I will be adding them at some point in the future but there are some changes I need to make to them first.

Hi Kpt Lehmann,

What do you think, can I use this uppdate togheter with the Hi-res mod? I have had problem with the JonZ Improved Ship Recognition Book Mod togheter with the Hi-res mod.

Mikael

I don't understand what HI RES mod you are speaking of.
Regarding JonZ Improved Recognition Manual Mod, all files are merged properly for user-friendliness. Whatever problems you had before should go away AS LONG AS you install the GW version 1.1 update via JGSME.

For those using JGSME... you MUST disable/roll back all un-related GW mods and all optional GW mods before enabling the GW 1.1 update.

Is it possible to install "JIRM for GW with Integrated Orders" over GW update v1.1 ?

I am asking it because I really like the integrated orders mod, and I want to enjoy it in Grey Wolves...
BTW, it would be great if you could include the Integrated Orders mod in the next GW update, at least as an optional mod. Please, consider it.
Txema

The Integrated Orders mod is one that I do intend to include as an optional mod at some point. I REALLY like the idea too. The problem is that there are several versions that have been "built for GW" without using IMPORTANT GW files... and thereby killing intended effects such as text contrast changes for the colorblind. If I can find one that has been built properly I will be happy to include it. It will not be default for players though because I don't want to make things any tougher to manage for new players as they come.

I have a problem!!!
The convoi map is disapired after i install the GW 1.1 update :huh: i dont know why - i use a fresh install of silent hunter 3 - with 1.4b patch - i install everithing mannualy and all seems to be ok exept that problem :doh:

Please download and install the hotfix found on the first post into your JGSME mods folder.

If you are forced to eat some of every dish, ala carte becomes meaningless. If every mod gets pulled into default GW, then we simply end up with a different game that nobody is happy with and has to hack again. The more choices the better.
No offense, just my opinion.

U-bones is absolutely right. We cannot include everything. As you can see too, the more that is included, the more there is that can go wrong. With a mod collection this big there are bound to be problems... but we are going to fix them.

You also need to be aware that many of the problems that are being attributed to GW are stock game bugs that we cannot do anything aboiut. We've fixed a great deal of them, but we cannot fix things that are hard coded. (The save-game routines are totally screwed up for example. In the process of trying to educate gamers regarding them, people get the idea that it is the fault of the GW mod... WHICH IT IS NOT.)

The better question is can we use HT 1.48?
Jay W.

To the best of my knowledge Rubini has not released HT 1.48 yet.
GW Includes a very advanced version of "Harbor Traffic" and contains essentially what Rubini intended to be included in HT 1.48.
Rubini now has real-life obligations that will seriously limit his involvment with modding. Therefore HT 1.48 may be quite a ways away.

Also, to address another of your posts. You must have GW 1.0 properly installed BEFORE installing the GW 1.1 update. The GW 1.1 update IS NOT a stand-alone mod.

I give Grey Wolves v1.1 a thumbs down
The overly excessive units near german-controlled ports. I'm all for adding a few units to provide a "lived in port", but it is FRUSTRATING, FRUSTRATING trying to sail out of them, and dropping from time compression each time some new "fluff" unit shows up, and the shear numbers of units drags down the time compression.

YOU have done something SERIOUSLY wrong with your version 1.1 update...
Either you tried to apply it as a stand-alone, are using other mods, have a corrupted install... but more likely have just installed it wrong. Read the readme on "how to install."
You can use SH3 commander to change your time compression settings when nearing ships, airplanes, land proximity, etc etc. I consider the harbor traffic to be essential to the immersion factor that GW offers and will not be removing it.

jaxa
04-22-06, 12:49 AM
Thanks a lot Kpt.Lehmann :up:

Kpt. Lehmann
04-22-06, 01:29 AM
Thanks a lot Kpt.Lehmann :up:

:up: :up: :up:

Kpt. Lehmann
04-22-06, 01:35 AM
TO ALL:

I have extensively updated the first post on this thread. It addresses MANY things.

jaxa
04-22-06, 02:32 AM
I've one question about Unified Campaign for GW - what does it change in GW, what are your opinions about UC and is it necessary for full realism and playability?
I know that it's Rubini's work then it should be piece of really good work.

Phylacista
04-22-06, 04:17 AM
When you are using a slow machine try replacing the sound "amb_SubmarineInterior.wav" with the stock one.

Its 27 MB big and because its playing all the time a shorter loop nees less RAM.
After using the file for a long time (before GW) it gets annoying. You know when the paper rustles and then there comes the cough...

Is there a possibility to get the NYGM Crew Management working on GW? I used SH3 Commander to get it into GW but it doesnt work properly. e.g. the engine compartments slots are not reduced and I need a higher effenciency to get them running.

Which files of NYGM do I have to use to get it working and what will I miss from GW then?
I know it is no simple question, but since you are working on merging the 2 mods (which I'm really looking forward too) I'm confident sb knows.

Gute Jagd!

bart
04-22-06, 04:22 AM
I can't or it won't let me download the 1.1 GW update from the rapidshare web site :( keep getting a "Download-session invalid" message.

I was unable to get the GW 1.0 from there too, I got it no problem from Terrapins site.

Any chance of uploading the update to Terrapins site please?..........

marv
04-22-06, 01:49 PM
Unfortunately I can't play with GW mod. This mod makes CTD so often, that playing longer than few minutes is impossible .
What can i do about it? I have ATI Radeon 128MB card, Athlon 1.7GHz, 2GB RAM and Windows XP.
Never had any problems with other mods.
BTW I have also GW update 1.1

Commander1980
04-22-06, 03:11 PM
Hi Kpt. Lehmann,

Yesterday, I started my first GW patrol. Looks Great :up: ;)

But i have a problem: When I switch to periscope, the game crashes to desktop. When I am on the conning tower or at the guns and then switch to presicope, it seems to work.

Config: clean SH3 1.4 + GW (standard installation)+ GW Update
Windows XP Home SP2
Radeon 9800 Pro (latest catalyst), 2xAA + 2xAF

Can you help?

regards,
Commander

U-Schultz
04-22-06, 09:11 PM
Kpt. Lehmann,

Just wanted to thank you and your team for the mod. It is now (with some minor additions) my mod of choice. Great, great job!! :rock:

As a side benefit I also have been able to free up much hard disk space as GW includes many of the mods I use to install myself.

It's nice to be able to install four or five mods instead of 20!

I eagerly await further developments and additions.

ref
04-22-06, 09:31 PM
Unfortunately I can't play with GW mod. This mod makes CTD so often, that playing longer than few minutes is impossible .
What can i do about it? I have ATI Radeon 128MB card, Athlon 1.7GHz, 2GB RAM and Windows XP.
Never had any problems with other mods.
BTW I have also GW update 1.1

Please clarify a little, in which stage of the game it CTD, and any other mods you have installed.

Ref

Vermin
04-23-06, 01:53 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

Thanks Ref - works great now! :oops:

Vermin
04-23-06, 02:00 AM
Did I say this is an awesome mod?

Thanks to everyone who helped put it together :up:

I did not see a single allied plane on my last three patrols -September to December 1942. (what's this - a U-boat captain comlaining about a lack of planes - back to the sanatorium!)

Okay so I'm not complaining, usually I see a few off the NW coast of Spain, and I certainly get a few in the NW approaches and W of Gibralter....

Maybe I have just been lucky - or they wre busy with Torch..

Sometimes the weather has been so bad even the ducks were walking... :D

Not that I want to find out the hard way either...!

Anyone else noticed this?


Vermin

CRM114
04-23-06, 02:41 AM
Having been away from SH3 for a while (and having changed systems from a desktop to a laptop), I came back to it just to try out Grey Wolves.

For the first few minutes in port, it was absolutely awesome. The GUI enhancements, the ambient sounds, the harbor traffic: my socks were knocked off.

Then I tried to use the attack periscope.

For whatever reason, going to the attack periscope caused the game to produce a horrible, awful mind-shattering screech (and I was wearing headphones) that would not go away, no matter what I did. I saved and reloaded, and the screech went away. All was well - until I tried to use the attack periscope again.

Can anyone recommend a fix here? I looked in the "sound" folder in my SH3 directory, and couldn't find anything that would obviously be the attack periscope sounds. I really would like to do a full campaign with the GW mod and preserve my hearing and sanity, if possible.

Thanks in advance, all!

***EDIT***

<s>After reading through some forum threads regarding sound problems, I fixed mine by deleting creak_level2 from my sound folder.</s>

Problem persists, see below.

marv
04-23-06, 05:53 AM
Unfortunately I can't play with GW mod. This mod makes CTD so often, that playing longer than few minutes is impossible .
What can i do about it? I have ATI Radeon 128MB card, Athlon 1.7GHz, 2GB RAM and Windows XP.
Never had any problems with other mods.
BTW I have also GW update 1.1

Please clarify a little, in which stage of the game it CTD, and any other mods you have installed.

Ref

Ref, there is no rule. Sometimes it CTD when leaving port, sometimes while at sea and sometimes at periscope view. Mostly it CTD, but sometimes also reboot.
I have only GW super mod, GW update, optional 16km Atmosphere dark sky mod, SH3 Commander and SH3 Gen.

ref
04-23-06, 10:09 AM
Ref, there is no rule. Sometimes it CTD when leaving port, sometimes while at sea and sometimes at periscope view. Mostly it CTD, but sometimes also reboot.
I have only GW super mod, GW update, optional 16km Atmosphere dark sky mod, SH3 Commander and SH3 Gen.

That's strange, most CTDs are related to bad installation, for example a ship file is missing, but they allmost happen's at initialization, perhaps it's a bad sound file, but the most strangest part is the reboot, I've been working with computers for about 20 years, and normally the reboots when running an application are due to a faulty memory module or heat problems (a fan not working), but if you used sh3 before with no problems it's probably not the case, my best advice is to disable the mods and run sh3 to try to reproduce the simptoms, and if everything it's ok enable the mods one by one to catch the source of the CTD.

Ref

marv
04-23-06, 01:23 PM
Maybe this will help :roll: . This is an error signature after CTD.

AppName: sh3.exe AppVer: 1.4.0.1 ModName: unknown
ModVer: 0.0.0.0 Offset: 694400a2

Konovalov
04-23-06, 02:46 PM
This has been a great mod. Having realised that there was a 1.1 update I installed it as per the readme instructions. I installed the 1.1 update over my existing SHIII install/1.4 patch and the GW mod v1.0 I did the following:

1. I rolled back SH3 Commander.
2. I installed the GW 1.1 update via JSGME utility.

When I went into the game and started a new career when I went to the map view or the TDC view I was confronted by the following big black square over my sub icon when zoomed in to a level where each little box represents 250m. When I zomed out to 500m per box or larger it would not show up. There was also another big blue box which seemed to be over either a ship or sub in my port at the time. Only when I could not view my own port (out of range), could I then zoom in on Kiel as per normal and see the port in close detail without the blue box. How can I correct these graphical errors? I have attached a screenshot that I took when I encountered this problem. Also after discovering this graphical prob I installed the hotfix and this has not resolved the problem. Any suggestions or advise would be most appreciated otherwise I will have to rollback to GW 1.0 release?

http://i42.photobucket.com/albums/e323/BenKonovalov/SH3Img23-4-2006_19.jpg

CRM114
04-23-06, 08:35 PM
My problem with the unstoppable screeching continues, even after removing creak_level2 from my sound file.

I was two weeks into a patrol when I surfaced in the middle of a convoy after firing off my torps submerged. After I deck-gunned a crippled medium tanker to the bottom, the search lights spotted me, and I crash dived. I don't remember what exactly it was that I was doing, but the screeching started again.

I figured that I'd just mute the computer's sound and finish the patrol deaf. I escaped the destroyers unharmed, and stumbled upon another, better protected convoy just off of Brittany. This one gave me more trouble - my boat started incurring damage as I tried to escape - but my sonarman reported that the nearest destroyer was something like 1km away, and i was more than 100m down. I shrugged it off, made my escape eventually and limped into port. Some systems were damaged, but hull integrity was at 99%.

When I was literally less than 10 game minutes away from my subpen, well within the confines of my friendly port, my boat started taking damage again, this time catostrophically. The forward areas (but somehow aft of the torp room (?) ) took serious damage and started flooding. Despite the efforts of my damage control team, my u-boat went down with all hands, within sight of our subpen.

I used the external camera to take a quick look around after we unexpectedly started taking damage- we didn't run aground, or into any other ships or any part of the harbor. There were no enemy vessels to be seen anywhere.

So now I have a mystery sinking AND the horrific screeching on my bug list. Any help, anyone?

CRM114
04-23-06, 08:49 PM
With reference to my problem, I should mention that I have a clean install of SH3, + 1.4 patch, +GW 1.0 +GW 1.1 update and JGSME, and nothing else.

Kpt. Lehmann
04-23-06, 08:58 PM
Gentlemen,

I'm sorry I haven't been back through to answer some questions... I am rather ill AGAIN!!! :damn: :damn: :damn:

If I could have a couple days to get back with you I'd really appreciate it.

cheers

CRM114
04-23-06, 09:21 PM
Gentlemen,

I'm sorry I haven't been back through to answer some questions... I am rather ill AGAIN!!! :damn: :damn: :damn:

If I could have a couple days to get back with you I'd really appreciate it.

cheers

Hey, man; no one's paying you a nickel to do this. Thanks for your time, and get back to me when you can.

Vermin
04-24-06, 01:21 AM
My problem with the unstoppable screeching continues, even after removing creak_level2 from my sound file.

I was two weeks into a patrol when I surfaced in the middle of a convoy after firing off my torps submerged. After I deck-gunned a crippled medium tanker to the bottom, the search lights spotted me, and I crash dived. I don't remember what exactly it was that I was doing, but the screeching started again.

I figured that I'd just mute the computer's sound and finish the patrol deaf. I escaped the destroyers unharmed, and stumbled upon another, better protected convoy just off of Brittany. This one gave me more trouble - my boat started incurring damage as I tried to escape - but my sonarman reported that the nearest destroyer was something like 1km away, and i was more than 100m down. I shrugged it off, made my escape eventually and limped into port. Some systems were damaged, but hull integrity was at 99%.

When I was literally less than 10 game minutes away from my subpen, well within the confines of my friendly port, my boat started taking damage again, this time catostrophically. The forward areas (but somehow aft of the torp room (?) ) took serious damage and started flooding. Despite the efforts of my damage control team, my u-boat went down with all hands, within sight of our subpen.

I used the external camera to take a quick look around after we unexpectedly started taking damage- we didn't run aground, or into any other ships or any part of the harbor. There were no enemy vessels to be seen anywhere.

So now I have a mystery sinking AND the horrific screeching on my bug list. Any help, anyone?

The sudden catastrophic damage to the boat approaching harbour is probably a mine - the density of the field is quite low so there may not have been others in view when you checked.

As for the screeching - no idea - maybe sound card related.

Next time follow the Flottenything out of port and mark your course on the map so you know the safe way in.

Best of luck

Vermin

wheelerxx
04-24-06, 09:11 AM
Every time I run the Flak artillery excersize, I get a CTD when I have fired a few rounds (Not sure if I obtain any hits). Have seen the same problem once in the convoy training. The error message says something about an error related to "SH3_collision . . ." (If that helps anybody ;-)). My installation: SH3, patch, GW1.0, GW1.1 update, GW1.1 overlay fix. What is wrong?

Edit: Problem solved - Corrupted download or extraction of GW1.1 update. A new DL works fine. Great mod!

Georg_Unterberg
04-24-06, 10:28 AM
@ CRM 114

regarding screeching sound. I experience this too, it only happens rarely - I wasn't able to track this down, but I suggest that they are soundcard related, because the screeching continues after exiting SH3. (it sounds like high pitch radio frequency noise).
The only solution for me is to reboot the computer. A nuisance, but I can live with it - it is only a minor disturbance, it happens very rarely - mostly not at all in a patrol.

can't help further here, sorry.

ref
04-24-06, 10:30 AM
This has been a great mod. Having realised that there was a 1.1 update I installed it as per the readme instructions. I installed the 1.1 update over my existing SHIII install/1.4 patch and the GW mod v1.0 I did the following:

1. I rolled back SH3 Commander.
2. I installed the GW 1.1 update via JSGME utility.

When I went into the game and started a new career when I went to the map view or the TDC view I was confronted by the following big black square over my sub icon when zoomed in to a level where each little box represents 250m. When I zomed out to 500m per box or larger it would not show up. There was also another big blue box which seemed to be over either a ship or sub in my port at the time. Only when I could not view my own port (out of range), could I then zoom in on Kiel as per normal and see the port in close detail without the blue box. How can I correct these graphical errors? I have attached a screenshot that I took when I encountered this problem. Also after discovering this graphical prob I installed the hotfix and this has not resolved the problem. Any suggestions or advise would be most appreciated otherwise I will have to rollback to GW 1.0 release?

http://i42.photobucket.com/albums/e323/BenKonovalov/SH3Img23-4-2006_19.jpg

It appears that the NSS_UboatXX_shp.tga has no alpha channel
can you zip and upload the one corresponding to the sub you're using to check it out?, they are located in the \data\Submarine\NSS_UboatXXXX folder.


Ref

ref
04-24-06, 10:38 AM
As for the screeching - no idea - maybe sound card related.

That's the more plausible explanation to your problem, SH3 is very demanding on the sound, if you're using the mobo sound card, it uses cpu cicles to play the sounds, the best advise to you, (not only for SH3) is to buy a sound card,not really a big investment.
I've recently bought an Audigy card, and my fps improved by 20%. Just be sure the sound card you buy has incorporated a sound procesor.

Ref

VonHelsching
04-24-06, 02:27 PM
Did I say this is an awesome mod?

Thanks to everyone who helped put it together :up:

I did not see a single allied plane on my last three patrols -September to December 1942. (what's this - a U-boat captain comlaining about a lack of planes - back to the sanatorium!)

Okay so I'm not complaining, usually I see a few off the NW coast of Spain, and I certainly get a few in the NW approaches and W of Gibralter....

Maybe I have just been lucky - or they wre busy with Torch..

Sometimes the weather has been so bad even the ducks were walking... :D

Not that I want to find out the hard way either...!

Anyone else noticed this?


Vermin

Perhaps you were cruising with 512 time compession?

CWorth
04-24-06, 02:32 PM
As for the screeching - no idea - maybe sound card related.

That's the more plausible explanation to your problem, SH3 is very demanding on the sound, if you're using the mobo sound card, it uses cpu cicles to play the sounds, the best advise to you, (not only for SH3) is to buy a sound card,not really a big investment.
I've recently bought an Audigy card, and my fps improved by 20%. Just be sure the sound card you buy has incorporated a sound procesor.

Ref

I can also recommend the Audigy cards...

I have an Audigy 2ZS card and the sound that comes out of it is simply amazing.And if you have any other games that support EAX 3 or EAX 4 you will not be sorry you bought one.They are a bit costly but well worth the price for the quality of sound you get.

Wulfmann
04-24-06, 03:12 PM
Pu;; down the map from the top left hand corner of the map board to see where the harbor minefields are. It is white and barely sticking out of the top left edge.

The Sound Audigy Z2 Platinum is on sale at Buy.com for $175.00 shipped with a $100.00 rebate so is only $75.00. Mine is the Z2 and is great for SH3 (The SA 2 made some funny noises so I upgraded to the Z)

Wulfmann

Georg_Unterberg
04-24-06, 03:21 PM
The Sound Audigy Z2 Platinum is on sale at Buy.com for $175.00 shipped with a $100.00 rebate so is only $75.00. Mine is the Z2 and is great for SH3 (The SA 2 made some funny noises so I upgraded to the Z)

Wulfmann

Interesting, I have an SA2 (standard Audigy 2) and screeching sometimes. I might suggest your tipp.

... and check your PM!

CRM114
04-24-06, 09:15 PM
Thanks for the thoughts, all.

In hindsight, the theretofore-unexplained sinking of my boat in the harbor was clearly the result of hitting a mine; I hadn't played SH3 in months (long before any major mods were released) and I had forgotten that mines were included in GW. I simply ran the No Friendly Mines optional mod and that was that. For my money, getting out of port is tough enough as it is without having to worry about nosing into a porcupine.

As for the sound problems, I've found that if I simply save, exit to menu and reload, the problem goes away. A small price to pay for the finest sub sim experience to date. And it happens about once every other patrol, with no set pattern. And this is a laptop, so getting a new sound card isn't an option. I'll just grin and bear it/

Thanks again to everyone for the input!

mainexpress
04-24-06, 11:12 PM
hi im having a problem running the GW mod,ever since i added version 1.1 and AI hotfix my game loads then i CTD with the micro error report that says sh3.exe-app ver,1.4.0.1-mod ver,and offset:0007cfa,i ran GW 1.0 with basically no problems.heres the way i have them in order in JSGME 1.GW 1.0 2.GW update v1.13.GW 1.1 1024 & overlay fix, is this the correct way to enable with the mod enabler and do you put that hitfix in with JSGME?/also i tried running some additional mods with this new version made by JCwolf mainly the IO mods and when i did that the game was intializing then i get this beep sound and nothing happens. so then i alt+tab back to desktop i see SH3 warning running on taskbar, something is conflicting.now when i added GW 1.1 update, and the other mods i rolled back the game via commander,before i launched game.and also i used an existing career, starting in port. should i do a clean install of SH3,and does that entail getting rid of the game using add & remove programs? and starting all over again with everything. :damn:

Vermin
04-25-06, 07:26 AM
I did finally see a Catalina - so They must still be there.

Yes - I was running at 1024/512 TC. I read on another post that this decreases the incidence of air attacks - for real?!?!

Is 512 or 1024 especially bad - or is it simply the greater the TC the less air attacks. I dont have weeks to spend crusing at 64 TC so if true its a real pain!

BTW, I cruised into a neutral (green) harbour W of San Juan in the Carribean (can't remember the name). Sitting there were a couple of US freighters. Since this was a neutral harbour I thought I would leave them alone. Before I knew a US PT boat came flying towards me letting me have it. So much for the Neutral Harbour!

BBTW: I set my crew to AA stations and fire at will on leaving St. Nazaire one day - they promptly shot down a bf109....

I guess they are a bit paranoid!

Vermin

Wulfmann
04-25-06, 01:13 PM
1024 eliminates radar equipped planes form spotting you but not non radar aircraft.
.
You have to drop to 256TC if you use 1024 max to make sure you get spotted. I increased my high end YC to 2048 so get spotted at 512 TC.
Not sure but it seems you must be 2 down from your max TC to have air radar work.
Ship radar works no matter what.

One thing that is annoying is when you are at 512 (or 256) and you get a radar detected you know if it is ship or plane because with ship radar it drops to 8X but with aircraft radar it drops to 1X.

Wulfmann

U-Bones
04-26-06, 12:13 AM
1024 eliminates radar equipped planes form spotting you but not non radar aircraft.
.
You have to drop to 256TC if you use 1024 max to make sure you get spotted. I increased my high end YC to 2048 so get spotted at 512 TC.
Not sure but it seems you must be 2 down from your max TC to have air radar work.
Ship radar works no matter what.

One thing that is annoying is when you are at 512 (or 256) and you get a radar detected you know if it is ship or plane because with ship radar it drops to 8X but with aircraft radar it drops to 1X.

Wulfmann

I use 1x for both, but have not played radar age since making the change. It may remove the annoyance of providing unwanted intel, worth a try.

mkubani
04-27-06, 03:49 AM
Just want to say thank you to the whole GW team + all other contributors. Great mod and great update 1.1. :up:

Vermin
04-28-06, 01:11 AM
Well I had already set my max TC to 4096 so 2 less would be 1024.

Still not a lot of A/C (actually - I did get bombed by 2 liberators in the Bay of Biscay. Maybe it will be much worse in late '43...

Again - not that I want to be sunk by aircraft! :D

Kpt. Lehmann
04-28-06, 02:51 AM
Just so all of you know,

I have to slam on the brakes a little here. The WRONG picture is being painted in regards to what GW is composed of.

For the benefit of all, let me clarify that GW DOES NOT have RUb imbedded in it nor is it based on RUb... it is based on the collected work of individuals, some of which have contributed to the RUb compilation and beyond. It does share some common elements, but even those have almost entirely been re-adjusted to serve the GW mod and its aims... file by file. Many mods like "decks awash," map contact tracking alterations, and snorkel detection by radar etc. are becoming commonly accepted I think primarily because they should have been included in the stock game to begin with and we all recognize these things. So it is perfectly reasonable to say there are similarities between the different big mods in many ways at least in intent to reach effect "X." In many ways it is arguably more advanced than RUb... some examples:

In GW U-boats sink by flooding on occasion as opposed to simply popping out of existence via the "Instant Screen-O-death." GW's U-Boat damage model is an amalgamation of the Hollywood Advanced U-Boat damage mod and the Die-Hard mod. This was mixed by Marhkimov. So far I am rather happy with it.
.... In GW, Depth charges are no longer laser-guided and are more inaccurate... but still lethal. (Remember the pin-point DC drop thread?) This is probably one of the most intensively tested subjects in GW and was adjusted numerous times by myself and Marhkimov. If adjusted further one way or the other, negative effects overcome the intent of the fix.
.... In GW, DD's are generally more aggressive and the "uber sonar lock" can now be broken by a quick thinking commander.
.... The deck gun and AA weapon uber inertial stability/laser guidance is effectively dealt with in GW. (On flat sea states, it will appear otherwise somewhat the same as stock though)

Myself and the GW mod-team have spent a great deal of
time and energy on "Realism." You can find a GREAT DEAL
of represented realism in GW. However, there have also
been long "discussions" and little wars on this forum
regarding what constitutes "realism." I submit that what
defines "realism" must be decided on by the individual
based on the information he or she absorbs related to the
subject matter. In the same vein one individuals definition or group's definition of "realism" should not be forced on another. Data can quite often be interpreted in more than one way, and many available research resources are just flat contradictory. The
player will eventually decide for themselves what elements constitute realism anyway... and this is why the creators of GW will never claim to offer the "highest possible level of realism." Though we WILL state that we do attempt to offer a well advanced representation of it.

GW is not just a "sound and graphics mod." What we have
done though is approach the entire package. Gameplay or
simulator content advances alone are pretty dull, in my
opinion, without efforts to make good sounds and graphics
to match the things you hope to achieve with code.

GW is not a "perfect" mod and neither is any other. We will continue to hunt for and correct issues as we find them.

The price to be paid is a large download and necessary attention to the recommended PC specifications to run SH3 smoothly.

Without a good mix... where is the immersion?

Having only one choice... is not a choice.

Wulfmann
04-28-06, 01:46 PM
Your correct about opinions and we all have one like another part we all share! :rotfl:

I took the things I liked about RUB and incorporated them into my own version were as with GW I installed the whole thing and then modded what few things were up my opinion! :rotfl:

Realism is relative.
I make no secret of the weak RND (for the NA convoys) in every other install but mine (There is that other thing we share showing) but some might say 6-10 veteran-elite escorts are too much. Realism in 1944 could be 2 dozen so my more realism isn't real either.

I look at GW as the most complete SH3 freeware mod done with far more agreeable than any other. That is not a slam on the fine work RUB and others have done as GW could be made in light of what had come before.
It may sound simplistic but the graphic and sound changes helped to freshen up the game simply because they were different although most were also better.
I still laugh at the celebration for a hit or sinking every time.
Wulfmann

Sailor Steve
04-29-06, 11:33 AM
I have had one GW complaint on my mind, and though it's a small one it affects my game style greatly:

GW's readme tells all the changes made, and that's good; but RUB has the ultimate readme-it explains each change AND tells exactly which files are affected, making it much easier to know what I want to pick and choose. I wish GW (and NYGM for that matter) did the same.

r_wagner
04-29-06, 09:11 PM
OK I've just installed (succesfully :D ) GW1.1 and ran it for about an hour or so with my old campaign. Everything seemed to work fine, although I was surprised to reach my patrol grid (CF98) without a single contact on the way.

I've read somewhere that you should delete your old careers before using GW but as I said I didn't know to do this beforehand.

Since my game is working fine should I still delete it or has this been cleared in GW1.1?

Great job otherwise, the game looks beautiful and I especially enjoyed all the commotion when ordering a 'practice' crash dive...

Cheers :D

Sailor Steve
04-30-06, 03:43 PM
I'd keep playing it. If things go wrong you can always start a new career.

Glad you like the crash dive sounds. That was one of DJ Funk's for the SHII DBSM mod. I translated it to .ogg for SHIII ('cause I love that one).

blizzard_beast
04-30-06, 09:56 PM
Downloading GW now...hopefully I'll like it! :)

blizzard_beast
05-01-06, 03:34 PM
I have had one GW complaint on my mind, and though it's a small one it affects my game style greatly:

GW's readme tells all the changes made, and that's good; but RUB has the ultimate readme-it explains each change AND tells exactly which files are affected, making it much easier to know what I want to pick and choose. I wish GW (and NYGM for that matter) did the same.

This is also a big problem for me.

There are three mods which I find quite irritating:

The ever-present stopwatch
The automatic pullout CE report. (The guages themselves are great though)
The static map pullout in the nav screen.

Could someone tell me what these files are called, and how I can disable the pullout CE report?

Thanks

Vermin
05-02-06, 09:01 AM
One minor point - please can you stop the Liberators etc from lob-bombing..... It looks terrible!

BTW I have never noticed a plane with DC's (pre-GW!) not drop at least 1 DC, but often they did not drop them all at once and sometimes made 2 or 3 runs dropping several on each pass.

Cdre Gibs
05-02-06, 09:35 AM
Its a sad fact that in SH3 the Aircraft physics just suck. They are hardcoded and therfore there is very little we can do with them. I agree that the level bombing anima is totaly off the wall, but its not something we can fix. In fact the aircraft are so bad that I would have to say its the 1 major flaw with SH3. All 1 has to do is watch how an AC turns (if you can call it a turn) to a new heading. And as if that wasnt enough of a problem, most of the AC munitions dont even work correctly ( DC that dont sink, Torpedos that dont drop, Bombs that have to big an arc, the list just keeps going on).

We make the best of what we have, sadly its far from perfect, but then so is life.

Wulfmann
05-02-06, 04:55 PM
Well I had already set my max TC to 4096 so 2 less would be 1024.Still not a lot of A/C (actually - I did get bombed by 2 liberators in the Bay of Biscay. Maybe it will be much worse in late '43...
Again - not that I want to be sunk by aircraft! :D

There is an easy way to test this. If you do 1024 and do not have to dive at least every other grid area or 6 to 8 times going and coming and 3 time a day on station then 1024 is masking or hiding you from radar equipped planes.
A good bug if you want to avoid what real U-Boats had to face.

Wulfmann

Sailor Steve
05-03-06, 08:21 PM
It's too bad the planes can't shoot at subs. The Liberators of Coastal Command substituted a quad 20mm pack for the forward bomb bay. Their tactic was to come in at sea level, catch the boat by surprise and fill it full of 20mm holes.

Wouldn't THAT be a drag!

Kpt. Lehmann
05-03-06, 08:28 PM
It's too bad the planes can't shoot at subs. The Liberators of Coastal Command substituted a quad 20mm pack for the forward bomb bay. Their tactic was to come in at sea level, catch the boat by surprise and fill it full of 20mm holes.

Wouldn't THAT be a drag!

Geez, I've had the heck shot out of me by B-24's before... as well as others.

What I've noticed is that some fighters won't fire their MG's.

Sailor Steve
05-03-06, 08:58 PM
Ah, sorry. I've heard about the fighters not shooting, and assumed it was all planes. I've never actually encountered any bombers.

Glad to hear I was wrong. :yep:

Kpt. Lehmann
05-03-06, 09:13 PM
Guys, once again I apologize for not being here as much as I would have liked.

I certainly feel a loyalty to you all.

Unfortunately, I have been ill and covered in real-life work since we are very short-handed. It is storm season too and the combination has prolonged my illness.

I'll be fine, but will be limited for a bit while things sort themselves out.

At the moment I am in work-eat-sleep-work-eat-sleep mode and haven't fired up SH3 in DAYS!!! :damn: :damn: :damn:

I am having U-boat withdrawals!!!!

Ach!!!

Kpt. Lehmann
05-03-06, 11:11 PM
I didnt understand previous Konvoy mod discussion but I tried to implement the solutions. unfortuneately it didnt help me with my Problem the 1.1 update causes a large black square at high zoom levels on both F5&F6. I am using only GM Mod and Update.
Tia

You have the same problem that I have as I posted in this thread with a screenshot:

http://www.subsim.com/phpBB/viewtopic.php?t=50034&start=520

This has been a great mod. Having realised that there was a 1.1 update I installed it as per the readme instructions. I installed the 1.1 update over my existing SHIII install/1.4 patch and the GW mod v1.0 I did the following:

1. I rolled back SH3 Commander.
2. I installed the GW 1.1 update via JSGME utility.

When I went into the game and started a new career when I went to the map view or the TDC view I was confronted by the following big black square over my sub icon when zoomed in to a level where each little box represents 250m. When I zomed out to 500m per box or larger it would not show up. There was also another big blue box which seemed to be over either a ship or sub in my port at the time. Only when I could not view my own port (out of range), could I then zoom in on Kiel as per normal and see the port in close detail without the blue box. How can I correct these graphical errors? I have attached a screenshot that I took when I encountered this problem. Also after discovering this graphical prob I installed the hotfix and this has not resolved the problem. Any suggestions or advise would be most appreciated otherwise I will have to rollback to GW 1.0 release?

http://i42.photobucket.com/albums/e323/BenKonovalov/SH3Img23-4-2006_19.jpg

Is there a known fix for this?

Disable the v1.1 overlay hotfix and the v1.1 update and delete all uboat ".shp" tga's that you find in these two updates.

Do NOT delete the .shp files in the GW 1.0 files.

Then re-enable the v1.1 update and overlay hotfix. This will hopefully solve your problem by reverting to the v1.0 bearing overlays for player subs.

What you are experiencing is probably related to your video card, driver, or other modifications you've added to your installation.

Cdre Gibs
05-04-06, 10:34 AM
If thats the 3Km Bearing overlay by Patato and you have a Nivida GF Vid card there is a simple solution to the black Square Bug. Find the Bearing overlay file from any of the sub folders, open it in either PS or PSP and resize it to 50% SMALLER than it currently is. The file its self in its native state is around 7Mb's - after resize its now about 3Mb's. This helps the Vid card's GPU drawing the overlay as its moving and eleiminates the black square bug. Dont panic, it will still cover a 3Km Ø even at ½ the file size. 1's you have resized just 1 of the Bearing overlay's, copy paste into all other sub folders and overwrite.

PeriscopeDepth
05-04-06, 02:03 PM
See my question at the bottom of this thread http://www.subsim.com/phpBB/viewtopic.php?t=51976

Any ideas guys? :hmm:

And thank you for your wonderful mod. :)

PD

ref
05-04-06, 02:56 PM
See my question at the bottom of this thread http://www.subsim.com/phpBB/viewtopic.php?t=51976

Any ideas guys? :hmm:

And thank you for your wonderful mod. :)

PD

If you're using SH3 Commander you must rollback before installing any mods, maybe this helps with your problem.

Ref

Urdhuk
05-05-06, 09:16 AM
To Kpt. Lehmann or anybody of the Dev. Team:

I have a couple of questions regarding the optional mods included in GW 1.0.

The first one refers to the location of the "GW Documentation & Optional Mods" folder.

Is it correct to place it under the MODS folder created by the JSGME program and beside the GW 1.0 folder?

This is the array in my computer:

MODS
!BACKUP
GW version 1.0
GW Documentation & Optional Mods

Second question:

After I ran JSGME I got the following result:

Activated mods: GW version 1.0
Available mods: GW Documentation and optional mods

Should I select the available mod entry and clik "enable" in order to see the individual optional mods listed or am I doing wrond and should I copy each individual mod under the MODS folder to see it listed on the Available mods column?

I am asking this because I tried IUB 1.3 and after enabling the mod several optional mods appeared inmediately in the available mods column.

I don´t know if this is the way GW handles the optional mods.

And finally, I am plannig to install several mods, like enhanced GW pack done by Carotio. Should I install it before GW 1.1 update?

Is it fully compatible?
Does the GW1.1 update GW Documentation and Optional Mods folder overwrite the one of the previous version?

Thanks in advance and congratulations for your wonderful Mod although I missed the in-game music and i do not hear many sounds in your mod

ref
05-05-06, 09:50 AM
To Kpt. Lehmann or anybody of the Dev. Team:

I have a couple of questions regarding the optional mods included in GW 1.0.

The first one refers to the location of the "GW Documentation & Optional Mods" folder.

Is it correct to place it under the MODS folder created by the JSGME program and beside the GW 1.0 folder?

This is the array in my computer:

MODS
!BACKUP
GW version 1.0
GW Documentation & Optional Mods

Second question:

After I ran JSGME I got the following result:

Activated mods: GW version 1.0
Available mods: GW Documentation and optional mods

Should I select the available mod entry and clik "enable" in order to see the individual optional mods listed or am I doing wrond and should I copy each individual mod under the MODS folder to see it listed on the Available mods column?

I am asking this because I tried IUB 1.3 and after enabling the mod several optional mods appeared inmediately in the available mods column.

I don´t know if this is the way GW handles the optional mods.

And finally, I am plannig to install several mods, like enhanced GW pack done by Carotio. Should I install it before GW 1.1 update?

Is it fully compatible?
Does the GW1.1 update GW Documentation and Optional Mods folder overwrite the one of the previous version?

Thanks in advance and congratulations for your wonderful Mod although I missed the in-game music and i do not hear many sounds in your mod
You should put the files inside the GW Documentation and optional mods in the mods directory, this way you can see the individual optional mods.

Ref

Wulfmann
05-05-06, 11:52 AM
For those unaware there are a few things that will greatly make life easier.
1: After a succesful 1.4b patched game copy the entire data folder to outside the game folder.
2. After making a succesful GW (or any other modded version) and that works problem free; copy that entire data folder to another outside the game folder.
If you deside you want to edit, mod or rebuild a file in your game and screw it up you will have a complete stable running version to replace it with.
This does two things, makes reinstall irrelevant and encourages you to try new ideas knowing you won't have to pay a sever reinstall start over I wonder what I did right but can't ever have it again nightmare.
With 200plus GB HDs very cheap these days there is no reason not to do serious back up of every and anything.
I advice a decent folder naming idea that is dated with all your little experiments in them, easy to find etc.
I have a hard time feeling sorry for people that do not follow simple logical deduction and screw up their game when back up is so easy.
Wulfmann

ref
05-05-06, 12:29 PM
What I make are dvd backups, I've one of the 1.4 patched, and one of the GW untouched, as I made a lot of changes to critic files it's been a time/life saver :up

Ref:

Wurbs
05-10-06, 08:18 AM
Just like to say from first impressions this mod is real nice.

Ive not really started a career yet as im having one small issue when i go and change my realism settings.

Ive done a complete clean install of SH3 and patched to 1.4 then used jsgme to add to main wolf patch followed by the 1.1 patch all starts up ok.

what the problem seems to be is if i turn off gods eye mode and when entering the game i get to contacts on the nav map...now i might be wrong in thinking that it shouldnt show contacts, but if im on a patrol and i contact any vessel i cannot plot their course speed etc...i dont know if this is right or not?

Im used to using RUB and im sure that with this option turned on it still shows contacts on the nav map, but only that..does not give direction their moving in.

Would be pleased if someone could maybe give me a solution to this if possible, but in the meantime i will have to play with gods eye mode off which i dont really like.

Thanks for listening and great mod btw from what ive seen.

GlobalExplorer
05-11-06, 10:09 AM
I must be one of the very last people to have tried this out, but here are my observations:

1. Absolutely fantastic work. Feels like a new sim.

2. Why are there no aircraft carriers? If I would have designed the campaign, I would have tried to make sure that if Britain had 3 carriers there are no more than three carriers somewhere all of the time.

3. Please remove the part with the mp3 music .. it's foolish to include 100 mb of uncompressable and unnecessary data in a package that many people cannot download because of its size. Without the music, you could already save 1 of 6 parts, without any price in gameplay or graphics, and I think there might be more bandwidth saving potential.

4. Why has the tankeriv seafloor texture been blown up in size to 100MB? The original version, has ~25 MB and doesn't create fps problems. Whats the point in distributing a tiled version that's copying the original file 4 times? Keep in mind this is eating up main memory - lots of it!!

5. The same probably goes for many other textures .. quality is superb but I am sure a lot of the files have been blown up too, causing the fps hits.

Otherwise: I can't imagine living without it any more!!

GE

jonvon
05-12-06, 05:46 AM
GW is the best SH3 mod I ever played. In my opinion, there's only one aspect of one mod that is better than GW counterpart: U-Boat War Ace 1.6 campaign files. Playing a campaign with this mod is a great experience: there are a lot of historical accurated events and the whole campaign is very detailed.
Could GW implement U-Boat War ace campaign? It would make GW the perfect mod...

ref
05-12-06, 06:44 AM
I must be one of the very last people to have tried this out, but here are my observations:

1. Absolutely fantastic work. Feels like a new sim.

We're very pleased you like it :yep:

2. Why are there no aircraft carriers? If I would have designed the campaign, I would have tried to make sure that if Britain had 3 carriers there are no more than three carriers somewhere all of the time.

I don't understand that, you didn't found any carriers or you found more than three?
If its the first one I found one with your tool, plot an interception course of 700 km and sunk him :lol:

The other points will be taken into consideration by the group.

Ref

VonHelsching
05-12-06, 08:25 AM
4. Why has the tankeriv seafloor texture been blown up in size to 100MB? The original version, has ~25 MB and doesn't create fps problems. Whats the point in distributing a tiled version that's copying the original file 4 times? Keep in mind this is eating up main memory - lots of it!!


I have the impression that this is the version for the 256 MB cards. There are other two versions. One for 128 and one for 64 MB. This is an isolated "feature" that combined with the high resolution of the rest of the garphics files causes a fps hit in some systems with low memory.

Personally I use the 64 MB, unless I want to take screenshots. ;)
The 256 version is a piece of Art.


Otherwise: I can't imagine living without it any more!!


:rock: :rock: :rock:

GlobalExplorer
05-12-06, 09:11 AM
I don't understand that, you didn't found any carriers or you found more than three?
If its the first one I found one with your tool, plot an interception course of 700 km and sunk him :lol:
Ref

During testing, I found the occurance of carriers almost nil. My personal opinion is that the carriers seem to have simply disappeared, but I will have to check.

P.S. I still use the stock GW1.1 campaign without Rubinis Unified stuff.

P.P.S. My initial statement was confusing. What I meant was logical consistency:

Britain has three carriers during 1941 -> there are never more or less than three in the game during 1941. If a carrier is removed somewhere, it is added somewhere else and vice versa.

Does this make more sense?

ref
05-12-06, 09:36 AM
Britain has three carriers during 1941 -> there are never more or less than three in the game during 1941. If a carrier is removed somewhere, it is added somewhere else and vice versa.

Does this make more sense?

Not to me :P , I'm almost null at campaign editing, however I'll pass the question.

Ref

Konovalov
05-12-06, 05:43 PM
I didnt understand previous Konvoy mod discussion but I tried to implement the solutions. unfortuneately it didnt help me with my Problem the 1.1 update causes a large black square at high zoom levels on both F5&F6. I am using only GM Mod and Update.
Tia

You have the same problem that I have as I posted in this thread with a screenshot:

http://www.subsim.com/phpBB/viewtopic.php?t=50034&start=520

This has been a great mod. Having realised that there was a 1.1 update I installed it as per the readme instructions. I installed the 1.1 update over my existing SHIII install/1.4 patch and the GW mod v1.0 I did the following:

1. I rolled back SH3 Commander.
2. I installed the GW 1.1 update via JSGME utility.

When I went into the game and started a new career when I went to the map view or the TDC view I was confronted by the following big black square over my sub icon when zoomed in to a level where each little box represents 250m. When I zomed out to 500m per box or larger it would not show up. There was also another big blue box which seemed to be over either a ship or sub in my port at the time. Only when I could not view my own port (out of range), could I then zoom in on Kiel as per normal and see the port in close detail without the blue box. How can I correct these graphical errors? I have attached a screenshot that I took when I encountered this problem. Also after discovering this graphical prob I installed the hotfix and this has not resolved the problem. Any suggestions or advise would be most appreciated otherwise I will have to rollback to GW 1.0 release?

http://i42.photobucket.com/albums/e323/BenKonovalov/SH3Img23-4-2006_19.jpg

Is there a known fix for this?

Disable the v1.1 overlay hotfix and the v1.1 update and delete all uboat ".shp" tga's that you find in these two updates.

Do NOT delete the .shp files in the GW 1.0 files.

Then re-enable the v1.1 update and overlay hotfix. This will hopefully solve your problem by reverting to the v1.0 bearing overlays for player subs.

What you are experiencing is probably related to your video card, driver, or other modifications you've added to your installation.

Kpt. Lehmann,

Thanks mate. Your advise did the trick and corrected my problem which as you suggested is probably down to drivers as I run an old Nvidia GeForce 4400 card. Am now on a dedicated campaign which I hope to see thru to the end before I add any other mods over this great package that is GW with 1.1 update. Brilliant stuff. :rock: :rock:

mabus
05-13-06, 04:07 PM
quick question , what is the diff between the light and dark versions of the 16km mods. Also , using either of the 16km mods causes the sky to be black in the day. Plain black , no stars , simply black sky and the sun.

Nippelspanner
05-13-06, 05:25 PM
quick question , what is the diff between the light and dark versions of the 16km mods. Also , using either of the 16km mods causes the sky to be black in the day. Plain black , no stars , simply black sky and the sun.

the difference lies in the brightness. in the light version you can still see a water/sky line even at deepest night. with the dark version not...

if your sky is black etc. theres something wrong with the files. try to install one of the 16km mods again and be sure to overwrite all the old files... im not very into this graphic stuff, but i had this problem too month ago, and this worked for me...

hope this helps?

Sailor Steve
05-14-06, 03:01 PM
I've found that sometimes the wrong Scene.dat file will cause the black sky. Re-installing that one file may fix it.

I said MAY! :hulk:

Scorpius
05-14-06, 07:33 PM
Tried this mod out for a bit. Never got past the training missions. Uninstalled. No more GW for me. At most i will hack it apart and use some textures/sound files etc.

This mod improves some things but worsens others.

For example, it adds features like the map tools, moveable items like the chronometre and the fof list, but leaves out the good textures like type 7 weathered skin and disables the deck gun.

This is the reason why supermods like GW, IUB and RUB will never succeed with me.

Currently i have over 50 minimods and hacked apart bits and peices from all the major supermods.

Kpt. Lehmann
05-14-06, 07:53 PM
Tried this mod out for a bit. Never got past the training missions. Uninstalled. No more GW for me. At most i will hack it apart and use some textures/sound files etc.

This mod improves some things but worsens others.

For example, it adds features like the map tools, moveable items like the chronometre and the fof list, but leaves out the good textures like type 7 weathered skin and disables the deck gun.

This is the reason why supermods like GW, IUB and RUB will never succeed with me.

Currently i have over 50 minimods and hacked apart bits and peices from all the major supermods.

Thanks for such a useful and constructive first post. :up: :up: :up:

Opinions are not bugs.

Feel free to spend months putting together what the major mod teams have accomplished... then come back and enlighten us with more of your profound wisdom. :rock: :rock: :rock:

Cheers mate!

Scorpius
05-14-06, 08:10 PM
Hey! Close those torpedo hatches please! I was merely giving my opinion of the mod as it is. No need to flame me.

And this is not my first post. This is my third forum account as i keep forgetting my passwords...

I agree opinions are not bugs. But my opinions are my own and to myself they may as well be bugs.

I am not knocking what you or the GW mod team have accomplished. I was actually going to do what you have done a while back, just before 1.4b came out. But this is what i feared would happen.

The only way around this that i could see was to create an installer where the user might choose wich parts of the mod to install on a point by point basis. But who would want to go through all that just to install a mod.

So in the end, i created a supermod for myself only, with all the stuff that i like.

But dont worry i would never attempt what you have, as i would be just as big a target as the game dev's when trying to please everyone.

Cheers mate!

EDIT: But dont judge the mod based on my account - you have many many people who love it and that is what this is all about. If you can make a few people out of a lot, happy, then you are doing well.

But if praise is all you are after, then good job with what you have acheived! Many people could not have done what you have. And for the GW lovers, keep up the good work.

The only small problem, which doesnt matter to anyone else but me, is that i dont like it. And that shouldnt deter you.

Kpt. Lehmann
05-14-06, 08:19 PM
Hey! Close those torpedo hatches please! I was merely giving my opinion of the mod as it is. No need to flame me.

And this is not my first post. This is my third forum account as i keep forgetting my passwords...

I agree opinions are not bugs. But my opinions are my own and to myself they may as well be bugs.

I am not knocking what you or the GW mod team have accomplished. I was actually going to do what you have done a while back, just before 1.4b came out. But this is what i feared would happen.

The only way around this that i could see was to create an installer where the user might choose wich parts of the mod to install on a point by point basis. But who would want to go through all that just to install a mod.

So in the end, i created a supermod for myself only, with all the stuff that i like.

But dont worry i would never attempt what you have, as i would be just as big a target as the game dev's when trying to please everyone.

Cheers mate!

Well, I don't have a problem eating crow pie when I must.

I apologize mate.

We've identified the GW mod's worst issues and are in the process of fixing them.

Scorpius
05-14-06, 08:25 PM
Whats crow pie if you dont mind my asking?

Speaking of pie, GW is just like an undercooked meat pie. The outer portions that are cooked, i like. Its just the other, inner parts, that are not quite cooked that i dont like.

Some of the mod is utterly fantastic! Whilst others just draw your attention away from those good bits.

Kpt. Lehmann
05-14-06, 08:30 PM
Whats crow pie if you dont mind my asking?

It is another way of saying "humble pie."

It is healthy to eat a piece every once in awhile. LOL, lately it seems I've had to eat two or three whole pies.

Speaking of pie, GW is just like an undercooked meat pie. The outer portions that are cooked, i like. Its just the other, inner parts, that are not quite cooked that i dont like.

Some of the mod is utterly fantastic! Whilst others just draw your attention away from those good bits.

Thanks. We've got the right people and minds in the right places now to fix the under-cooked parts. Unfortunately we had to find these "under-cooked-parts" the hard way and it means a lot of work to fix them.

With 2800 modded files, one can test until the cows come home... and still miss important things.

However, hard work didn't scare us in the beginning, and it doesn't scare us now. We will work on the parts of the game we have chosen to mod until we get it right and reach our desired effects.

I'm too stubborn to quit, and whether or not the GW player realizes it, I feel I owe it to him or her to deliver a mod that is at the very least... better than the stock SH3 configuration.

mikaelanderlund
05-15-06, 01:59 AM
Hi Kpt. Lehmann,

I love GW and I like your spirit. :up:

Mikael

Dowly
05-15-06, 03:43 AM
Scorpius:

It would be a good idea to tell us some details of your dislikes. What was so hard about the training missions?

And slight offtopic, there´s the 'Forgot your password?' button somehwhere, so no need to make a new account everytime. :up:

Take care!

Cdre Gibs
05-15-06, 06:28 AM
.......... and disables the deck gun.

HUH!!! :huh:

Is it just me or did I miss something here?

Nippelspanner
05-15-06, 04:46 PM
Tried this mod out for a bit. Never got past the training missions. Uninstalled. No more GW for me. At most i will hack it apart and use some textures/sound files etc.

This mod improves some things but worsens others.

For example, it adds features like the map tools, moveable items like the chronometre and the fof list, but leaves out the good textures like type 7 weathered skin and disables the deck gun.

This is the reason why supermods like GW, IUB and RUB will never succeed with me.

Currently i have over 50 minimods and hacked apart bits and peices from all the major supermods.

Thanks for such a useful and constructive first post. :up: :up: :up:

Opinions are not bugs.

Feel free to spend months putting together what the major mod teams have accomplished... then come back and enlighten us with more of your profound wisdom. :rock: :rock: :rock:

Cheers mate!

http://img505.imageshack.us/img505/3685/youreawesome1tm9ch.gif

Nate8thcvi
05-15-06, 05:04 PM
Kpt. Lehmann,

What a great mod! Thank you, as well as all the others, for this addition. It is much appreciated.

I'm experiencing a lot of screen stuttering when up on the bridge. It's impossible to remain up there for more than a few seconds because of it. I'm running GW with the 1.1 patch.

It's even worse in bad weather, but even in good weather the screen will stutter every second or so. Is there some kind of setting that may reduce this?

Thanks for your help.

Nate

ref
05-15-06, 06:59 PM
Kpt. Lehmann,

What a great mod! Thank you, as well as all the others, for this addition. It is much appreciated.

I'm experiencing a lot of screen stuttering when up on the bridge. It's impossible to remain up there for more than a few seconds because of it. I'm running GW with the 1.1 patch.

It's even worse in bad weather, but even in good weather the screen will stutter every second or so. Is there some kind of setting that may reduce this?

Thanks for your help.

Nate

You may try lowering a notch or to the particles in the settings of SH3, don't put them to 0 or you'll lost the smoke on the ship's funnel, btw, what are you'r system specs ?

Ref

Nate8thcvi
05-15-06, 11:09 PM
Kpt. Lehmann,

What a great mod! Thank you, as well as all the others, for this addition. It is much appreciated.

I'm experiencing a lot of screen stuttering when up on the bridge. It's impossible to remain up there for more than a few seconds because of it. I'm running GW with the 1.1 patch.

It's even worse in bad weather, but even in good weather the screen will stutter every second or so. Is there some kind of setting that may reduce this?

Thanks for your help.

Nate

You may try lowering a notch or to the particles in the settings of SH3, don't put them to 0 or you'll lost the smoke on the ship's funnel, btw, what are you'r system specs ?

Ref

Ref,

I tried lowering the particles almost to the bottom with no change. It's almost totally unplayable from being on the bridge. I'm not sure what to do.

Here are my specs:
Dell Dimension 8300
2.8 gHz, 1 Gig RAM
ATI Radeon 9800, 128 MB

With other mods installed, like RuB, I never experienced this problem. How does GW impact the visual aspect on the bridge that would cause so much stuttering and slide-show-like action?

Thanks so much,
Nate

Kpt. Lehmann
05-15-06, 11:25 PM
Nate, are you using the 8km or 16km visibility atmosphere mods?

Also, though I am not familiar with your graphics card, SH3 does call for 256mb RAM (per recommended specs.)

Nate8thcvi
05-15-06, 11:50 PM
Nate, are you using the 8km or 16km visibility atmosphere mods?

Also, though I am not familiar with your graphics card, SH3 does call for 256mb RAM (per recommended specs.)

I'm using the default (8km light) atmosphere. Should I try installing that as a separate mod and see what happens?

As far as RAM, SH3's recommended specs were for the processor (if I remember correctly), not for the graphics card, right? So my 1 Gig of RAM for the processor far exceeds the recommended specs.

Thanks for your continued help.

Nate

Kpt. Lehmann
05-16-06, 12:20 AM
Nate, are you using the 8km or 16km visibility atmosphere mods?

Also, though I am not familiar with your graphics card, SH3 does call for 256mb RAM (per recommended specs.)

I'm using the default (8km light) atmosphere. Should I try installing that as a separate mod and see what happens?

As far as RAM, SH3's recommended specs were for the processor (if I remember correctly), not for the graphics card, right? So my 1 Gig of RAM for the processor far exceeds the recommended specs.

Thanks for your continued help.
Nate

No problem.

SH3 recommended specs included CPU, RAM, and graphics card.

1 Gig RAM is recommended and unfortunately this means you are not exceeding recommended.

Unfortunately, my impression is that your G card is the culprit since it is below recommended specs for stock SH3.

Try the stock seafloor mod in your GW Documentation and Optional Mods folder.

Scorpius
05-16-06, 12:38 AM
Scorpius:

It would be a good idea to tell us some details of your dislikes. What was so hard about the training missions?

And slight offtopic, there´s the 'Forgot your password?' button somehwhere, so no need to make a new account everytime. :up:

Take care!

Well for one, i like realism. Realism is good. But NEVER EVER at the cost of fun factor.

I am not saying this because your mod is over the top in regards to realism. No i am saying certain aspects are too much for a player like myself.

Personally i am a player that loves to sit and watch and listen to an awesome game. If i am able to do that, then i am hooked for 4 straight hours per patrol. I will spend 2 hours simply lining up a good position to make an attack on a convoy. In that time i would plan consecutive moves and actions so that every fish gets expended on a valuable target, whether those end up being successful or not.

But, on the other hand, i am not full on with realism. I dont quit a career when i accidently ram a destroyer because of my stupidity. No, if i die in the escape, then the commander is dead. Therefore a new career starts. Or if i die when i strike a mine, then i will simply reload the game. But if i die due to 4 destroyers hunting me so intensely that i push a uboat beyond its limits and therefore crush the boat, then i am dead. I start a new career.

In the end, i play for enjoyment and to basically have fun. I dont play to give myself a job or another chore to do. Therefore i will not tolerate using the deck gun on only 2 ships because of lack of power forces me to waste a whopping 100 rounds per small merchant. I dont care about real life - that is just BS to me and i wont tolerate that. If you like that, then thats good for you, you can continue to waste precious time playing on ultra realism and somehow get your kicks from it.

But dont get me wrong, this amount of realism is good for a few, just not all.

Oh and another thing i dont like is the skins for the boats. Personally i prefer the look of a boat with wear and tear on it. It makes it look like i have been playing longer than i have.

I also have so many emails for different forums that it would be nearly impossible to track down the email address used for a specific forum. I am a little bit pedantic about that as someone once told me that forums are a source for email spam. Therefore i create a new email address for each forum i register for.

Scorpius
05-16-06, 12:43 AM
.......... and disables the deck gun.

HUH!!! :huh:

Is it just me or did I miss something here?

To me it is nerfed. And nerfed to me = useless. And finally useless = disabled. :hmm:

Scorpius
05-16-06, 12:54 AM
Oh and Lehmann i thought you were saying in another thread that GW might actually do some FPS good to a degree.

I am a little confused. In one thread you mention it might actually improve the FPS, yet in another thread, you state that the computer has to crunch 1.8gb of data so a higher than usual (recommended specs) computer would be needed.

Please explain! SH3 runs nicely (albeit without sound effects or speech) at the moment so with GW on should i suffer some kind of FPS hit or shouldnt it?

Txema
05-16-06, 06:00 AM
I also have so many emails for different forums that it would be nearly impossible to track down the email address used for a specific forum. I am a little bit pedantic about that as someone once told me that forums are a source for email spam. Therefore i create a new email address for each forum i register for.


Have you thought about using one e-mail address just for forum registration (always the same)?? And what about using the same password in all the forums?? Really smart suggestions, aren´t they?

I really love the all-in-one mods, like GW, because I don´t have the huge amount of time required to install and tweak tens of mods and to make them work together. I prefer to trust on a talented and dedicated team of moders that will do their best and will certainly achieve excellent results.
Thank you GW and NYGM teams. I really appreciate your work !!!


Txema

Nate8thcvi
05-16-06, 07:09 AM
Nate, are you using the 8km or 16km visibility atmosphere mods?

Also, though I am not familiar with your graphics card, SH3 does call for 256mb RAM (per recommended specs.)

I'm using the default (8km light) atmosphere. Should I try installing that as a separate mod and see what happens?

As far as RAM, SH3's recommended specs were for the processor (if I remember correctly), not for the graphics card, right? So my 1 Gig of RAM for the processor far exceeds the recommended specs.

Thanks for your continued help.
Nate

No problem.

SH3 recommended specs included CPU, RAM, and graphics card.

1 Gig RAM is recommended and unfortunately this means you are not exceeding recommended.

Unfortunately, my impression is that your G card is the culprit since it is below recommended specs for stock SH3.

Try the stock seafloor mod in your GW Documentation and Optional Mods folder.

Kpt. Lehmann,

I tried the stock seafloor mod, but unfortunately it didn't help. Perhaps I should wait to enjoy GW until I have a better graphics card.

Regardless, it looks great, and I thank you again for your hard work just to make this computer game an incredible simulation.

Gratefully,
Nate

ref
05-16-06, 08:27 AM
Kpt. Lehmann,

I tried the stock seafloor mod, but unfortunately it didn't help. Perhaps I should wait to enjoy GW until I have a better graphics card.

Regardless, it looks great, and I thank you again for your hard work just to make this computer game an incredible simulation.

Gratefully,
Nate

Sorry if I'm being obvious, (computer 101) is your hd defragmented ?, installing almost 2gb mess things a bit :lol:

Ref

Scorpius
05-16-06, 11:13 AM
Have you thought about using one e-mail address just for forum registration (always the same)?? And what about using the same password in all the forums?? Really smart suggestions, aren´t they?
Not really. I have had two emails bomb out on me because of forum registrations. Apparently they got bombarbed with so much email, the website just made my account disappear.

Besides i dont need a post count to show everyone how smart i am like some people do.

Scorpius
05-16-06, 04:31 PM
OK i have completed (almost IIA is in wilhelmshaven for fuel) my first patrol with GW. Since i am using GW until i get a type VIIB - where i will need a working deck gun - i wish to submit my buglist.

This is a WIP
1. Skin for the type IIA is 'brand new' even though my boat is actually not new.
2. Many spelling errors in radio messages.
3. Minefield image is not clear enough to read - needs to be clearer as we are talking about something that is dangerous.
4. Not so much a bug but an annoyance. Cheering crew for all weapon strikes is a bit much. How about changing the cheering to the cheer file which gets used when a ship is actually sunk?
5. Deck gun power. It is utterly useless. The game designers didnt include the deck gun for show. Its a secondary weapon. So it should be a secondary weapon. Not a pea shooter.
6. Lighter tube selection buttons. This is merely superficial but i cannot read the numbers on the buttons.
7. Comming soon.... (gotta go to TAFE)

My suggestions. I have already replaced these.
1. New sounds for the crash dive.
2. Louder engine sounds.
3. New deck gun sounds.
4. More variety with the enemy shipping skins.
5. Comming soon....(i type this as i am about to leave for TAFE)

ref
05-16-06, 04:42 PM
OK i have completed (almost IIA is in wilhelmshaven for fuel) my first patrol with GW. Since i am using GW until i get a type VIIB - where i will need a working deck gun - i wish to submit my buglist.

This is a WIP
1. Skin for the type IIA is 'brand new' even though my boat is actually not new.
2. Many spelling errors in radio messages.
3. Minefield image is not clear enough to read - needs to be clearer as we are talking about something that is dangerous.
4. Not so much a bug but an annoyance. Cheering crew for all weapon strikes is a bit much. How about changing the cheering to the cheer file which gets used when a ship is actually sunk?
5. Deck gun power. It is utterly useless. The game designers didnt include the deck gun for show. Its a secondary weapon. So it should be a secondary weapon. Not a pea shooter.
6. Lighter tube selection buttons. This is merely superficial but i cannot read the numbers on the buttons.
7. Comming soon.... (gotta go to TAFE)

My suggestions. I have already replaced these.
1. New sounds for the crash dive.
2. Louder engine sounds.
3. New deck gun sounds.
4. More variety with the enemy shipping skins.
5. Comming soon....(i type this as i am about to leave for TAFE)

None of what you've listed above is a "bug", it's your personal preferences, a bug is an error.

BTW, nice signature :hmm:

Ref

bigboywooly
05-16-06, 04:53 PM
I am running GW1 and 1.1 minus all zone files as in wolfpack campaign and very rarely have fps problems

I am only running Radeon 9250 grafix with 128mb ram/1 gb of memory ram and my processor is minimum for the stock game but below recomended at 1800mhz

Must say would be lost without my grey Wolves mod especially all the extra ports/cities and the GUI is a million times better than the stock

have tweaked a few things on it such as a couple of sounds and of course all the extra ships ,the right seafloor for your card is a must too but fair play to you boys on that GW team its a winner with me and couldnt imagine playing without it

Scorpius
05-16-06, 06:24 PM
OK i have completed (almost IIA is in wilhelmshaven for fuel) my first patrol with GW. Since i am using GW until i get a type VIIB - where i will need a working deck gun - i wish to submit my buglist.

This is a WIP
1. Skin for the type IIA is 'brand new' even though my boat is actually not new.
2. Many spelling errors in radio messages.
3. Minefield image is not clear enough to read - needs to be clearer as we are talking about something that is dangerous.
4. Not so much a bug but an annoyance. Cheering crew for all weapon strikes is a bit much. How about changing the cheering to the cheer file which gets used when a ship is actually sunk?
5. Deck gun power. It is utterly useless. The game designers didnt include the deck gun for show. Its a secondary weapon. So it should be a secondary weapon. Not a pea shooter.
6. Lighter tube selection buttons. This is merely superficial but i cannot read the numbers on the buttons.
7. Comming soon.... (gotta go to TAFE)

My suggestions. I have already replaced these.
1. New sounds for the crash dive.
2. Louder engine sounds.
3. New deck gun sounds.
4. More variety with the enemy shipping skins.
5. Comming soon....(i type this as i am about to leave for TAFE)

None of what you've listed above is a "bug", it's your personal preferences, a bug is an error.

BTW, nice signature :hmm:

Ref
"buglist" is a generic name for something that needs to be fixed. So this is my buglist.

ref
05-16-06, 07:04 PM
"buglist" is a generic name for something that needs to be fixed. So this is my buglist.

If what you're trying to do is to annoy all the members of the team you only missed two, if you don't like the mod nobody is forcing you to do it, if you want to modify it to siut your personal preferences do it, but don't keep calling bugs things that are of personal taste, and while we are on the subject using our team signature is very bad taste.
I've checked your posts and more than half of them are complaints about our mod, which by the way we made ad honorem and sacrificing our personal time, without any obligation to anyone, and despite of that we try to help anybody which has a problem with it and to improve it to the best of our capabilities, so you can understand why the posts you're making without ANY provocation from our part is getting to our nerves.

Ref

Nippelspanner
05-16-06, 09:51 PM
OK i have completed (almost IIA is in wilhelmshaven for fuel) my first patrol with GW. Since i am using GW until i get a type VIIB - where i will need a working deck gun - i wish to submit my buglist.

This is a WIP
1. Skin for the type IIA is 'brand new' even though my boat is actually not new.
2. Many spelling errors in radio messages.
3. Minefield image is not clear enough to read - needs to be clearer as we are talking about something that is dangerous.
4. Not so much a bug but an annoyance. Cheering crew for all weapon strikes is a bit much. How about changing the cheering to the cheer file which gets used when a ship is actually sunk?
5. Deck gun power. It is utterly useless. The game designers didnt include the deck gun for show. Its a secondary weapon. So it should be a secondary weapon. Not a pea shooter.
6. Lighter tube selection buttons. This is merely superficial but i cannot read the numbers on the buttons.
7. Comming soon.... (gotta go to TAFE)

My suggestions. I have already replaced these.
1. New sounds for the crash dive.
2. Louder engine sounds.
3. New deck gun sounds.
4. More variety with the enemy shipping skins.
5. Comming soon....(i type this as i am about to leave for TAFE)

ok, i share the opinion with ref, thats not a buglist, but i want try to help/explain anyway...

1. SHIII has no feature what makes it posible that the boats get "older", sorry. but why dont you just take the skin you want? as already said, its a giant mod, it cant make everyone happy... im sure you know that.
2. maybe, dunno (using german version) but maybe even doenitz had his typos :hmm:
3. i have no problems with it, clear enough for precise navigation... or save navigation...
4. acutally the crew is/was very happy if they found/hit/sunk something after weeks or even month. it would be too less if they would just scream if they sunk one...
5. depends. we powered down the DG because many people use them as a primary weapon... in stock SH3 it was a killer and made the whole gameplay unrealistic... if you use the DG the right way, you wont need 100 shots for a merchant, well maybe for a t2/t3. remember that you need to shoot beyond the waterline, ships dont sink if the masts are destroyed...
6. uhm...strange... :hmm:

to your suggestions:
1. just change it? easy to do. maybe i will make a soundpack for the next update where you can choose between different sounds... so everyone would get what he wants.
2. nope. weve made some research on this. the enginesounds are just right like they are. you dont hear them everywhere in the boat and just very quiet when standing on the bridge (as example). i dont think we will change that... but do it yourself? just edit the file... its quick and easy.
3. in this point i agree, i dont like this sound at all, but again, just take another one?
4. we´ll see...

hope that helps/explains something...


If what you're trying to do is to annoy all the members of the team you only missed two, if you don't like the mod nobody is forcing you to do it, if you want to modify it to siut your personal preferences do it, but don't keep calling bugs things that are of personal taste, and while we are on the subject using our team signature is very bad taste.
I've checked your posts and more than half of them are complaints about our mod, which by the way we made ad honorem and sacrificing our personal time, without any obligation to anyone, and despite of that we try to help anybody which has a problem with it and to improve it to the best of our capabilities, so you can understand why the posts you're making without ANY provocation from our part is getting to our nerves.

cant agree more, good point ref :yep:

mkubani
05-17-06, 03:24 AM
Grey wolves guys,

just want to say how much I appreciate your mod (GW 1.1 here). Had a very nice patrol in my VIIB.

Ended up with only one stern torpedo when I came across a British largo cargo. The last shot was a dud. I checked my DG ammo and I had 125 shells left. So I figured what a hell I am going to give it a try (since I heard in GW 1.0 it was not possible to sink larger ships with the DG). So I did surface and hit the ship in stern aiming under water. My first goal was to either disable the rudder (so the ship stops zig zagging) or damage the screws, so it would stop running away. Actually I achieved both. After maybe 20 shells in the stern the ship stopped. Then I continued punching the stern and middle section of the ship (all under water line). I intentionally left the bow intact to observe the flooding in the rest of the ship. I was down to 55 shells when she gave up and went under. Due to flooding in stern and middle sections only, she went down with her bow in a perfect vertical position. :) I could have saved more shells if I stopped shooting, but and waited for the flooding a bit more, but I didn't.

Anyway GW team, thanks for an enjoyable experience!!! I found it very realistic. The DG is definitely much much better than in the stock SH 3. And I do appreciate a bit increased punch of the gun in GW 1.1 than in GW 1.0. :up:

Scorpius
05-17-06, 04:09 AM
"buglist" is a generic name for something that needs to be fixed. So this is my buglist.

If what you're trying to do is to annoy all the members of the team you only missed two, if you don't like the mod nobody is forcing you to do it, if you want to modify it to siut your personal preferences do it, but don't keep calling bugs things that are of personal taste, and while we are on the subject using our team signature is very bad taste.
I've checked your posts and more than half of them are complaints about our mod, which by the way we made ad honorem and sacrificing our personal time, without any obligation to anyone, and despite of that we try to help anybody which has a problem with it and to improve it to the best of our capabilities, so you can understand why the posts you're making without ANY provocation from our part is getting to our nerves.

Ref
Calm down there mate. No need to start flaming me over it. I was just responding to what was asked of me. Go back a bit and see.

And using the GW signature, i beleive, is a form of flattery. That is all it was meant to be. So basically, despite the things i personally dont like, i am supporting the mod - hoping to see more of it. Maybe one day, perhaps v2.0, i will have the whole mod enabled. So therefore my signature will help spread the word about the mod and hopefully encourage its development.

If you ask lehmann, you will find that i actually offered to help by whatever means i am able to.

Your just seeing things from a wrong angle. Take a step back and reread my posts. Im sure you will understand.

But really, you read 50 odd posts from one person? What the hell for? Surely you have better things to do than wasting your time doing that.

Scorpius
05-17-06, 04:46 AM
1. I didnt mean it that way. Just that the skins look as if the sub is always striaght out of being built. Perhaps a weathered skin?
2. That is a bug. Hence a buglist. I added this so that maybe in a future version it gets fixed. I have typos all the time. I even go back to my posts and edit them so that it has good spelling and grammar. That is what this point is about.
3. It just looks blurred to me and i have everything on max.
4. Well, i dont know exactly what they are saying without loading up das boot but when you hit something 3 times every couple minutes, and get a cheer for each one... its just silly.
5. Just remember the outcry when we found out we couldnt use the deck gun if it was slightly rough seas. SOOO many people tried to change that. Instead of totally nerfing it, tone it down a BIT.
6. That is a suggestion because its hard to read the dials.

to your suggestions:
1. I already have. Remember, this is a suggestions list.
2. After some playing today and yesterday, i think i actually agree.
3. Done that one too.
4. There are many to choose from.

"cant agree more, good point ref"

Personally, he is making a mountain out of a mole hill. Give it a rest mate. Calm down. Its only a game and yes its only a mod. If your after 100% public opinion, your taking the wrong direction. Nothing you do will change that. Surely you must realise that.

Wulfmann
05-17-06, 11:34 AM
I must say Harvey (Scorpius’ name when he gets in your head, LOL) I don't feel calling preferences a bug and badging your sig with Greywolves as anything but disrespectful. Although I don't feel that is your intention it is how and outside perceives it.

As one who had to build up a decent game with much trial and error Greywolves is, IMO, the best freeware mod done in SH3, by far. While I took bits and pieces of RUB and others to build my old version with GW I was able to add the whole thing and then change those things that were more to my preference. They were not bugs (even if they bug you that don’t make them something that does not work, just not what you or maybe I do not prefer)

I have certainly changed things in GW to suit me, but maybe what I like would be a bug as well to someone else.

Well, perhaps being half Scarron you can’t help it and just need to change a cooling rod!!! (I have been watching season 4 this past week again!! I have the entire series on AVI).

It seems that you have been asked to not represent the GW team in your sig. Is that too much for them to ask??
I remember some Christian band yell out they were just doing their part to help make the Lord famous! Yeh, on one ever heard of Jesus before their little band!
I think GW is its own add.

BTW, I don’t disagree with any of your game opinions except that they are your opinions and not bugs.

Just an outside the GW observation

Wulfmann

ref
05-17-06, 11:44 AM
I must say Harvey (Scorpius’ name when he gets in your head, LOL)

:rotfl: :rotfl: :rotfl: :rotfl:

He may continue posting what he want's, after all this is an open forum.
As for the signature pic, my concern is about people thinking he's part of GW, he's allready made posts in 'sensitive' threads, and we don't won't anyone to think they are official GW posts.

Ref

Ripper
05-17-06, 03:43 PM
How do the convoy occurances in GW compare to that in RuB145 ? When I had RuB installed, I was hitting a convoy or 2 every mission. When I installed the Harbour Traffic mod for RuB I couldn't find convoys anywhere. So then I reinstalled SH3 and installed GW and I haven't hit a convoy yet in 3 missions (early '41 usually in the DHxx grids where the convoy routes intersect), although I've gotten a report of a convoy up in AMxx.

Also, there's a massive frame rate hit in port now, which I assume is due to new hi-res textures for the buildings ( and possibly other elements). Where do I find these building textures? I don't see them in the textures folder.

Scorpius
05-17-06, 06:02 PM
I must say Harvey (Scorpius’ name when he gets in your head, LOL)

:rotfl: :rotfl: :rotfl: :rotfl:

He may continue posting what he want's, after all this is an open forum.
As for the signature pic, my concern is about people thinking he's part of GW, he's allready made posts in 'sensitive' threads, and we don't won't anyone to think they are official GW posts.

Ref
If that is what you are worried about, i will change it right now. If you had of just asked me to either change it or alter it, i would have gladly done so on the spot.

And i dont get this Harvey business.

Anyway i have another suggestion for inclusion. The compass dial mod that is an off screen big big version of the compass dial for precise movements. If i can find which one it is i will post some information about it.

Here:
http://img131.imageshack.us/img131/6721/exrasinban7kb.png (http://imageshack.us)

ref
05-17-06, 06:23 PM
[quote=ref]If that is what you are worried about, i will change it right now. If you had of just asked me to either change it or alter it, i would have gladly done so on the spot.

And i dont get this Harvey business.

Anyway i have another suggestion for inclusion. The compass dial mod that is an off screen big big version of the compass dial for precise movements. If i can find which one it is i will post some information about it.

Please do, things are getting a bit hot, and any post may burst in flames...
Sorry if I been harsh on you but it's been a complicated week...

For the Harvey stuff you'll need to see Farscape, there was a character named Scorpius which nobody nows if it's good or evil, which planted some sort of 'computer virus' within the head of the lead character and this virus was named Harvey..., the analogy with the situation was hilarious.

Ref

Scorpius
05-17-06, 06:26 PM
Oh that harvey!! I own farscape on dvd. Actually my nick is not from farscape - actually a coincidence. I am a scorpio and i like the latinism "us" on the end of things.

Check me previous post for pics of this mod:

http://rapidshare.de/files/2108464/Ex_Rasinban.rar.html

Wulfmann
05-17-06, 09:04 PM
Still; it worked well into my routine! Scorp is one of my favorite characters. I long ago learned the more one dislikes a character in a movie/show, the better they are doing their job therefore earning my admiration.

But, you are not part of their group and it does appear you are by the way you did your sig and that ain't Kosher, with no disrespect intended.

It is something Rigel would do. That should be enough to get you to take it off, Dominar! :rotfl: :rotfl:

Wulfmann

JScones
05-18-06, 08:07 AM
OK i have completed (almost IIA is in wilhelmshaven for fuel) my first patrol with GW. Since i am using GW until i get a type VIIB - where i will need a working deck gun - i wish to submit my buglist.

This is a WIP
1. Skin for the type IIA is 'brand new' even though my boat is actually not new.1. SHIII has no feature what makes it posible that the boats get "older", sorry. but why dont you just take the skin you want? as already said, its a giant mod, it cant make everyone happy... im sure you know that.
Use SH3Cmdr. You can "age" your boat via the Date folders.

Nippelspanner
05-18-06, 08:52 AM
is it a new feature?

of course thats possible with the commander (which i love and use since rel. by the way!) but i was thinking that not everyone use it...why ever...

JScones
05-18-06, 09:19 AM
No - been there since day one. ;)

You can simulate age by plonking increasingly older looking skins at various dates throughout the war.

Thus, you could have a shiny IIA skin come into effect on 1 Sep 1939, which gets a bit rustier on say 1 Feb 1940, and little bit more weathered on 25 Sep 1940 and so on.

Basically, SH3Cmdr's "Date" folders can be utilised to change *anything* throughout the course of the war - limited only by imagination. Changing skins is an obvious use, as demonstrated by the inclusion of both the early and mid/late merchant variety packs.

Nippelspanner
05-18-06, 09:48 AM
No - been there since day one. ;)

You can simulate age by plonking increasingly older looking skins at various dates throughout the war.

Thus, you could have a shiny IIA skin come into effect on 1 Sep 1939, which gets a bit rustier on say 1 Feb 1940, and little bit more weathered on 25 Sep 1940 and so on.

Basically, SH3Cmdr's "Date" folders can be utilised to change *anything* throughout the course of the war - limited only by imagination. Changing skins is an obvious use, as demonstrated by the inclusion of both the early and mid/late merchant variety packs.

yeah i already thought about that buuut...mh...i was to lazy to do so :lol:

Anvart
05-18-06, 01:06 PM
... Use SH3Cmdr. You can "age" your boat via the Date folders. ...

Well done! JScones.
The efficient answer.
And I could not understand that, what theme here discuss.

Anvart :rotfl: :damn:

Kpt. Lehmann
05-18-06, 01:27 PM
moved post down

MarcieB
05-18-06, 01:27 PM
Hi guys,

I think i'm doing something wrong here in the installationproces.
I've downloaded GW parts 1,2,3,4,5,6 and Extend_Unified_Campaign__GW_NYGM_.7z
Real_Battery_Life_for_GW_v1.7z
The_Grey_Wolves_Update_v1.1.7z

Placed them all in C:\Program Files\Ubisoft\SilentHunterIII\MODS\grey wolves

Used JSGME to activate. However, the binoculair still has crosshairs and i havent noticed any differences. What am i doing wrong? Do i need to unzip the .7z files first?

Kpt. Lehmann
05-18-06, 01:29 PM
Teddy Barr.

The GW team has had enough of your attitude problem and "holier than thou" view towards our efforts.

Here and now I am going to address your disdainfulness and clarify issues you have painted in an incorrect light for the community.

They show a total lack of proper
testing and understanding of moding.

The idea that just because you take add additional 'data'
under the group heading it will get used is just silly.

...all they have done is add some useless values.

Now CB has really hacked it up. He has removed the
original entires of Detection time, Sensitivity & Height
factor. Then he has added a lot of useless values.

...improper procedure & testing in the hopes that next time
there will not again be thousands of hours wasted.


We will no longer tolerate your efforts to discredit the
GW mod on a case by case/file by file basis.


GW has stated that they will not use any NYGM mods as per
Kpt's post.
I believe that this stems from NYGM's request that GW
does not make changes to any of the NYGM work that GW
includes as it would then possibly lead to NYGM mods
being percieved incorrectly.

Not only have you mis-quoted me, but you have twisted
this statement to meet your needs.

The joint merger was cancelled/terminated by the GW team
because you denied us access to the NYGM/GW merger files
you posted on FileFront.com.

Furthermore,regarding your concern that the use of the
NYGM ship damage model as used and or tweaked by the GW
team potentially showing a bad light on the NYGM team...

The same can be said of your mod by the GW team using the NYGM ship DM's. If it didn't need fixing, we wouldn't have needed to
tweak it.


A case in point is the Tug Boat that GW supplied had been
moded by GW and as a result had no damage zones, at all
and is why it would not sink. NYGM discovered this for GW
and let them know.

Here! Eat this cookie while I play the violin for you.
It was a simple data entry error that even you could
make. Thank you for helping us fix it... Now come down from the mountain!



As the above example demostrates though, it was the NYGM
Ship Damage Mod that was made to look bad as well, its
the bit that makes the ships sink the way that they
do.

Again,regarding your concern that the use of the NYGM
ship damage model as used and or tweaked by the GW team
potentially showing a bad light on the NYGM team... The
same can be said of your mod by the GW team. If it didn't
need fixing, we wouldn't have needed to tweak it.

You also do not recognize that the success that GW has
enjoyed, has also brought POSITIVE recognition to the
NYGM ship damage models time and time again.


Kpt said that he will do what ever they pleases with
NYGM's Ship Damage Mod... I objected... and thus the NYGM
& GW merger is a thing of the past.

NEGATIVE! Again, We (The GW team) made the decision to
cancel the NYGM/GW merger as you refused us access to the
files you posted on FileFront.

Again you mis-quoted me. What I said was this:

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

The above is a necessary statement which allows us to
attempt on-the-spot fixes in ANY file where necessary.

You act as if this was tantamount to something
SEAWOLVES/X1 might do... which you have ACCUSED US OF
BEING SIMILAR TO IN PRIVATE SIMPLY BECAUSE WE DECIDED TO
USE YOUR SHIP DM!!! LOL, not only did we credit you as
the builder/designer, we paid you high praise.

You forget yourself. Just as you do, we spend our free
time modding SH3 attempting to improve the game for
players that wish to use mods in their games. Where GW
is concerned, NO OTHER mod team has had the courage to
build and release a package that addresses so many
bug-fixes, realism issues, sound and graphics
improvements... in the same package.

Where CB is concerned... he had the courage to address
the DD behavior issue and we followed that thread. We
included the best information available to us at the time
of release. I could go on and on here. Not only are
you insulting CB... but everyone who contributed to that
thread.

About ten days before the release of GW 1.0 DTB, you
urged me to combine our efforts with his in order to "not
factionalize the community..."

DTB... your thoughtlessness and total lack of respect for
others feelings and efforts shines through with peerless
clarity. If anyone has "factionalized" the community, it
has been you... as demonstrated by your total disregard for the efforts of others.

Excercising a little tact will not only serve you well in this
forum... but in real life as well.

I suggest that you do whatever you must to learn to
co-exist. The GW mod team isn't going anywhere and GW
WILL REMAIN (more certainly now than ever) a STAND-ALONE
mod offered to the community as an installable option.

Having freedom of CHOICE enriches the community... It does not fracture it!

Not only do you owe the GW team an unconditional
apology... but you owe one to CB for trashing his
efforts, and to your own team for embarrasing them.

Ende.

Salvadoreno
05-18-06, 02:50 PM
Jeez why is Der Teddy Bar have so much distain for the GW mod. Im a NYGM man myself but i have tried the GW and i enjoyed it. Thing was, i liked the NYGM way to play better, and i wasnt sure how similar these 2 mods are. I wish NYGM came out with the speed charts, etc. and a better harbor traffic, i havent seen any harbor traffic with the NYGM mod. The sounds of the GW mod were great, and the ship damage GW seemed okay. NYGM seems a little focused on realism more so than GW but thats just my perception. I cannot wait till the 2nd versions come out for both mods. New improvements and new features. Coastal Command mod for NYGM sounds insane! Anyway good luck with your problems GW team and Teddy Bar.

Teddy Bar is definately looking like an ass tho. Dont bash other ppls work dude that isnt cool, obviously the GW team put out a pretty good product considering its following. NYGM TW is also a awesome mod, but there is no need to throw out senseless insults.

Scorpius
05-18-06, 04:24 PM
MarcieB.

You need to extract them completely and into their seperate folder. If you need further help, read the accompanying documentation.

Cdre Gibs
05-18-06, 08:10 PM
TDB reminds me of Beery, always right even when he's wrong. I seem to recall awhile ago I informed beery that he was dead wrong about the DG and how it could be made less accurate - He vermently slated myself and all but called me a liar. In fact at every chance beery had I was slandered, even after a long absence he went right back to the same old BS. I refused to inform beery how to fix the DG because of his attitude.

TDB has said that you cant make the uboats have a positive bounacey like they did have in RL, that its hardcoded, well again I'm saying hes dead wrong, you can. Now considering the above, what do you think the chances are of me informing NYGM of how to do this. Ohh and just remember, I was proved right about the DG (and this is way before NYGM stated that they were the first to fix the DG).

I have no vested interest in RUB, GW, NYGM, IUB, Sink Them All, AOTD or any other major mod. But I'll always pass on what little bits I have or know to any1 who ask's and behaves nice. Those who's attitude dont stink. And thats why you will find little bits of my work in some of the bigger mods going and not other's. I find it very interesting that of all the mods out there its been the supposedly "100% Realisim Hardcore Mod's" that are driven by those with the worst egos and attitudes around.

Scorpius
05-18-06, 08:25 PM
Yes well i never liked beery. And for the same reasons. Cant be proven wrong. Had a go at me too.

But you cant change the way people are i spose.

Kpt. Lehmann
05-18-06, 08:50 PM
Yes well i never liked beery. And for the same reasons. Cant be proven wrong. Had a go at me too.

But you cant change the way people are i spose.

This is why GW exists... and why it will and should continue to exist.

"Ultra-realism" has its place and so do other mod packages, and the GW team intends to offer a high level of realism as well. However, we do not share the "all-or-nothing" views/attitudes of some "hard-core" advocates.

I have to say that I was honestly sad to see JonZ go, and the IUB mod falter with his leaving.

We will do our best treat all comers with respect (This is infact a directive given to GW teamers)... until the line drawn by common sense requires us to either change the GW mod or defend it against those who would like to tear it down simply because we exist or any number of other reasons.

Besides, adversity has a way of solidifying friendships, unifying teams, and sharpening swords.

Zyco
05-18-06, 10:59 PM
Wow, looks like I have to check this mod out.. I havent been a fan of modding SH3 but I guess a year later will freshen things up.

Scorpius
05-19-06, 03:15 AM
Well said there lehmann.

Ripper
05-19-06, 03:19 AM
Well I found two massive convoys in my area tonight so that answers my question. :know:

Still don't know where the building textures are though. :hmm:

vanpastel
05-20-06, 05:55 AM
Wow, looks like I have to check this mod out.. I havent been a fan of modding SH3 but I guess a year later will freshen things up.
Same here fellow, I stopped playing SH3 six months ago, I was finding it boring by then, and the other day I took a look around here and I found the Grey Wolves, then installed the game only for the sake of this mod, I am really happy with this one I really appreciate all the work the dev team has done, a HUGE thank you guys!, even my brother rushed to buy a copy of this game when he saw me playing it with the mod!!!! :sunny: Just awesome. Thanks again

Nippelspanner
05-20-06, 07:10 AM
Wow, looks like I have to check this mod out.. I havent been a fan of modding SH3 but I guess a year later will freshen things up.
Same here fellow, I stopped playing SH3 six months ago, I was finding it boring by then, and the other day I took a look around here and I found the Grey Wolves, then installed the game only for the sake of this mod, I am really happy with this one I really appreciate all the work the dev team has done, a HUGE thank you guys!, even my brother rushed to buy a copy of this game when he saw me playing it with the mod!!!! :sunny: Just awesome. Thanks again

thats exactly the reason why we made this mod... to get people back playing SH3...

GlobalExplorer
05-20-06, 07:24 AM
TDB reminds me of Beery, always right even when he's wrong. I seem to recall awhile ago I informed beery that he was dead wrong about the DG and how it could be made less accurate - He vermently slated myself and all but called me a liar. In fact at every chance beery had I was slandered, even after a long absence he went right back to the same old BS. I refused to inform beery how to fix the DG because of his attitude.

TDB has said that you cant make the uboats have a positive bounacey like they did have in RL, that its hardcoded, well again I'm saying hes dead wrong, you can. Now considering the above, what do you think the chances are of me informing NYGM of how to do this. Ohh and just remember, I was proved right about the DG (and this is way before NYGM stated that they were the first to fix the DG).

I have no vested interest in RUB, GW, NYGM, IUB, Sink Them All, AOTD or any other major mod. But I'll always pass on what little bits I have or know to any1 who ask's and behaves nice. Those who's attitude dont stink. And thats why you will find little bits of my work in some of the bigger mods going and not other's. I find it very interesting that of all the mods out there its been the supposedly "100% Realisim Hardcore Mod's" that are driven by those with the worst egos and attitudes around.

I agree, and I also had my problems with the SimHQ folks, but I don't know why there shouldn't be a way how we can get along with each other. I'd wish DTB and some of his crew slightly change the tone when they deal with us, which myself I have always perceived as arrogant.

C'mon aren't they good people - not different than most others here? Guys with a spleen, over average abilities and inflated ego who like to be right most of the time?

I hope this can be settled by open discussion, but sometimes we must accept things aren't the way we want them - and go on anyway.

GE

CWorth
05-20-06, 09:18 AM
This modding community is here for the game and for making this game all it can be.This petty bickering will only harm the community and drive it apart.I have seen many communities fail and fall apart all because of this kind of nonsense.And I bet no one here wants to see that happen.We have already lost a few great modders like JonZ and the faltering of the IUB mod due to this crap.

EVERYONE here in this community should be working together as a group.Not splitting into seperate factions each one for a seperate mod.As well as not witholding their knowledge of certain things and only giving it up if those who need or want the info bend down and kiss their rumps.You should all be sharing your knowledge and helping one another.

Hopefully people will be adult enough to actually sit down and discuss these issues and get this nonsense under control and get back to what is really important...the game itself.

This is in no way pointing fingers at anyone...this is a generalizing what has been going on recently and in the past.However if anyone feels that this is pointed at them personally,then they really need to look at themselves and see if you are guilty of some of the issues I mentioned.Otherwise they would not take this personally.

I will say this though.Der Teddy Bar does owe the Grey Wolves team and the SH3 community as a whole an apology for his recent postings in slandering this and other mods/modders out there.His actions are a complete detriment to what this community is about.

ref
05-20-06, 09:30 AM
Still don't know where the building textures are though. :hmm:

The building textures are embedded in harborkit.dat, and they aren't modified by GW.

Ref

Ripper
05-20-06, 05:04 PM
Still don't know where the building textures are though. :hmm:

The building textures are embedded in harborkit.dat, and they aren't modified by GW.

Ref

Hmmm... must be some other textures that are the problem. Maybe the land textures.


Going through the GW folder, I noticed a few graphics that don't appear to be changed from the original versions, like the nurses. Is this an oversight or am I missing something. I noticed a couple sound files that were identical as well.

Buster_Dee
05-21-06, 04:41 PM
My brother and I got his GW mod working (he had installed it incorrectly, accidently putting the mod data fiolder INSIDE the game's data folder :roll: ). He liked it as much as I do. He's a heavy equipment mechanic and said "now that's how engines should sound."

We had a strange problem though while running a simple game-generated MP game. It launched about 50Km West of Capetown, so we headed to the port after dispatching the mission-generated convoy to see if aircraft would intersept (I had selected aircover, and nothing had happened yet). On the way there, we ran into another small, 3-ship convoy. I should say I did, because he never saw them. As a test, I set up for a 500m shot and had him pull up along side me. Not only did he never see the ships, he never saw my hits.

We could still see eachother (and maneuvered to make sure), so the internet link had not broken. I told him I'd let the game run (he eventually CTD) and see what happened in the port. When I got there, it was protected by a single armed trawler. I checked his draft and set up 2 shots: 1 to go off under his keel, and one to broadside him in case the 1st did not detonate (both on magnetic pistol). Both went under (through?) his hull. I set up a fan shot, all at 1 meter depth, and all 4 went under/through him.

I don't know if these were game bugs or GW bugs (or just a limitation?)

Any ideas.

Nippelspanner
05-21-06, 04:47 PM
hi there.

thats definately not the GW mod, i had this strange "bug" looong before GW was in the mind of anyone. i was in a MP session with my former clan, 3 boats was attacking a huge convoy and myself just asking "WHERE, GOD DAMN WHERE???" suddenly i was hit by shells... crashdive... "wow, the cruiser is shooting at someone..." they said. but i couldnt see nothing, like i would be in another "time"... very strange!

maybe its a network/firewall/router thing? i have just isdn, it was a huge battle...so maybe this was the problem...

Buster_Dee
05-21-06, 04:54 PM
I suspect it is an internet problem, though I have nill knowledge of internet and am guessing. We both use DSL, but we open ports and all that.

sixfingers
05-21-06, 07:18 PM
First time poster here.... :)


Not sure I could say anything more than has already been said about the GW mod. Here's a big handshake and thank you to all those involved in creating this extraordinary mod...kudos to all of you on superb work :up:

I have been having pretty good FPS success using the stock mod, synchronized video setting, and dxtweaker on a dell dimension 1 gig ram, 256mb ati card. FPS averages around 50 fps, and only drops to 30 or slightly less when in harbor areas, near convoy's or watching explosions. DXtweaker seems to be a life saver for me, without it fps is low low low, even on the stock sh3 install. You guys having trouble might want to check it out. I only have the shadow p checked in the settings and it does not seem to affect graphics in any adverse way, but improves fps by a mile. Don't have the link handy, but I'm sure a google search will turn it up for anyone interested.





Now a few questions for the Grey Wolves gurus...


1. Will there be any future updates that include 1 degree intervals on the periscope/UZO? If not, is there a mod which can be used in unison with gw that would add that?


2. I'm not clear on the radio messages I sometimes receive giving four digit coordinates. I know there were a few messages somewhere in this enormous thread discussing it, but I just didn't understand. Could anyone clarify how those work.

b. Also, on the same topic, I was given orders during a patrol to attack in "area B", while other U-boat's were given different letters for areas to attack. How do I determine where these areas are? Where is area B....lol :hmm:



Thanks again for all the efforts....truly amazing mod you guys have put together. Anyone worried about fps problems with GW mod, check out the dxtweaker and go download the GW mod today! I repeat what another poster said earler....its not just a mod, its an expansion package!!!! :up: :up: :up:



Cheers!

Nippelspanner
05-22-06, 06:38 AM
First time poster here.... :) (welcome!)

1. Will there be any future updates that include 1 degree intervals on the periscope/UZO? If not, is there a mod which can be used in unison with gw that would add that?

I dont know what you mean with this 1° interval, but im sure others do.


2. I'm not clear on the radio messages I sometimes receive giving four digit coordinates. I know there were a few messages somewhere in this enormous thread discussing it, but I just didn't understand. Could anyone clarify how those work.

Do you mean something like "Position BE2412"? Well, in SH3 theres just the simple version of this great system. the last both numbers are a new area inside the BE24... understand? hard to explain with my poor english :oops: (i hope you was talking about that...)

b. Also, on the same topic, I was given orders during a patrol to attack in "area B", while other U-boat's were given different letters for areas to attack. How do I determine where these areas are? Where is area B....lol :hmm:

Messages of this kind are original messages from the war, but it dont happen in sh3, or is relevant for the game, so dont listen. its just for athmosphere, so that youre not so lonely anymore ;)

Thanks again for all the efforts....truly amazing mod you guys have put together. Anyone worried about fps problems with GW mod, check out the dxtweaker and go download the GW mod today! I repeat what another poster said earler....its not just a mod, its an expansion package!!!! :up: :up: :up:

thx very much, great to hear...

Cheers!

sixfingers
05-22-06, 09:11 AM
1. Will there be any future updates that include 1 degree intervals on the periscope/UZO? If not, is there a mod which can be used in unison with gw that would add that?

I dont know what you mean with this 1° interval, but im sure others do.



I mean, currently when looking through the periscope or UZO you see the bearing in 5 degree intervals example....

360 | 10 | 20 | 30



1 degree intervals would look more like....

360....|....10....|....20....|....30

Just allows you to be more accurate. Are there any mods that will do this that can be used with GW, or will you guys be adding this at some point?



2. I'm not clear on the radio messages I sometimes receive giving four digit coordinates. I know there were a few messages somewhere in this enormous thread discussing it, but I just didn't understand. Could anyone clarify how those work.

Do you mean something like "Position BE2412"? Well, in SH3 theres just the simple version of this great system. the last both numbers are a new area inside the BE24... understand? hard to explain with my poor english (i hope you was talking about that...)




Yes thats what I mean! Still not sure how to equate those in the game however.



b. Also, on the same topic, I was given orders during a patrol to attack in "area B", while other U-boat's were given different letters for areas to attack. How do I determine where these areas are? Where is area B....lol


Messages of this kind are original messages from the war, but it dont happen in sh3, or is relevant for the game, so dont listen. its just for athmosphere, so that youre not so lonely anymore


I see....and here I was pulling my hair out looking for area B.....lol




Thanks for taking time to answer these!

Nippelspanner
05-22-06, 09:50 AM
1. Will there be any future updates that include 1 degree intervals on the periscope/UZO? If not, is there a mod which can be used in unison with gw that would add that?

I dont know what you mean with this 1° interval, but im sure others do.



I mean, currently when looking through the periscope or UZO you see the bearing in 5 degree intervals example....

360 | 10 | 20 | 30



1 degree intervals would look more like....

360....|....10....|....20....|....30

Just allows you to be more accurate. Are there any mods that will do this that can be used with GW, or will you guys be adding this at some point?



2. I'm not clear on the radio messages I sometimes receive giving four digit coordinates. I know there were a few messages somewhere in this enormous thread discussing it, but I just didn't understand. Could anyone clarify how those work.

Do you mean something like "Position BE2412"? Well, in SH3 theres just the simple version of this great system. the last both numbers are a new area inside the BE24... understand? hard to explain with my poor english (i hope you was talking about that...)




Yes thats what I mean! Still not sure how to equate those in the game however.



b. Also, on the same topic, I was given orders during a patrol to attack in "area B", while other U-boat's were given different letters for areas to attack. How do I determine where these areas are? Where is area B....lol


Messages of this kind are original messages from the war, but it dont happen in sh3, or is relevant for the game, so dont listen. its just for athmosphere, so that youre not so lonely anymore


I see....and here I was pulling my hair out looking for area B.....lol




Thanks for taking time to answer these!

1. Maybe, would be a nice idea. but i would prefer a "original" periscope, how was it at the original periscopes, anyone knows that?

2. it doesnt matter for the game too, because it only use 2, not 4 numbers... too bad, i know...

Thanks for taking time to answer these!
youre welcome ;)

PULSEOX
05-22-06, 05:58 PM
Add me to the ranks of those who had stopped playing SH3 and was just waiting for SH4 to be released. After I received a email update from SUBSIM I browsed the forum and became curious as to what Greywolves was all about.
All I can say is "Magnificent!" My hat's off to all you guys for the time and effort you put into this-it really is a "work of art."
Our community is very lucky to have such talented folks always improving on things. Thanks to all of you!

I have one question-as I'm truly a "grey" wolf (58)-I find the new guages, compass, etc so very small and hard to read. Is there a mod anyone knows of that is compatible with GW that would help me without messing anything up? Thanks!

Pulseox-San Diego, CA

Umfuld
05-22-06, 06:16 PM
I'm new to GW and like it as well. I'll have to read this thread sometime. 30+ pages, hmmm, maybe later. I'm sure a lot of questions I have are in here though, so I should.

Overall I'm like a kid in a candy store, as this is my first use of any mods on any game. Great stuff. Like I said, I should take the time and read up on it, but I'm enjoying playing too much right now.

Har har. Hee hee.

U-Bones
05-23-06, 11:06 PM
I have tired of having my crew spot ships at night that I simply can NOT see. For starters, they are spotting at the same range that they do in the day. I am using GW 1.1 16K light version. What I am noticing is that all implementation of 16k atmosphere that i have looked at basically doubled the light factor over stock .8 in cfg/sensors.cfg
Visual light factor =1.6 ;1.5

There is a lot I do not know about this, but this is what I found by tinkering...

raising to 3.0 basically was no change. night spotters see ships at 17k
dropping to .3 was better - night spoting dropped to 5-8K in a very limited test, but once spotted, they can be locked/tracked out to 12k or so.

Due to the way these several 16k packages are commenting sensors.cfg, and the values that were commented out - I strongly suspect they are all clones.

Can anyone shed light on what the reasoning for 1.6 is, and why the factor should not be less than 1, and in fact exactly what setting these factors modify. I assume it is a bit in library/sensors.dat...

I appreciate any light that can be shed on this !
-------
Edit - Further testing at a still lower .25 and i just spotted a pitch black swann at 14k ;( now I am even more confused...

U-Bones
05-24-06, 07:11 PM
I have tired of having my crew spot ships at night that I simply can NOT see. For starters, they are spotting at the same range that they do in the day. I am using GW 1.1 16K light version. What I am noticing is that all implementation of 16k atmosphere that i have looked at basically doubled the light factor over stock .8 in cfg/sensors.cfg
Visual light factor =1.6 ;1.5

There is a lot I do not know about this, but this is what I found by tinkering...

raising to 3.0 basically was no change. night spotters see ships at 17k
dropping to .3 was better - night spoting dropped to 5-8K in a very limited test, but once spotted, they can be locked/tracked out to 12k or so.

Due to the way these several 16k packages are commenting sensors.cfg, and the values that were commented out - I strongly suspect they are all clones.

Can anyone shed light on what the reasoning for 1.6 is, and why the factor should not be less than 1, and in fact exactly what setting these factors modify. I assume it is a bit in library/sensors.dat...

I appreciate any light that can be shed on this !
-------
Edit - Further testing at a still lower .25 and i just spotted a pitch black swann at 14k ;( now I am even more confused...


While I am on this topic, why is sensors.cfg identical even in the default 8k version ? (as opposed to being left at default) I was suprised to see this. I guess there is a lot I don't understand - still hoping someone can enlighten me on this.

Kpt. Lehmann
05-24-06, 09:22 PM
I have tired of having my crew spot ships at night that I simply can NOT see. For starters, they are spotting at the same range that they do in the day. I am using GW 1.1 16K light version. What I am noticing is that all implementation of 16k atmosphere that i have looked at basically doubled the light factor over stock .8 in cfg/sensors.cfg
Visual light factor =1.6 ;1.5

There is a lot I do not know about this, but this is what I found by tinkering...

raising to 3.0 basically was no change. night spotters see ships at 17k
dropping to .3 was better - night spoting dropped to 5-8K in a very limited test, but once spotted, they can be locked/tracked out to 12k or so.

Due to the way these several 16k packages are commenting sensors.cfg, and the values that were commented out - I strongly suspect they are all clones.

Can anyone shed light on what the reasoning for 1.6 is, and why the factor should not be less than 1, and in fact exactly what setting these factors modify. I assume it is a bit in library/sensors.dat...

I appreciate any light that can be shed on this !
-------
Edit - Further testing at a still lower .25 and i just spotted a pitch black swann at 14k ;( now I am even more confused...


While I am on this topic, why is sensors.cfg identical even in the default 8k version ? (as opposed to being left at default) I was suprised to see this. I guess there is a lot I don't understand - still hoping someone can enlighten me on this.

The first part of what you are referring to has come to be known as the "Vampire Night Vision" buglet in SH3. It is difficult to get correct night-time visual spotting/tracking behavior without screwing up the daytime aspects of the same.

Months ago there was a 22+ page thread dealing with this and we took what we learned from that and applied it in a conservative fashion. There ARE improvements in this area in GW over stock... but we do not consider it a closed chapter.

Regarding sensor modifications... I am going to go with the short answer. We went with the best information available at the time of release... and this is also not a closed chapter.

Getting accurate results in these areas is difficult because of inconsistent test data... and the "cascade effect".... When you fix one thing... you risk breaking another in the process.

Then again... we aren't done!

U-Bones
05-24-06, 09:52 PM
I have tired of having my crew spot ships at night that I simply can NOT see. For starters, they are spotting at the same range that they do in the day. I am using GW 1.1 16K light version. What I am noticing is that all implementation of 16k atmosphere that i have looked at basically doubled the light factor over stock .8 in cfg/sensors.cfg
Visual light factor =1.6 ;1.5

There is a lot I do not know about this, but this is what I found by tinkering...

raising to 3.0 basically was no change. night spotters see ships at 17k
dropping to .3 was better - night spoting dropped to 5-8K in a very limited test, but once spotted, they can be locked/tracked out to 12k or so.

Due to the way these several 16k packages are commenting sensors.cfg, and the values that were commented out - I strongly suspect they are all clones.

Can anyone shed light on what the reasoning for 1.6 is, and why the factor should not be less than 1, and in fact exactly what setting these factors modify. I assume it is a bit in library/sensors.dat...

I appreciate any light that can be shed on this !
-------
Edit - Further testing at a still lower .25 and i just spotted a pitch black swann at 14k ;( now I am even more confused...


While I am on this topic, why is sensors.cfg identical even in the default 8k version ? (as opposed to being left at default) I was suprised to see this. I guess there is a lot I don't understand - still hoping someone can enlighten me on this.

The first part of what you are referring to has come to be known as the "Vampire Night Vision" buglet in SH3. It is difficult to get correct night-time visual spotting/tracking behavior without screwing up the daytime aspects of the same.

Months ago there was a 22+ page thread dealing with this and we took what we learned from that and applied it in a conservative fashion. There ARE improvements in this area in GW over stock... but we do not consider it a closed chapter.

Regarding sensor modifications... I am going to go with the short answer. We went with the best information available at the time of release... and this is also not a closed chapter.

Getting accurate results in these areas is difficult because of inconsistent test data... and the "cascade effect".... When you fix one thing... you risk breaking another in the process.

Then again... we aren't done!

OK I can accept that, and would actually kill for a search feature that was semi useful. Also please note that the .25 above was NOT active, and I was mistaken. I am actually getting good and consistant results with .25 on light and am thinking about using .15 next patrol. At .25 I am night spotting at 5k-9k and losing at 10-11k. A little closer in and I can actually see wake and such myself, so .15 is next.

On another note, I am STILL noting a total lack of aircraft in 1.1- I just lapped Ireland on the surface as much as possible at 256 and not even a sniff. Every radar emission was ship borne. This was Apr 43. This has been ongoing for weeks.

Kpt. Lehmann
05-24-06, 10:24 PM
The GW mod has not modified the number of airbases in the vicinity of Ireland from stock.

Even using 256x TC can reduce the number of AC contacts you may have.

Though it cannot be completely attributed to the GW mod, we did reduce the probabilities of airstrikes against the player via the Airstrike Cfg.

When you combine the computational challenges presented to the SH3 engine during the use of TC... and bad luck... you get few AC contacts.

We are going to raise the probabilities in our next evolution.

However, in the Bay of Biscay... I'd be ready to crash dive in a heartbeat if I were you.

If you aren't happy with the current arrangement, you might compare the stock Airstrike Cfg and go with something in the middle.

Without re-writing every airbase in the region... this is the only real option available.

U-Bones
05-24-06, 10:28 PM
The GW mod has not modified the number of airbases in the vicinity of Ireland from stock.

Even using 256x TC can reduce the number of AC contacts you may have.

Though it cannot be completely attributed to the GW mod, we did reduce the probabilities of airstrikes against the player via the Airstrike Cfg.

When you combine the computational challenges presented to the SH3 engine during the use of TC... and bad luck... you get few AC contacts.

We are going to raise the probabilities in our next evolution.

However, in the Bay of Biscay... I'd be ready to crash dive in a heartbeat if I were you.

If you aren't happy with the current arrangement, you might compare the stock Airstrike Cfg and go with something in the middle.

Without re-writing every airbase in the region... this is the only real option available.

Thank you, I will look in the cfg - I was thinking this was entirely in Campaigne.
Edit: The original airstrike.cfg resulted in the immediate and dramatic re-appearance of the RAF. I applaude the upcoming adjustment and appreciate the help.

Syxx_Killer
05-27-06, 05:52 PM
I've got SH3 Mini Tweaker and recently downloaded SH3 Color Inspector V2. I was wondering, which file do I need to change in order to decrease the murkiness? Which one of those would make it easier to change the murkiness? I think I like a little more clarity for just messing around with the camera under water. :-j

JScones
05-27-06, 06:20 PM
I've got SH3 Mini Tweaker and recently downloaded SH3 Color Inspector V2. I was wondering, which file do I need to change in order to decrease the murkiness? Which one of those would make it easier to change the murkiness? I think I like a little more clarity for just messing around with the camera under water. :-j
If you use SH3Cmdr, just set the water density to 20. That should be enough for what you want to do.

Otherwise, in scene.dat, change the "UnderwaterFogEnd(Fog)" entry to a value between 1 (opaque) and 20 (transparent).

There are other fancier methods (like changing colours and such), but you may be happy with this quick fix.

Syxx_Killer
05-27-06, 06:38 PM
Thanks, JScones. That's what I was after. :up: :up:

likif
05-27-06, 10:20 PM
Beautiful mod, thanks.

I have the 'screeching' problem, though I would prefer to call it a looping problem. I have noticed it starts only when I use time compression while submerged. Quite quickly, one of the new hull pressure sounds starts looping, and I have to save and reload to get rid of it, which takes oodles of time on my PC.

Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. etc.

I have a separate sound card, a good one. Don't think it's hardware, since I never had this problem with stock SH3 or any other massive mod.

gouldjg
05-28-06, 04:34 AM
Beautiful mod, thanks.

I have the 'screeching' problem, though I would prefer to call it a looping problem. I have noticed it starts only when I use time compression while submerged. Quite quickly, one of the new hull pressure sounds starts looping, and I have to save and reload to get rid of it, which takes oodles of time on my PC.

Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. etc.

I have a separate sound card, a good one. Don't think it's hardware, since I never had this problem with stock SH3 or any other massive mod.

Yep I have the same,

In next update I suspect this will be looked at in next version/update.

Possible short term solution I did

In the sounds folder, I have replaced all the creeks_level sound files with the defaults from stock and problem went away. I have soundblaster audioligy but also have onboard sound card.

Some of us get it and some do not.

Just shout if you have problems replacing files, I sometimes presume we all know what to do

Anvart
05-28-06, 01:40 PM
Hi, Kpt. Lehmann.
Your box is filled........
Yes, of course, I agree.
I am glad, that it was pleasant to you.

Anvart :D

Nopileo
05-28-06, 02:23 PM
Been having a few months break from SH3 and just visited to see if there was any news. All I can say is that this looks awesome! Downloading now. Hopefully finished in a few days... ;)

Anyway well done on this, and it's very good to see that the community is still so active! :ping:

Deep-Six
05-29-06, 12:47 AM
Hi everyone, some should still remember me most will not.

I have been away from this forum for a long time, work, chores, work, etc...

yes, I finally got a job.

If and when I get this mod d/l I will start to play again. (I finally have DSL) YEAH!!!!

I just got done reading a book that inspired me to play SH3 again.

That book is Rites of War by C.A. Mobley<sp?>(modern sub warfare):)

Nopileo
05-29-06, 01:00 AM
Recently installed this on a fresh SH3 install, and wanted to confirm I have done this properly (sorry I haven't read this entire thread):

- Installed SH3 and the 1.4b patch

- Unpacked all six main GW files, the 1.1 update and hotfix

- Created a new folder (Grey Wolves, GW for short), and copied all the data folders from all the other folders (GW Part 1-6) into this new folder

- Added a few of the optional mods from package 2 into the GW folder

- Copied the data folder from the 1.1 update into the GW folder, as well as the optional seabed textures

- Copied the hotfix into the GW folder

- Enabled the SW folder using the Mod Enabler

- Started SH3 once to be able to run SH3 Commander

- Exited the game immediately and created a career in SH3 Commander, left most options at default except realistic dates for subs (maybe this is already in the mod?)

- Started the patrol without doing any upgrades to the boat (also forgot to hire more crew, btw... :roll: )

Everything seems to be working great, but I haven't seen all aspects of the mod yet, as I haven't encountered any enemies yet, but like I said I'd like to make sure it was ok to install the mod using this procedure.

Nopileo
05-29-06, 02:50 PM
Once again I apologize for not having read this entire thread, but I'd like to report a (possible) bug.

It is not possible to reload torpedoes on Type IIA boats. Have gotten a VIIB now, and it works there, although I have many more torpedo petty officers now. On the IIA I managed to get the bar above 50% (barely), but no reloads.

Kpt. Lehmann
05-29-06, 07:15 PM
Once again I apologize for not having read this entire thread, but I'd like to report a (possible) bug.

It is not possible to reload torpedoes on Type IIA boats. Have gotten a VIIB now, and it works there, although I have many more torpedo petty officers now. On the IIA I managed to get the bar above 50% (barely), but no reloads.

Hi Nopileo,

I ran into a similar issue once where it seems the crew gets "stuck" and cannot perform.

Try hitting "Alt-Tab" to minimise the game to desktop... wait 2-3 seconds and then re-enter the game.

You can also click on your surfaced attack quick crew assignment icon on the F7 screen to "re-set" the crew.

It was doing something that simple that fixed it for me.

Kpt. Lehmann
05-29-06, 11:00 PM
Hi, Kpt. Lehmann.
Your box is filled........
Yes, of course, I agree.
I am glad, that it was pleasant to you.

Anvart :D


Thank you Anvart!!! :rock: :rock: :rock:

The Renegade
05-29-06, 11:34 PM
Ok I've posted this once before but I'm gonna post it here, as it makes more sense to be posted here and I will probably get an answer.

Ok I've come to a decision about what mods to get but I have just a couple more questions. I'm going to get the GW and the IuB mods, but I'm wondering if they can be run together or if I should run them separately. It seems to me that the GW is bigger, so does that mean it includes a lot of what the IuB mod has and it would be pointless to run them both together?

My last question (hopefully) goes out to the GW modders or anyone that knows a lot about it. I noticed that the 1.1 GW update adds quite a bit to the original mod, but it also adds stock textures and reduces graphical improvements to help keep the FPS rate high. I have a pretty powerful computer, or so I think, so should I just get the 1.0 version and not update it so I can keep the better graphics, or can I somehow get the update and still have the better graphics?


I don't know if the first question can be answered here on this thread, but the second one is more relevant.

Sorry for being such a noob about this. Hopefully I'll understand these mods soon.

Nopileo
05-30-06, 12:18 AM
Hi Nopileo,

I ran into a similar issue once where it seems the crew gets "stuck" and cannot perform.

Try hitting "Alt-Tab" to minimise the game to desktop... wait 2-3 seconds and then re-enter the game.

You can also click on your surfaced attack quick crew assignment icon on the F7 screen to "re-set" the crew.

It was doing something that simple that fixed it for me.

Thanks for the tip, Kpt. Will try it if it happens again. Just to clarify though, I had no problems moving the crew around, they just wouldn't reload torpedoes. I used the IIA on 3 patrols, and all 3 times I had to return to port after only having used the 3 torps in the tubes.

Deep-Six
05-30-06, 01:31 AM
Recently installed this on a fresh SH3 install, and wanted to confirm I have done this properly (sorry I haven't read this entire thread):

- Installed SH3 and the 1.4b patch

- Unpacked all six main GW files, the 1.1 update and hotfix

- Created a new folder (Grey Wolves, GW for short), and copied all the data folders from all the other folders (GW Part 1-6) into this new folder

- Added a few of the optional mods from package 2 into the GW folder

- Copied the data folder from the 1.1 update into the GW folder, as well as the optional seabed textures

- Copied the hotfix into the GW folder

- Enabled the SW folder using the Mod Enabler

- Started SH3 once to be able to run SH3 Commander

- Exited the game immediately and created a career in SH3 Commander, left most options at default except realistic dates for subs (maybe this is already in the mod?)

- Started the patrol without doing any upgrades to the boat (also forgot to hire more crew, btw... :roll: )

Everything seems to be working great, but I haven't seen all aspects of the mod yet, as I haven't encountered any enemies yet, but like I said I'd like to make sure it was ok to install the mod using this procedure.

I did the samething and saw no changes to the original game. Am I missing a step here? This was installed on a fresh install of SH3(patched to 1.4b). and I am using the mod enabler.

Any help would be great.:)

Nopileo
05-30-06, 03:41 AM
That sounds strange since you followed this exact procedure.

Well I forgot to enable it using the mod enabler the first time I tried it, so I saw no changes either... :oops:

Anyway, did you copy the files over to that main folder correctly? The 'Grey Wolves'-folder (or whatever you called it) should only contain a data-folder, and lots of folders inside the data-folder again.

When you enabled it using the mod enabler, how long did it take to enable it? It must have taken about 2 minutes on my system. Total size of my Grey Wolves-folder is about 1.8 GB(!).

Here is a pic of the file structure on my setup:

http://i15.photobucket.com/albums/a370/Nopileo/gw_structure.jpg

ref
05-30-06, 08:25 AM
Ok I've posted this once before but I'm gonna post it here, as it makes more sense to be posted here and I will probably get an answer.




I don't know if the first question can be answered here on this thread, but the second one is more relevant.

Sorry for being such a noob about this. Hopefully I'll understand these mods soon.

The best you can do is install GW1.1, and then enable the optional graphic mods, 1.1 corrects a number of issues besides FPS.

Ref

Herbert0100
05-30-06, 08:28 AM
This might sound a dumb question but were is this mod enabler you speak of ?

ref
05-30-06, 08:42 AM
This might sound a dumb question but were is this mod enabler you speak of ?

http://members.iinet.net.au/~jscones/software/products/jsgme.zip

Ref

Nopileo
06-01-06, 03:17 AM
Last night while patrolling outside of Bergen I received a radio msg from BdU, telling me that Operation... umm - sorry can't remember which one - was now starting, and that all u-boats should follow orders (or similar). Since this was April 6th 1940 I figured this was probably the operation at Narvik on April 9th, and so I went full speed up there so that I would get there before the German TF (which was indicated as a contact report).

I reached Narvik a few hours before the TF, and did some recon. Pretty quiet. A few small merchants, tub boats and fishing boats. I wondered what this battle would look like... By this time some Norwegian ports had become red, as well as the ships in the harbour.

Finally the task force reached Narvik, 2 battlecruisers and lots of destroyers. I was excited as to what would happen next, when... they all disappeared! :huh:

I spent the majority of the day cruising around on the surface in Narvik, sinking most ships with the deck gun, as to somehow simulate the invasion... The band was playing and people were cheering from the harbour though, which ruined the atmosphere slightly... :rotfl:

Anyway, would it be possible to have such invasions simulated in future versions of the mod?

I love it so far, though. The correspondence between radio messages and actual events is a nice touch, and I really like that it takes such a long time for ships to sink.

Sailor Steve
06-01-06, 10:58 AM
I too have watched the invasion force disappear. Rubini very carefully scripted in all the different invasion fleets, but I'm guessing that having them arrive, slow down and engage the enemy would have been too much for the game system to handle. At least they make the trip from Germany to Norway.

Nopileo
06-01-06, 11:17 AM
Yes, and that is a very nice touch! I think the work of Rubini in this mod is exceptional (I remember when I betatested a few of the initial ports), but also great work by all the participants of course. The Grey Wolves mod seems very balanced - with all parts fitting perfectly together. Used together with SH3 Commander this is like an expansion pack.

Deep-Six
06-02-06, 01:04 AM
Last night while patrolling outside of Bergen I received a radio msg from BdU, telling me that Operation... umm - sorry can't remember which one - was now starting, and that all u-boats should follow orders (or similar). Since this was April 6th 1940 I figured this was probably the operation at Narvik on April 9th, and so I went full speed up there so that I would get there before the German TF (which was indicated as a contact report).

I reached Narvik a few hours before the TF, and did some recon. Pretty quiet. A few small merchants, tub boats and fishing boats. I wondered what this battle would look like... By this time some Norwegian ports had become red, as well as the ships in the harbour.

Finally the task force reached Narvik, 2 battlecruisers and lots of destroyers. I was excited as to what would happen next, when... they all disappeared! :huh:

I spent the majority of the day cruising around on the surface in Narvik, sinking most ships with the deck gun, as to somehow simulate the invasion... The band was playing and people were cheering from the harbour though, which ruined the atmosphere slightly... :rotfl:

Anyway, would it be possible to have such invasions simulated in future versions of the mod?

I love it so far, though. The correspondence between radio messages and actual events is a nice touch, and I really like that it takes such a long time for ships to sink.

W/o trying to sound like a prude, How in the world did you get GW to work?

Tell and I will sink a CV in your honour.:yep: :D

Nopileo
06-02-06, 08:16 AM
You still didn't get it to work? Well I have no other tips other than the ones I posted above. Seems there will be one less CV sunk then... :88)

Saintaw
06-03-06, 05:17 AM
:sunny:

I just came here to say that I installed this, and I like it so far! Started a career in 39 and got assigned to good ole U-51 (my previous career boat was the same). I was pretty much surprised when I saw my first prey, presetting my torps to 8m as it looked like a small merchant... I look in the recon book and find out it's a new kind of ship...AHA! Shot one below her and another one immediately on inpact... she nicely burned a good 5 minutes befire sinking. I stayed around a bit, the sinking sounds are terrifying :o.

The only two things I'll change are the underwater view (personal preference... I've seen somewhere here that ther's a way to restore the files from my stock backup <insert old monkey icon here>). And I need to find a way to make the sun shine, I seen enough rain where I live...

Good stuff! :up:

jaxa
06-04-06, 12:33 PM
After finish of first patrol using GW 1.1 I can say only one word - fantastic:up:
GW use majority of mods I compiled earlier for myself. I propose to include only one, really good mod - chomu's integrated orders.
PS. Kiel Kanal is really useful, you can save two-three days of sailing.

Umfuld
06-06-06, 12:24 AM
Expanding on the above suggestion, I'd like to ask anyone who cares to answer:


What Mods do you feel are Must Haves to compliment the GW mod?


Maybe not so much a list of all of them that you may use, just ones you feel are the best / can't live withouts.

This would help a great deal. I'm somewhat new here, and it's easy to feel overwhelmed by all the choices. I hate the feeling that I'm missing out on some great stuff, but it's hard to keep up with the new improvments, nevermind ones made months ago that people may use, but seldom discuss anymore.



EDIT: Also, I went to download GWs from U-Boot.RealSim and the link is broken. Tried from FileFront and it says I have an invalid session set.

HELP!!!

Carotio
06-06-06, 03:42 AM
Expanding on the above suggestion, I'd like to ask anyone who cares to answer:


What Mods do you feel are Must Haves to compliment the GW mod?


Maybe not so much a list of all of them that you may use, just ones you feel are the best / can't live withouts.

This would help a great deal. I'm somewhat new here, and it's easy to feel overwhelmed by all the choices. I hate the feeling that I'm missing out on some great stuff, but it's hard to keep up with the new improvments, nevermind ones made months ago that people may use, but seldom discuss anymore.



EDIT: Also, I went to download GWs from U-Boot.RealSim and the link is broken. Tried from FileFront and it says I have an invalid session set.

HELP!!!

You may want to check my site! I have uploaded GW1.0 to rapidshare, and the links are at my site!
About mods for GW, I only use one: the add on which I have compiled myself from many mods! Read the thread about it in this forum...

Umfuld
06-06-06, 03:45 AM
Will do, thanks. I'm just about done downloading the dial up version, so I should be all set. (for 170+ files, it's really not that hard :cool: )

I think I'll still need the latest update for GW.

VonHelsching
06-06-06, 07:16 AM
Expanding on the above suggestion, I'd like to ask anyone who cares to answer:

What Mods do you feel are Must Haves to compliment the GW mod?


Well you could say that GW 1.1 patch has almost everything (the most essential) with no compartibility problems whatsoever. Other than that, I usually add all the new ships that are released.:up:

antidotos
06-06-06, 11:04 AM
Hi all,
sorry to ask you a silly question, I m back in the world of convoy hunting and I have been told GW was the best mod around (by expert mariners I fully trust) but I would like to downwload the right files (and I do not like rapidshare) I wanted to download from Terrapin's site but I couldn't find the full mod (only the 170 files for dialup, the other part of the site was a 403....). So where can I find this mod (and patches if any) ? Again sorry for such a basic question, I m sure there will be a kind soul nearby (I could not read the 35 pages of the thread) or shall i suppose that it is only possible on rapidshare ?
Thanks for reading.

Der Eisen-Wal
06-06-06, 11:27 PM
had a shot at it today, i like how the harbours are so busy, but did they change the damage models? I can't seem to get one torp kills anymore? or do they sink slower?

Umfuld
06-06-06, 11:45 PM
Sorry if this be a dumb question, but I guts to axe:

The GW Documentation & Optional Mods folder that I have, the directions said to simply place that in next to the Data folder in my main GW folder. And then simply load the entire main folder into the Mod Enabler.
Is that right? That's the way I understood it, and did it that way.
I'm just afraid I misunderstood and those optional mods are just siting there not being used.




Antidotos, I had to use the Dial Up last night as I had the same trouble finding it. It really wasn't that hard. A pain in the rump for a bit to be sure, but worth it, IMO.

VonHelsching
06-07-06, 12:01 AM
Hi all,
sorry to ask you a silly question, I m back in the world of convoy hunting and I have been told GW was the best mod around (by expert mariners I fully trust) but I would like to downwload the right files (and I do not like rapidshare) I wanted to download from Terrapin's site but I couldn't find the full mod (only the 170 files for dialup, the other part of the site was a 403....). So where can I find this mod (and patches if any) ? Again sorry for such a basic question, I m sure there will be a kind soul nearby (I could not read the 35 pages of the thread) or shall i suppose that it is only possible on rapidshare ?
Thanks for reading.

This reply also goes for Umfuld's PM:

Just checked with u-boot.realsimulation.com and there seems to be a problem with the GW download page. You can also download GW from Snakeach's FTP site:

IE user
ftp://snakech.kicks-ass.org/
username: SH3
password: silent-hunter

Firefox user
ftp://SH3@snakech.kicks-ass.org/
password: silent-hunter

VonHelsching
06-07-06, 12:06 AM
had a shot at it today, i like how the harbours are so busy, but did they change the damage models? I can't seem to get one torp kills anymore? or do they sink slower?

GW uses the NYGM v1.39 Damage Model. Ships now sink mostly by sinking (and slower too). DG is useful at the waterline only. Two torpedos at the same spot don't make much difference. Read the relevant thread

There are one torp opporunities. You just have to discover them ;)

VonHelsching
06-07-06, 12:11 AM
Sorry if this be a dumb question, but I guts to axe:

The GW Documentation & Optional Mods folder that I have, the directions said to simply place that in next to the Data folder in my main GW folder. And then simply load the entire main folder into the Mod Enabler.
Is that right? That's the way I understood it, and did it that way.
I'm just afraid I misunderstood and those optional mods are just siting there not being used.


After installing GW, just copy / paste the complete directory of an optional mod (say TankerIV seafloor mod) under the program files/ubisoft/silenthunteriii/mods. Then if your structure is like this: program files/ubisoft/silenthunteriii/mods/tankeriv seafloor mod(or any other mod)/data/... you re OK. :up:. The mod name will then appear in the JSGME screen, and you just have to enable it.

Umfuld
06-07-06, 01:47 AM
Okay. I didn't enable any of the optional mods. As I said the way it states is to put the optional mods folder in with data folder for the GW mod. And enable that entire thing.
So if it doesn't enable the optional mods that way (enables them along with the rest of the GW mod), it's easy enough for me to do it for each one seperatly. Just wanted to point out that that's how I read those directions.

Thanks!

antidotos
06-07-06, 02:02 AM
VonHelsching,
Thanks for the downloading links (even if I managed to download first from frontfile).
I carefully noticed the instructions to my fellow beginning comrades.....

Kpt. Lehmann
06-07-06, 03:09 PM
Hi Guys,

The GW server at http://mpgtext.net/u-boot/component/option,com_frontpage/Itemid,1/

is back up again.

Thank you Terrapin, you are a prince! :up: :up: :up:

magalenin
06-18-06, 05:47 PM
I installed the GW and it is really nice work, but: the color of the sea!
I know that it must be changed because of the realism, but it is very annoying when the sea is so dark, especially at night. The "stock" version give me very-very beautiful moments when the sub diving. I could see the environment, and now I can't see the destroyer near the ship, within 50 meters.
So can anybody say the filenames which make the sea more transparent, clear, if it is possible to change this with changing files.
Thanks

magalenin

Vikinger
06-19-06, 06:54 AM
Magalenin. If you DL and install SH3 Commander v 2.5 you can change some game variables in it. One thing you can change are the transparency/density of the underwater so you get a more clearer view.

Then start the game whit the launch button from SH3 Commander.

This is the easiest way to do it whitout have to edit the scene.dat file for your self.

Good Luck.

Vikinger.

GabberHardcore
06-19-06, 06:54 PM
Mmm i downloaded this mod today on recommendations of some mates! :cool:

Im stunned by the graphical and sound parts of this mod, just rocks the place by miles. :rock:

But i really dont have a clue how ur damage models work now. i've done some testing in sub school and found very very strange results. :huh:

Using a deck gun now requiers 50+ shells to sink a small merchant, where it used to take like 5 if i was shooting at the fuel depot below waterline. Taking out the small merchant took 10 minits instead of 1.

Torpedoing is even stranger.
I targeted the small merchant on my rear with tube 5, and made a magnetic hit right below its keel, midships. Took ages for him to realize it was hit, cause it kept sailing at 5 knots for another 5 minits. Then it layed still in the water and wasnt planning on sinking.

Same on the tanker, had direct midships hit, with triggers set on impact 3 meters. Ship was heavily smoking and on fire, but sinking wasnt in his library apperantly. With the stock model that ship would explode and break in half, and sink like a brick in 10 seconds.

Then i hit the C2 Cargo, around 3 meters in front of its bow. Whole ship exploded, and the stern started to sink first. Now usually the ship explodes when hitting somewhere near its engine or fuel, and hardly ever things about sinking, this one did it straight away.

After that i started up the bismarck mission to see some seabattles. Same as the deckgun damage hase been decreased like 500% on subs, battleships seem to suffer from it too. Usually Bismarck is taken out in 5 minits, now it stoud its ground for fat 15 minits, and not planning on sinking.


Now ofcourse i might look at the damage model completly wrong, but the logicals have been lost with me, so does the fun of using the deckgun.

What am i doing wrong, and what way should i adjust to make myself as lethal as i was? Im not going to remove the mod, cause the rest of it is way to awsome :|\\ .

WJR
06-19-06, 08:02 PM
Out of curiousity, is there any way to play GW without the NYGM?

Fantastic work GW team! :)

Kpt. Lehmann
06-19-06, 09:41 PM
Out of curiousity, is there any way to play GW without the NYGM?

Fantastic work GW team! :)

GW is designed to be a stand alone mod WJR.

Torpedoshooter
06-19-06, 10:34 PM
Not Sure if this is the place to post it but...

I just downloaded the Grey Wolves Mod a few days ago. When I went out on my third patrol I torpedo a merchant man and wanted to finish it off with my deck gun. one problem, no deck gun ammo! I played around the ammunition managment window showed I had plenty of ammunition. I went back to base and started another patrol and the same issue cropped up. Has anyone else seen this issue? Any ideas about a fix?


Thanks!

Stay with em till they are on the bottom!

Phylacista
06-20-06, 01:47 AM
Hello kaleuns,

I like all contacts being grey, but is there a way to get the "tail" black? Because it is the same file ContLine.tga used for both tails and torpedo line in TDC I need it darker, otherwise the torpedo line gets lost in my bearing overlay being the same light grey.

I have no idea how to change this file - there is some alpha channel in PS, but I cant do it. I would be glad if somone could pont me to the right file for download or tell me how to do it myself.

Thanks.

VonHelsching
06-20-06, 03:50 AM
Not Sure if this is the place to post it but...

I just downloaded the Grey Wolves Mod a few days ago. When I went out on my third patrol I torpedo a merchant man and wanted to finish it off with my deck gun. one problem, no deck gun ammo! I played around the ammunition managment window showed I had plenty of ammunition. I went back to base and started another patrol and the same issue cropped up. Has anyone else seen this issue? Any ideas about a fix?


Welcome to the forum, Torpedoshooter!

When you are at the DG screen, you'll see the ammo types at the right bottom corner. In GW, by default is is set at armor piercing (GW feature: Zero AP ammo). You'll just have to check to the next available ammo type Explosive (click on the HE shell).

Make sure you concentrate your fire on the waterline.

GabberHardcore
06-20-06, 04:54 AM
started a campaign mission

found out its already getting dark at 16.00 hour :huh:

if its dark, its complete dark, cant see nothing att all. now when i look outside during the night its not that dark

got a radio message:

Heavy Cruiser sighted AN7156

wich grid is that??????

Kaleun
06-20-06, 05:03 AM
Hi,

to find out about the grid ref, try:

http://www.uboat.net/maps/grid.html

kaleun

GabberHardcore
06-20-06, 05:27 AM
Here look at this, took 1 torp hit and 15 deckgun shots, and 2 hours later i see this. :damn: Who the .... do i need to sink these bloody ships?

http://img.photobucket.com/albums/v252/gabber_ronald/yearight.jpg

Kruger
06-20-06, 05:37 AM
Hi all. I'm sure that this matter has already been discussed here. Is there any way in GW for me to restore the stock water transparency ? It produced some nice cinematic effects...and i miss that.

WJR
06-20-06, 07:09 AM
Out of curiousity, is there any way to play GW without the NYGM?

Fantastic work GW team! :)
GW is designed to be a stand alone mod WJR.

Yep but i was under the belief that GW has NYGM built into it, please correct me if i'm wrong there, so is there any way to play the GW mod without the changes that NYGM makes?

Cheers

VonHelsching
06-20-06, 07:18 AM
started a campaign mission

found out its already getting dark at 16.00 hour :huh:

if its dark, its complete dark, cant see nothing att all. now when i look outside during the night its not that dark

got a radio message:

Heavy Cruiser sighted AN7156

wich grid is that??????

You're probably somewhwere North, during winter. So, it's logical. Which mods are you using?

VonHelsching
06-20-06, 07:38 AM
For GabberHardcore and WJR,

The Grey Wolves Supermod uses the NYGM 1.39 Damage Model. This model introduces a new way of sinking ships; by flooding, that is. On average, it is more challenging than the stock damage model, so in many cases one torpedo will not be enough for a FAST sinking. If you're unlucky, sinking sometimes takes hours, so you'll have to be patient.
Also the deck gun is more useful if you concentrate your firing around the waterline, in order to produce more flooding.:up:

There is no version of GW without the NYGM damage model.

GabberHardcore
06-20-06, 09:12 AM
Alright i learned the full story of the new damage system right now, so i understeand its more realistic and i just have to relearn it.

But im using all mods exept no swastica wich i got with the installation.

I guess patience and disipline are the new keywords now. (not my strongest points)

But i still cant stand the total blackout during night hours, hard to imagen i cant see nothing at all.

I really apreciate the realism and the disign for the whole mod, but i prefer beeing able to select the hight of realism also in this mod.

bigboywooly
06-20-06, 09:45 AM
Out of curiousity, is there any way to play GW without the NYGM?

Fantastic work GW team! :)
GW is designed to be a stand alone mod WJR.

Yep but i was under the belief that GW has NYGM built into it, please correct me if i'm wrong there, so is there any way to play the GW mod without the changes that NYGM makes?

Cheers

The only way would be to replace the GW ships with ships from a stock installation

GabberHardcore
06-20-06, 10:06 AM
but on the other hand i've been thinking...

how can a small merchant not get totally blowen away by a torpedo?

i mean detonating a 280kg bom under or against the ship wouldnt leave much afloat, even c2 cargo ships would have serious trouble keeping up alive. lat alone small merchants who should always sink like a brick.

i think the mod minimizes the power of the torpedo imho.

U-Bones
06-20-06, 10:25 AM
but on the other hand i've been thinking...

how can a small merchant not get totally blowen away by a torpedo?

i mean detonating a 280kg bom under or against the ship wouldnt leave much afloat, even c2 cargo ships would have serious trouble keeping up alive. lat alone small merchants who should always sink like a brick.

i think the mod minimizes the power of the torpedo imho.

Sometimes a ship will sink quickly. Sometimes not. There are historical records that support both scenarios, for ships of all sizes.

As for the game, one one end of the scale there is arcade like "1 fish will always sink a small" to total unpredictability on the other end of the scale.

This mod is a nice middle of the road, sometime frustratingly hard, sometimes too easy, and occasionally predictable. For myself, I know that I will never again play SH3 with stock damage.

Sailor Steve
06-20-06, 11:34 AM
Backing up U-Bones here: I've been going over the Japanese merchant records. I've read of ships sinking in in less than a minute, ships taking six torpedoes and five hours to sink. One ship took three torpedoes and was still afloat; another took it under tow. Several hours later it broke in two. The aft sank instantly, the bow a couple of hours later. The real-life variety seems endless.

Pants
06-20-06, 11:42 AM
Read this and note the SS Ohio...sinking times are as varied as you and i
http://www.usmm.org/malta.html

GabberHardcore
06-20-06, 01:19 PM
Backing up U-Bones here: I've been going over the Japanese merchant records. I've read of ships sinking in in less than a minute, ships taking six torpedoes and five hours to sink. One ship took three torpedoes and was still afloat; another took it under tow. Several hours later it broke in two. The aft sank instantly, the bow a couple of hours later. The real-life variety seems endless.

Im talking from about the smaller ships.Yea battleships are designed to take a beat. perhaps cruiseliners can 1 perhaps 2. Perhaps indead the big cargoships poses a large bouyency, they may stay afloat for longer, and take more hits.

But the SMALL merchants, and perhaps the mid sized, are not designed to take torpedoes. The force of the torpedo explosion would take away such a big part of the ship it loses its bouyency instantly.

U-Bones
06-20-06, 01:49 PM
Backing up U-Bones here: I've been going over the Japanese merchant records. I've read of ships sinking in in less than a minute, ships taking six torpedoes and five hours to sink. One ship took three torpedoes and was still afloat; another took it under tow. Several hours later it broke in two. The aft sank instantly, the bow a couple of hours later. The real-life variety seems endless.
Im talking from about the smaller ships.Yea battleships are designed to take a beat. perhaps cruiseliners can 1 perhaps 2. Perhaps indead the big cargoships poses a large bouyency, they may stay afloat for longer, and take more hits.

But the SMALL merchants, and perhaps the mid sized, are not designed to take torpedoes. The force of the torpedo explosion would take away such a big part of the ship it loses its bouyency instantly.

WWII torps are not -that- big, and a 2000 ton small merchants is not -that- small. Unless the back is broken or you get a secondary explosion, the most you are going to get is a hole large enough to swim in and out of. Much of the torpedo warhead energy went in unproductive directions. They were designed to defeat hull integrity, not to blow up the ship. Torpedos did not generally blow up 2000 ton ships unless they were assisted by explosive cargo.

Koinonos
07-19-06, 06:54 PM
I assume it is, but after browsing this thread and NYGM official thread I didn't see an explicit Yes/No?

I know the GW 1.1 uses the 1.39 NYGM, so I presume applying the NYGM 2.0 will not be an issue?

If I missed the relevant post about this, please feel free to let me know.

JScones
07-20-06, 02:52 AM
I assume it is, but after browsing this thread and NYGM official thread I didn't see an explicit Yes/No?

I know the GW 1.1 uses the 1.39 NYGM, so I presume applying the NYGM 2.0 will not be an issue?

If I missed the relevant post about this, please feel free to let me know.
Missed *the* relevant post about this???? There's about 239 threads asking whether they are compatible (OK, I haven't counted, but if feels that way)! :rotfl:

No, they're not compatible. However, as has been posted a few times, if you can't decide which one you want, then it is possible to have one install of SH3 with NYGM and one install of SH3 with GW. Then you can play which ever one you want based on your mood at the time.

bat05
09-10-06, 12:49 AM
Upon installing GW,when I run the gsme, i am unable to set up realism optopns. I can click on an option to add or drop but there is no percentage of realism imdicated. Is there something I'm missing or is this a function of TGW install? thanks anyone.

WhiteW0lf
09-10-06, 02:21 AM
I have finaly made the plunge and installed GW, before I was using RUB 1.45 with other mods to play %100 realism.

I like alot of things in GW and its a great peice of work by you modders but some bugs I have found that need to be fixed are:

- On the watch deck when going to binos and you look through other watchman you can see the outline of thier bodies.

- Need to remove the intro movie or is there a way I can do this myself?

- That gay "yay" sound that someone says in a moking sort of way when a torpedo impacts or a ship sinks needs to go, its so annoying and sounds so fake.

- The contacts you get on the map should just be a box without the line showing the direction its going, its much more rewarding to just get a contact and heading without showing you where its going and then intercepting it yourself, its too easy and I am not doing plots, marking ships positions, and such on the map that I used to.

On the install did I need to check the box for 8km or 16km to have those or are they already in and those were just a different version?

chasepreuninger@gmail.com
11-05-06, 04:34 PM
After I installed grey wolvs my sh3 will get to that loading screen right befor the main menu then have a couple of error messages then quit.

kylania
11-05-06, 04:38 PM
Sounds like you might not have upgraded to SH3 1.4b before installing GW? Ensure that you have the fully patched game first.

stabiz
11-05-06, 05:14 PM
The best is to this:

*Uninstall
*Delete all folders (Including the one in your documents folder)
*Install SH3
*Patch to 1.4b (the right patch, there are several versions, ie American DVD version if you have the US DVD)
*Install GW

Kruger
11-05-06, 06:55 PM
I am sory, I have not visited the forum for some time. Has GWX been released ?

The Noob
11-05-06, 06:57 PM
I am sory, I have not visited the forum for some time. Has GWX been released ?
Not yet. But soon Kruger, soon. :D

melnibonian
11-05-06, 06:58 PM
I am sory, I have not visited the forum for some time. Has GWX been released ?

Not yet. There will be a closed beta test session for about a month and after that the game will be released. I think everyone is waitnig for it :yep: :yep: :yep: :yep:

nembo
01-17-07, 06:58 AM
Hallo,
have d/l few days ago the new GW 1.1a and seen that there is a misallignmet between the boat and the overlay of few meters and degrre. Tried to install, through JSME, the vers. 1.1 1024 overlay fix but it doesn't work. The link present on the first page doesn't work and can't get a newer version of fix. I own a nVidia video card. Some advices?
Many thanks in advance for the help.
Alberto

bigboywooly
01-17-07, 10:46 AM
Hallo,
have d/l few days ago the new GW 1.1a and seen that there is a misallignmet between the boat and the overlay of few meters and degrre. Tried to install, through JSME, the vers. 1.1 1024 overlay fix but it doesn't work. The link present on the first page doesn't work and can't get a newer version of fix. I own a nVidia video card. Some advices?
Many thanks in advance for the help.
Alberto

Will see if can get the bearing overlay fix re uploaded

JayR
07-12-07, 05:25 AM
I started a new campaign with GWX 1.3 and SH3 Commander and completed the first patrol. Because I refueled at a milk cow the results end up showing two patrols. However the tonnage I sunk and the two airplanes I shot down before refueling do not show up at the patrol history. Is this a common problem and is there a way to fix this?

Cheers,
JayR