View Full Version : The Grey Wolves Supermod (official thread)
Kpt. Lehmann
03-19-06, 05:52 AM
The Grey Wolves Supermod FEATURES LISTS including version 1.1!!! 4-22-06
http://rapidshare.de/files/18626955/The_Grey_Wolves_Supermod_Information.zip.html
The Grey Wolves Supermod is FREEWARE!!! You may not use it to make a profit.
This is unpaid, free, community-based work that was made on sheer enthusiasm and nothing else. You are fully responsible for any changes made to your game or system by installing this mod, and even though it has been thoroughly tested and made with a player's enjoyment and game stability in mind - the creator(s) cannot guarantee either total satisfaction or 100% absence of technical faults. Feedback is accepted and technical support may be given by the creator(s), but depends entirely on their goodwill.
We will continue to work to solve any identified problems. Please remember that opinions are not "bugs."
You can find The Grey Wolves Supermod version 1.0 on Terrapin's wonderful SH3 website (Our primary and fastest DL host) Just go to the SH3 downloads section and choose the Grey Wolves server. MANY many thanks go to Terrapin for the real-life hours he has spent to make sure The Grey Wolves Supermod has a reliable home.
Please do not create hot-links directly to mods on Terrapin's site to help preserve his bandwidth.
http://mpgtext.net/u-boot/component/option,com_frontpage/Itemid,1/
The Grey Wolves Version 1.1 Update (Read on)
http://rapidshare.de/files/18388148/The_Grey_Wolves_Update_v1.1.7z.html
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
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Now that FileFront seems to be running faster... you can also get GW there:
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Part 1: http://files.filefront.com/The_Grey_Wolves_v10_PART_17z/;4903164;;/fileinfo.html
Part 2: http://files.filefront.com/The_Grey_Wolves_v10_PART_27z/;4904727;;/fileinfo.html
Part 3: http://files.filefront.com/The_Grey_Wolves_v10_PART_3A7z/;4905371;;/fileinfo.html
Part 4: http://files.filefront.com/The_Grey_Wolves_v10_PART_47z/;4905565;;/fileinfo.html
Part 5: http://files.filefront.com/The_Grey_Wolves_v10_PART_57z/;4905690;;/fileinfo.html
Part 6: http://files.filefront.com/The_Grey_Wolves_v10_PART_67z/;4905837;;/fileinfo.html
UPDATES!!! to The Grey Wolves Supermod.
===============================================
Version 1.1 Update Changes:
TO EVERYONE..
IMPORTANT IMPORTANT IMPORTANT!!!!!!!!!!!!!!!!
1) On your first patrol of a new career before leaving port... do not upgrade or change anything. (I think you can add a sub emblem... but do so at your own risk.)
2) On your following patrols do not upgrade your sub at the end of the patrol... wait until you are about to leave for the next one.
(In base at end of patrol=no upgrading
In base just prior to patrol start=ok go ahead and upgrade it.)
3) Also regarding ships in harbors all running straight towards the nearest ground, beaching, and burning etc.... THIS happens when you save your game within 50 km of a harbor... and is also a stock SH3 bug. (Another tip, you will take an FPS hit in harbor areas because there is a lot for your PC to track and render... USE LOW TC if you must use TC to leave the area.
4) If you do upgrade your sub at the wrong time or save a game before an enemy ship is actually sunk YOU WILL NOT GET CREDIT FOR DESTROYING THEM!!!
5) Numbers 1-4 above we cannot fix... but you can change your actions to adapt to them, thereby nullifying them. Stock SH3 Save-game routines are simply screwed up and cannot be fixed otherwise. This is NOT a new bug introduced by the GW mod.
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The Grey Wolves Supermod is fully compatible with JSCones SH3 Commander program.
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TO INSTALL The Grey Wolves Update version 1.1:
The GW mod files are in JGSME format however you can also paste it directly over a clean installation of Silent Hunter III. To do this just save the patch and decompress it into a personal document. Then go inside the patch files, copy the "data" folder and paste it over the data folder found just inside your Silent Hunter III directory.
Note: Do not install this update while on patrol.
You must roll back/disable ALL mods and GW optional mods with the exception of the GW version 1.0 Supermod prior to installing The Grey Wolves v1.1 Update.
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Changes incorporated in The Grey Wolves Update 1.1
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Added Periscope TGA Hi-res fix by Mkubani and JonZ
Corrected Sub availability dates for 2nd and 7th Flotillas-JSCones
Re-worked player rank and medals requirements
Changed Player U-Boat weapon reload times: (Un-damaged weapon with full crew compartment efficiency)
88mm Deck Gun= 10 seconds per re-load
105mm Deck Gun=12 seconds per re-load
(Note the above changes were made to better reflect sustained fire rates of aimed direct-fire from a platform moving in three demensions at targets moving in three dimensions. Though higher rates of fire were certainly possible, such use would only be useful for area bombardment... not accurate fire.)
Also note... shell hits above waterline will hardly ever result in the sinking of targets larger than tug-boats.
Anti-Aircraft Weapon reload times: (Un-damaged weapon with full crew compartment efficiency)
All AA Weapon reload times= 5 seconds per barrel
Added further deck gun stability changes for more realistic gun movement and crew accuracy effects by Cdre Gibs
Increased Shell Power by approximately 33% for both the 105mm and 88mm deck guns
Reduced some terrain resolution and substituted terrain graphics from Kriller2's Terrain mod version 2.0- This should help with FPS in harbors and near land and in many cases actually looks BETTER than some of the high resolution versions I've seen.
Reinstated stock seafloor graphics for FPS improvement
Tanker IV Seafloor mod is now an optional mod... Note: if your system can handle it, this is an awesome little mod.
Corrected broken "Submarine blowing ballast" via the use of Ogg Vorbis speech file blending- Unknown modder
Added vonHelsching's Real Battery Life mod for GW- see the readme... wonderful mod!
Added -6 db Clock sound volume reduction- VodkaJello
Added slower DD propellor sound, Changes in DD speeds now discernable by hydrophone- Kpt. Lehmann
Added better underwater abient sound- NippelSpanner
Removed engine sound from bows of ships- Vapor Siaj by NippelSpanner
Reverted Creaks Level 2 sound to stock in effort to prevent looping sound.
Added Armed Trawler corrected damage model- Teddy Barr
Added "Blow Ballast" Ogg Vorbis speech files- DocAguirre (This was a bugged/broken sound in stock SH3. Now instead of silence you will hear the sound of your officer confirming your order to blow ballast followed by the sound of compressed air forcing out the ballast water.)
Clean Confirmation Window by Tikigod
Reduced all high resolution flag TGA sizes with intent to assist harbor/port framerates- Kpt. Lehmann
Added KptLt Erich Karl's Navimap datasheet mod
Fixed 1024 Cfg Leer TGA file failure- JCWolf
Added JCWolf's version of Manuel Ortega's Leer TGA file showing Sailor Steve's feet (LOL Sorry Steve I couldn't resist! ;O)
Added JonZ Improved Ship Recognition Book Mod
Added optional/partial Swastika remover mod
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Notes by JonZ- to revamp and make the recognition manual even bigger.
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Recognition Manual, contains both Profile and Angle views on one page. Useful when Interface is
Disabled with (Number/ 10 Keypad ".") and positions can be swapped with the toggle button when Interface is enabled.
- Bigger arrows buttons on cover and closer to the title. That way you will still focus on the countries titles and
on the arrows at the same time without accidentaly click on the 'open' zones.
- Nationalities navy flags added on the titles for a faster recognition browsing.
- Datas information for ships including draft, length, mast, beam, and tonnage are now on top of the page.
The most important info such as tonnage and draft are kept on the top right corner.
- Scale bar now has scale numbers associated with the ship dimensions.
- Improved High Res Texture of the manual in general with assorted color shemes.
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Rubini's notes:
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Made some Roster folder Ship Cfg and date-based corrections
Defside file Panama entries corrected
Argentinian alignment changes to axis side after May 12, 1945 to allow the player to escape in the last days of the war. This is done by modifying the Defside entries for Argentina in the Defside file. I find it very cool and historically correct. Some U-boat captains did sail into Buenos Aires after Germany capitulated. All credit for this idea goes to Stiebler.
Made some Scripted Campaign Layer adjustments for stability to both the regular and no-friendly-minefields optional mod.
In the Sea folder I have added the Walrus/Arado for the correct ships and using renown.
I also added the English/GermanNames.cfg in the sea folder with the corrected "Ftboot=Flottenbegleiter" entry.
I also added the correct Map entries for the new maps zoom levels.
I also added the Bismarck deck skin with swastika in the texture folder.
GW VERSION 1.1 UPDATE FAQ:
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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.
http://files.filefront.com/Stock_Gun_Damage__Reload_for_GWzip/;4936286;;/fileinfo.html
This mod replaces the 4 second stock reload rate for the deck guns.
This mod also reverts the shell damage potential back to stock.
For GW users, this does not add AP rounds back in.
Kpt. Lehmann
GW version 1.0 FAQ:
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Question: I am having slowdowns in underwater and in-harbor camera views... what do I do?
Answer: Install the stock sea floor mod included as an optional mod in your GW download.
First thing... I'm not angry with anyone here because dealing with this kind of stuff is very challenging for some users.... BUT....
As much as I would like to personally fix up everyone so that they could run GW comfortably.... Recommended (should be mandatory)specs to run Silent Hunter III include 1024 mb of RAM!!! (1 gigabyte)
The best way to set up your RAM cards: (your computer guy can do this...)
1) Get TWO STICKS THE SAME SPEED AND SIZE!!! Two sticks can be faster than one.... keep reading.
2) Have your computer guy DUAL CHANNEL THEM in BIOS... this allows the reading or writing of data to be channelled into whatever direction is most in-demand by your PC at the moment.
3) You cannot dual-channel a single stick of RAM.
4) Turn off all un-used programs running in the background when you play... especially temperature sensors. I have a temp sensor that refreshes the temp reading every three seconds... and if I leave it running I experience a severe and rhythmic dip in FPS every time it takes a measurement... and that is just one program of several I turn off before each SH3/GW run session.
5) MORE RAM IS USUALLY A CHEAPER/MORE AFFORDABLE UPGRADE
6) Not enough RAM will cause "memory mini-dumps" basically this means your PC cannot keep up with the running computations to continue the SH3 process... and you get CTD'd!!!
7) I learned all the above the hard way... and fixed it... and I am far from being a rich man and can I claim to even live comfortably.
I can feel your pain... believe me. I remember that crappy feeling of being so close but so far away. (All I want to do is just sail and sink stuff!!! WHY is it so hard to just run SH3?)
8) GW is a graphically intensive mod... yes.... but not nearly in the way that you think. With 99% of the altered graphics inclusions in GW... the Tanker IV Seafloor mod is one of the ONLY mods that expanded the actual size of the TGA file!!! For the most part this means we have simply replaced existing graphics with items that are no more difficult for your PC to process than the original. In some cases we have IMPROVED FPS!!! The Tanker IV Seafloor mod is optional as of GW Update to version 1.1.
Our smoke mod improves FPS and so does our "Waves Attenuation" values in the Sim.cfg
Given the right setup... GW can actually improve the performance of SH3 on your machine at sea.
Findings compiled by citizen Vodkajello (many thanks sir!)
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1. Missing textures on interiour of uboat.
SOLVED
Solution: Corrupt download or bad install. Fresh install and new DL of GW fixed problem. Confirmed not to be a problem with the files available for download.
2. Shadows on dragable chrono not displaying properly.
SOLVED
Solution: Update your graphics card driver.
3. Type XXI engine rooms must be filled over the green bar to get the sub moving at all.
SOLVED
Solution:
-Confirmed not to be GW problem by Ribini and K.L.
-user was using beta of GW, not release version 1.0.
4. - ARMED TRAWLER - FIXED (this small ship was indestructible. Added missing armed trawler Cfg file and corrected .zon to the GW version1.1 update file thanks to Rubini and Teddy Barr respectively.
5. the fuel guages in the CE's report doesn't jive the slide out report. Also as we were coasting into Whilhelmhaven on fumes with our IIA it appears the slide out readings were accurate for fuel remaining.OUTSTANDING
6.The NLOL and the NPTR are the same ship.
SOLVED... Having a cloned identical ship is not really a problem.
7. Slovakian aircraft graphics use historically inaccurate graphics.
SOLVED
Developer's disgression.
There will eventually be an update that will include these changes.
8. Bad frame rates.
SOLVED ... User specific settings and/or system specs that do not meet recommended levels.
Possible Solutions: Update your graphics drivers and use the particle effects slider in the SH3 video settings.
Do not use the 16km optional Atmosphere Mods.
The GW team will also take further steps with the upcoming update to improve FPS in "busy" areas like the harbors... however, some FPS loss will still occur as it alsways does in harbor areas.
harbor traffic will remain an integral and default part of the GW mod.
9. Crew not responding to orders for course/speed changes and requests to man the deck gun as if they don't have enough people in the relevant compartment.
SOLUTION- Stand-down from silent running and select one of the throttle options from "Ahead Slow" to "Ahead Flank."
10. Ships hard to kill. Ineffective deck guns.
People just need to get used to the new flooding to sink damage model. Read the NYGM / GW damage model sticky thread. This is a work in progress as is all modding.
-Users: Use torps, deck gun won't be effective on an undamaged ship of medium or large size. Aim the deck gun BELOW THE WATER LINE and in different areas. Objective is to speed flooding by making more holes in more than one "compartment."
11. No credit given at end of mission.
SOLVED- SH3 STOCK BUG, see suggestions on work-around presented in the GW readme.
12. Missing weather report.
SOLVED
Solution: Weather report has been moved to Watch Officer. It is only available when surfaced with the Watch Officer on the bridge.
13. Crew fatigues too quickly
SH3 Commander includes the GW default 8 hour crew fatigue model and using JSCones awesome SH3 Commander program. Simply select it uder fatigue options if you are confused.
14. Can't sink C2 ship with deck gun, therefore can't pass training.
SOLVED
Solution: Damage model makes largish ships impossible to sink with an 88mm deck gun. Because of this you can't pass the gunnery training mission with GW installed. Pass it without the GW, then enable the GW mod. (Very easy thing to do with JSGME).
Explanation of new Damage model and gunnery is found on Page 3 of this post and in the NYGM/GW damage model sticky thread.
15. No binocular crosshairs?
SOLVED
Solution: It is an intended of the GW mod. No crosshairs in optics that didn't really have them!
16. Periscope red overlay misaligned.
SOLVED
Solution: When viewing through the periscope at night, the red layer seems to be slightly misaligned revealing the layer used in daytime. I took a screenshoot that shows what I'm talking about. You can see it at the top and right edges of the screen. It is harder to see in the screenshot than in the game. This will be fixed in GW Update version 1.2.
17. WHY WON'T that DARN SMALL MERCHANT SHIP SINK??!!??:
Well it DOES sink... the first one I sunk useing the GW mod blew sky high... others took a while to sink... good luck/bad luck. (Kpt. Lehmann)
irish1958 wrote:
"Since most ship sink because of uncontrolled flooding, it takes a long time, sometimes hours.
irish1958 "
My response:
Exactly, and with the smaller ships, striking the same spot with a subsequent torpedo may have little or no effect in sinking the ship.
You can think of the ships as having more than one compartment that is "water-tight." Therefore, you really need to hit more than one place on the ship. There is always the chance for a critical hit... but largely you should never count on a critical.
Another thing about smaller ships and compartments... you can think of these compartments as being a little closer together, which can be a good thing or a bad thing for you... depending on where your torps hit.
Furthermore, re-modelling damage for one boat can actually have a cascade effect and cause problems in other boats.
There are some smaller ships/boats where I am going to review the DM, but I am still deciding as to whether or not the small merchants need futher attention at the moment.
At the very least... engaging enemy ships will yield an uncertain outcome for you... You will find yourself seriously asking "Is she worth another torpedo? Should I risk surfacing and using the deck gun?" Your decision may have a definite impact on your total end-of-patrol tonnage score.
Stock SH3 was full of certainties in-game... These certainties are things that are going the way of the dinosaur.
Lack of certainty is a GOOD thing.
If you are unhappy with the damage model itself, try de-selecting "realistic sinking times" in your realism settings. I don't know what effect this will have for you because the GW mod aims at achieving higher levels of realism in this area... but it may accelerate the death of enemy shipping that you encounter.
From the school of hard knocks!!! We salute you! :up: :up: :up:
Cheers! All
I hope you enjoy!
THE_MASK
03-19-06, 05:59 AM
No No No No time to stay awake . Downloading part 1 at Gulp 50Kb/s .
Kpt. Lehmann
03-19-06, 06:03 AM
hang in there mate!
Sorry I can't stay with you. I have been awake almost 2 days with only caffeine to assist me lol.
Cheers!
THE_MASK
03-19-06, 06:20 AM
Three cheers for all your and the rest of the teams hard work .
kiwi_2005
03-19-06, 06:38 AM
I have been awake almost 2 days with only caffeine to assist me lol.
All part of a Uboat life :D
Many thanks for the hard work you guys have put into this mod.
:up:
Many thanks from the gaming world. This is the best thing I have heard. :rock:
Salty Longshanks
03-19-06, 07:37 AM
Many thanks to all involved for all the hard work on this, and all the other fantastic mods you've given us. Your work, and dedication to the game is apprciated guys! :up:
Sir Big Jugs
03-19-06, 08:03 AM
Kpt. Lehmann, thanks for the great work! GreyWolves rocks.
any mirrors in sight? cant contact the dl page atm
Gizzmoe
03-19-06, 09:20 AM
It´s now available via Bittorrent:
http://static.thepiratebay.org/downloadtorrent/3459592.torrent/Grey_Wolves_Supermod_for_Silent_Hunter_III__Freewa re.3459592.TPB.torrent
Syxx_Killer
03-19-06, 09:32 AM
I know terrapins servers are probably being taxed pretty well with this mod, but can they possibly go faster than 50kb/sec? :doh: :88) :-j
Samwolf
03-19-06, 09:37 AM
I know terrapins servers are probably being taxed pretty well with this mod, but can they possibly go faster than 50kb/sec? :doh: :88) :-j
I'd be happy to get 50, I'm only getting 38. :damn: Still, I'm glad Terrapin was kind enough to host it.
God please grant me patience, but be quick about it :doh:
the torrent is working ( but sometimes the traker does timeout ..
(i connect seeding directly the 4 parts i sucedded to downlaod this morning :p )
It would be great if people who know how to use bittorrent would go and share the parts that you have allready downloaded like I downloaded parts 1 & 2, then got totally rejected from terrapins site, but now that theres the torrent available I downloaded the torrent, closed my torrent prog, copied the allready downloaded parts to where my torrents go and started up my torrent prog again so now i can share those two parts allready while waiting for other parts to download..
Gizzmoe
03-19-06, 09:46 AM
the torrent is working ( but sometimes the traker does timeout ..
The tracker doesn´t work for me at all, Azureus uses DHT. Well, but the upload works, that´s the most important thing.
the torrent is working ( but sometimes the traker does timeout ..
(i connect seeding directly the 4 parts i sucedded to downlaod this morning :p )
Same here, downloading from Terrapin's site and seeding simultaneously :up:
OK, I'm downloading now, but it will be rather long time.
Could somebody post review of this addon? I'm very interesting about changes, especially from RUb 1.45.
for torrent users:
if u DL from terrapins dont bother downloading the first parts, take parts 5 & 6 so we can get those to shared too..
AceChilla
03-19-06, 10:05 AM
Great work on the torrent, once we got a few seeders it should really help Terrapins site. :D
At the moment I got 90% completed, Im seeding those just need the last part. After I got 100% Ill keep seeing till midnight Europe time.
My program says nobody's seeding a complete version at the moment though.
Gizzmoe
03-19-06, 10:09 AM
My program says nobody's seeding a complete version at the moment though.
I´m seeding a complete version, currently seven people are connected, I´ve set the limit to eight connections.
I think I will wait the downloading of this for a few days to let the rush die as well as wait for some reviews first.
Can someone here who may have a similar system to mine say what their framerates were like in game using this mod.When I attempted to use the standalone RUB Harbor Traffic mod before it would kill my framerates in port and drag my system to a crawl.Add that to the longer viewing distances in this mod will kill most framerates I would think on all but the most powerful computers.
My system is as follows.
P4 3.0Ghz CPU w/800Mhz FSB
1024 MB RAM
Nvidia 6600GT 128MB video card
AceChilla
03-19-06, 10:19 AM
My program says nobody's seeding a complete version at the moment though.
I´m seeding a complete version, currently seven people are connected, I´ve set the limit to eight connections.
Ok, than the limited connections thingy is probably what stops me from seeing you. Im still getting a steady download of 25 kb/sec so its no problem.
Im seeing 18 peers at the moment. All I need is half of part six but that bound to come through somehow. After that Ill help seeding, hope it speeds things up. :)
snakech
03-19-06, 10:32 AM
Hello Gentlemens
DL also possible here:
IE Nutzer
ftp://snakech.kicks-ass.org/
Benutzername: SH3
Kennwort: silent-hunter
Firefox Nutzer
ftp://SH3@snakech.kicks-ass.org/
Kennwort: silent-hunter
Montbrun
03-19-06, 10:48 AM
5. When you come to the folder listed as GW Documentation and optional mods DO NOT copy to the data folder. Simply paste this NEXT TO the "data" folder in the folder you created in step one.
Not quite clear on this one. Create a separate folder??
Thanks,
Montbrun
seeding 100%
will seed the complete release for one week at least :p
Gizzmoe
03-19-06, 11:09 AM
5. When you come to the folder listed as GW Documentation and optional mods DO NOT copy to the data folder. Simply paste this NEXT TO the "data" folder in the folder you created in step one.
Not quite clear on this one. Create a separate folder??
Yes.
Sulikate
03-19-06, 12:29 PM
as I couldn't download it via terrapin's site, cause the download kept faling with around 2per cent, I'm using torrent now... trying connection to the seed for 10 minutes... not working till now...
Tigrone
03-19-06, 12:30 PM
I'm sorry. I've been searching and reading about Bit Torrent for an hour now, and I cannot figure out how it works and the risks of using it. Could someone please explain how I might be able to safely download Grey Wolves using Bit Torrent? I downloaded the link given here:
Grey_Wolves_Supermod_for_Silent_Hunter_III__Freewa re.3459592.TPB.torrent
What do I do with it? I found over 20 open source versions of Bit Torrent on the Internet, some with very complex installation and use instructions. What do I need, or which should I use? What is the safest one to use that causes the least harm? Do I automatically open my my computer to access by others for this download when I enter the Bit Torrent net?
Hello Gentlemens
DL also possible here:
IE Nutzer
ftp://snakech.kicks-ass.org/
Benutzername: SH3
Kennwort: silent-hunter
Firefox Nutzer
ftp://SH3@snakech.kicks-ass.org/
Kennwort: silent-hunter
Thanks man but how does this works bro, drag&drop to mi desktop??? :doh: :doh:
Sulikate
03-19-06, 12:33 PM
now it started to download... 1 peer... 7kbps
Gizzmoe
03-19-06, 12:35 PM
now it started to download... 1 peer... 7kbps
There are more than 40 peers. Which Torrent client do you use?
Razman23
03-19-06, 12:36 PM
All files downloaded from Real. It only took me about five hours total. I didnt really spend too much effort into this. Now I need to clean off SHIII, reload, patch, and install GW.
Whew, and Im spent!
Sulikate
03-19-06, 12:37 PM
now it started to download... 1 peer... 7kbps
There are more than 40. Which Torrent client do you use?
BitComet 0.60 version (now there are 14 peers, download speed the same).
Gizzmoe
03-19-06, 12:40 PM
BitComet 0.60 version (now there are 14 peers, download speed the same).
Check if DHT is on: Options -> Advanced -> Connection -> Enable DHT Network. Otherwise, be patient! :)
Herr Karl
03-19-06, 12:58 PM
Forbidden
You don't have permission to access /u-boot/SH3grey00Wolves/ on this server.
Bummer...
same here , I only need the last 7.7 download .
Mud
Herr Karl
03-19-06, 01:08 PM
same here , I only need the last 7.7 download .
Mud
I haven't been able to D/L anything yet...I guess terrapins site is busy and I have to wait my turn. Unless...I've been ex-communicated!! :yep:
:rotfl:
Syxx_Killer
03-19-06, 01:08 PM
Forbidden
You don't have permission to access /u-boot/SH3grey00Wolves/ on this server.
Bummer...
I get that, too. :(
Ping Jockey
03-19-06, 01:09 PM
Same here "no permission to access" :hmm:
Herr Karl
03-19-06, 01:12 PM
Maybe we should D/L a bit-torrent client? I'd like one of the guys using the torrent client to recommend one if possible. So we're all on the same page.
I have a 4-8 mb/sec download connection and I'm currently D/L ing @6.8 kb/sec off of Snakechs' site.
T-5hrs and counting... :doh:
Fangschuss
03-19-06, 01:12 PM
Many thanks GW Team for this unbelievable Mod :up:
One quetions
Any Chances to remove the x10 Magnification ?
Gizzmoe
03-19-06, 01:15 PM
Maybe we should D/L a bit-torrent client? I'd like one of the guys using the torrent client to recommend one if possible. So we're all on the same page.
http://www.subsim.com/phpBB/viewtopic.php?p=473549#473549
Herr Karl
03-19-06, 01:20 PM
OK...I downloaded Azerus and I already have JRE. Now what do I do?
I`ll go ahead and install it...in lieu of your reply
Thanks Gizzmoe!
AceChilla
03-19-06, 01:24 PM
Im using a bittorrent client named ABC (yet another bittorrent client) it's pretty basic and easy to use. It just got the options you actually use ;)
This is the link where you can download the proggie: http://pingpong-abc.sourceforge.net/
Once you installed that, open the grewwolves .torrent file you downloaded over here in ABC. After that its should do its own thing.
Speed ussually catches up once you already downloaded a few parts you can share. Watch, once you start sharing at a decent rate your download ussually speeds up as well.
For some people who cant connect; maybe you should see if you have the rights ports open on your router/firewall.[/url]
I can´t download the last file, because the SH3 download is gone from Terrapins site. :-?
Tigrone
03-19-06, 01:27 PM
Got knocked offline and had to reboot my PC. Now I get this error message when I try to go back to U-Boat.Realsimulation.com's download page.
Forbidden
You don't have permission to access /u-boot/SH3grey00Wolves/ on this server.
--------------------------------------------------------------------------------
Apache/1.3.34 Server at server4.realsimulation.com Port 80
I'm going to stop trying to download it for a bit and wait for the elephant stampede to pass--maybe a few days.
Herr Karl
03-19-06, 01:28 PM
Yeah...I have the Grey Wolves torrent in my Azerus window, but I keep getting firewall alerts.
I'll try to finger it out... :yep:
port 1900
The most frustating thing is when after you had unstalled Silent Hunter III to rid of RUB 1.45 and reinstall it with only NYGMTW and the patches, the server for Grey Wolves is down. UGH! Oh, the humanity!!!!!!!!! :damn:
JayW
Kpt. Lehmann
03-19-06, 01:30 PM
Maybe we should D/L a bit-torrent client? I'd like one of the guys using the torrent client to recommend one if possible. So we're all on the same page.
http://www.subsim.com/phpBB/viewtopic.php?p=473549#473549
Gizzmoe brother... thank you for your help with distribution. I really had no idea that the demand for GW was going to be so high.
The most frustating thing is when after you had unstalled Silent Hunter III to rid of RUB 1.45 and reinstall it with only NYGMTW and the patches, the server for Grey Wolves is down. UGH! Oh, the humanity!!!!!!!!! :damn:
JayW
Gizzmoe
03-19-06, 01:31 PM
OK...I downloaded Azerus and I already have JRE. Now what do I do?
Make sure that port 6881 is open. Start Azureus, open Tools/Options/Transfer, set max upload and download speed to about 85-90% of your real maximum bandwidth.
Herr Karl
03-19-06, 01:31 PM
OK...I'm downloading the torrent, but it doesn't say the speed. It says there are 5 seeds. For some reason port 1900 keeps giving me an alert. Not sure why that is...I haven't done much file sharing...any advice would be welcomed.
I need the last file (part 5)!!!! :damn:
Gizzmoe
03-19-06, 01:35 PM
OK...I'm downloading the torrent, but it doesn't say the speed. It says there are 5 seeds. For some reason port 1900 keeps giving me an alert. Not sure why that is...I haven't done much file sharing...any advice would be welcomed.
Allow all traffic for Azureus. Port 1900 as far as I know is for DHT, a very important protocol part of Bittorrent.
Herr Karl
03-19-06, 01:35 PM
OK...I downloaded Azerus and I already have JRE. Now what do I do?
Make sure that port 6881 is open. Start Azureus, open Tools/Options/Transfer, set max upload and download speed to about 85-90% of your real maximum bandwidth.
It`s speeding up now...I think that port 1900 might be for uploads. Now I have a message to open port 30832 UDP.
*DECENTRALISED TRACKING REQUIRES THIS. Uhmmm...OK
This is getting complicated
Is it something wrong with Terrapin's site?
I saw 404 error during downloading file. :hmm:
There isn't download section now.
Any mirrors?
Herr Karl
03-19-06, 01:37 PM
OK...I'm downloading the torrent, but it doesn't say the speed. It says there are 5 seeds. For some reason port 1900 keeps giving me an alert. Not sure why that is...I haven't done much file sharing...any advice would be welcomed.
Allow all traffic for Azureus. Port 1900 as far as I know is for DHT, a very important protocol part of Bittorrent.
Thats a firewall adjustment?
Hmmm...my upload speed is faster than my download speed...very odd.
Kpt. Lehmann
03-19-06, 01:41 PM
I have updated the first post here to include the GW Bittorrent link from Gizzmoe.
Thanks Gizzmoe sir!
Gizzmoe
03-19-06, 01:42 PM
Thats a firewall adjustment?
Yes, you basically need to tell your firewall to ignore Azureus, it must allow Azureus to use any port it needs.
Herr Karl
03-19-06, 01:46 PM
Thats a firewall adjustment?
Yes, you basically need to tell your firewall to ignore Azureus, it must allow Azureus to use any port it needs.
Thanks Gizzmoe, I have it now. I had to allow "other UDP packets". I use Look-n-Stop firewall. My D/L speed just tripled!!
:rock:
:rotfl:
Gizzmoe
03-19-06, 01:48 PM
Thanks Gizzmoe, I have it now. I had to allow "other UDP packets". I use Look-n-Stop firewall. My D/L speed just tripled!!
:up:
How many Seeds and Peers do you see?
Now it works!! :up:
120 kb/sek
Herr Karl
03-19-06, 02:00 PM
6 seeds and 26 peers..
Azerus says on the firewall button at the bottom(red) that there is a reachability problem.
DHT(yellow) problem with distrubuted databases UDP port mapping.
Ratio(green): 1.091 OK
I know you don't know my firewall but any suggestions will be apprecited. I'd like to be able to allow uploads also if possible.
Gizzmoe
03-19-06, 02:06 PM
Check if your software and/or hardware firewall allows incoming traffic to port 6881. Also restart Azureus. There should be more than 26 peers, I see 58.
Herr Karl
03-19-06, 02:26 PM
Check if your software and/or hardware firewall allows incoming traffic to port 6881. Also restart Azureus. There should be more than 26 peers, I see 58.
Well, I made a rule to allow port 6881, but the DHT is still yellow. The ratio is green and the NAT is also. I`ve been tweaking around with my firewall and will let you know how many seeds and users come up this time.
Gizzmoe
03-19-06, 02:31 PM
Well, I made a rule to allow port 6881, but the DHT is still yellow.
DHT uses port 1900, maybe your firewall blocks that port.
Herr Karl
03-19-06, 02:47 PM
6 seeds, 28 peers...DHT still yellow...I can't figure out how to enable that port with this firewall. I'm downloading at aproximately 50kb/sec. Not as fast as I like but at least it's working. I'm almost 20% done so I'm going to let her do her thing. Anything worth having is worth waiting for and I don't mind waiting a couple of hours to finally get the mother of all mods.
Thanks for giving me a hand with Azerus...much appreciated. :D
*Lunch Break
Okey, I must ask one thing: where is the campaign files RND, SCR and LND? I can´t find them.
Gizzmoe
03-19-06, 03:01 PM
Okey, I must ask one thing: where is the campaign files RND, SCR and LND? I can´t find them.
data\campaigns\campaign
Kpt. Lehmann
03-19-06, 03:01 PM
Okey, I must ask one thing: where is the campaign files RND, SCR and LND? I can´t find them.
They are located in the data/Campaigns/Campaign folder.
If they are not present, you may have missed downloading one of the six portions.
six portions? I downloaded five. :o okey, I will try again. Thanks! ;)
great work this mod is the best.The med is beautiful.
I´m a old stupid man. I can´t understand why I missed part six? :damn:
Kpt. Lehmann
03-19-06, 03:19 PM
six portions? I downloaded five. :o okey, I will try again. Thanks! ;)
Roger that,
Part 6 includes a bunch of other important stuff too! :yep:
Cdre Gibs
03-19-06, 03:33 PM
Bit Torrent :
D/Ling @ 678Kb
U/Ling @ 227Kb
Isohunt and Torrent Portal have the tracker as well now.
Syxx_Killer
03-19-06, 03:45 PM
Terrapin's site seems to be working again. Maybe his servers needed a breather. :lol: It has taken all day, but I finally have part six downloading. It's only going at 45Kb/sec. :doh: As soon as it is downloaded, I'm burning that sucker to disc. I don't want to go through that again. :rotfl:
AlanSmithee
03-19-06, 04:50 PM
Many thanks to everyone who's uploading via the GW bittorrent. I'll make sure my download remains available for the next few days or so.
And many *MANY* (preemtory) thanks to the GW team - I can't wait to try it!
Samwolf
03-19-06, 04:55 PM
Finally!! Been downloading since 0530 this morning. :sunny:
Got Grey Wolves up and running :rock:
Great Job GW Team :up:
Mud
oh yes, it rocks!! I love it, I need it!! :lol:
but, I must work tomorrow... :damn:
I have this mods enabled with Generic mod enabler:
Grey wolfes
Atmosphere mod 16 km 2.0 dark version
harbour mod 2
Improved insigna 1.0
NCVW
Mixed sound pack (myself)
:rock: :rock: :rock:
Herr Karl
03-19-06, 06:01 PM
Bit Torrent :
D/Ling @ 678Kb
U/Ling @ 227Kb
Isohunt and Torrent Portal have the tracker as well now.
These are the kind of speeds I should be achieving. I think the default rule sets are messing my speeds up(firewall). Irregardless, I've D/Led 83.4% so far at a variable download speed of 25kb/sec up to 90kb/sec.
Hell, I don't care...at least I'm downloading it. I'd tweak on my firewall some more but would hate to lose the connection Now!! :yep:
:rotfl:
panthercules
03-19-06, 07:29 PM
Managed to get this downloaded and am looking forward to firing it up later tonight (gotta get back to port first).
Got some questions though:
1. Can you install this in mid career (while in port) or do you need to start a new career for some reason?
2. I see that the 8Km version is standard, but I'm pretty sure I've been using the 16Km version before and I really like the increased sighting ranges. I see that the 16Km versions are in the extra mods section, but I'm not real clear on how to activate these optional ones. I'll be using JSGME to activate GW - if I want to use one of the 16Km versions do I just install the standard GW mod first, and then copy the 16Km version folder I want into the Mods folder and activate it with JSGME next? Also, did any of these visibility mod-parts manage to achieve having shorter sighting ranges at night, or do you still have to have long-range sightings at night in order to get them in the daytime?
3. I did not see any mention of the "Navimap" mod in the readme (might have missed it), but I've been using that and I really like the draggable flag sheet, port minefields/nets map and speed charts that come with it - is there anything like those particular sheets/pages already in the GW mod or am I going to have to just try installing it on top of GW and see what happens? I remember having to use a different mine/net map someone did to conform to the changes that NYGM-TW made - did GW change the friendly harbor minefields/nets so that there would have to be a new map made for that to work with the Navimap thing?
Can't say enough about what a great effort this GW mod appears to be, and how much the efforts of modders like this team and all the others out there have contributed to making a fabulous game even more spectacular - kudos to you all :up:
Kpt. Lehmann
03-19-06, 07:39 PM
Managed to get this downloaded and am looking forward to firing it up later tonight (gotta get back to port first).
Got some questions though:
1. Can you install this in mid career (while in port) or do you need to start a new career for some reason?
2. I see that the 8Km version is standard, but I'm pretty sure I've been using the 16Km version before and I really like the increased sighting ranges. I see that the 16Km versions are in the extra mods section, but I'm not real clear on how to activate these optional ones. I'll be using JSGME to activate GW - if I want to use one of the 16Km versions do I just install the standard GW mod first, and then copy the 16Km version folder I want into the Mods folder and activate it with JSGME next?
3. I did not see any mention of the "Navimap" mod in the readme (might have missed it), but I've been using that and I really like the draggable flag sheet, port minefields/nets map and speed charts that come with it - is there anything like those particular sheets/pages already in the GW mod or am I going to have to just try installing it on top of GW and see what happens? I remember having to use a different mine/net map someone did to conform to the changes that NYGM-TW made - did GW change the friendly harbor minefields/nets so that there would have to be a new map made for that to work with the Navimap thing?
Can't say enough about what a great effort this GW mod appears to be, and how much the efforts of modders like this team and all the others out there have contributed to making a fabulous game even more spectacular - kudos to you all :up:
1) No... please delete your SH3 folder in "My Documents" and creat a fresh 1.4b patched install of SilentHunter III per the readme. Pop JGSME in there and enable the GW mod.
2)Yes exactly like that! :up:
3) The navimap mod by FLBSale9999 is in there. I've made some mis-steps in the credits and am going to correct all known mistakes tonight. (This was a big job and with 2800 files... I guess I flubbed a few times in the credits.)
Note to all, it is extremely important to me that I get all the right credits placed relative to the different included mods. Very often readmes in DL'd mods do not include the author's own nickname. If there is something you'd like to point out with the credits... please don't hesitate.
Krieg-Schwein
03-19-06, 08:05 PM
I found this link for a torrent download for grey wolves but it is very slow because it needs more seeders
http://torrents.to/search/212/Grey+Wolves+Supermod+.html
For those of you who are having a hard time getting it from http://u-boot.realsimulation.com/ because of the demand this would be a faster solution for every body that wants to get it.. the more down-loaders the better!!!!
Kpt. Lehmann
03-19-06, 08:11 PM
Hey Krieg-Schwein mate! Haven't seen you in awhile. :up:
Thanks again to all who are helping distribute GW. My hat is off to you all. :up: :up: :up:
Herr Karl
03-19-06, 08:15 PM
I found this link for a torrent download for grey wolves but it is very slow because it needs more seeders
http://torrents.to/search/212/Grey+Wolves+Supermod+.html
For those of you who are having a hard time getting it from http://u-boot.realsimulation.com/ because of the demand this would be a faster solution for every body that wants to get it.. the more down-loaders the better!!!!
This is the torrent link Gizzmoe provided:
Grey_Wolves_Supermod_for_Silent_Hunter_III__Freewa re.3459592.TPB.torrent
Check if DHT is on: Options -> Advanced -> Connection -> Enable DHT Network. Otherwise, be patient! :)
How do you check DHT in Azureus?
okey, one more question. Why i can´t choise the hollywood option "living crews holl", like IUB 103 in SH3 Commander, when I use fatigue modell? I know these files are in SH3 Commander.
Which fatigue modell should I use in Grey wolfes? Default SH3, or what?
Best regards,
Roger
wolfast
03-19-06, 10:34 PM
OMG guys.... I LOVE this mod.... SH Commander and GW are the ones for me!!!!! :up:
Kpt. Lehmann
03-19-06, 10:44 PM
OMG guys.... I LOVE this mod.... SH Commander and GW are the ones for me!!!!! :up:
I swear, I have seen more first time posters here over the last couple of weeks than I can ever recall.
Welcome to Subsim wolfast! Sink them all!
VON_CAPO
03-19-06, 10:55 PM
Downloading by Bittorrent, 86% done. :up:
I see 11 seeds and 14 peers.
Thank you Team.
:rock: :rock: :rock: :rock: :rock:
Kpt.Lehman
Quick question regarding SH3 Commander.
Do you forsee any problems with its use and the Grey Wolves mod?
I like particularly the random skins for the merchants.
That and I have my own fatigue model I like to use and a few other settings that I like in SH3 Commander.
Kpt. Lehmann
03-19-06, 11:08 PM
Kpt.Lehman
Quick question regarding SH3 Commander.
Do you forsee any problems with its use and the Grey Wolves mod?
I like particularly the random skins for the merchants.
That and I have my own fatigue model I like to use and a few other settings that I like in SH3 Commander.
I foresee no problems at all!
Krieg-Schwein
03-20-06, 12:28 AM
Hey Krieg-Schwinn mate! Haven't seen you in awhile. :up:
Thanks again to all who are helping distribute GW. My hat is off to you all. :up: :up: :up:
Good to see you again Too !! and congrats an a great mod :up: I just got the whole 100% downloaded.
NOTE: To those of you who are new to torrent files. please keep the file active in the torrent program even after 100% downloaded because the more people that are seeding the file the faster the download for the other people still downloading it also the more people that can get it at a fast download rate!
Ive ran the mod for an half hour.
I must say I'm pretty amazed by the sounds.
panthercules
03-20-06, 01:05 AM
okey, one more question. Why i can´t choise the hollywood option "living crews holl", like IUB 103 in SH3 Commander, when I use fatigue modell? I know these files are in SH3 Commander.
Which fatigue modell should I use in Grey wolfes? Default SH3, or what?
Best regards,
Roger
I too am confused by this a bit - I saw a couple of brief references to 2 or 3 different 8 hour or 24 hour versions in the GW readme, but nothing in there about how to activate them and I do not see them as choices when I fire up SH3 Commander. Are the standard GW choices already hardcoded into the files so that you should leave the "use fatigue model" box unchecked in SH3 Commander (like I think you were supposed to with NYGM-TW)?
Oh, and BTW - I love that you included the draggable chrono (one of my all time favorite single mod achievements - way to go JonZ :up: ).. However, while I can see that the wooden case thingy took a lot of work and all, it just doesn't look right to me (not having a place for the stem/buttons on the watch) and it makes the whole thing a bit too big for my taste. I've been using the original stopwatch graphic since JonZ got this working, cause I downloaded and fixed the bits before he added the wooden box thing. However, I'm having some trouble finding out how to switch back from the box version to the plain version in GW (can't seem to find the old chrono graphic, and I'm not sure but it looks like even if I could I might have to make a variety of changes to the menu_1024_768.ini file as well). Is there a short and easy way to get the old/stock stopwatch graphic back for the GW draggable chrono?
panthercules
03-20-06, 01:36 AM
Managed to get this downloaded and am looking forward to firing it up later tonight (gotta get back to port first).
Got some questions though:
1. Can you install this in mid career (while in port) or do you need to start a new career for some reason?
1) No... please delete your SH3 folder in "My Documents" and creat a fresh 1.4b patched install of SilentHunter III per the readme. Pop JGSME in there and enable the GW mod.
BTW - I just got back from my most successful patrol of what should soon (with a little luck) become my most successful career, so i thought I would try loading up GW while in port (despite the warning above) just to see if I could avoid having to start this career all over again. I backed up my SH3 folder in My Documents along with my previous SH3 game folders just in case this blew things up, and I figured worst case I'd just have to start over with a clean SH3 and GW install again, so what the heck.
Well, fingers crossed, it seems to be working OK so far - I did a new SH3 install, a new JSGME install, and a new SH3 Commander install, activated GW and fired up SH3 Commander with my current career. Everything loaded up just fine (love the new menu screens and movies, BTW), it let me load up my career/saved game and let me select my torpedo loadout and start my next patrol just fine (loved the new tune from the band in Lorient too :) )
It was getting late so I had to just quit out at that point, but so far so good - I'll take her out for a real shakedown cruise tomorrow and see if it seems to be able to handle being installed mid career despite your warning (I'm sure starting a new career would be safer, and I appreciate the warning, but I really don't want to start this career over unless I absolutely have to at this point).
Great work, Grey Wolves team :rock: :rock: :rock:
Downloaded successfully via Bittorrent!
:up:
I´ll keep on uploading the whole day. Lets take away stress from terrapins servers!
Kpt. Lehmann
03-20-06, 02:00 AM
To all: I will be on duty for 24 hours very soon. I know there are questions still un-answered. I will get to them as soon as I can.
Please bear with me. I am required in real life to be at the station for many long hours every week and am away from internet access.
(24 hours every third day / 120 hours every two weeks.) Also since we are short-handed I'll have to work a couple extra shifts in the coming days.
Cheers all!
To all: I will be on duty for 24 hours very soon. I know there are questions still un-answered. I will get to them as soon as I can.
Please bear with me. I am required in real life to be at the station for many long hours every week and am away from internet access.
(24 hours every third day / 120 hours every two weeks.) Also since we are short-handed I'll have to work a couple extra shifts in the coming days.
Cheers all!
There is no rest for the wariors! :arrgh!:
Finally got it Via Bittorrent, Without trobles and errors, Decompressed acordingly instrutions and i'm puting everything on a CD exclusively for GW, tested allready and got something to say and ask:
This is not a Mod, this is a SH III Expantion CD!
From now on this will defenetly be mi most important Expantion to SH III
To all of you that are in doubt of using this Mod, cut all the fears and crap, and use it, you'll not regret. a minute of time lost downloading it!
I have download it Via Bit Torrent, and will live it for sharing at least a week, cause this is what it means this Forum and this is what this GW team had done in sharing this unbelievable Expantion Mod with us!
For the GW Team, guys simply have no words to expres. mi gratitude, and greatings... :rock:
From the deepest of mi harte, goes the most huge and greatest Thanks and Apreciation!
K.Lehman, Your the best! :up: :up:
vodkajello
03-20-06, 03:14 AM
Indeed. I'll be keeping my seed up for a few weeks for sure.
BitTorrent is a beautiful thing when a few people get together to source a file!
Once again, the torrent is at: http://ts.searching.com/download.asp?id=614487
If that link doesn't work search torrent spy for Grey Wolves Supermod using this link: http://torrents.to/search/212/Grey+Wolves+Supermod+.html
jericho791
03-20-06, 06:45 AM
Took me 2 1/2 hours last night, and I am exhausted today for staying up so late, .............BUT I GOT IT. Absolutely beautiful! :up:
-- Of course you know I had to try it out instead of going to bed, even though it was 02:00 :D
It seems that if you are going to D/L the zipped files, late at night is the best bet. I averaged 122kbps when downloading 1 file, and 60 if I did two. In one instance I had 165kbps.
Absoluty fantastic! The destroyers ai is ALSO improved; They cooperate while deepcharge your sub, some deepcharge others laying still while listened... :rock:
Sir Big Jugs
03-20-06, 07:57 AM
Absoluty fantastic! The destroyers ai is ALSO improved; They cooperate while deepcharge your sub, some deepcharge others laying still while listened... :rock:
And that is not good! :hulk:
I wont stand a chance if I won't get my new XXI soon!
Montbrun
03-20-06, 08:00 AM
I use SH3 Commander. Somebody tell me about the GW fatigue MODs. What is the default? How do we set this up with SH3 Commander? Is the Alternate 24 hour Fatigue MOD included with GW, the "optional" Fatigue MOD?
Thanks,
Montbrun
Been playing since morning, and almost cryed when i had to exit the game to come here and ask something !!!! :rock: :rock:
Beautifull, and run like a surffbord on the waves!!!
No bugs no crashes to desktop, no screen frizing, nothing, there is no errors to report...This is the result of the brilliante work you've done and most of all a seriouse aproch on the game Motor itsellf...
Question:
Even with the fatigue model, I just don't understand this saylors that i've got on mi sub...They get tierd even when they sleep!!! :rotfl: :rotfl: :rotfl:
Whell what are the goods and the against, if i use SH3 commander, i can't leave without it, Does it changes any importante partes in game data files, or what??? :-?
Thanks a lot one more time for your hard and brilliat master pice guys!!!
K.Lehman hope you're not sleeping all the time now!!! :arrgh!:
Another detaille, just give mi congrats. to the guy that decided to had the outstanding main sond track...Love it...!!! :rock: :up:
gouldjg
03-20-06, 09:05 AM
Regarding the optional crew models,
I do not know if they had been tweaked further but here is a simple run down of what the original concept was.
Whilst crew are in normal working stations i.e. engine that is running, command room, it will take approx 24 hours and they will then show signs of tiredness and need to be replaced.
Believe it or not, you can still travel some distance with one shift working depending on speeds, weather etc etc.
Now if your crew go to battle stations, the mod was originally set up so that the crew would tire slightly quicker than normal stations but not every 10 min of play like the stock game more like 2 hours of loading torps etc.
You will find that the best way to approach the crew is the following or similar depending on your preference of play.
1. In port arrange your crew so that anyone whom is not needed is resting whilst your in friendly territory.
2. Use the plotting tools and Nav officer to draw a course checking how far you will be in 24 hrs time. Just simply mark the area with a circle so you know that you should change crew when you arrive near this point.
3. Arrive at point, drop out of time compression and then adjust crew so fresh faces are available. It is two seconds of micro management but gives you and extra immersion imho.
4. Repeat two
You will usually get quite far in a shift and after a while it becomes a lot more immersion WHY?
At any time, you could get a contact and then the fun begins. I wanted this to randomize my crews abilities when I got a contact i.e. they were at the end of their shift, poor weather etc.
Having perfect crews all of the time speeds up the repairs and that’s why people never really get that (I’m in deep s*** feeling). With this model, you could have had a really fun time with your convoy attack only to be attacked near the end. Your men will all vary in tiredness and this will affect repairs causing you to think about damage control rather than just hitting crew repair for instantaneous recovery.
Now when you promote certain crew members, you have slight advantages with crew management as well as other skills, making promotion seem worth while.
I will get my super hero guy now and again who can just save me in those critical moments.
Like all crew models, for some it may require getting used too but after the initial adjustment is done, I think many players will enjoy it.
The KPT will be able to answer the SH3 commander questions as I think Jscones and him had this discussion.
I am still a couple of weeks away from getting the game again so can not clarrify anything 100%
Hope this helps someone whom is thinking of using 24hr crew.
Montbrun
03-20-06, 09:23 AM
Regarding the optional crew models,
I do not know if they had been tweaked further but here is a simple run down of what the original concept was.
Whilst crew are in normal working stations i.e. engine that is running, command room, it will take approx 24 hours and they will then show signs of tiredness and need to be replaced.
Believe it or not, you can still travel some distance with one shift working depending on speeds, weather etc etc.
Now if your crew go to battle stations, the mod was originally set up so that the crew would tire slightly quicker than normal stations but not every 10 min of play like the stock game more like 2 hours of loading torps etc.
You will find that the best way to approach the crew is the following or similar depending on your preference of play.
1. In port arrange your crew so that anyone whom is not needed is resting whilst your in friendly territory.
2. Use the plotting tools and Nav officer to draw a course checking how far you will be in 24 hrs time. Just simply mark the area with a circle so you know that you should change crew when you arrive near this point.
3. Arrive at point, drop out of time compression and then adjust crew so fresh faces are available. It is two seconds of micro management but gives you and extra immersion imho.
4. Repeat two
You will usually get quite far in a shift and after a while it becomes a lot more immersion WHY?
At any time, you could get a contact and then the fun begins. I wanted this to randomize my crews abilities when I got a contact i.e. they were at the end of their shift, poor weather etc.
Having perfect crews all of the time speeds up the repairs and that’s why people never really get that (I’m in deep s*** feeling). With this model, you could have had a really fun time with your convoy attack only to be attacked near the end. Your men will all vary in tiredness and this will affect repairs causing you to think about damage control rather than just hitting crew repair for instantaneous recovery.
Now when you promote certain crew members, you have slight advantages with crew management as well as other skills, making promotion seem worth while.
I will get my super hero guy now and again who can just save me in those critical moments.
Like all crew models, for some it may require getting used too but after the initial adjustment is done, I think many players will enjoy it.
The KPT will be able to answer the SH3 commander questions as I think Jscones and him had this discussion.
I am still a couple of weeks away from getting the game again so can not clarrify anything 100%
Hope this helps someone whom is thinking of using 24hr crew.
I've been using IUB, and the Hollywood 24 hour Fatigue MOD. With this MOD, I set up 2 "Watches." I rotate Watches every 12 hours, and Officers every 6. If I set the "3d rendering" above 256 TC, the Fatigue MOD stops (handy for going to, and returning from long patrols). Is this the same, or similar to, the GW "default" Fatigue MOD?
Thanks
gouldjg
03-20-06, 09:35 AM
I've been using IUB, and the Hollywood 24 hour Fatigue MOD. With this MOD, I set up 2 "Watches." I rotate Watches every 12 hours, and Officers every 6. If I set the "3d rendering" above 256 TC, the Fatigue MOD stops (handy for going to, and returning from long patrols). Is this the same, or similar to, the GW "default" Fatigue MOD?
Thanks
Thats right, it all depends on your fancy and when I made this, I also would set time compression if on a long voyage and then when near I would revert back to the models.
The 24 lets you set your own little timetables should you wish. I like your little system Montbrun, especially in heavy enemy waters. :up:
I Originally sworn never to use one of these models and ended up making this specifically for one person. After I made it, I tried it a couple of times and got hooked. It just adds that bit extra.
Montbrun
03-20-06, 10:06 AM
I've been using IUB, and the Hollywood 24 hour Fatigue MOD. With this MOD, I set up 2 "Watches." I rotate Watches every 12 hours, and Officers every 6. If I set the "3d rendering" above 256 TC, the Fatigue MOD stops (handy for going to, and returning from long patrols). Is this the same, or similar to, the GW "default" Fatigue MOD?
Thanks
Thats right, it all depends on your fancy and when I made this, I also would set time compression if on a long voyage and then when near I would revert back to the models.
The 24 lets you set your own little timetables should you wish. I like your little system Montbrun, especially in heavy enemy waters. :up:
I Originally sworn never to use one of these models and ended up making this specifically for one person. After I made it, I tried it a couple of times and got hooked. It just adds that bit extra.
Excellent - thanks for the response!
Imabiggles
03-20-06, 10:20 AM
FYI - I have been seeding the torrent for awhile now. Recently I bumped the upload speed to over 200KB/s to try to get it to folks faster. Grab the torrent and let her rip gents!!
GW is a great mod - after playing it for 10 hours or so, I only have one criticism. Everytime a torpedo hits a ship, the guy who yells 'yeah' sounds like a fat kid who just won the 100M dash in the special olympics :smug: .
Imabiggles
03-20-06, 10:26 AM
**
Imabiggles,
I specially like a lot that new crew cheers. It's sounds like a living crew...but obviously each one here have their personal preferences. So, just go ahead and makes a few adjust for you taste. I already do this in my GW installation. Even been a GW team member I have my own preferences too... :up:
Rubini.
HELP!!!
Just needed to scream! :D :D
I have something that i like to clarify, just to no if it's mi mistake or just something missing on mi game... :up:
Nothing bad realy but truthly anoying, since i left kiel naval base, that all the ships i saw come with no names, insted they apear as Contacts, and i thought it was for the begining of the hostilities, and so when ahead with the mission ...But as the days when on, during mi course, to mi patrol grid, i came across 2 or 3 ships of lite tonnage, like fishing boats, and in fact a large C3 merchant, but as before when recognised or when detected bi mi subs, conning observation crew, the name didn't change, still caled Contacts.... :doh: ....so i saved the mission and whent to the maine menu to enter the Museum, and for mi surprise not one ship in any contry as a name, and all where caled contacts... :doh:
Question:
1- Did i missed anything when enabled the Mod and the optional mods?
2- Or did you guys forgot to had the names on the En_Names text file?
Just this , thanks in advance guys!!!
Fercyful
03-20-06, 12:05 PM
I finish the download and I will keep sharing ! :up:
now at work and I can´t try it yet but later.... :rock: :arrgh!:
Thanks guys for this BIG work !! gracias amigos!
:arrgh!:
HELP!!!
Just needed to scream! :D :D
I have something that i like to clarify, just to no if it's mi mistake or just something missing on mi game... :up:
Nothing bad realy but truthly anoying, since i left kiel naval base, that all the ships i saw come with no names, insted they apear as Contacts, and i thought it was for the begining of the hostilities, and so when ahead with the mission ...But as the days when on, during mi course, to mi patrol grid, i came across 2 or 3 ships of lite tonnage, like fishing boats, and in fact a large C3 merchant, but as before when recognised or when detected bi mi subs, conning observation crew, the name didn't change, still caled Contacts.... :doh: ....so i saved the mission and whent to the maine menu to enter the Museum, and for mi surprise not one ship in any contry as a name, and all where caled contacts... :doh:
Question:
1- Did i missed anything when enabled the Mod and the optional mods?
2- Or did you guys forgot to had the names on the En_Names text file?
Just this , thanks in advance guys!!!
Can someone Smarter than me answer this PLs. :oops:
Forget it .... :D
Mi ignorance! :oops:
It was the Generic contact mod!!! :-? hehehe! ;) :-j
Thanks...problem solved! :up:
Mick520
03-20-06, 08:10 PM
Fantastic work guys! :yep: :yep:
I played for a few patrols yesterday and absolutely loved it!
just one quick question:
Has anyone else noticed that the torpedoe launch sound is incredibly loud???? :88)
Der Teddy Bar
03-20-06, 08:24 PM
The destroyers ai is ALSO improved
No it is not. No one has access to the games AI.
Dimitrius07
03-21-06, 03:02 AM
O my.................................... :o :o
Grey Wolves I LOVE YOU!!!!!!! guys :rock: :rock: :rock:
thanks to all of you for the fantastic work!!!!
p.s I like the das boot movie in the main game menu :up:
The new music is also perfect at least for me :smug: new sonar ship sound is greate :rock:
Also i like a girl picture in the radio room :oops: :oops: .
Now its time for me back to the game after a month of breake
U 101 is back to sea!!!!! arggggggggg :arrgh!: :rock: :ping: :rock:
Montbrun
03-21-06, 07:21 AM
After repeated re-installs, and fiddling with settings, both with SH3 Commander, and without, I give up on GW. I am able to load, and play the Training Missions, but when I go into "Career" Mode, and try to load my first mission, I CTD at the "Initializing" Screen. Every time, either with, or without SH3 Commander. I'm now thinking that I have corrupted files. It's a shame, but I liked what I did see.
I have run NYGM with 0 CTDs, and IUB versions 1.02, and 1.03 with 0 CTDs. I guess I'l re-download everything when I get the time....
Montbrun
Dimitrius07
03-21-06, 07:57 AM
Montbrun
hmmmmm!!!!!!!!!!!
maybe thise hint will help you my friend :hmm:
open the extract GW mod folder and find GW Part 2 folder and open it (you will see a The Grey Wolves v1.0 Readme!!! and Using the Milk Cow txt files there) - now copy the data folder in to the game directory, I know thise sound stupid but that was actually what hapen to me when i first try to install the mod - simply forgot that damn folder :dead: :doh: :x :stare:
Montbrun
03-21-06, 08:12 AM
Montbrun
hmmmmm!!!!!!!!!!!
maybe thise hint will help you my friend :hmm:
open the extract GW mod folder and find GW Part 2 folder and open it (you will see a The Grey Wolves v1.0 Readme!!! and Using the Milk Cow txt files there) - now copy the data folder in to the game directory, I know thise sound stupid but that was actually what hapen to me when i first try to install the mod - simply forgot that damn folder :dead: :doh: :x :stare:
After thinking about it, you're right. I incorrectly interpreted the instructions:
5. When you come to the folder listed as GW Documentation and optional mods DO NOT copy to the data folder. Simply paste this NEXT TO the "data" folder in the folder you created in step one.
Thanks for the heads up! I'll try it this afternoon.
Montbrun
Imabiggles
03-21-06, 10:32 AM
Ok, I used to the torrent to get the Mod. When I was downloading there were 3 full seeds. After I downloaded I left it up with a 400KB/s cap on upload and I seeded over 14 Gigs two days later. When I looked to see how many were seeding - I saw 4. Looking at the log file, I know I seeded full copies to at least 4 folks. This means folks are not seeding it once they downloaded - I would expect a some to not, but when I pump out over 14 gigs and now one left it up to seed, that just aint right. Hence I pulled the seed.
I suggest those using the torrent consider how bit torrent works. I cant stand leeches.
Gizzmoe
03-21-06, 10:43 AM
Ok, I used to the torrent to get the Mod. When I was downloading there were 3 full seeds. After I downloaded I left it up with a 400KB/s cap on upload and I seeded over 14 Gigs two days later. When I looked to see how many were seeding - I saw 4.
There are currently 8 seeds. I´ve checked it several times in the past two days, sometimes there were even more than 20. My test download currently runs at 150kb/s. Not bad.
Dimitrius07
03-21-06, 12:58 PM
Well i am using Azureus Bittorent client and i am seeding thise awesome mode for about 22 hourse I will keep seeding 2or 3 days :ping: .
Good luck and good hunting :|\ :up: :arrgh!: :rock:
AlanSmithee
03-21-06, 12:59 PM
I think I've spent more time installing and tweaking GW, and setting up my computer so I could properly seed it, than I have actually playing it. So far: two hours fighting software, firewalls, and inability to connect to the tracker, combined with about an hour of installing and tweaking. All of that for 15 minutes of GW. (Of course, that latter part is also my fault, since I couldn't avoid watching the Cuba-Japan baseball game last night, to the detriment of my SH3 playing. And those 15 minutes were worth it. Great mod. :up: )
So, in conclusion - come on people, let's keep those seeds available! :D
Sir Big Jugs
03-21-06, 01:01 PM
Baseball=Sport, Sport=YUCK! :damn:
Anachronous
03-21-06, 06:04 PM
0 FPS in port. Career mode.
Is ok in navigation map view, and if i head out of port its fine. Though if i turn the camera around to look back in the direction of the port I just left. Then its 0FPS again.
Default GW mod. No atmosphere mods.
Stickied as official feedback thread!
Kpt. Lehmann
03-21-06, 06:37 PM
Thanks CCIP!!! That was very cool of you!!! :cool: :cool: :cool:
Kpt. Lehmann
03-21-06, 06:47 PM
Fatigue issues: (Torpedos not loading/Crew not recovering in bunk rooms etc.)
Been playing since morning, and almost cryed when i had to exit the game to come here and ask something !!!! :rock: :rock:
Beautifull, and run like a surffbord on the waves!!!
No bugs no crashes to desktop, no screen frizing, nothing, there is no errors to report...This is the result of the brilliante work you've done and most of all a seriouse aproch on the game Motor itsellf...
Question:
Even with the fatigue model, I just don't understand this saylors that i've got on mi sub...They get tierd even when they sleep!!! :rotfl: :rotfl: :rotfl:
Whell what are the goods and the against, if i use SH3 commander, i can't leave without it, Does it changes any importante partes in game data files, or what??? :-?
K.Lehman hope you're not sleeping all the time now!!! :arrgh!:
Another detaille, just give mi congrats. to the guy that decided to had the outstanding main sond track...Love it...!!! :rock: :up:
I'm awake I'm awake! :D
Sorry guys, the Kpt. was verrrrry tired. (No not by Goodyear Avon Lady. :D )
LOL... regarding fatigue...
IMPORTANT!!! :ping:
Also, at 64x TC in GW, crew fatigue and recovery STOPS until below 64x TC again.
JCWOLF,
To answer your question about fatigue, I need to know:
1) Are you using other mods on top of GW?
2) Are you using SH3 Commander?
If the answer to this question is yes... you must UN-CHECK/ DE-SELECT "Use fatigue model" option in SH3Cmdr to take advantage of the GW fatigue model properly. Hopefully in days to come SH3 Commander will include the GW fatigue model and using JSCones awesome program will be more intuitive for the user.
3) Did you delete the "SH3" folder in your personal documents before installing GW?
4) Did you download GW from Terrapin's website or from Bittorrent?
Kpt. Lehmann
03-21-06, 07:12 PM
Also over the coming days I will be editing the first post to include answers to previously posted questions and a downloadable zip of the GW content/credits as soon as I am comfortable with the correctness of it.
Given a little time, this will be the GO TO place for finding solutions to GW related issues.
Thanks for all your support so far and patience with us.
Kpt. Lehmann
03-21-06, 07:25 PM
JSCones asked me a couple of good questions. So I thought I'd post my answers here.
will any patches just be released as updates? Surely this would work for your GW-TW combination?
Anyway, another question... I see GW changes the map contact lines all to grey. Cool. But does it remove single ship contacts, or interfere with map plotting in any way like RUb does???
Yes patches will be released as updates.
As far as all matters regarding the GW-TW combination, all remains to be seen when we (the GW and NYGM teams) hash that out in a few weeks.
Regarding map contacts in GW vs RUb- GW Does not remove single ship contacts nor does it interfere with map plotting in any way.
Regarding RADIO contacts given to you in-game as distant potential targets, these are quite reduced as are the number of single ships available as targets as the war progresses.
You must now rely on hydrophone checks to find most of your individually sailing targets.
However, when you get within visual detection range... that contact will stay visible on your map as long as you are in contact with it.
When you submerge and have the periscope down, the grey contacts will revert to grey contact lines indicating their relative bearing to you via listening to underwater noise.
Kpt. Lehmann
03-21-06, 07:50 PM
GW REQUEST FOR INFORMATION!!!
Regarding ruler inaccuracy, believe it or not I was unaware of this.
:damn:
If there is a mod that fixes this issue please post it here and I will make sure it is included in the first GW update.
Fatigue issues: (Torpedos not loading/Crew not recovering in bunk rooms etc.)
Been playing since morning, and almost cryed when i had to exit the game to come here and ask something !!!! :rock: :rock:
Beautifull, and run like a surffbord on the waves!!!
No bugs no crashes to desktop, no screen frizing, nothing, there is no errors to report...This is the result of the brilliante work you've done and most of all a seriouse aproch on the game Motor itsellf...
Question:
Even with the fatigue model, I just don't understand this saylors that i've got on mi sub...They get tierd even when they sleep!!! :rotfl: :rotfl: :rotfl:
Whell what are the goods and the against, if i use SH3 commander, i can't leave without it, Does it changes any importante partes in game data files, or what??? :-?
K.Lehman hope you're not sleeping all the time now!!! :arrgh!:
Another detaille, just give mi congrats. to the guy that decided to had the outstanding main sond track...Love it...!!! :rock: :up:
I'm awake I'm awake! :D
Sorry guys, the Kpt. was verrrrry tired. (No not by Goodyear Avon Lady. :D )
JCWOLF,
To answer your question about fatigue, I need to know:
1) Are you using other mods on top of GW?
2) Are you using SH3 Commander?
If the answer to this question is yes... you must UN-CHECK/ DE-SELECT "Use fatigue model" option in SH3Cmdr to take advantage of the GW fatigue model properly. Hopefully in days to come SH3 Commander will include the GW fatigue model and using JSCones awesome program will be more intuitive for the user.
3) Did you delete the "SH3" folder in your personal documents before installing GW?
4) Did you download GW from Terrapin's website or from Bittorrent?
______________________________________________
JCWOLF,
To answer your question about fatigue, I need to know:
1) Are you using other mods on top of GW?
I'm just using some of your included optional Mods :
1-Grey Wolves Version 1.0
2-W_Clear's Das Boot Background movie
3-Stock Sea Floor Mod
4-Atmosphere Mod V2 8km LIGHT (GW default)
5-GW 24 Hour Fatigue Model Alternate
2) Are you using SH3 Commander?
No, exactelly because of that you say!
3) Did you delete the "SH3" folder in your personal documents before installing GW?
Deleted just the saved campaing files , the naval acadeny and profile stayed and options.
4) Did you download GW from Terrapin's website or from Bittorrent?
From Bitorrent!
__________________________________________________
Hope this helps you Helping me! :rock: :D
Kpt. Lehmann
03-21-06, 08:15 PM
Remember, crew fatigue progression and recovery stop at 64x TC and above.
Also, the torpedo rooms are going to tire your sailors the quickest.
Once again a note to ALL GW USERS: GW IS SH3 Commander compatible.... for using the GW fatigue model you must UN-CHECK/ DE-SELECT "Use fatigue model" option in SH3Cmdr to take advantage of the GW fatigue model properly. Hopefully in days to come SH3 Commander will include the GW fatigue model and using JSCones awesome program will be more intuitive for the user.
Remember, crew fatigue progression and recovery stop at 64x TC and above.
Also, the torpedo rooms are going to tire your sailors the quickest.
Once again a note to ALL GW USERS: GW IS SH3 Commander compatible.... for using the GW fatigue model you must UN-CHECK/ DE-SELECT "Use fatigue model" option in SH3Cmdr to take advantage of the GW fatigue model properly. Hopefully in days to come SH3 Commander will include the GW fatigue model and using JSCones awesome program will be more intuitive for the user.
But , as i read on your readme file, SH# com. also alters the behavor of Enemy ships, thats wy i don't use ut...
not cause of the fatigue model bro! :rock: :up: :up:
I whant to play the original thing and when purhaps JCScones make some of your Mod things into is brilliante SH3Com, there i will use it again...And i miss it ...
andy_311
03-21-06, 08:33 PM
I just loaded it in went in Naval acadamy to try it out,my fps in external view drops to 17fps underwater it's 40fps everywhere else it's 140fps did the nav training sailed through it, gunnery passed that, flack training shot the lot down, torpedo training fired my first fish and hit external view and it ctd.Don't know why I have a clean instal of the game and no other mods installed can anyone help?
Kpt. Lehmann
03-21-06, 08:41 PM
I just loaded it in went in Naval acadamy to try it out,my fps in external view drops to 17fps underwater it's 40fps everywhere else it's 140fps did the nav training sailed through it, gunnery passed that, flack training shot the lot down, torpedo training fired my first fish and hit external view and it ctd.Don't know why I have a clean instal of the game and no other mods installed can anyone help?
Go into C:/Program Files/Ubisoft/SilentHunterIII/GW Documentation and Optional Mods and paste the "Stock SeaFloor Mod" into your JGSME folder and enable. This should help your underwater FPS :O)
andy_311
03-21-06, 08:46 PM
will do thanks
ironkross
03-21-06, 08:47 PM
0 FPS in port. Career mode.
Is ok in navigation map view, and if i head out of port its fine. Though if i turn the camera around to look back in the direction of the port I just left. Then its 0FPS again.
Default GW mod. No atmosphere mods.
Follow Kpt. Lehmann's solution Go into C:/Program Files/Ubisoft/SilentHunterIII/GW Documentation and Optional Mods and paste the "Stock SeaFloor Mod" into your JGSME folder and enable.. This will resolve your problem. I had the same thing occur and changing the text files fixed everything.
ironkross
03-21-06, 09:00 PM
Go into C:/Program Files/Ubisoft/SilentHunterIII/GW Documentation and Optional Mods and paste the "Stock SeaFloor Mod" into your JGSME folder and enable. This should help your underwater FPS :O)
I didn't do this tho. I just copied the data file from "Stock SeaFloor Mod" into the SHIII directory. Will this mess anything up? Things seem fine so far.
Kpt. Lehmann
03-21-06, 09:39 PM
Go into C:/Program Files/Ubisoft/SilentHunterIII/GW Documentation and Optional Mods and paste the "Stock SeaFloor Mod" into your JGSME folder and enable. This should help your underwater FPS :O)
I didn't do this tho. I just copied the data file from "Stock SeaFloor Mod" into the SHIII directory. Will this mess anything up? Things seem fine so far.
No I don't think so.
You might get a warning when you disable GW with JGSME though because a file was overwritten in the way that you did, but it isn't really a big deal.
Once Terrapin's site is back up go try out the lower resolution versions of Tanker IV's seafloor mod too. You should get good performance and still be able to get rid of the boring stock seafloor mod in the process. :|\
Kpt. Lehmann
03-21-06, 09:58 PM
HEY, KPT. LEHMANN!!! HOW COME THAT SHIP WON'T SINK!!!
Read on... very important!
GW incorporates the NYGM ship damage model beta 0.1.39
It is a work of GENIUS on Teddy Barr's and the NYGM team
efforts. Ships now sink by flooding and take varying times to
sink. Sometimes this means 15 minutes, sometimes this means
hours.
It also removes the certainty of knowing whether or not you
have caused enough damage to sink a vessel... this is a good
thing and can cause all kinds of interesting situations!!!
It is also still a work in progress and things will get better
given a little time.
If I need to I will reduce hit-points and create a patch that
will be included in the first GW Update. This would be a
"bandage" of sorts that for certain ships would mean basically
nullifying the NYGM damage model, but for most ships this will
be unecessary.
The GW Team will stay up to date with the NYGM ship damage
model inasfar as is possible and as long as the GW mod is
supported.
No ship is "unsinkable" in GW or in the NYGM ship damage
models. Some ships like the small tanker are very hard to sink
at the moment. The hit points for all vessels in GW have been
raised in line with the NYGM ship damage model. Once again I
will review the .zon files before releaseing an update patch
for GW.
Also, in line with realistic modelling aims GW has reduced the
damage potential of the deck guns which is explained below.
Armor piercing rounds have been removed from the GW mod as our
research indicates that typically the only type of round
carried by the U-boats was "HE" or "High-Explosive."
Furthermore, the crew when ordered to the deck gun takes time
to load the first shell... instead of the instant BANG you got
in stock SH3.
A little compromise we made too was including 20 starshell
lumination rounds per boat and extended the range of the
starshell closer to the range of a standard HE round. In real
life you can shoot one just as far as the other... I've done
it.
A side effect of this is found in the Academy Naval Artillery
missions. You don't have enough ammunition to pass the test.
This was a trade-off that may get better with the GW update in
a few weeks. (If I come up with a good temporary band-aid for
this problem I will upload it for everyone early.)
There has been no other mod that has even approached the
sinking time issues that Teddy Barr and the NYGM team are
successfully addressing. I am CERTAIN that many many hours
went into its development. Like Captain America's gauge fix
mod, using it for the sake of common sense becomes mandatory
in light of the utterly fake way that ships sink in stock SH3.
We ditched our own entire custom ship damage model and much
hard work as a result.
Even more... the NYGM ship damage mod
in my opinion has successfully NULLIFIED the deck-gun reload
time debate by making it a matter of ammunition/damage output
totality instead of any worry of posessing an "uber" deck gun.
I have been a proponent of this for some time and have been
chastised by someone before who completely dismissed my seven
years of artillery and heavy weapons experience as totally
irrelevant. Though I was not a U-Boat deck gunner myself,
general artillery concepts DO apply!
Also,you must inderstand that U-boat deck guns are LIGHT
artillery weapons. I think that people in general do not
fully understand what it would mean to shoot-up a great big
ship with what amounts to a pop-gun. (22 rifle versus
floating garbage can if you will... it will sink but will take
some time to do so.)
In GW and NYGM you really need to consider the deck gun to be
a SUPPLEMENTAL weapon used to sink small vessels and/or assist in sinking ships that have been damaged by torpedos already.
(Make sure you aim below the waterline... hits above the
waterline will reduce the hit points of the vessel... but not
assist in its "rate of sink" or "floatability.")
Like this mod very much but my frame rates have dropped to almost a slide show when submerged or in harbour compared to RUB.
GEForce 5900XT - 128mb
drivers = 84.21
Windows XP
Athlon XP1500
ironkross
03-22-06, 12:00 AM
Like this mod very much but my frame rates have dropped to almost a slide show when submerged or in harbour compared to RUB.
GEForce 5900XT - 128mb
drivers = 84.21
Windows XP
Athlon XP1500
Follow Kpt. Lehmann's solution
Go into C:/Program Files/Ubisoft/SilentHunterIII/GW Documentation and Optional Mods and paste the "Stock SeaFloor Mod" into your JGSME folder and enable.
. This will resolve your problem. I had the same thing occur and changing the text files fixed everything.
BTW- this seems to be happening a lot.
ironkross
03-22-06, 12:04 AM
Once Terrapin's site is back up go try out the lower resolution versions of Tanker IV's seafloor mod too. You should get good performance and still be able to get rid of the boring stock seafloor mod in the process.
I will do that. I am interested in more realism even if it's at the bottom of the ocean. :rotfl: [/quote]
Kpt. Lehmann
03-22-06, 12:04 AM
BTW- this seems to be happening a lot.
Yes it does appear that way.
(There's a couple of Grey Wolves on my SUb saying "I told you so Kpt. Lehmann")
In our update patch we will have the lesser version of the Tanker IV Seafloor mod as default and the Hi-res version as an optional mod.
Rough edge identified and fixed! :know:
Hey Ironkross, thanks for your help answering GW questions sir! :rock:
There isn't enough of me to go around lately and your help is much appreciated!
ironkross
03-22-06, 12:20 AM
Armor piercing rounds have been removed from the GW mod as our
research indicates that typically the only type of round
carried by the U-boats was "HE" or "High-Explosive."
I noticed that. Is there extra ammo for HE or do we just loose the amount that was carried as AP?
Also when trying out GW after restoring the Seafllor text I played the naval flak gunnery exam. I really seemed much harder to bring down aircraft now. I still passed but didn't get all the aircraft shot down as I usually do. And my 20mm would stop firing sometimes before I emptied the mag. It was like it jammed or overheated. After a few seconds it was back up and firing away again. Whatever it was it seemed more realistic than a weapon that fires everytime you pull the trigger. And the stock version of the deck gun is effectively more like one of the Navarone heavy artillery guns. I'm for decreased deck gun power.
ironkross
03-22-06, 12:29 AM
Hey Ironkross, thanks for your help answering GW questions sir!
Not that I know why it works, but I know it works. Glad to help out. Now that I'm using GW I may have to change my siggy from INITIALIZING to Not so long ago. :rotfl:
I LOVE the new main menu screens, I just sat and watched the movie, and listened to that great music. The only thing I found wrong w/ this mod is J'attendrai (my fave WWII era song) was not in the grammaphone file. (easily corrected tho.)
Kpt. Lehmann
03-22-06, 12:42 AM
Hey Ironkross, thanks for your help answering GW questions sir!
Not that I know why it works, but I know it works. Glad to help out. Now that I'm using GW I may have to change my siggy from INITIALIZING to Not so long ago. :rotfl:
I LOVE the new main menu screens, I just sat and watched the movie, and listened to that great music. The only thing I found wrong w/ this mod is J'attendrai (my fave WWII era song) was not in the grammaphone file. (easily corrected tho.)
Thats freakin cool to hear! :rock: (in more ways than one) I get lots of problem fixing duty... and generally don't get to hear the outcome after the answer is supplied.
Just make sure that any gramophone file is recorded at the same bit-rate as all the others or it (whatever MP3 you added) may only play for 30 seconds before going to the next track.
supersloth
03-22-06, 01:36 AM
i think there should be a update that allows the single contacts to be removed from the nav map like in nygm. it still seems like there are too many contacts popping up.
outrageously awesome mod btw. :up:
Kpt. Lehmann
03-22-06, 03:59 AM
i think there should be a update that allows the single contacts to be removed from the nav map like in nygm. it still seems like there are too many contacts popping up.
outrageously awesome mod btw. :up:
Which in-game year are you playing?
Montbrun
03-22-06, 07:54 AM
WOOT! I'm finally up and running with this MOD! I'm now officially "GW-ized."
Now for some observations.
Programming:
1) 24-hour Alternate Fatigue MOD: There are definately some tweaks needed here. The crew gains a "Red Exclamation Point" after about 3 hours. IMHO, this should happen after about 16 hours. They also lose fatigue very quickly until about 50%, then it decreases very slowly. This should be more uniform, based on the compartment they are in. Finally, and this is a deal-killer, there doesn't seem to be a "Neutral Zone" where the crew neither gains or loses Fatigue. This is critical to resting the crew in "Watches," especially the Officers. I have used both the Hollywood and NYGM fatigue MODS (I prefer the latter), and would like to see something similar, or just go ahead and incorporate one of these.
2) Using SH3 Commander (and I always will!), I am unable to start a Career in 9/39. I am not given the option of a choice of boat, or boat number. All was fine after I chose 10/39 as a starting date.
3) The NYGM Ship Damage MOD: I have another install with all of the NYGM stuff, and have never seen this behavior before, after running about 8 patrols using it. During my first patrol using GW, I didn't see the following behavior.
a) Last night, on my second patrol, I first encountered a Large Merchant. I maneuvered into position, an hit her with 2 Torps with magnetic pistols. She slowed, and finally stopped. I maneuvered to the other side of the boat, and hit her with 1 Torp set with impact pistols. The ship was now listing heavily to starboard, with the stern deck awash. She would not sink. I then pumped 48 deck gun rounds into her, about 60% hitting the water line in various places on the ship. My first 2 Torps hit at 01:22. She finally sank at 09:31, 8:09 hours later....
b) My second encounter was with a Small Merchant. I fired 1 Torp with impact pistols set, thinking that this ship should be much easier to sink than the first. She slowed to a stop, and was listing heavily to starboard, with her bow decks awash. I then proceeded to pump 62 deck gun rounds into her, concentrating on an area for awhile, then changing areas. She absolutely refused to sink. My Torp hit her at 12:06, and I finally left the area at 09:00 the following day. That's 20:54 hours later. I continued my patrol, and later returned to the area, and she was gone, apparently, finally sinking, with no credit awarded.
I'm all for realism, but this isn't realism, it's sadism. A balance needs to be made between "Realism" and "Playability." As I have said, I've not experienced this with the "straight" NYGM MODs, so I'm wondering if something has been "tweaked" for GW. I can see 2-3 hours GT for a large ship to sink, on a 10% probability, but this is absurd. I only have 2-3 hours of RT to play in the evenings, and I can't be waiting for an hour of RT for a ship to sink....
Other MODs:
I'm wondering if I can enable a couple of my favorite MODs, without screwing something up.
1) Captain America's Generic Officer Icon MOD.
2) Integrated Orders (enables more Officer Orders, and makes the icons for these orders appear in the lower left screen, at a reduced size - used by IUB).
3) I'd like to find and incorporate the strategic map showing the convoy routes, used by IUB.
I'm looking forward to more GW, and especially the combined "GW-NYGM-RUB-IUB-HT, etc., etc." MOD.
Great Work Guys! - Major Kudos!
Thanks,
Montbrun
Montbrun,
Try to hit one more torpedo on that ships:
~3 torps for the large ships
~2 torps for the small merchants
Then finish (if needed) with deck gun...
And GW only/also have last NYGM ship damage, so no differences here..!!???
Rubini.
Montbrun
03-22-06, 09:13 AM
Montbrun,
Try to hit one more torpedo on that ships:
~3 torps for the large ships
~2 torps for the small merchants
Then finish (if needed) with deck gun...
And GW only/also have last NYGM ship damage, so no differences here..!!???
Rubini.
Thanks for the reply. I'll try your suggestion tonite. Maybe I was just incredibly unlucky...
I maneuvered into position, an hit her with 2 Torps with magnetic pistols.
Try using impact pistol at about 3mts depth, check the NYGM readme about magnetic pistol, for what I've understand the only posibility to achieve a critical chance hit (ship explosion) is with impact torpedoes.
Ref
WOOT! I'm finally up and running with this MOD! I'm now officially "GW-ized."
3) The NYGM Ship Damage MOD: I have another install with all of the NYGM stuff, and have never seen this behavior before, after running about 8 patrols using it. During my first patrol using GW, I didn't see the following behavior.
a) Last night, on my second patrol, I first encountered a Large Merchant. I maneuvered into position, an hit her with 2 Torps with magnetic pistols. She slowed, and finally stopped. I maneuvered to the other side of the boat, and hit her with 1 Torp set with impact pistols. The ship was now listing heavily to starboard, with the stern deck awash. She would not sink. I then pumped 48 deck gun rounds into her, about 60% hitting the water line in various places on the ship. My first 2 Torps hit at 01:22. She finally sank at 09:31, 8:09 hours later....
b) My second encounter was with a Small Merchant. I fired 1 Torp with impact pistols set, thinking that this ship should be much easier to sink than the first. She slowed to a stop, and was listing heavily to starboard, with her bow decks awash. I then proceeded to pump 62 deck gun rounds into her, concentrating on an area for awhile, then changing areas. She absolutely refused to sink. My Torp hit her at 12:06, and I finally left the area at 09:00 the following day. That's 20:54 hours later. I continued my patrol, and later returned to the area, and she was gone, apparently, finally sinking, with no credit awarded.
ahhh the beauty of the uncertainly and random situation. Don't you love it :rotfl: it like reading an history book :rock:
Hope you guys realise there's a fun part in the unfunny moments :sunny:
gouldjg
03-22-06, 11:24 AM
WOOT! I'm finally up and running with this MOD! I'm now officially "GW-ized."
Now for some observations.
Programming:
1) 24-hour Alternate Fatigue MOD: There are definately some tweaks needed here. The crew gains a "Red Exclamation Point" after about 3 hours. IMHO, this should happen after about 16 hours. They also lose fatigue very quickly until about 50%, then it decreases very slowly. This should be more uniform, based on the compartment they are in. Finally, and this is a deal-killer, there doesn't seem to be a "Neutral Zone" where the crew neither gains or loses Fatigue. This is critical to resting the crew in "Watches," especially the Officers. I have used both the Hollywood and NYGM fatigue MODS (I prefer the latter), and would like to see something similar, or just go ahead and incorporate one of these.
Montbrun
Hi Montbrun
I think something is at fault /conflict here as what you describe should not be happening with the 24hr model.
The only time crew should get tired so quick is when in battle stations and that was added for game play and takes approx 2 to 3 hours so one has time to do a complete attack before needing to change. It gives the player choices as to how fast he wants torps reloaded etc.
Rather than explain it all, lets just run a simple test on your system.
1. Start from base and ensure all unwanted crew are in the rest areas.
2. plot course that takes approx 20 hours to reach
3. Set sail
You should be able to get to your point without needing any crew changes unless in a storm all the way.
4. Change crew,
Now dive and note that you can now have men in diesel room without tiring (neutral) same goes in electric when on surface. I consider these spare slots that allow for player judgments and control.
Now set men into battle station mode and time it. Men in torp rooms will begin to show effects after 2-3 hours but that was for game play and adds a nice twist in player decisions.
If the above does not happen then there is either a fault or the model has been changed. I think there is a fault/conflict.
I would be interested to see how you go on with this. I dont want to force any crew model on you or anybody and one is free to choose but I do think there is a fault somewhere however stand to be corrected.
Look forward to your observations
:up: gouldjg
SmokinTep
03-22-06, 01:32 PM
Links to download this don't work?????
Gizzmoe
03-22-06, 01:44 PM
Links to download this don't work?????
Terrapin´s site is down. You can download it via Bittorrent:
http://www.torrentspy.com/torrent/614487/Grey_Wolves_Supermod_for_Silent_Hunter_III_Freewar e
SmokinTep
03-22-06, 01:49 PM
Thanks, will do it from work tomorrow.
Dimitrius07
03-22-06, 01:58 PM
Montbrun,
Try to hit one more torpedo on that ships:
~3 torps for the large ships
~2 torps for the small merchants
Then finish (if needed) with deck gun...
And GW only/also have last NYGM ship damage, so no differences here..!!???
Rubini.
Well i follow the Rubini advice and look what hapend on the screenshot :arrgh!:
http://www.tysovka07.com.ru/gw_super.jpg
She's going dowwwwwwnnnnnnn :rock: :rock: :rock: :arrgh!:
no links nor torrents in this thread works, could anyone put it up on piratebay again pls?
Gizzmoe
03-22-06, 02:58 PM
no links nor torrents in this thread works, could anyone put it up on piratebay again pls?
This one works:
http://www.torrentspy.com/torrent/614487/Grey_Wolves_Supermod_for_Silent_Hunter_III_Freewar e
Cpt.Thorne
03-22-06, 03:35 PM
Montbrun,
Try to hit one more torpedo on that ships:
~3 torps for the large ships
~2 torps for the small merchants
Then finish (if needed) with deck gun...
And GW only/also have last NYGM ship damage, so no differences here..!!???
Rubini.
Well i follow the Rubini advice and look what hapend on the screenshot :arrgh!:
http://www.tysovka07.com.ru/gw_super.jpg
She's going dowwwwwwnnnnnnn :rock: :rock: :rock: :arrgh!:
The beauty of NYGM...you need to sink it hitting different compartments of the ship to sink it by flooding. No more shoot at same place to finish off "health points" stuff. I am still slowly getting GW into my system.
Thanks to all those who make this community :rock:
Prost!
Tonnage_Ace
03-22-06, 03:52 PM
The beauty of NYGM...you need to sink it hitting different compartments of the ship to sink it by flooding. No more shoot at same place to finish off "health points" stuff. I am still slowly getting GW into my system.
True, it seems I'll be using that angle of spread option for salvo shots more often than I did in the vanilla version. It used to be about HP now it's more, "I've got to open up sections of a ship to sink her..."
BTW, anyone notice the stock GW game is really dark at night? I thought I was using the DARK versions of the GW, but the 8km LIGHT mod is stock, so why is it soo dark at night, even when the sky is clear, with a moon out? Just saying cause it's so early in the war and I need to make sure I don't sink any neutrals, damn those flags are hard to see...
Tonnage_Ace,
I'm working on a 8Km _More_Light version; I also find the GW stock one (8Km_light) too much dark at night for my taste. If some more peoples also want it I can post to download.:up:
Rubini.
Montbrun
03-22-06, 04:00 PM
WOOT! I'm finally up and running with this MOD! I'm now officially "GW-ized."
Now for some observations.
Programming:
1) 24-hour Alternate Fatigue MOD: There are definately some tweaks needed here. The crew gains a "Red Exclamation Point" after about 3 hours. IMHO, this should happen after about 16 hours. They also lose fatigue very quickly until about 50%, then it decreases very slowly. This should be more uniform, based on the compartment they are in. Finally, and this is a deal-killer, there doesn't seem to be a "Neutral Zone" where the crew neither gains or loses Fatigue. This is critical to resting the crew in "Watches," especially the Officers. I have used both the Hollywood and NYGM fatigue MODS (I prefer the latter), and would like to see something similar, or just go ahead and incorporate one of these.
Montbrun
Hi Montbrun
I think something is at fault /conflict here as what you describe should not be happening with the 24hr model.
The only time crew should get tired so quick is when in battle stations and that was added for game play and takes approx 2 to 3 hours so one has time to do a complete attack before needing to change. It gives the player choices as to how fast he wants torps reloaded etc.
Rather than explain it all, lets just run a simple test on your system.
1. Start from base and ensure all unwanted crew are in the rest areas.
2. plot course that takes approx 20 hours to reach
3. Set sail
You should be able to get to your point without needing any crew changes unless in a storm all the way.
4. Change crew,
Now dive and note that you can now have men in diesel room without tiring (neutral) same goes in electric when on surface. I consider these spare slots that allow for player judgments and control.
Now set men into battle station mode and time it. Men in torp rooms will begin to show effects after 2-3 hours but that was for game play and adds a nice twist in player decisions.
If the above does not happen then there is either a fault or the model has been changed. I think there is a fault/conflict.
I would be interested to see how you go on with this. I dont want to force any crew model on you or anybody and one is free to choose but I do think there is a fault somewhere however stand to be corrected.
Look forward to your observations
:up: gouldjg
Please explain the implementation of the GW 24-hour Fatigue MOD with SH3 Commander - that may be the problem, but, this is my setup (using "Realistic Crew"):
Type VIIb
1st Watch (12 hours):
1 Watch Officer, 1 PO, 3 Ratings on "Watch"
1 CPO, 1 PO, 6 Ratings in the Engine Room
1 Engineer Officer, 1 CPO ("Chief of the Boat"), 2 Ratings in Command Room
2 PO in Radio Room
6 PO, 11 Ratings, 1 Watch Officer, 1 Navigation Officer, 1 Weapons Officer on "Rest"
2nd Watch (12 hours):
1 Watch Officer, 1 PO, 3 Ratings on "Watch"
2 PO, 6 Ratings in the Engine Room
1 Navigation Officer, 1 Weapons Officer, 1 PO, 2 Ratings in Command Room
2 PO in Radio Room
2 CPO, 5 PO, 11 Ratings, 1 Engineer Officer on "Rest"
1 CPO, 2 PO - Torpedomen always on "Rest" until needed.
TOTAL: 5 Officers, 3 CPOs, 12 POs, 22 Ratings
(a "typical" Type VII historical U-boat crew had 4 Officers, 3 CPOs, 10 POs, and 27 Ratings)
This setup allows me to keep the "watches" rested, have personnel with the proper "profession" rating utilized proficiently, and have 4 empty "berths" in-quarters for the on-duty "watch" crew, when we submerge. No wasted space or personnel. I also like to use the ability in SH3 Commander to assign "profession ratings" to the Ratings as "tags" to keep the "watches" that I've created straight.
What this setup doesn't show is, that, I rotate the 3 Command Room Officers every 6 hours - 2 on, 1 off; 1 on, 2 off, to maintain a level of effectiveness for combat. In order to do this, I let the "off-duty" Watch Officer "rest" for 6 hours, then move him to the "neutral zone" (generally the Electric Motor Room), to make room for the "off-duty" Command Room Officer. When I do this with the GW 24-hour Fatigue Mod, he incurs fatigue. That is my problem. I suspect an installation issue on my part. For the 24-hour MOD, I chose "Realistic Crew" but DID check the "Use Standard SH3" Fatigue model box, after implementing the alternate MOD with JSGME, because when it was unchecked, I was obviously stuck with the 8-hour model - my crew being wasted after about 5 hours.
Your input would be appreciated.
Thanks,
Montbrun
phatmatt
03-22-06, 04:58 PM
Tonnage_Ace,
I'm working on a 8Km _More_Light version; I also find the GW stock one (8Km_light) too much dark at night for my taste. If some more peoples also want it I can post to download.:up:
Rubini.
I would be interested in having this mod since i too think it is still too dark, probably because my screen is darker then other monitors out there. GW is the best in my mind except for the weird CTD in campaign I get and get no "SH3 has encounted a problem and needs to close" thing, I never had a CTD before with SH3 :hmm:
Tonnage_Ace,
I'm working on a 8Km _More_Light version; I also find the GW stock one (8Km_light) too much dark at night for my taste. If some more peoples also want it I can post to download.:up:
Rubini.
I would be interested in having this mod since i too think it is still too dark, probably because my screen is darker then other monitors out there. ...
I'll appriciate the 16km MORE LIGHT, please
Kpt. Lehmann
03-22-06, 05:38 PM
no links nor torrents in this thread works, could anyone put it up on piratebay again pls?
This one works:
http://www.torrentspy.com/torrent/614487/Grey_Wolves_Supermod_for_Silent_Hunter_III_Freewar e
I have updated the first post to include Gizzmoe's link. Thanks Gizzmoe! :up: :up: :up:
Kpt. Lehmann
03-22-06, 05:44 PM
Tonnage_Ace,
I'm working on a 8Km _More_Light version; I also find the GW stock one (8Km_light) too much dark at night for my taste. If some more peoples also want it I can post to download.:up:
Rubini.
I would be interested in having this mod since i too think it is still too dark, probably because my screen is darker then other monitors out there. GW is the best in my mind except for the weird CTD in campaign I get and get no "SH3 has encounted a problem and needs to close" thing, I never had a CTD before with SH3 :hmm:
I would like to know everything you can tell me about this CTD you experienced...
What mods are you using?
Where were you in-game?
What year in-game?
What exactly were you doing in-game?
Try to make it happen under the exact same circumstances and tell me if it CTD's or not.
Kpt. Lehmann
03-22-06, 06:09 PM
LOL, to those who are having flash-backs to Peter Pan and Captain Hook... I will be making an option to silence or nearly silence the clock sound. :rotfl:
I honestly forget its ticking while I test things because it just becomes part of the background noise to me. :|\
gouldjg
03-22-06, 06:11 PM
WOOT! I'm finally up and running with this MOD! I'm now officially "GW-ized."
Now for some observations.
Programming:
1) 24-hour Alternate Fatigue MOD: There are definately some tweaks needed here. The crew gains a "Red Exclamation Point" after about 3 hours. IMHO, this should happen after about 16 hours. They also lose fatigue very quickly until about 50%, then it decreases very slowly. This should be more uniform, based on the compartment they are in. Finally, and this is a deal-killer, there doesn't seem to be a "Neutral Zone" where the crew neither gains or loses Fatigue. This is critical to resting the crew in "Watches," especially the Officers. I have used both the Hollywood and NYGM fatigue MODS (I prefer the latter), and would like to see something similar, or just go ahead and incorporate one of these.
Montbrun
Hi Montbrun
I think something is at fault /conflict here as what you describe should not be happening with the 24hr model.
The only time crew should get tired so quick is when in battle stations and that was added for game play and takes approx 2 to 3 hours so one has time to do a complete attack before needing to change. It gives the player choices as to how fast he wants torps reloaded etc.
Rather than explain it all, lets just run a simple test on your system.
1. Start from base and ensure all unwanted crew are in the rest areas.
2. plot course that takes approx 20 hours to reach
3. Set sail
You should be able to get to your point without needing any crew changes unless in a storm all the way.
4. Change crew,
Now dive and note that you can now have men in diesel room without tiring (neutral) same goes in electric when on surface. I consider these spare slots that allow for player judgments and control.
Now set men into battle station mode and time it. Men in torp rooms will begin to show effects after 2-3 hours but that was for game play and adds a nice twist in player decisions.
If the above does not happen then there is either a fault or the model has been changed. I think there is a fault/conflict.
I would be interested to see how you go on with this. I dont want to force any crew model on you or anybody and one is free to choose but I do think there is a fault somewhere however stand to be corrected.
Look forward to your observations
:up: gouldjg
Please explain the implementation of the GW 24-hour Fatigue MOD with SH3 Commander - that may be the problem, but, this is my setup (using "Realistic Crew"):
Type VIIb
1st Watch (12 hours):
1 Watch Officer, 1 PO, 3 Ratings on "Watch"
1 CPO, 1 PO, 6 Ratings in the Engine Room
1 Engineer Officer, 1 CPO ("Chief of the Boat"), 2 Ratings in Command Room
2 PO in Radio Room
6 PO, 11 Ratings, 1 Watch Officer, 1 Navigation Officer, 1 Weapons Officer on "Rest"
2nd Watch (12 hours):
1 Watch Officer, 1 PO, 3 Ratings on "Watch"
2 PO, 6 Ratings in the Engine Room
1 Navigation Officer, 1 Weapons Officer, 1 PO, 2 Ratings in Command Room
2 PO in Radio Room
2 CPO, 5 PO, 11 Ratings, 1 Engineer Officer on "Rest"
1 CPO, 2 PO - Torpedomen always on "Rest" until needed.
TOTAL: 5 Officers, 3 CPOs, 12 POs, 22 Ratings
(a "typical" Type VII historical U-boat crew had 4 Officers, 3 CPOs, 10 POs, and 27 Ratings)
This setup allows me to keep the "watches" rested, have personnel with the proper "profession" rating utilized proficiently, and have 4 empty "berths" in-quarters for the on-duty "watch" crew, when we submerge. No wasted space or personnel. I also like to use the ability in SH3 Commander to assign "profession ratings" to the Ratings as "tags" to keep the "watches" that I've created straight.
What this setup doesn't show is, that, I rotate the 3 Command Room Officers every 6 hours - 2 on, 1 off; 1 on, 2 off, to maintain a level of effectiveness for combat. In order to do this, I let the "off-duty" Watch Officer "rest" for 6 hours, then move him to the "neutral zone" (generally the Electric Motor Room), to make room for the "off-duty" Command Room Officer. When I do this with the GW 24-hour Fatigue Mod, he incurs fatigue. That is my problem. I suspect an installation issue on my part. For the 24-hour MOD, I chose "Realistic Crew" but DID check the "Use Standard SH3" Fatigue model box, after implementing the alternate MOD with JSGME, because when it was unchecked, I was obviously stuck with the 8-hour model - my crew being wasted after about 5 hours.
Your input would be appreciated.
Thanks,
Montbrun
Kpt. Lehmann
Should be able to help here,
I think I read that people are supposed to leave sh3 commander crew options unchecked for GW crew model to work. I just do not know what GW default crew is?
The 24 hr model is virtually the same as the living crew so IMHO what you described should also be possible.
Kpt. Lehmann
or others
I am sure you know how the installation works and can advise here, as I do not currently have sh3 installed and cannot test :damn: :damn: :damn:
Montbrun
Hang in there, we will sort this out for you asap.
I will be returning after exams
Kpt. Lehmann
03-22-06, 06:17 PM
I am working things out with JCWOLF at the moment who seems to be having similar problems.
The 8 hour fatigue model is GW default (8 hour version 2 to be exact with a little teaking from me.
We are working on it.
It is not the GW mod that is doing it and I am beginning to suspect a corrupt DL or two.
Kpt. Lehmann
03-22-06, 06:50 PM
Rest assured we are actively working on mirror sites to rely on in-case of temporary availability problems.
One of the main problems I am faced with is time management. Beginning Monday last week I am faced with a job/work schedule of 138 hours in two weeks due to shortness of staff.
I know things can be tough but rest assured, that even though it may take time, we are addressing all issues.
phatmatt
03-22-06, 07:15 PM
about my CTD
- campaign
- year 1939 -day time
-2nd flotilla (Wilhelmshaven)
-first partol
-sub type VIIB
-no mods
-just did a clean install of SH3 patched up to 1.4b
This was the stutation (what i remember):
I was going towards Hartlepool coming from scapa flow (about 3/4 of the way) and encounted a coastal merchant or small merchant (dont remember which one). Looked at its flag for nationality, went in the attack periscope looked up the flag to see if it was enemy,neutral or friendly(looking at the top left slide out). right after looked at the nav map. Right about there the screen frozed for about 10-15 seconds, got CTD and got no message of any kind.
hope it helps.
Also i saw that in the nav map some harbours have a harbour layout but most of them dont will you fix this or is it something i miss done somewhere? And I want to add the Swastika Mod but it would write over about 10 files modified by GW, Can you do something about that too, for me since most people dont like it(and please people dont start on this its for my own pleasure for historical value it brings to the game, it has nothing to do about poiltical issues).
RickC Sniper
03-22-06, 10:01 PM
edit:
Resolved.
The atmosphere in this mod rocks! :up:
Rick
Kpt. Lehmann
03-22-06, 10:52 PM
Okay... late last night I noticed how much faster the FileFront data stream is moving... and it stayed good today. I've been uploading for several hours to help fix one of GW's current problems...
Availability!
See the FIRST POST ON THIS THREAD FOR NEW GW DL LINKS!!! :up:
phatmatt,
In the majority of times CTDs are caused by a wrong installation or corrupted downloaded files...take another look on your installation...But the second issue, missing ports, are intentional. I just put a semicolon before all the ports on the locations.cfg file that don't have traffic (if someone want this or that specific port just open the locations file on notepad and delete the semicolon before that specific port). The cities are untouched, then they continue to appears on Nav map and change colors (side) during the war. This means that you will not see any ghost harbour silhouette on the game and also that all harbour visible sillhouette have traffic now.
RickC Sniper,
This problem are caused by RUB's changes on Uboats disposable for each flotilla/year and in some number also a stock bug...so this is not a GW specific problem , but also a problem with all big mods that are using RUB's settings as a base (GW/IUB/NYGM) and less frequently in stock game too.
Rubini.
Kpt. Lehmann
03-23-06, 01:42 AM
To all... a little bad news...
... due to job requirements I will be absent for much of the next 4 days and away from internet access. I expect to be back on Monday evening to continue with issue resolution.
I am sorry for any inconvenience.
vodkajello
03-23-06, 03:51 AM
Gotta make a living somehow!
I put out a little fix for the clock ticking problem, cheers!
http://www.subsim.com/phpBB/viewtopic.php?p=475764#475764
-
no links nor torrents in this thread works, could anyone put it up on piratebay again pls?
This one works:
http://www.torrentspy.com/torrent/614487/Grey_Wolves_Supermod_for_Silent_Hunter_III_Freewar e
humble thanks, allthough the webbased ftp worked, i dl'ed it during the night, and have played it for a few hours. So far, thumbs up bigtime! ;)
Nate8thcvi
03-23-06, 07:39 AM
Folks,
Since using GW, I have experienced two crashes, resulting in a complete reboot of the system.
Both times I was in Scapa Flow, right near the harbor. I had torpedoed a couple ships and had lined up another. As soon as I press the button to launch a torpedo, I quickly hit F7 to go to crew management. The computer rebooted.
The second time was the exact same scenario, only I quickly hit F6 to go to the map, right after launching a torpedo. The computer rebooted.
Any ideas?
Windows XP Home
Dell, Pentium 4, 2.80 gHz
1G RAM
ATI RADEON 9800 128MB
Thanks,
Nate
Montbrun
03-23-06, 07:55 AM
WOOT! I'm finally up and running with this MOD! I'm now officially "GW-ized."
Now for some observations.
Programming:
1) 24-hour Alternate Fatigue MOD: There are definately some tweaks needed here. The crew gains a "Red Exclamation Point" after about 3 hours. IMHO, this should happen after about 16 hours. They also lose fatigue very quickly until about 50%, then it decreases very slowly. This should be more uniform, based on the compartment they are in. Finally, and this is a deal-killer, there doesn't seem to be a "Neutral Zone" where the crew neither gains or loses Fatigue. This is critical to resting the crew in "Watches," especially the Officers. I have used both the Hollywood and NYGM fatigue MODS (I prefer the latter), and would like to see something similar, or just go ahead and incorporate one of these.
Montbrun
Hi Montbrun
I think something is at fault /conflict here as what you describe should not be happening with the 24hr model.
The only time crew should get tired so quick is when in battle stations and that was added for game play and takes approx 2 to 3 hours so one has time to do a complete attack before needing to change. It gives the player choices as to how fast he wants torps reloaded etc.
Rather than explain it all, lets just run a simple test on your system.
1. Start from base and ensure all unwanted crew are in the rest areas.
2. plot course that takes approx 20 hours to reach
3. Set sail
You should be able to get to your point without needing any crew changes unless in a storm all the way.
4. Change crew,
Now dive and note that you can now have men in diesel room without tiring (neutral) same goes in electric when on surface. I consider these spare slots that allow for player judgments and control.
Now set men into battle station mode and time it. Men in torp rooms will begin to show effects after 2-3 hours but that was for game play and adds a nice twist in player decisions.
If the above does not happen then there is either a fault or the model has been changed. I think there is a fault/conflict.
I would be interested to see how you go on with this. I dont want to force any crew model on you or anybody and one is free to choose but I do think there is a fault somewhere however stand to be corrected.
Look forward to your observations
:up: gouldjg
Please explain the implementation of the GW 24-hour Fatigue MOD with SH3 Commander - that may be the problem, but, this is my setup (using "Realistic Crew"):
Type VIIb
1st Watch (12 hours):
1 Watch Officer, 1 PO, 3 Ratings on "Watch"
1 CPO, 1 PO, 6 Ratings in the Engine Room
1 Engineer Officer, 1 CPO ("Chief of the Boat"), 2 Ratings in Command Room
2 PO in Radio Room
6 PO, 11 Ratings, 1 Watch Officer, 1 Navigation Officer, 1 Weapons Officer on "Rest"
2nd Watch (12 hours):
1 Watch Officer, 1 PO, 3 Ratings on "Watch"
2 PO, 6 Ratings in the Engine Room
1 Navigation Officer, 1 Weapons Officer, 1 PO, 2 Ratings in Command Room
2 PO in Radio Room
2 CPO, 5 PO, 11 Ratings, 1 Engineer Officer on "Rest"
1 CPO, 2 PO - Torpedomen always on "Rest" until needed.
TOTAL: 5 Officers, 3 CPOs, 12 POs, 22 Ratings
(a "typical" Type VII historical U-boat crew had 4 Officers, 3 CPOs, 10 POs, and 27 Ratings)
This setup allows me to keep the "watches" rested, have personnel with the proper "profession" rating utilized proficiently, and have 4 empty "berths" in-quarters for the on-duty "watch" crew, when we submerge. No wasted space or personnel. I also like to use the ability in SH3 Commander to assign "profession ratings" to the Ratings as "tags" to keep the "watches" that I've created straight.
What this setup doesn't show is, that, I rotate the 3 Command Room Officers every 6 hours - 2 on, 1 off; 1 on, 2 off, to maintain a level of effectiveness for combat. In order to do this, I let the "off-duty" Watch Officer "rest" for 6 hours, then move him to the "neutral zone" (generally the Electric Motor Room), to make room for the "off-duty" Command Room Officer. When I do this with the GW 24-hour Fatigue Mod, he incurs fatigue. That is my problem. I suspect an installation issue on my part. For the 24-hour MOD, I chose "Realistic Crew" but DID check the "Use Standard SH3" Fatigue model box, after implementing the alternate MOD with JSGME, because when it was unchecked, I was obviously stuck with the 8-hour model - my crew being wasted after about 5 hours.
Your input would be appreciated.
Thanks,
Montbrun
OK - did some testing last night. I disabled GW, 16km Light, and GW 24-hour Fatigue (the only MODS I had installed). I then rolled back SH3 Commander, and restarted my computer. I re-enabled the above MODs, and created a new Career with SH3 Commander, chose "Realistic Crew" and DID NOT check the Fatigue MOD Box. After starting the new Career, it was obvious that the Fatigue MOD was wrong - crew useless after 3 hours. I then went through these steps again, and DID check the Fatigue MOD Box, and chose "Default SH3." My results are as follows (A typical 24-hour shift - I monitored the crew screen continuously):
1200: Start - All crew all in their respective areas.
1400: Crew in all of the "active" areas gain a "red exclamation point, " and go to 50%.
1800: I switch out the Officers, placing the rested Watch Officer in the Electric Engines Room, where he should not incur fatigue.
0000: "Watch Change" - Second Watch comes on duty now, all "active" crew are still at 50% as I rotate them to quarters. The Watch Officer that was in the Electric Engines Room is now at 67% Fatigue.
0100: All crew in the rested areas are now at 100% Fatigue. It only took 1 hour to recover all Fatigue.
0300: Crew in all of the "active" areas gain a "red exclamation point, " and go to 50%.
0600: I switch out the Officers, placing the rested Watch Officer in the Electric Engines Room, where he should not incur fatigue.
1200: "Watch Change" - Second Watch comes on duty now, all "active" crew are still at 50% as I rotate them to quarters. The Watch Officer that was in the Electric Engines Room is now at 67% Fatigue.
Well, you get the picture. It DOES work for a 24-hour simulated Watch, just not right. For a comparison, I loaded up IUB v100, with the 1.1 patch, and chose the 24-hour version of the Hollywood Living Crew Fatigue MOD through SH3 Commander. Everything worked great. I'm kind of stumped here. I'm not a computer "noob," but it seems that something isn't right, either with the data, or with the install.
Thanks,
Montbrun
Mirrod on my sites donwload section now!
www.silenthunter.dk
ironkross
03-23-06, 10:35 AM
I'm not sure this is GW mods fault, but when I dive my sound file stutters. This doesn't happen when I crash dive, that sound file plays fine. It's just the dive sounds. IIIIIIITTTTTTT SSSSSSSOOOOOUUUUUNNNNNNDDDDDDSSSSSSS LLLLLIIIIIKKKKEEEEE TTTTHHHHIIIISSSS. Sorry but that's the only way to describe the audible sound. Thanks for any help.
Georg_Unterberg
03-23-06, 02:17 PM
@ Montbrun
OK - did some testing last night. I disabled GW, 16km Light, and GW 24-hour Fatigue (the only MODS I had installed). I then rolled back SH3 Commander, and restarted my computer. I re-enabled the above MODs, and created a new Career with SH3 Commander, chose "Realistic Crew" and DID NOT check the Fatigue MOD Box. After starting the new Career, it was obvious that the Fatigue MOD was wrong - crew useless after 3 hours. I then went through these steps again, and DID check the Fatigue MOD Box, and chose "Default SH3." My results are as follows (A typical 24-hour shift - I monitored the crew screen continuously):
if I remember correct you first have to roll back SH3 Commander and then disable the mods via JSMGE. By disabling the mods in JSGME your Basic.cfg was replaced by the stock one and then SH3Commander rolled back the "backup" Basic.cfg which is from GW1.0. So you have a stock SH3 with a basic.cfg from GW1.0 after that process. This could have some side-effects on fatigue and other stuff which resides in that Cfg-file.
( If JScones read this he can correct me if I'm wrong )
Also there's no need to restart computer after working with SH3Comm or JSMGE.
Kpt. Franz-Josef Lemmle
03-23-06, 03:26 PM
Can someone possibly burn this mod to disc and mail it to me? I would gladly pay for the shipping and the disc. I am stuck on slow dialup and this download is never going to happen uninterrupted.
midshipsnake
03-23-06, 03:40 PM
Big thanks to GW team! :up:
Meanwhile,
I have a few questions, and some observation.
(played only single missions for about 12 hours)
1. How do I change sub skins back to stock ones?
2. Are there anyways to make waters look less dark and murky without using SH commander?
3. DD's are way too inaccurate DC and guns wise (stock model was just fine for my taste). I just had a running gun battle with 3 battleships(around 2000m range) and some DDs(around400m range) in Barham single mission, and I counted only 4-5 hits on my sub, and it took about 40 min (game time) and 2 rammings for them to finish me. In other missions, DC attacks were pretty inaccurate but when they exploded close enough, damages were too little. (i'm playing with everything on except manual targeting and external view).
Other than that, the game looks and sounds like a new game. (though I brought back some sound wavs to suit myself, big engine sound, muzzle flash, etc and got rid of clock.wav - this solved ticking noise)
Anyway, big big thanks to GW team! I would've paid for this if I had to. :D
mkubani
03-23-06, 03:54 PM
Yes, that's my question too. Was the AI accuracy somehow changed? I also find them a quite blind and inaccurate with their guns.
andy_311
03-23-06, 09:49 PM
I know this might sound silly but has anyone got the locations of the subnets around the uk every where I go I keep hitting something?
midshipsnake,
mkubani,
Yes GW made some adjusts on DD agression to make the game a bit more playable in the late years. But it's possible that the behaviour on trainning and single mission could be not so good. Also the player's uboat can now receive more DC hits (a critical hit continues possible too) and just goes in flooding but not instant death. But this could be adjust for the first update if needed. A lot of "time playing the game" is needed to achieve the best adjust here. So, please continue to post feedbacks in this issue!
andy_311,
After 1940 all the east coast of England have minefields. Be careful!
Rubini.
RickC Sniper
03-23-06, 11:02 PM
After installing GW and sh3 commander on a new install I noticed an oddity. (no other mods)
I remapped my keyboard so that my time compression uses the - and + key on the keyboard, not the keypad as is standard. After remapping those keys when I try to up the compression by hitting the + key (keyboard) the boat changes course.
Please note: This ONLY happens if I am looking through an optics. (either periscope, uzo, binoculars, and deck gun if zoomed in.) It does not happen at any other stations.
I know the right rudder key is right below the + key and I was very careful not to bump it. When looking through an optics and try to time compress up I get a "changing course to 132" (if my course is 132) then the boat does an immediate hard right rudder. Reducing time compression has no ill effect, only upping time compression.
Here is my keyboard remap:
[Cmd4]
Name=Time_compr_reduce
Ctxt=1,2,6,9
MnID=0x3F010004
Key0=0xBD,,"keyboard -"
[Cmd5]
Name=Time_compr_increase
Ctxt=1,2,6,9
MnID=0x3F010001
Key0=0xBB,,"keyboard +"
??
RickC
Captain Wreckless
03-24-06, 12:05 AM
I hope this is the right place to post this, but I had the GW mod display artifacts and then caused my computer to reboot. It started slowing down, ie: slide show, when I went to the free view (F12). I noticed strange artifacts and then the computer rebooted. :damn: I had just come out of the Kiel canal and was near Heldeburg? what ever the island is when it happened.
Here is the screen shot:
http://img90.imageshack.us/img90/3507/shot1143174109640x5124hh.jpg
My computer specs:
AMD XP 3000+
1 GB RAM
ATI 9800 PRO w/128MB RAM
Audigy 2
SH3 Commander
DX9 res mod
I used ENDITALL to shut down all possible programs running in the background.
Any help would be helpful.
Thanks,
CW :arrgh!:
jasonsagert
03-24-06, 12:21 AM
Love the GW mod. I did notice that when I start a career in 42 (7th flotilla) that my default torpedoe loadout includeds a couple T IV's. To my knowledge, these torpedoes weren't available until March '43. Does someone have data that supports this '42 loadout (Type VII boat). I did a little testing and it appears that this is only the case for the type VII boat.
I'm not running any other mod besides GW and installed it over a fresh install of the game.
Can someone verify this? Maybe I've done something strange that I've forgotten about.
Cheers,
J
Tonnage_Ace
03-24-06, 03:07 AM
http://img103.imageshack.us/img103/6039/19hi3.jpg
Anyone know how to read that grid reference? The AM5285 is a bit confusing because it has 4 digits instead of 2. Is the 85 reference point inside grid AM52? If I travel to AM52, will I intercept a convoy or is this just for immersion?
@Tonnage_Ace
I believe you are correct.Sounds like an emersion Intercept.If close to area give it a sound ck. w/hydrophone. :hulk:
Montbrun
03-24-06, 08:53 AM
http://img103.imageshack.us/img103/6039/19hi3.jpg
Anyone know how to read that grid reference? The AM5285 is a bit confusing because it has 4 digits instead of 2. Is the 85 reference point inside grid AM52? If I travel to AM52, will I intercept a convoy or is this just for immersion?
The last two numbers are a "sub-grid" reference. Each one of the Grids that we are familiar with, is sudivided into "sub-grids."
Tonnage_Ace
03-24-06, 08:56 AM
Is there some illustration that shows how these sub-grids are arranged?
Is there some illustration that shows how these sub-grids are arranged?
Same way as the regular grids! The pattern is always
1 2 3
4 5 6
7 8 9
So, the result for 2-digit grids would be...
11 12 13 21 22 23 31 32 33
14 15 16 24 25 26 34 35 36
17 18 19 27 28 29 37 38 39
41 42 43 51 52 53 61 62 63
44 45 46 54 55 56 64 65 66
47 48 49 57 58 59 67 68 69
71 72 73 81 82 83 91 92 93
74 75 76 84 85 86 94 95 96
77 78 79 87 88 89 97 98 99
And you can always keep expanding it to a finer level... :hmm:
Montbrun
03-24-06, 09:24 AM
Is there some illustration that shows how these sub-grids are arranged?
http://www.huntercivtech.com/incoming/waterengland.jpg
The example given here is for Grid AN 41, which we are familiar with. AN 41 is further divided into the "sub-grids" 1-9. These "sub-grids" are even further divided into "sub-sub-grids" of 1-9. The Grid shapes, sizes, and numbers varied, sort of dependent upon the curvature of the earth, and at some times, well, I'm not really sure why they are shaped like they are.
Example: Grid AN4111 would be the northwesternmost (or upper left hand-most, for the directionally challenged, LOL) "Grid."
Hope this helps.
Montbrun
PS: For those that are familiar with the US "Public Lands" system with Townships and Ranges, this is a similar system.
Syxx_Killer
03-24-06, 10:05 AM
Alot of those messages seem like they were taken from Aces of the Deep. That game had all four numbers in the grid.
andy_311
03-24-06, 10:20 AM
at last got to intercept my first convoy,but I need a few thing explaining,I took out the leading escort the other escorts did not twitch, took out two large cargo's and a medium cargo and still they did not react,the convoy passed me eventually and I surfaced about 2800 at the back of the convoy and opened up with the deck gun because I had to reload my torps,,but then and I never seen this before both escorts spawnned just vannished in a middle of an attack,and reappeared about 10 mins later 1 3500m to port and 1 4500m to starboard,no that can't be right, can anyone throw some light on this please?
Angrykirill
03-24-06, 01:42 PM
Hey guys, gonna get this mod soon -it is awesome from the looks, KUDOS! but have a lot of questions.
I understand that this mod deals with a lot of the bugs. therefore, is it necessary to install
CA's UBoat Instrument Patch v1
Real Damage Mod For 1.3 and New DC/Sonar Fix
Improved Smoke Mod for SH3, V 1.1
?? Or are these features included in this 700mb supermod?
Also, what new navigational/map tools have been included? (nanograph fx)
Now for the graphics part.. there are a lot of "fixes" for this mod since release (clock ticking fix, seafloor fix, range sight fix), where can a list of these be found?
And also, I've heard a lot of critique about the NYGM damage mod, from what I heard it makes ships invincible (a guy I know pumped 5 torps into a c3, couldnt sink it allthough he fired at different spots). Is it possible to disable this mod (and other mods inside the supermod?)
And at last.. I've heard something about a mod giving you a "map" with reports of what ships the kriegsmarine/luftwaffe suspects to be where (fx kriegsmarine suspects/confirms HMS Rodney to be in Scapa Flow). Are any features like this implemented?
THanks in advance to all.
Kirill
Ace Pace
03-24-06, 01:59 PM
Question from a noob, I realise that I've asked this in another thread, but this is aimed more at players then the developers.
How harder is this game on fatigue and finding enemies?
andy_311
03-24-06, 03:28 PM
Right 2nd patrol got anouther convoy this time the escorts came for me well 2 of them anyway came for me 1 backed off the other contnued straight for me and got it "right in the kisser"as he got it a large cargo,medium cargo and a light cruiser got it at the same time.
But the corvette backed off and seemed to go back on course and only the V&W came to investigate and actually engaged. arn't they suppose to engage a enemy vessel asap?
Sailor Steve
03-24-06, 03:34 PM
Alot of those messages seem like they were taken from Aces of the Deep. That game had all four numbers in the grid.
Actually, IrishRed used several books of radio files from the war. Those are actual reports.
Ok guys, i've been away for a cople of days helping K.Lehman with some tests on a bad downloaded CFG that was making mi crew geting tierd and not recovering at all, also mi crew was not reloading the torpedos after any atack...
So K.Lehman warned me about the possibility that i had a corrupted file cause of bad downloading, and that problem it's fixed completly...
After all the game itsellf was runing perfect and smothly only dose litlle details to fix....
So if anyone haves the same problem follow this instructions:
First Download the basic Cfg at the folowing Link :
http://files.filefront.com/Basic7z/;4910382;;/fileinfo.html
Secon open the JSGME Mod enebler and disable GW Mod:
Third , decompress the 7z file into your desktop , then drag and drop or copy paste the Basic Cfg file into :
"The Grey Wolves Mod/data/Cfg and select "over-write."
Now you can enable GW Mod again and start playing with the fix allready in activ! :up:
If you've got any question pls. be mi guest and ask, I'm doing this mainly cause it's not the GW teams fault that we downloaded corrupted copys of their files, so i guess if we complain about an error we also have the obligation to say the oposite and congratulate all of them, for the time and sacrifice they passed to give us another chance of playing in full quallity! :up:
Thanks K. Lehman, your Mod will be among the SHIII Net history, and i'm shore that the "Neards" Of UBI Already saw it and downloaded it.... :rotfl: :rock: :up:
Montbrun
03-24-06, 04:29 PM
Ok guys, i've been away for a cople of days helping K.Lehman with some tests on a bad downloaded CFG that was making mi crew geting tierd and not recovering at all, also mi crew was not reloading the torpedos after any atack...
So K.Lehman warned me about the possibility that i had a corrupted file cause of bad downloading, and that problem it's fixed completly...
After all the game itsellf was runing perfect and smothly only dose litlle details to fix....
So if anyone haves the same problem follow this instructions:
First Download the basic Cfg at the folowing Link :
http://files.filefront.com/Basic7z/;4910382;;/fileinfo.html
Secon open the JSGME Mod enebler and disable GW Mod:
Third , decompress the 7z file into your desktop , then drag and drop or copy paste the Basic Cfg file into :
"The Grey Wolves Mod/data/Cfg and select "over-write."
Now you can enable GW Mod again and start playing with the fix allready in activ! :up:
If you've got any question pls. be mi guest and ask, I'm doing this mainly cause it's not the GW teams fault that we downloaded corrupted copys of their files, so i guess if we complain about an error we also have the obligation to say the oposite and congratulate all of them, for the time and sacrifice they passed to give us another chance of playing in full quallity! :up:
Thanks K. Lehman, your Mod will be among the SHIII Net history, and i'm shore that the "Neards" Of UBI Already saw it and downloaded it.... :rotfl: :rock: :up:
I was also having crew fatigue problems - I'll try this tonite...
andy_311
03-24-06, 07:57 PM
okay no answers to my queations,.Either I have done something wrong or am missing something?.
Which I doubt because it has not CTD yet,not even in mission editor.I assume theres some other major problems in the game like radio messages etc?.
Am trying to learn this from scratch never played it with mines or subnets "please am not barking Im need some help here first time am playing this gane with subnets installed" but I do want some answers about the erratic destroyer movement!.
thank you.
im not quite sure if this was adressed already, but i post it anyway. its something like the problem in the FAQ with the "not shown" patrol. only i get medals and renwon for myself, but not for the crew. to sum it all up its like this:
i return to base, when ending mission it says something like 3 freighters 1 battleship sunk, tonnage total 30.000
in the patrol log it says 0 everywhere.
the captains log showes the sunk ships again
i get promoted and get some medals
my crew doesnt get medals at all
(dont know if my crew also gained no experience, cant remember as i forgot to take a closer look at that one)
i really love that mod. i hope you guys keep up the good work :)
also according the XXI not moving thingie... i think NYGM fixed it by changing the crew composition for the XXI. he adjusted the maximum number of sailors in the engine rooms downwards. meaning instead of a max of 7 you have only 5 slots in there. (at least i think it was the NYGM tonnage war mod... not 100% sure tho) maybe you can fix that sometime in a future version...
cheers and thanks for that great mod!
edit: oh and a third thing... when i target a ship and set the tdc over the periscope, then go to the tdc and manual adjust the settings i get a malfunction with the torpedo (meaning it does not explode) like 90% of the time. not sure if thats a GW bug, but i havent noticed it before. at least not to that extend... last night it happened 4 times in a row untill i figured out that it might be the manual TDC adjusting
Salvadoreno
03-24-06, 10:20 PM
OMG i didnt know u-bootrealsimulation had GW in parts?! Is there anywhere i can get the FULL DL? IN parts seems confusing.
Captain Wreckless
03-25-06, 12:38 AM
Can anyone tell me how to read 2 page radio messages? I can't seem to find a way past the 1st page of a multi-page message. :-?
CW :ahoy:
Can anyone tell me how to read 2 page radio messages? I can't seem to find a way past the 1st page of a multi-page message. :-?
CW :ahoy:
This problem was addressed in IuB 1.03 by editing menu_1024_768.ini.
You have to change the font types. Open the file in notepad and go to [G37 ix] section and change all the types by changing Font=10 for Font=5.
Not garantied to work 100% because of some coding flaws, I have to edit the message_en.txt to remove the "enters" in some lines.
JonZ
Tonnage_Ace
03-25-06, 06:54 AM
Can anyone tell me what the pros/cons are of the Milkcows in GW? As far as pros I can tell so far:
1. You don't have to go all the way from the Caribbean, back to France to get re-fitted.
It was late 1940 and I head over to the one in Vigo. I checked the date before I exited and loaded up a new patrol, I had spent 25 odd days re-stocking the boat! Not to mention you can't choose your load out of torps: I wanted the T1's rather than the crummy T2's. It only gives you the default load out I saw when I left for my patrol in St. Nazaire. What I'm saying is, if I'm based in St. Nazaire with a VIIB, should I use the milkcows in Vigo and Cadiz or just head back to base? I can see myself docking at a milkcow off the coast of America if I was coming from the Caribbean in a type IX, but what about otherwise?
I just read that I can change 'days in base' with SH3 Commander, but I'm a little hesitant about using a whole new mod just for the 'days in base' being too long. Can I use Commander just for this feature and nothing else? Or are there certain things SH3 Commander will change concerning my GW install? I just don't want GW conflicting with Commander. BTW, what is the latest version of SH3 Commander?
RedChico
03-25-06, 07:26 AM
4. - SMALL TRAWLER - this small thingy is indestructionable. For some reason all shells and torpedoes go right through it like it was not there. Is it missing some collision or damage model?
OUTSTANDING - CONFIRMED PROBLEM
Solution: Reported multiple times. Collision and damage is broken. People have even driven their sub right though the trawler and don't hit it.
-The problem definately lies within the zon file for the armed trawler. I switched back to the GW data folder, but used the stock SH3 trawler zon instead. The trawler was successfully attacked and sunk. -syxx_killer
you better check all ships... i thinks there's another ship with that problem... one of the small patrol vessels... i don't remember.
JScones
03-25-06, 07:43 AM
Also the player's uboat can now receive more DC hits (a critical hit continues possible too) and just goes in flooding but not instant death. But this could be adjust for the first update if needed. A lot of "time playing the game" is needed to achieve the best adjust here. So, please continue to post feedbacks in this issue!
:( Well I just had the misfortune of experiencing this. I got bounced by a DD (my fault for over enthusiastic TC near a convoy). He missed me on his first two runs, but that was it. I copped a shellacking from then on. No instant death, just a continual "We have heavy flooding, sir" message as my VIIB sank to the great depths of 350+ metres, rivets popping all around me.
Mind you, I didn't really need to be told every second that we had heavy flooding, I kinda got that idea already, but still, it was much more "enjoyable" than the usual death-screen-out-of-the-blue.
Footnote: I died. :(
Cdre Gibs
03-25-06, 09:18 AM
Umm Guys, I think you have a problem with the LND layer. I keep getting CTD's every time I'm to the west of Loch Ewe near that new base (IIRC its call Stornoway?).
I decided to check the Campaign files, see if I could find the cause of the CTD's. So we crank up the trusty Mission editor to have a look see. The SCR open's fine, the RND opens fine (My GOD what a mess :lol: ), But do you think that bloody LND layer will open, HELL NO! Every time I try, the Mission Editor ALSO CTD's.
I have always been able to open the RND before, no probs. I can only come to the conclusion that its broke some how, as I'm NOT gonna go poking around via Notepad/word to try to see whats wrong. I dont find that method agreeable for troubleshooting (but Rubini just might - I hope). Anyway I'm gonna have to steer clear of the Loch Ewe area till I hear back from some1 on this.
Kpt. Lehmann
03-25-06, 09:55 AM
Can you tell me what date in-game you refer to? I checked the mission editor immediately and had no problems opening it or the LND layer... though I am not an expert on the M.E., I din't see anything fishy at a glance.
I need a little more info... as will Rubini. This will be investigated. :yep:
Ok I do understand that message explaining about what are first 2 numbers and second two numbers but ,
this messg. i've got on mi first patrol just made me
stop the game into pause mode to carfully try to
decifer this weard message: :doh:
http://img483.imageshack.us/img483/5175/12580cp.jpg (http://imageshack.us)
Now this i'm shore it's some kind of coordinates to help or go somewhere, but, i'm totally in the dark here guys!??? :rock:
But defenetly this game with this Mod it's a totally diferent feeling and chalenge! :up:
Kpt. Lehmann
03-25-06, 11:30 AM
SSS is a distress signal. :o
In the above situation the S.S. Bosnia is sinking and sending a distress signal. SSS and SOS are interchangeable.
Sailor Steve
03-25-06, 11:42 AM
WOW! This is going to take me a week to download! I have to go to a specific library to download stuff, and my flash drive is only 250 MB. I'll have to download part every day until I can get it all transferred. I'm not really complaining, but I put off starting a new patrol just so I could get GW.
The jokes on me, and believe it or not, I am actually laughing about it. :lol:
Kpt. Lehmann
03-25-06, 12:02 PM
WOW! This is going to take me a week to download! I have to go to a specific library to download stuff, and my flash drive is only 250 MB. I'll have to download part every day until I can get it all transferred. I'm not really complaining, but I put off starting a new patrol just so I could get GW.
The jokes on me, and believe it or not, I am actually laughing about it. :lol:
Thanks for the vote of confidence Sailor Steve. I hope you like what you find. :up: :up: :up:
Kpt. Lehmann
03-25-06, 12:03 PM
Updated first post regarding small merchant ships being tough to sink.
I'll have the trawlers and fishing boats fixed by the end of the coming week...
ANYHOOO.... stop picking on the trawlers and fishing vessels... you should expend your efforts on the BIG STUFF....
:-j
Captain Wreckless
03-25-06, 01:07 PM
Can anyone tell me how to read 2 page radio messages? I can't seem to find a way past the 1st page of a multi-page message. :-?
CW :ahoy:
This problem was addressed in IuB 1.03 by editing menu_1024_768.ini.
You have to change the font types. Open the file in notepad and go to [G37 ix] section and change all the types by changing Font=10 for Font=5.
Not garantied to work 100% because of some coding flaws, I have to edit the message_en.txt to remove the "enters" in some lines.
JonZ
Thanks. I'll give that a try. :up:
CW :ahoy:
RickC Sniper
03-25-06, 01:46 PM
A repost of an oddity after installing GW and SH3 commander. Could someone try to duplicate this problem please?
========
After installing GW and sh3 commander on a new install I noticed an oddity. (no other mods)
I remapped my keyboard so that my time compression uses the - and + key on the keyboard, not the keypad as is standard. After remapping those keys when I try to up the compression by hitting the + key (keyboard) the boat changes course.
Please note: This ONLY happens if I am looking through an optics. (either periscope, uzo, binoculars, and deck gun if zoomed in.) It does not happen at any other stations.
I know the right rudder key is right below the + key and I was very careful not to bump it. When looking through an optics and try to time compress up I get a "changing course to 132" (if my course is 132) then the boat does an immediate hard right rudder. Reducing time compression has no ill effect, only upping time compression.
Here is my keyboard remap:
[Cmd4]
Name=Time_compr_reduce
Ctxt=1,2,6,9
MnID=0x3F010004
Key0=0xBD,,"keyboard -"
[Cmd5]
Name=Time_compr_increase
Ctxt=1,2,6,9
MnID=0x3F010001
Key0=0xBB,,"keyboard +"
Cdre Gibs wrote:
Umm Guys, I think you have a problem with the LND layer. I keep getting
CTD's every time I'm to the west of Loch Ewe near that new base (IIRC its call Stornoway?).
I decided to check the Campaign files, see if I could find the cause of the CTD's. So we crank up the trusty Mission editor to have a look see. The SCR open's fine, the RND opens fine (My GOD what a mess ), But do you think that bloody LND layer will open, HELL NO! Every time I try, the Mission Editor ALSO CTD's.
I have always been able to open the RND before, no probs. I can only come to the conclusion that its broke some how, as I'm NOT gonna go poking around via Notepad/word to try to see whats wrong. I dont find that method agreeable for troubleshooting (but Rubini just might - I hope). Anyway I'm gonna have to steer clear of the Loch Ewe area till I hear back from some1 on this.
-All I can say is that the LND is correct and no problems to open it with ME. I just test with a fresh install again...so perhaps you made some adjust/modifications and now you are having problems...please test in a fresh untouched install. :up:
Rubini.
Firstly, what an amazing MOD, since downloading I have been having some great fun playing SH3, I actually have two SH3's one for GW & one for NYGM tonnage. Really difficult to choose either one but find GW has the edge.
Has anybody had this anomaly crop up?
When submerged I can go onto the bridge, have my watch crew man the deck gun or flak, quite interesting seeing my guys scanning the inky depths from a submerged bridge. The crew don't seem to suffer either, haven't found many ships that way though :lol:
It’s different to watch the boat surface from the bridge though.
GW has definitely enhanced SH to another level.
:up:
Syxx_Killer
03-25-06, 05:23 PM
Has anybody had this anomaly crop up?
When submerged I can go onto the bridge, have my watch crew man the deck gun or flak, quite interesting seeing my guys scanning the inky depths from a submerged bridge. The crew don't seem to suffer either, haven't found many ships that way though :lol:
It’s different to watch the boat surface from the bridge though.
GW has definitely enhanced SH to another level.
:up:
I can't say I have ever experienced that anomaly. :huh:
Firstly, what an amazing MOD, since downloading I have been having some great fun playing SH3, I actually have two SH3's one for GW & one for NYGM tonnage. Really difficult to choose either one but find GW has the edge.
Has anybody had this anomaly crop up?
When submerged I can go onto the bridge, have my watch crew man the deck gun or flak, quite interesting seeing my guys scanning the inky depths from a submerged bridge. The crew don't seem to suffer either, haven't found many ships that way though :lol:
It’s different to watch the boat surface from the bridge though.
GW has definitely enhanced SH to another level.
:up:
Rings a bell magwr. That would mean it's not GW specific.
BTW nice mod indeed! Some remarks:
1 I have hardly any engine sounds but guess that would just be a matter of finding the wave and making it louder. Probably done to enhance audibility of other things.
2 I keep looking for a High Heeled Heidi because of the High Heel sounds. Where is she now?
3 My watch officer is, well, green, when I myself am on the bridge. Mainly in stormy weather.
4 :( Hos-pi-tal ship? So I can't sink it? :(
Salvadoreno
03-25-06, 07:52 PM
OKAY something is definately wrong. I thought i installed GREYWOLVES right, but everytime i try to load it up for a patrol, it crashed back to desktop. CAN i get a walkthrough of how to INSTALL it right. I downloaded all the parts and installed it into Part 1. installed "Yes To All" when i was installing.. WHAT NOW?!?! It crashes!! I dunno WHAT i did wrong.
Kola Run
03-25-06, 08:15 PM
SSS is a distress signal. :o
In the above situation the S.S. Bosnia is sinking and sending a distress signal. SSS and SOS are interchangeable.
Not quite true. SOS is the standard naval distress signal but during the war more detailed codes were utilised. When a vessel was under attack it immediately sent a signal stating type of attack, its position and then its call sign/name. For attack by aircraft the signal code was AAA, by surface vessel it was RRR and by submarine SSS.
(Nitpicking - The code prefix was actually repeated three times to avoid mistakes so to be really accurate the message in the SH3 example given above should read: SSS SSS SSS 45.29N 09.45W SS BOSNIA)
Salvadoreno
03-25-06, 08:34 PM
OKAY something is definately wrong. I thought i installed GREYWOLVES right, but everytime i try to load it up for a patrol, it crashed back to desktop. CAN i get a walkthrough of how to INSTALL it right. I downloaded all the parts and installed it into Part 1. installed "Yes To All" when i was installing.. WHAT NOW?!?! It crashes!! I dunno WHAT i did wrong.
Please Help im dying to play this mod.
OKAY something is definately wrong. I thought i installed GREYWOLVES right, but everytime i try to load it up for a patrol, it crashed back to desktop. CAN i get a walkthrough of how to INSTALL it right. I downloaded all the parts and installed it into Part 1. installed "Yes To All" when i was installing.. WHAT NOW?!?! It crashes!! I dunno WHAT i did wrong.
Please Help im dying to play this mod.
SImply saying that you have CTD won't help. You specify that you downloaded the parts right but doesn't tell us if you had a clean install, rollback SH3 cmdr or doesn't meet requirements.
Beign specific is the key :sunny:
Kpt. Lehmann
03-25-06, 09:07 PM
Sorry about the wait Salvadoreno... I am multi-tasking with the few hours I have away from work today.
A couple of things...
1) You need to also delete or re-name the SH3 folder in your "My Documents" prior to running GW
2) Before adding any other mods, run GW by itself to make sure all is running well
3) I recommend starting with a clean installation of SH3 patched to version 1.4b
Let me know if this helps. Failing all else I will be back on Monday.
Try not to worry. We'll get you running. Hang in there. :yep:
Salvadoreno
03-25-06, 09:58 PM
Sorry about the wait Salvadoreno... I am multi-tasking with the few hours I have away from work today.
A couple of things...
1) You need to also delete or re-name the SH3 folder in your "My Documents" prior to running GW
2) Before adding any other mods, run GW by itself to make sure all is running well
3) I recommend starting with a clean installation of SH3 patched to version 1.4b
Let me know if this helps. Failing all else I will be back on Monday.
Try not to worry. We'll get you running. Hang in there. :yep:
Kpt Lehman, your response is greatly appreciated. And thank you for CARING..
ANd thanks to you, a stupid mistake was made (did not delete sh3 folder for about 3 uninstalls) and i caught the error after reading this. Excellent mod, had to run stock seafloor and 8kms, but no biggie! STILL LOVING IT!
Kpt. Lehmann
03-25-06, 10:22 PM
Sorry about the wait Salvadoreno... I am multi-tasking with the few hours I have away from work today.
A couple of things...
1) You need to also delete or re-name the SH3 folder in your "My Documents" prior to running GW
2) Before adding any other mods, run GW by itself to make sure all is running well
3) I recommend starting with a clean installation of SH3 patched to version 1.4b
Let me know if this helps. Failing all else I will be back on Monday.
Try not to worry. We'll get you running. Hang in there. :yep:
Kpt Lehman, your response is greatly appreciated. And thank you for CARING..
ANd thanks to you, a stupid mistake was made (did not delete sh3 folder for about 3 uninstalls) and i caught the error after reading this. Excellent mod, had to run stock seafloor and 8kms, but no biggie! STILL LOVING IT!
AWESOME!!! :rock: :rock: :rock: Anytime my friend!
Also, to anyone it may concern... it may seem that I am slow to respond sometimes. Please know that the odds are that I have seen your question and triage as best as I am able to address the most pressing concerns. As time permits I will hopefully address all concerns.
The biggest problem lately is that I am working at my real-life job A LOT. :cry:
Don't worry though. I am dedicated to helping you guys with GW concerns.
Prost! Grey Wolves
SINK THEM ALL!!! :ping:
Syxx_Killer
03-25-06, 10:47 PM
A couple of things...
1) You need to also delete or re-name the SH3 folder in your "My Documents" prior to running GW
Hi, Kpt. I've seen you recommend that on more than one occasion now. I'm curious, why do you recommend that? I have 4 data folders I switch back and forth to with SH3 and have never had a problem come up by leaving the SH3 folder in My Documents where it's at. One data folder is for GW (of course ;) ), another is for my custom SH3 install, another for a semi-stock SH3 install (a few major bugs fixed that were left alone by the patch), and a stock; patched version of the game (for backup and testing purposes if needed). I hope this post doesn't sound confrontational as that's not my intent. I'm just wondering is all.
Kpt. Lehmann
03-25-06, 10:58 PM
A couple of things...
1) You need to also delete or re-name the SH3 folder in your "My Documents" prior to running GW
Hi, Kpt. I've seen you recommend that on more than one occasion now. I'm curious, why do you recommend that? I have 4 data folders I switch back and forth to with SH3 and have never had a problem come up by leaving the SH3 folder in My Documents where it's at. One data folder is for GW (of course ;) ), another is for my custom SH3 install, another for a semi-stock SH3 install (a few major bugs fixed that were left alone by the patch), and a stock; patched version of the game (for backup and testing purposes if needed). I hope this post doesn't sound confrontational as that's not my intent. I'm just wondering is all.
No problem Syxx... for some the SH3 folder in My Documents contains data that conflicts with some elements of mod "A" or mod "B" Due to the potential for conflict I recommend removing or renaming the SH3 folder.
The save routines in Silent Hunter III leave something to be desired as you already know. My recommendation regarding the SH3 folder is just a simple step to eliminate a little confusion for players who may not be that experienced. ;)
Tonnage_Ace
03-25-06, 11:48 PM
I've been trying to decide on whether I should enable the 8km or 16km mods. Is 16km realistic? Or is that that too far judging by the curve of the earth? It's too dark at night with the LIGHT one's BTW.
After changing the seafloor to stock I got a few fps more.This is only a quarter of the fps problems.
90% of the problem is the sheer numbers of ships put into friendly harbors.Thats is alot of polygons and objects for the video card to draw and is most of the problem.There is more in there now then even the RUB Harbor Traffic mod had.
I never much cared for the harbor traffic anyways as I only looked at the harbor for a few minutes as I was leaving port so I did the following.
After opening up the .SCR file in the editor I removed some of the merchants,fishing boats and tugboats leaving mostly what looked to be more important vessels like the Bismarck,Scharnhorst and such and the destroyers in the ports that you actually leave from.
After that I was able to run my game with 2xAA and get 35-40 fps in port.
That would be a nice option to the nomines/nonets option.
Kpt. Lehmann
03-26-06, 02:28 AM
A repost of an oddity after installing GW and SH3 commander. Could someone try to duplicate this problem please?
========
After installing GW and sh3 commander on a new install I noticed an oddity. (no other mods)
I remapped my keyboard so that my time compression uses the - and + key on the keyboard, not the keypad as is standard. After remapping those keys when I try to up the compression by hitting the + key (keyboard) the boat changes course.
Please note: This ONLY happens if I am looking through an optics.
(either periscope, uzo, binoculars, and deck gun if zoomed in.) It does not happen at any other stations.
I know the right rudder key is right below the + key and I was very careful not to bump it. When looking through an optics and try to time compress up I get a "changing course to 132" (if my course is 132) then the boat does an immediate hard right rudder. Reducing time compression has no ill effect, only upping time compression.
Here is my keyboard remap:
[Cmd4]
Name=Time_compr_reduce
Ctxt=1,2,6,9
MnID=0x3F010004
Key0=0xBD,,"keyboard -"
[Cmd5]
Name=Time_compr_increase
Ctxt=1,2,6,9
MnID=0x3F010001
Key0=0xBB,,"keyboard +"
I'm sorry Rick, I guess I missed your first post. The only keys that were re-mapped by the GW team IIRC is the "Fire Torpedo" command which was changed to Cntrl+Enter.
I thought I'd give your post a bump in hopes that someone may shed some light on your problem.
Kpt. Lehmann
03-26-06, 03:36 AM
Please note changes to the downloadable readme found on the first post dated 3-26-06
Cheers! :up:
JScones
03-26-06, 04:07 AM
FYI...
11. No credit given at end of mission.
OUTSTANDING
Hints:
-When all my ammo and torps was gone i went back to base ( used the quik way to do it) and in my captians log i had 3 merchants and 1 military weasel sunk.
-But on the patrol report screen it was all 0. No ship sunk,, No patrol done. No renew. No medals, promotions etc.
It was filled whit zeros like i never been on a patrol. -Vikinger
is not GW specific. It's a known bug from the stock game. The cause is usually upgrading equipment before the first patrol of a new career. The solution is to save just before exiting, and if the problem occurs, reload the save and dock again. This seems to fix it according to everything I've read here.
JScones
03-26-06, 04:46 AM
And re:
7. Slovakian aircraft graphics use historically inaccurate graphics.
SOLVED
Solution: There appears to be a conflict of information as to what graphic is historically accurate. Developer's discression.
This is easy to answer.
Slovakia used two roundels during WWII, one covering 1939 to 1940 and one covering 1941 to 1944.
1939 to 1940:
http://www.fotw.net/images/s/sk_r_za1.gif
1941 to 1944 (SVZ was dissolved in Aug '44):
http://www.fotw.net/images/s/sk_roun2.gif
One could argue a third, which was used by the 1st Czechoslovak Army in 1944 (the Slovak Uprising) and is somewhat similar to the one currently in use by Slovakia.
EDIT: Just found this... http://vinar.cz/apcdecals/svz.html Notice the placement and combination with the Balkenkreuz.
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