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thyro
04-04-06, 07:15 AM
You're sure you didn't overwrite another save?

:yep: I'm sure...

I even tried going elsewhere (far from the Island) and the save (made far from) could be loaded.

But then I went back, got closer to the Island and again CTD after loading new savegame made near the Island.

Pls could someone try it? Thanks

vodkajello
04-04-06, 10:58 AM
I'm not sure if this is a stock SH3 bug or a GW error, but I've only seen it while playing GW.

My WO keeps giving inaccurate weather reports. It's been pouring rain for 5 days straight with heavy fog and 15k winds. Every time I ask he claims that there is no precipitation. Very strange. It might warrant some checking. Maybe the text for the rain got overwritten with a 'no rain' string? I can't see why GW would change the weather report text though....

vodkajello
04-04-06, 11:06 AM
You're sure you didn't overwrite another save?

:yep: I'm sure...

I even tried going elsewhere (far from the Island) and the save (made far from) could be loaded.

But then I went back, got closer to the Island and again CTD after loading new savegame made near the Island.

Pls could someone try it? Thanks


Doesn't this happen when the port is not at the correct co-ordinates to match the info with the HT mod? (or something like this...) There was a thread on this a little while ago. The player had to go into the file with the harbour date and make sure the location was correct then everything smartened up. Sorry, that's not the most helpful. But hopefully a GW dev will check out the location of any places in malta and make sure they are ok.

VonHelsching
04-04-06, 05:40 PM
Ahem, by pure chance in another thread about the detailed spec of each u-boat, Kptn. Lehmann mentioned that in GW Typ IIA and IID have one additional torpedo.

I just checked it and I have 5, like the stock game. :hulk:
I also checked renown and medals.cfg of SH3Commander, where a possible section of basic.cfg would lurk from my previous installation; It didn't. :hulk:

I want my extra torpedo. :damn:

Also checked my basic.cfg (in my GW installation). Typ IIA and IID indeed have 3 loaded and 3 internal reserves.

They just not appear when I play. :hulk:

Any ideas?

Dutch
04-04-06, 05:58 PM
Pretty sure the torps are hardcoded, not sure if any mod can change that......which is indeed to bad for Type II commanders.

My only question is about the weather, has anyone else noticed increased bad weather? Still in 39 but during these last few patrols I have had nothing but gale force winds, hasn't really hindered my tonnage just would like to see how the new deck gun ordinace works.

panthercules
04-04-06, 08:42 PM
I'm not sure if this is a stock SH3 bug or a GW error, but I've only seen it while playing GW.

My WO keeps giving inaccurate weather reports. It's been pouring rain for 5 days straight with heavy fog and 15k winds. Every time I ask he claims that there is no precipitation. Very strange. It might warrant some checking. Maybe the text for the rain got overwritten with a 'no rain' string? I can't see why GW would change the weather report text though....

I have only seen this behavior when I've saved and reloaded the game during a storm - for a while the weather report gets the rain part wrong, but sooner or later after a weather cycle or two it seems to get it straight again - if this is what's happening to you, I think it is a stock game thing as I had this happening long before GW or even RUB.

pythos1
04-05-06, 12:01 AM
The sound files for blowing tanks are there, and they are loud, but in the game they are missing. Now Rub had the tank blowing sound, I remember cause I thought it was cool that the sound was the final tank blow from Das Boot. So I am thinking there is a cfg file of some kind for in game volume.

VonHelsching
04-05-06, 01:13 AM
Pretty sure the torps are hardcoded, not sure if any mod can change that......which is indeed to bad for Type II commanders.

My only question is about the weather, has anyone else noticed increased bad weather? Still in 39 but during these last few patrols I have had nothing but gale force winds, hasn't really hindered my tonnage just would like to see how the new deck gun ordinace works.

No. Number and type of torpedos are definitly not hardcoded. I know, because I've made some mods myself (one of them was correcting the number of torpedos in IXD/2).

I checked again.

- Loaded without SH3Cdr.
- Unloaded all mods except GW (not many in my GW installation anyway; just Coastal Tanker, Whale Factory, S-Class sub, CA Officers and my Real Battery Life for GW) and loaded again in the middle of the patrol and after the mission
- Checked again basic.cfg of GW: Types IIA and IID are shown to have have 6 torpedos.

Only 5 appear, when I load the game, either in port or in the middle of the patrol :hulk:

Is there *any* possibility that the careers_[X].cfg in "My Documents" might have *anything* to do with this?

VonHelsching
04-05-06, 02:38 AM
* PROBLEM RESOLVED *

I have now 6 torpedos.

I had a common SH3Cdr for both my installations: GW and my initial heavily modded installation. :oops: (Shortcut was pointing to the GW, though). When I rolled back from SH3, it copied a version of the basic.cfg that I had from my first SH3 installation.

I installed SH3Cdr again, for my GW installation and copied basic.cfg from mods/gw/data/ cfg to sh3/data/cfg.

Problem solved.

I needed all six torpedos, since I saved right outside of Dover, which was full of ships (Fiji, Dido, Passenger Liner) and minimal escorts defence; hard to choose... :cool: Air cover was non-existing. I went to periscope depth less than 8 kms away from the port entrance.

thyro
04-05-06, 07:41 PM
Deck Gun issue

The deck gun crew does not distinguish what is Foe from what is Neutral.

Once they finished the assignment of destroying a Foe then they automatically start firing at the closest ship. All fine if the closest ship is Foe... but not fine when the closest ship is Neutral.

Please could you look into. Thanks

Kpt. Lehmann
04-05-06, 07:53 PM
Deck Gun issue

The deck gun crew does not distinguish what is Foe from what is Neutral.

Once they finished the assignment of destroying a Foe then they automatically start firing at the closest ship. All fine if the closest ship is Foe... but not fine when the closest ship is Neutral.

Please could you look into. Thanks

This occurrance has to be a stock SH3 bug. The GW team did not alter SH3 target selection aspects.

thyro
04-05-06, 07:57 PM
Deck Gun issue

The deck gun crew does not distinguish what is Foe from what is Neutral.

Once they finished the assignment of destroying a Foe then they automatically start firing at the closest ship. All fine if the closest ship is Foe... but not fine when the closest ship is Neutral.

Please could you look into. Thanks

This occurrance has to be a stock SH3 bug. The GW team did not alter SH3 target selection aspects.

Cheers :up:

Nothing can be done then...

Kpt. Lehmann
04-05-06, 08:09 PM
I'm not sure if this is a stock SH3 bug or a GW error, but I've only seen it while playing GW.

My WO keeps giving inaccurate weather reports. It's been pouring rain for 5 days straight with heavy fog and 15k winds. Every time I ask he claims that there is no precipitation. Very strange. It might warrant some checking. Maybe the text for the rain got overwritten with a 'no rain' string? I can't see why GW would change the weather report text though....

Cheers Vodkajello,
We didn't change the weather report text. We only changed it to be channelled through the W.O.

The only times I have experience weather report inaccuracies is during and immediately after using high TC.

Also, it appears to me that the 16k visibility range mods have some rather deep intrinsic problems that remain unsolved by their respective modders. The only possible change I intend to make to the 16 km mods is reducing fog range bands to match 8km visibility mod stats... and other weather values likewise if I see them. This is a daunting task though as the scene.dat file IIRC has more than 200 variable entries... The modders who brought us extended visual ranges took months and more than 20 pages of posts to arrive at what is currently available.

For the time being I am also unable to run the 16 km mods on my own machine due to system limitations... so any change I make... I cannot witness personally... so you see the quandary.

For the time being, I must unfortunately say that the individual must weight the benefits and contraindications of using the 16km visibility mods and make his or her decision respectively.

I will most likely address 16km visibility mod issues as far as I am able to in our 2ND Update. Hopefully by then too, I can run 16km vis-mods with statisfactory framerates.

Dutch
04-06-06, 04:18 PM
Can you tell us where the files are that GW changes as far as the sea floor text goes.

Been trying to download part2 to get the options pack but it seems to be down.

I was going to uninstall the mod then reinstall it after I copied the files so I could recopy them into the correct folder therefore overriding the GW text, so my FPS can go back to normal, well normal for me.

Thanks.

Kpt. Lehmann
04-06-06, 04:26 PM
Can you tell us where the files are that GW changes as far as the sea floor text goes.

Been trying to download part2 to get the options pack but it seems to be down.

I was going to uninstall the mod then reinstall it after I copied the files so I could recopy them into the correct folder therefore overriding the GW text, so my FPS can go back to normal, well normal for me.

Thanks.

Hi Dutch,

You can also find part 2 on FileFront.com

Check the GW sticky thread first post in the mods workshop for the link. :ping:

pythos1
04-06-06, 04:26 PM
Ok, I looked at the file in the sound fold called SH3 Dls. In this file under tanks blowing I found a line called volume, and other related items, I tried to copy and paste what I got but something is preventing that. On my computer the dls file is a notepad item, but there are areas that are legible, and others (I think they are values) are just empty squares. Probably code or something.

I'll keep looking into this, but hopefully you fellows will have more luck that I.

I tried the vanilla install's dls file, with the same results, a complete lack of the blow tanks sound. But this sound does work in both vanilla 1.4b and Rub.

Dutch
04-06-06, 04:29 PM
Can you tell us where the files are that GW changes as far as the sea floor text goes.

Been trying to download part2 to get the options pack but it seems to be down.

I was going to uninstall the mod then reinstall it after I copied the files so I could recopy them into the correct folder therefore overriding the GW text, so my FPS can go back to normal, well normal for me.

Thanks.

Hi Dutch,

You can also find part 2 on FileFront.com

Check the GW sticky thread first post in the mods workshop for the link. :ping:

Can't dl from filefront.........its takes 3 hrs on my cable where on the rubsim site it take 10 mins. I tried the Euro link and it was even longer.

I guess I will have to wait till the site comes back up because realubsim's GW US server is down......

EDIT:NM it seems to be working now, first said they were down for server mant, now it moves along around 250kbs.

Kpt. Lehmann
04-06-06, 04:38 PM
Can you tell us where the files are that GW changes as far as the sea floor text goes.

Been trying to download part2 to get the options pack but it seems to be down.

I was going to uninstall the mod then reinstall it after I copied the files so I could recopy them into the correct folder therefore overriding the GW text, so my FPS can go back to normal, well normal for me.

Thanks.

Hi Dutch,

You can also find part 2 on FileFront.com

Check the GW sticky thread first post in the mods workshop for the link. :ping:

Can't dl from filefront.........its takes 3 hrs on my cable where on the rubsim site it take 10 mins. I tried the Euro link and it was even longer.

I guess I will have to wait till the site comes back up because realubsim's GW US server is down......

EDIT:NM it seems to be working now, first said they were down for server mant, now it moves along around 250kbs.

Okay cool. Let me know if you still have a problem getting the stock seafloor mod and if necessary I will upload it separately.

Cheers!

Dutch
04-06-06, 07:59 PM
all is well now, went from 6-7 FPS low Res, back to around 12-15 FPS on high Res.

Awful for most, but playable for me :-j The stock floor does make a differance bagged a C3:)

I am loving the mod. Sudden the game seems brand new all over again! Can't wait till the destroyers start working me over :88) :up:

pythos1
04-07-06, 02:27 AM
I tried using the search option about this to no avail.

Is there a known problem with grey wolves and air patrols? I am sailing right along the western shore of the UK, and no air patrols. It is April 1941. I see the air search radia, on mission commander, just no air craft in the actual game.

Kpt. Lehmann
04-07-06, 02:49 AM
I tried using the search option about this to no avail.

Is there a known problem with grey wolves and air patrols? I am sailing right along the western shore of the UK, and no air patrols. It is April 1941. I see the air search radia, on mission commander, just no air craft in the actual game.

Coastal command is stretched to the limit in 1941... just wait until 1943... you'll wish you'd never jinxed yourself by saying the word "aircraft." :|\

1942 was a year of transition in the flow of battle. :ping:

1943-1945 was pure hell for the U-boatman. :yep:

thyro
04-07-06, 10:41 AM
I tried using the search option about this to no avail.

Is there a known problem with grey wolves and air patrols? I am sailing right along the western shore of the UK, and no air patrols. It is April 1941. I see the air search radia, on mission commander, just no air craft in the actual game.

Coastal command is stretched to the limit in 1941... just wait until 1943... you'll wish you'd never jinxed yourself by saying the word "aircraft." :|\

1942 was a year of transition in the flow of battle. :ping:

1943-1945 was pure hell for the U-boatman. :yep:

Just to mention that New York is now under German flag and since April, 8th of 1942 (after my uboat invasion) :rotfl:

All ships (with exception of a few neutrals) were destroyed.

Note: NY was too easy to be taken, and no showstopers on the way to there, low air support coverage (In fact no airplaines seen), just one or two PT boats under 20km of the harbour... soo easy... and big and fat reward.

BTW could GW team add few extra patrols there?... same for Freetown. Both seem too easy to be taken

Cheers

panthercules
04-07-06, 08:13 PM
BTW could GW team add few extra patrols there?... same for Freetown. Both seem too easy to be taken

Nooooo - I hope they have toned it down a bit - I lost my first Kaleun a few months ago outside of NYC in January 1942 during my first (and only so far) Drumbeat patrol. I wasn't even trying to actually break into the harbor - I was just poking around outside looking for merchants. Found nothing but about 5 or 6 destroyers and a couple of PT boats patrolling around out there - seemed way too vigilant and well defended based on what I had read about the general state of unreadiness of the USN at that point. Some old 4-stacker destroyer that must have been a test-bed for some advanced surface radar set that they didn't have yet eventually sighted me from 8km away while I was going dead slow on the surface at 2am on a moonless night and nailed me with 2 of his friends in about 25m of water :damn:

I'm in July '41 with my current boat and hoping to make it back over to the US in a few more months, so please GW team - don't make it worse just yet :nope:

thyro
04-08-06, 03:15 AM
41km away from NY went to persicope depth and just 2 PT boats and 1 Frigate away patroling the entrance. One Liner/Troop transporter sank on its way out (torped :smug:)

No big chalange at all on the way to NY

Inside the harbour just 1 PT boat (in and out) and one small tug moving also (in and out) the harbour.

once I surfaced the Merchantes started to fire their weapons... a bit of a thrill until they went down under the water.

But not a big challange really... for a very rewarding golden pot (tons of shipping waiting to be sank) ... was easier than Perl harbour. ;)

Before NY trial, I tested Freetown and also ScapaFlow and I felt the same... too easy to snick a sub up there, surface right in the middle of the town, go to a cafe then take on everything that floats in the harbour.

ScapaFlow was more challanging than other two. The two corvettes seem to have good sensors and pickup the position of the sub once the torps were fired.

I'm at moment right in the middle of Hallifax harbour (this port isn't rewarding, just has 1 or 2 goodies)... taken them down atm... Patrols just 2 corvettes and 2 frigates pinging, trying to find my sub... :)

I really think that ports seem to remain too easy. By adding 1 or 2 (or more) PTs/corvettes/frigates (patrol) would enchance the challange. At least in rewarding ports such as NY which atm doesn't seem to have much protection.

Sailor Steve
04-08-06, 12:12 PM
After many mistakes and problems (admittedly mostly my fault) I finally have most of Grey Wolves installed. I say "most" primarily because I was already using a lot of the included mods. Here are my observations:

1) The new Harbour Traffic version is amazing. Seeing a flight of FW-200s over Wilhelmshaven in 1940 was a real treat, as is the bombed-out hulk right next to the south end of the Jade, and the escort ship leading several merchants through the harbor minefield. I will be at a library that lets me download/upload tomorrow, so I will post pics.

2) The new ships are something I'm looking forward to, but of course can't see them all now.

3) The only problem I'm having is the 'black sky at noon' one. I've been using the original '16km Atmosphere' mod for some time with no problems, but now I can go back and fix it (and have several times already) and it works fine, but as soon as I load a saved game through SHIII Commander I have the black sky again. I'm just about to go look at the GW thread on the SHIII MODS board, as I remember seeing it discussed there. I just hope there's an answer, as it's driving me crazy.

Overall, I say this looks great!

JonZ
04-08-06, 12:33 PM
black sky problem is perhaps a bad installation of GW with SH3 Commander.

Rollback SH3 first. Uninstall GW in JSGME and reinstall it.

Then you can reroll SH3 Commander

Sailor Steve
04-08-06, 12:34 PM
I did a rollback, and don't use JSGME. Thanks for the info, though-I'll keep working on it.

baxter
04-08-06, 03:12 PM
When I had this problem I found a thread somewhere that said to replace the screne_dat file and the env files. I did that and the problem was solved.

JScones
04-08-06, 08:42 PM
Had you rolled SH3Cmdr back *before* installing GW? If not, then what is happening is that everytime you launch SH3 via SH3Cmdr, it is copying back into SH3 the scene.dat file that it had backed up *prior* to you installing GW, in other words, an older version which is in no doubt incompatible with GW.

How to fix? Well, if you were running JSGME it would be easy. But not running JSGME...hmmm...I would try:
1. Rolling back SH3Cmdr
2. Finding the GW installation archive that includes the correct scene.dat file
3. Manually copying that file into SH3
4. Resuming to use SH3Cmdr as normal

Of course though, this is a bandaid solution. You may have inadvertantly overwritten other GW files as well. You may like to also check the other possible problem files such as Basic.cfg, Flotilla.cfg and xx_menu.txt. I think though that if you replace all of these files you should be right.

Kpt. Lehmann
04-08-06, 08:48 PM
... and don't use JSGME.

(Tim Taylor voice...)

AOww NAOwwww! :o

Sailor Steve... I STRONGLY suggest getting JGSME post haste. It will save you many many headaches in days to come and prevent many many unintended file overwrites.

baxter
04-09-06, 02:19 PM
JScones wrote:Had you rolled SH3Cmdr back *before* installing GW? If not, then what is happening is that everytime you launch SH3 via SH3Cmdr, it is copying back into SH3 the scene.dat file that it had backed up *prior* to you installing GW, in other words, an older version which is in no doubt incompatible with GW.


This turned out to be the cause of my black sky problem. I had to learn the hard way that I had failed to roll back SH3 Commander when switching from my Tonnage War install to my Grey Wolves install. I ended up starting over by reinstalling SH3 and then the mods for each installation...and a firm comittment to always roll back SH3 Commander everytime I stop playing.

Sailor Steve
04-09-06, 02:25 PM
... and don't use JSGME.

(Tim Taylor voice...)

AOww NAOwwww! :o

Sailor Steve... I STRONGLY suggest getting JGSME post haste. It will save you many many headaches in days to come and prevent many many unintended file overwrites.
I had a somewhat bad experience the first time I used it-probably my fault. My biggest problem is I tend to pick and choose parts of supermodes like RUB and GW.

Jaesen, I did a complete rollback the second time I tried GW, and got it to work, but I think for some reason I launched a patrol from 'In Base After Patrol' instead of 'Before (next) Patrol. I think that's what's screwing me up, and I'm not sure how to overcome it now.

On the other hand, I'm just now downloading the new Commander, and I'm hoping starting fresh will make it better. If not, I'm considering bagging my entire set of careers and starting over at the beginning again. I know that will work.

JScones
04-10-06, 03:41 AM
Yeah, the Rollback part of SH3Cmdr is perhaps the most frustrating, but I really cannot see any other more efficient way, short of backing up only the value changes and not the whole files - then it won't really matter as the values, in their dynamic way, tend to be constant (now think about that more a minute!).

Hmmm...I'll see if this approach is feasible...might mean an overhaul of the SH3Cmdr engine, but it may be worth it if it reduces user angst.

SilentOtto
04-10-06, 08:23 AM
Sorry if this has already been asked, buy I've been poking around searching and reading for half and hour and found nothing...

I've just installed sh3 after full wipe. Game + 1.4b + GW. First patrol fine, sunk 3 ships (I _love_ the mod, the damage model, and all!!!) with little troubles.

Second patrol, weird weather bug. Long time with fog heavy + overcast but only rain was there to be seen, absolutely no fog or clouds.

What did I do in between patrols? er... install SH3 Cmdr, well I read around it is compatible... Can this be related?

Actually I tried launching same savegame with and w/o SH3 Cmdr, but same result, no fog or clouds. Finally I fixed it installing and reinstalling GW with JSGME, and now same game _has_ clouds and all that. But I think it would be good to know what happened??

And a big thanks to all of you who made this mod, I had got bored of the game and this is like starting over for me!! Keep it going!!

SilentOtto
04-10-06, 08:29 AM
BTW here's a screenie I took of the event:

http://www.meigabyte.com/proba/noclouds.jpg

Kpt. Lehmann
04-11-06, 10:44 AM
SilentOtto,

Please see my recent posts in the Mods workshop on the official GW sticky thread.

SilentOtto
04-11-06, 08:09 PM
Hi boss!
I'll try to pass on my info though i'm suffering from a more-than-usually-long-stop at the local bar so my keyboard seems to be a little wiggly...
I'm not sure which posts you're pointing me to, maybe the one about crew not reacting to sightings (non-viewevable fog?) or the new corrections you announce...
Anyways as I said the thing is fixed, my first GW install must had been somewhat tainted since I didnt see the loading screen changed...
So just to comment and do some marketing:
-Did I say that I'm fond of this mod?
-I've sank quite a few things, and have learned to enjoy doubt and realistic sea war situations.
-I can say I'm a skilled subsim player (+20yrs exp lol) and sh3 with your mod is the FIRST time for me, that playing a subsim I know well, I dont get ridiculously big tonnages, so maybe I am playing closer and closer to the real thing! (And btw surely this is the feeling I had been searching for so long!)
-This is personal, but I am enjoying my first non-WO career with GW mod, since now it makes more sense for me trying to be realistic, make my calculations and watch how a simulated ship receives (hopefully!) some hits, and physically reacts to them while I hang around, not knowing what will happen... my personal exp is these days really near of what I have read many times in experiences told by the people who were really there.

...and I tell ya, I was almost put back by so many topics about "GW is so damn hard, I sink nothing..." well I tell you all (as we say in spain) "sweet water sailors"... I had quit from playing shiii only because I was bored, in a few months it was for me such an easy and predictable routine, that I could no longer call it gaming, such as i dont call minesweeper "gaming".
(btw fancy a minesweeper taking 2 min to load and then "initializing..." ;)
("not so long ago..." thanks for all the detail and care in this mod!) This mod has made, for me, the one sim I had craved for enjoyable again.

Well I'll finish my chronicle-bug report-rant noting the _big_ raise in fps I've noticed (30-50%, from some 10-12 in "tricky" situations, to 20-30 in worst cases...), while getting the impression of much more detailed graphics, sound, and overall exp.

So now, well I am deeply lost in this sincere and slightly drunken post, must now say goodbye, not without remembering y'all that deck gun works, it just takes its time, and my personal comment is that I learned to, and started using salvo shots with this damned mod. (Remember, I'm SilentOtto, one ship one torp, but for the first time in years it's harder and more fun!)

g'night all and sry for the speech!

Kpt. Lehmann
04-12-06, 12:19 PM
Glad you like it Otto!

Cheerzsh!

:()1:

marv
04-22-06, 01:42 PM
Unfortunately I can't play with GW mod. This mod makes CTD so often, that playing longer than few minutes is impossible .
What can i do about it? I have ATI Radeon 128MB card, Athlon 1.7GB, 2GB RAM and Windows XP.
Never had any problems with other mods.
BTW I have also GW update 1.1

CRM114
04-23-06, 02:54 AM
I just posted this over in the Workshop forum, but it probably makes more sense here:

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

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

Thanks in advance, all!


***EDIT***

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