View Full Version : Information needed from GW players.
Kpt. Lehmann
03-22-06, 12:33 AM
If you are running GW with no problems please take a moment to say so here if you would.
I'm not looking for cheer-leading... just trying to get a handle on how many have problems versus not.
Please use the other established threads to address GW problem issues if you would.
Thanks guys. This kind of info will help us fix the rough edges in our update patch.
If you are running GW with no problems please take a moment to say so here if you would.
I'm not looking for cheer-leading... just trying to get a handle on how many have problems versus not.
Please use the other established threads to address GW problem issues if you would.
Thanks guys. This kind of info will help us fix the rough edges in our update patch.
No problem so far, a bunch of patrols made, and couple of tons too :up:
Great mod, thx.
My only beef would be the overuse of Dasboot soundclip when torpedoes hit and the music took from another game but it just me I guess.
Nothing embarrassing on the gameplay side.
Kpt. Lehmann
03-22-06, 12:46 AM
Thanks Jonz! :up:
Keep 'em coming guys. :yep:
Thanks Jonz! :up:
Keep 'em coming guys. :yep:
oh yeah and
ahem...
I didn't get credits for BordeInstrumente Corrections :shifty:
;)
Kpt. Lehmann
03-22-06, 12:52 AM
Thanks Jonz! :up:
Keep 'em coming guys. :yep:
oh yeah and
ahem...
I didn't get credits for BordeInstrumente Corrections :shifty:
;)
I will fix that tonight and our update in a few weeks will overwrite the original. I apologize for the oversight sir.
Thanks Jonz! :up:
Keep 'em coming guys. :yep:
oh yeah and
ahem...
I didn't get credits for BordeInstrumente Corrections :shifty:
;)
I will fix that tonight and our update in a few weeks will overwrite the original. I apologize for the oversight sir.
Nah no problem. I could have lived without that. I knew the mod was there long ago and didn't care too much since a bunch were'nt credited too. I just love playing smarty sometimes :know:
Kpt. Lehmann
03-22-06, 01:01 AM
Thanks Jonz! :up:
Keep 'em coming guys. :yep:
oh yeah and
ahem...
I didn't get credits for BordeInstrumente Corrections :shifty:
;)
I will fix that tonight and our update in a few weeks will overwrite the original. I apologize for the oversight sir.
Nah no problem. I could have lived without that. I knew the mod was there long ago and didn't care too much since a bunch were'nt credited too. I just love playing smarty sometimes :know:
Just for that.... I'm taking you out of the "Special Thanks" portion (just kidding :-j )
Anybody else runnin GW with no probs?
panthercules
03-22-06, 01:31 AM
Running just fine so far. Looking great, sounding great - just a couple of nits (not bugs - just preferences I'd like to do something about):
1. Is there an easy way to get back the standard (unboxed) graphic for the draggable chrono? I love JonZ's mod and I know he spent a lot of time/effort making that box (and it looks nice), but something about a box that doesn't have a place for the watch knobs/buttons looks funny to me, and the box makes the whole thing too big for my tastes. It looked like it might take some changes to the Menu_1024 file and/or Dials.cfg file as well as needing different graphics, so I didn't want to just start messing with it and risk screwing something else up if y'all had some easy way to fix this back.
2. I really like the sounds a lot for the most part, BUT that incessant ticking clock in my boat has got to go - it's gotten so bad that BdU made me put a new emblem on my boat before I left port - the "Telltale Heart". If this keeps up, I'm sure those verdammte destroyers are going to have no problem getting a fix on us out there. Is there some easy way to delete some particular sound file to fix/eliminate this infernal ticking???
Obviously minor points about an otherwise fantastic mod - really loving it so far. Great work guys :up:
Hi panthercules
"About the clock...just open the Clock.wav file using the window's sound recorder and lower the sound for your taste. Maybe could be also possible to just delete it, I don't know...
Hopes that these infos could help you! Where is the window's sound recorder?"
"What is it's exact name, and where is it located?
I've never encountered it or used it before."All Programs/Accessories/Entertainment/Sound Recorder"QUOTES,from mod forum.
About #1 No knowledge to help, sorry.Donut
JBClark
03-22-06, 02:20 AM
Kpt. Lehmann,
First, :up: many thanks to you and your crew.
I've been on the beach for a few months but news of Grey Wolves brought me back to my duty. I had no trouble at all downloading (Thanks Terrapin, and thanks again.) I had no trouble installing or integrating with SH3 Commander (my other most favorite addition to this great project.) My first patrol with an existing career worked fine but the frame rate leaving port was 2-3 and untenable. A little research on this fine site prompted me to visit Terrapin once again and get Tankeriv's seafloor mod for 64MB cards (even though mine has 128) and that worked well enough.
I just did my first patrol with a new career. I started in the 7th flotilla in '39, at the beginning. Actually I tried this yesterday and had no problems but I sunk a neutral before the war actually started because I wasn't paying attention. I decided to start over today.
Gentlemen, what can I say? Well done! :sunny: This feels like an entirely different experience from the stock game, or even the mods I was using a few months ago. The first thing that really struck me was the sound. The wind, the waves lapping at the boat when hove to, the doors opening; everything sounds better and that makes more difference than I would have thought.
It looks better also. I particualy like the low clouds on an overcast day. I liked the seafloor included but it was too much for my machine and I didn't want to go back to stock; the 64MB seafloor mod works fine for me. This is all ambiance, and from what I see so far, it's fantastic.
As to gameplay, I have only just begun to experience the enhancements but my fist full patrol was the most fun I have ever had with this sim. I'm not trying to blow sunshine up anybody's butt, this really is much better than the original. :up:
I left Kiel headed for BE96 via the northern route. Eleven days into the patrol, heading south near the Faroes I got a radio message instructing me to patrol between there and Iceland. This was after a lot of messages telling me who I could engage and who I could not. Great stuff guys. I did as instructed for a few days but after no success, I decided to resume course to my assigned grid.
I stumbled onto a tramp steamer the next day and even while I was plotting the intercept a convoy report came in. Gott in Himmel. What luck. I managed to sink the steamer and still intercept the convoy. I sunk two large freighers with 4 eels and then evaded a Black Swan and a corvette until after dark.
I made a mad sprint ahead but discovered the convoy had turned east and I was now out of position. Another mad dash, perhaps a little too agressive, and I found myself undected smack in the middle of the convoy. I traded the rest of my internal fish for 2 wounded and one sunk. Evaded west, surfaced and reloaded, then came back looking for cripples. There was one of my wounded medium freighters sitting dead in the water and soon he was sent to davy jones' locker as well
The radio messages that sent me here and there were a lot of fun. I heard a lot of radio traffic to and from other boats as well.
I know there is a lot more stuff I haven't even experienced yet and I am looking forward to it. To your original question: I haven't had any problems at all.
My system:
P4 2.4 GHz
1 GB RAM
XP PRO
nvidia GeForce FX 5700LE w128MB running 81.87
Thanks again to everyone involved, this is really fine work.
JBC
THE_MASK
03-22-06, 02:59 AM
Playing on 100% with everything ticked in 1943 . If i just go TC and hope that i spot something on my way i find that i will be spotted first . Is this meant to be because now i cannot be lazy and i am forced to use hydrophones . Everything else is fine as far as i can see .
Mil_tera
03-22-06, 05:14 AM
Hi All,
Installed the GW mod yesterday evening and did like half a patrol so far. (Don't have too much time in the evening through the week.. :nope: )
So far the Mod looks great, only things so far that I am trying to work out are how to speed up the game when leaving harbor. (Everytime a plane flies over the TC drops to 1) And I have poor frame rates when I hit a target. (But that can be solved by using the stock seafloor I hope). Further then that....I only can say :up:
Great job guys!
Fisrt, GREAT MOD. :up: :up:
I played several single missions and one patrol no major problmes.
Some minor:
- ships are really tough to sink (discussed in another thread I know)
- as JonZ said the 'torpedo hit crew celebrating' sound... when I had to hit meduim cargo 3-4x then could be a bit boring to hear the same sequence "jawohl-hura-ruhe" I prefer the crew to be less happy on torpedo hit and very happy when the ship goes down for sure
and one idea: what about the Thermal layers mod? it would be nice to have some chance hide in the depth....
Einzelganger
03-22-06, 06:22 AM
I've left out the new seafloor part and after reading the other thread with among others the invincible trawler i've decided to use the values of the orginal SHIII zones.cfg
Other then those changes i've had no problems. Did my tests in the academy and some single mission and what else can i say but, me likes alot... :lol: The game has been really polished up alot on every front and i can't wait until i have some time to start a decent campaign with it. Thanks a lot, it feels like a new game...
I do have another question which is more about my personal likings within the game but i'll post that in the other thread
Kpt. Lehmann,
Congratulations to you and the rest of the development team on a superb mod. :rock: :rock:
Its running fine for me so far.
The only problem is when I tried to add the Converted Whale Factory ship. After installing the ship, I couldn't access the museum without a ctd.
frogdog
03-22-06, 07:11 AM
The only reason I had ANY trouble with install is that I am far from a technical computer expert. Beyond plug and play...I'm basically in Indian Country. So...altering this or that file to get exactly what features I want...beyond plug and play...is difficult for me.
As for the mod itself....game play and patrol length (with successes) seems to take far longer thhan, say, IUB 1.03. For those of us who do not have hours to play a patrol/campaign at TC1...it appears more dificult...and probably closer to "real life" in the war. That's not a negative comment...just an observation.
As said befoe...I loved the Integrated Orders and nomograph mods which appear not to be compatible with yours.
Overall...great! The "pros" you have developed/integrated far outweigh any petty personal preferences I might have. Thanks again
Kpt. Lehman, I wanted to drop you a proper review of this Great mod and voice me thoughts but I was not sure if that would justify a new thread.
Here are already enough board clogging' Short-lived and stupid threads around.
But since you're opened this I'm feeling invited to drop some things words down.
The mod you guys delivered is master class like.
It took me a whole day do DL it, and in the late hours at night I installed it (was easy. A very simple read me!) :rock:
It was a cool: The moment it started with the new background menu vid and music. WOW: I played some of my custom missions to test it...and the game felt totally different, in a good way. The sound and Voices are well chosen, and there are sounds now that I knew where in there, but never been heard by me in-game before.
The boats have a great feeling to them, and (m' not sure; might be my imagination) have a somewhat different dynamic while surfacing.
Before I started my new career, I changed the game slightly:
The only thing I had to do was to put my own collection of Gramophone music. No Offence mates, but I’m not that into marching-band music. lol
Like I said, the Gramophone and a few of my faw. sounds were put back in the game along with one of Furbars skin for my beloved VIIB (plus the Bismarck deck Swastika).
That’s all!
The only thing that bugs me is that the planes what I shoot down do not smoke. But that has been present in my game even before GW, so I’m hot blaming it on you guys.
After all the Add-on that you guys delivered is perfect and that you included Teddy’s Ship sinking mod makes it just a bit more prefect.
So here is my Cheerleading that you secretly wanted to hear, but lacked the guts to ask aloud.
:smug: :up:
JUtsler
03-22-06, 08:27 AM
No problems here, other then that ticking clock. Loving this MOD, it plays real smooth and looks awesome. I'm glad I updated my tower to a GB of ram and a 256 vid card. I'm also finding the ship's harder to sink, but I'm sure they were hard to sink IRL.......lol!! Thanks everyone for all of your hard work. Grey Wolves is a work of art!! :up:
P4 2.40
1 GB Ram
256 ATI 9250
XP Home
Cdre Gibs
03-22-06, 08:32 AM
So here is my Cheerleading that you secretly wanted to hear, but lacked the guts to ask aloud.
I may not Know Kpt. Lehmann as well as some, but what I do know of him, I can say quite confidently that THAT was the last thing he was after.
As a modder of some experiance (time wise) I can safely state that asking for a show of hands from those whom a mod works fine for is a very usefull bit of information. What some ppl dont take into acount is that 9-10 the only feed back 1 gets is when the proverbel crap hits the fan about a mod. Its usually the first thread a mod gets after its release from the end user's. "I cant get it to work" - "My D/L is craping out" ect ect. So much at times, that it can swamp a forum, and the poor mod creators start to wonder if the damn thing works at all.
So a show of hands from the "No problems detected" crowd is not only good for peace of mind, but gives a more ballanced feedback that helps to define issues.
I would suggest as a bit of diag info, that those with AND without issues always include in their report their system specs PLUS what other mods they are/have runing/included in their install of SH3 and GW mod. It will help define areas that need attention plus what other mods create issues and how to avoid and/or fix.
PS: Ohh an in case any1 is wondering, NO I'm NOT part of the GW Mod team. Just a fellow modder who likes what he see's.
andy_311
03-22-06, 08:38 AM
No problems here, other then that ticking clock. Loving this MOD, it plays real smooth and looks awesome. I'm glad I updated my tower to a GB of ram and a 256 vid card. I'm also finding the ship's harder to sink, but I'm sure they were hard to sink IRL.......lol!! Thanks everyone for all of your hard work. Grey Wolves is a work of art!! :up:
I know that clock is suck a pain what's it for?
Montbrun
03-22-06, 08:46 AM
I have to agree about the ticking - it can go at any time...
Running just fine so far. Looking great, sounding great - just a couple of nits (not bugs - just preferences I'd like to do something about):
1. Is there an easy way to get back the standard (unboxed) graphic for the draggable chrono? I love JonZ's mod and I know he spent a lot of time/effort making that box (and it looks nice), but something about a box that doesn't have a place for the watch knobs/buttons looks funny to me, and the box makes the whole thing too big for my tastes. It looked like it might take some changes to the Menu_1024 file and/or Dials.cfg file as well as needing different graphics, so I didn't want to just start messing with it and risk screwing something else up if y'all had some easy way to fix this back.
Why you never wrote into my thread your point :cry:
All the references I had don't had the stuffs you talked about, they were just plain wood casing.
For the chrono skin all alone, it just some menu.ini lines to reconfigure. No changes about Dials.cfg. I don't have the menu.ini in hand but when I'll come back home I'll provide you what are the changes to make and it will be pretty easy.
JonZ
It is working fine for me after I installed the 64MB sea floor mod due to poor frame rates in harbor.
Was only kiddin' Gibs! It was a sidekick at his statment at the beginning!
But you're right! Puttin the "yay, it works for me" along with some sys. spec. and follow up information would be a good idea.
I also noted that the light and ambiente outside the sub look improved . I can't remember it looking so Technicolor before( It really looks like a new game!)
I've installed the darker 16km mod along with the generic contact (i think i'm fallin' in love with that mod). Basic GW on a clean install plus patch! Thats it!
Well, i don't know much about pc and stuff, other that i works great on my sys.
And as for the clock. Well, i think it's totally cool! I mean if you play cat and mouse with a bunch of angry Tommies and get DC'ed all the time, the ticking adds a creepy "you're out of time" feel to it.
I just noted that Destroyers are ("seem" is a more fitting word here) somewhat tamer than they were before. They seem to easy to evade. I mean in 44' managed to out-run 4 of them within 5 min, real time!
I pulled this of 3 times by now.
Any chance they're somewhat too weak?
But beside that you Modding Guys are the best, and i really respect you labour and hard spend hours...that with all the angry and annoyed Girlfriends and Wifes!
;)
But beside that you Modding Guys are the best, and i really respect you labour and hard spend hours...that with all the angry and annoyed Girlfriends and Wifes!
;)
Maybe you were just lucky, or you had an antisonar coating, or hit a convoy with veteran.
Besides that, I don't think someone has altered the AI, it hardcoded.
raymond6751
03-22-06, 01:43 PM
A big well done to you Wolves. Thanks for the mod.
My second install worked, forgot to delete the old SH3 folder in My Documents.
Also, finish existing patrols or delete them, they won't load into GW.
I'm running a 1 Gig XP system with ATI Radeon 9600
No problems. Only took a brief look in each menu item, harbor exit in career mode, single missions, training academy. All lookin good.
I can't wait to finish the four career patrols that I have out, so I can switch to GW permanently. :rock: :sunny: :up:
well I see that the new engine sounds are much more silent than before, is this realistic? I don't hear nearly any engine sound when I am underwater and running on electro and only a slight louder sounds when I am surfaced and I am in the control room. Outside it is better...but where the engines really that silent? When I open tubes it's a loud sound, but no screws sound? Thanks for any answer.
First off...great MOD. I'm feeling i bought entirely new game!
Couple of things:
Fatigue model...i don't have time to play on TC64 or less. Is there any way to mod GW fatigue model to 'no fatigue'. I don't want to micromange my crew.
Watch crew...on TC512 or greater . Is it just me or my watch crew spot ships AFTER we been spoted? Is there any way to change that, like in stock?
DerSchtupmeister
03-22-06, 07:47 PM
Great MOD :rock: TY for all the hard work. I've taken a 4 month break from playing and just by luck I came back 3 days ago to find this Mod :up:
I'm using Pentium4 2.8GHz
1 GB RAM
128MB Radeon 9600
My first patrol I used a saved campaign after rolling back Commander program. I was in a large convoy at night in a storm taking a pounding from DC's (nothing too severe though) and was still attacking Merch's from periscope depth. Then my system crashed. Everything was fine before that so I don't know if it happened from using a saved campaign or not.
My second patrol I started a NEW career and everything went smooth. Sunk one merch in a convoy and took a massive pounding. I limped home with no hydrophones, no radio, 1 periscope and batteries destroyed :rotfl:
Amazing MOD! Thanks everbody who contributed!
zombiewolf
03-22-06, 08:03 PM
BUT that incessant ticking clock in my boat has got to go
everything I love except what was stated above. I will the try new low tex seafloor
don1reed
03-22-06, 10:29 PM
Enjoying your hard work immensely. Don't mind the ticking. Gramaphone selections--great, as is the morse code.
Having a time with a new learning curve--I used to rely on counting rpm to determine speed. Now, all of those rpm's have changed, i.e., a C2 traveling at 9 kn. used to count 32 rpm, now its more like 50 rpm. Whoa!! I'll need a refresher course.
best rgds,
Jay Carlson
03-22-06, 10:56 PM
Pentium 3.4 256 6800 Nvidia and 1G RAM. No framerate problems. Using SHIII Commander. Appears very stable.
Kudos to the team. Am very picky what I download and use and spent many online sessions trying to find the mods that didn't download **** onto my computer (some sites gave some unwelcome packages that Spybot and Norton found, thank you very much) so it was with some hesitation that I did the Greywolves right out of the gate. Took some time and had to follow the instructions closely but - no issues, clean and very stable it appears.
I am not a techie by any stretch so fully support the modders willing to do this for the community and the uneducated masses like me. I also look down on the Ubisoft's of the world who appear to ignore modders and give support to the likes of X1 instead.
With the highest respect, :sunny:
panthercules
03-22-06, 11:25 PM
Running just fine so far. Looking great, sounding great - just a couple of nits (not bugs - just preferences I'd like to do something about):
1. Is there an easy way to get back the standard (unboxed) graphic for the draggable chrono? I love JonZ's mod and I know he spent a lot of time/effort making that box (and it looks nice), but something about a box that doesn't have a place for the watch knobs/buttons looks funny to me, and the box makes the whole thing too big for my tastes. It looked like it might take some changes to the Menu_1024 file and/or Dials.cfg file as well as needing different graphics, so I didn't want to just start messing with it and risk screwing something else up if y'all had some easy way to fix this back.
Why you never wrote into my thread your point :cry:
All the references I had don't had the stuffs you talked about, they were just plain wood casing.
For the chrono skin all alone, it just some menu.ini lines to reconfigure. No changes about Dials.cfg. I don't have the menu.ini in hand but when I'll come back home I'll provide you what are the changes to make and it will be pretty easy.
JonZ
I had already seen that you had some instructions in your other thread about what to do if you wanted the old stock stopwatch graphic back, but I couldn't really follow it and that was pre-GW anyway, so i thought I'd at least mention it over here since the GW team had the experience of embedding it into their mod/files. I'll take it back to that other thread of yours to avoid hijacking this thread any further.
Just to get back on topic, I managed to spend a little more time with GW last night - really just enough to clear Lorient and the Bay of Biscay. I love the sound for radio transmissions being received, especially when I'm TC'ing it out toward my patrol zone - it helps me realize something has happened and I've dropped out of TC. And the sounds and sights leaving the harbor, with the sunken ships and the engine and wave noise (much improved) and all, were so cool I actually enjoyed just leaving port again. I did load up the stock sea floor part of the extra mods, which seemed to help with the frame rates near port (I never use external views or look through my scopes underwater, so any sea floor detail is really wasted on me anyway). Again - so far so good both operationally and perception-wise - great job GW team :up:
P4 3.2GHz
WinXP Pro
2Gig Ram
Radeon X800XL 256mb
GW 1.0 and Sh3 Commander 2.4, with just my Historic Aces Faces Mod and a few of my other personal small music and sounds added in
JScones
03-22-06, 11:35 PM
well I see that the new engine sounds are much more silent than before, is this realistic? I don't hear nearly any engine sound when I am underwater and running on electro and only a slight louder sounds when I am surfaced and I am in the control room. Outside it is better...but where the engines really that silent? When I open tubes it's a loud sound, but no screws sound? Thanks for any answer.
Yeah, I just finished my first GW based patrol (in a continuing career with no problems) and noticed this too. Surely the engines were not that quiet inside the sub???
Anyway, my only "adjustment" to GW was to remove the sea floor textures as I have the external camera off (have since day 1), so couldn't see the rationale in keeping them. Without them my FPS never falls below about 60 at 1024 TC, even near port. So no gripes there.
I do have a few little niggles with the highlighting on the main career menu and after patrol screens, but that's about it.
I think what impresses me the most is that on first glance Grey Wolves appears very well integrated and robust and would appeal to the masses "straight out of the box". Well done! :up:
U-Bones
03-23-06, 12:10 AM
Very nice package, and I tend to hate packages.
P4 2.8 1GB 5600 Nvida
Stock Seafloors
16k Light Atmosphere
A few personal keybaord and other tweaks, less murky water
Negs
1. Tick Toc
2. Some odd internal sounds I havnt pinned down. Maybe lack of sleep involved ;)
3. Camera oddities - occasional off center ship view.
4. General darkness, I have old eyes.
Major Pluses
1. NYGM Damage - was actually happy with a personal collection of simple mods based on the NYGM zon files. IMO the most important mod of this game since release.
2. 16k - so much less arcade
3. NO ORANGE NUMBERS (red/green deficient)
4. NO ORANGE NUMBERS !!!
5. Imersion factor is now a factor.
6 Much much more.
Outstanding :up:
panthercules
03-23-06, 12:57 AM
Just a slight hijack to mention that I was able to solve the "problem" of getting the stock (unboxed) stopwatch graphic back for the JonZ draggable chrono in Grey Wolves - thanks so much to the GW team for commenting the menu_1024_768.ini file so well that it made this a breeze. Anybody interested in the solution can check out my post in JonZ's thread here:
http://www.subsim.com/phpBB/viewtopic.php?p=475724#475724
And by the way - thanks to whoever it was a few posts back that suggested just lowering the volume of the "clock.wav" file using the Windows soundrecorder applet - sure enough - I had to hit the "reduce volume" menu dropdown item several times before I could really notice the reduction, but doing that several times and then saving it back down was all it took to get rid of the annoying ticking.
Awesome work, GW Team :rock: :rock: :rock:
midshipsnake
03-23-06, 01:31 AM
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
Kilamon
03-23-06, 02:10 AM
Just downloaded it last night using utorrent (I like that it didn't install anything else like bit torroent wanted to do). Actually, I started it last night and forgot it was running til I got home tonight so I booted my PC up (had shut it down) and finished downloading while I was watching CSI. :up:
Install was flawless, just as it was detailed in the readme file RTFM! :rock:
I installed on a fresh SH3 install. I had NYGM Tonnage installed and others so I renamed my program files\sh3 folder and my dox\sh3 folder to ensure clean files. Booted up the game, ran it, exited, loaded SH3 Commander and got the game rolling. So far, absolutely flawless. The harbor traffic is great except for those damned skimmer captains trying to helm their boat while drunk. I've already had 1 collision and 1 near miss and I was going in a straight line!
Patrol was good. Left Kiel in sun and elected to sail around to the north instead of taking the river. I was headed for BF 73? I burned my orders after setting my plot just in case I were to be captured. Lots of radio traffic in the first few days there and finally, after rounding the northern tip, the water was deep enough for some drills. The crew threw themselves in to it and we ran submerged for a while. Surface traffic was non-existant so we porpoised a little bit as we headed for the assigned grid. Hans picked up a sound contact, slow screws, but the weather was very poor, lucky to see 400 meters if anything, so I ordered an intercept and we found it to be a Norwegian fishing trawler. Good excercise for the crew in any case. Proceeded on to the designated grid staying submerged as much as possible to conserve fuel and to keep an ear out. Finally, as we neared the grid, I found another contact which we tracked and found to be a french merchant. Orders were to leave the frogs alone for now so we continued for our patrol.
The patrol was uneventful and went very fast. I thought maybe we could pop in on a nearby Englischer town and we cruised past it, looking at their gun emplacements. I'm sure the KdU will be interested in the information. We sailed south, 60% fuel, full load of fish. Finally got a sound contact and tracked it. Weather was clearer, no rain, but choppy seas. Found the contact to be a Large merchant! I estimated it at four and a quarter tons but Helmut, my CO, said it looked closed to 4500. No matter, it was a target and that radio message earlier that warned of the magnetic settings seemed to have been well timed. After a couple hours, we were in position and only 1300 meters off her beam. Schacht, the Weapons Officer, did the math and found a solid solution. My math is very poor and I only glanced at what he had set, hoping he was right but looking as though I were checking the measurements. Opening the doors and firing the fish was a lot louder than I remember in training. Perhaps it was because I wanted to be quiet. Both those fish sailed to the side of that merchant but only one exploded. Damn it! She hardly even slowed. We fired our third and, looking forward to see when another tube would be loaded, I saw that the entire boat as awake. Well, says I, if you're all awake, GO LOAD THE DAMNED FISH! and like lightning, the forward room was filled with men anxious to get a sinking.
Somehow, when you're loading, those 8 minutes seem to take 30. We still had a good position so Schacht took my visual sighting and we fired again. A solid hit to her engines! I could hear some crackling, like the sound of ammo exploding. She didn't break up or sink though! Damn it, those English must be using a new alloy. She was slowing though. That must have crippled her. She was dead in the water. The crew cheered, knowing that now it was only a matter of time. I didn't have a good position for another shot, but the merchant wasn't going anywhere fast so I moved to position and fired again. Our last fish was being loaded. Schacht and I had agreed upon a hit just forward of her command deck and that's where it hit. The cargo was aflame! As I watched, she began to list, very slowly. It was obvious she was taking on water but at this rate, her crew could swim to shore before she sank. They might even repair her! This would not do. Wilhelmshaven was only a couple days away. I made the call and we fired our final fish. A hit!
Well, it took that damned ship an hour and a half before her decks were awash. We saw the surviving crew in a lifeboat. I suppose that's good; my war is for Germany and killing civilians is not a hero's path. We surfaced after three quarters of an hour and the crew came up to watch the wreck sink. Karl had brought a camera which he passed up to me before running back to the engine room before Iwan clocked him for leaving the engines. All I could do was smile and take a photo (http://www.greyrose.net/SH3ImgGWSink1.jpg).
We returned by way of Wilhelmshaven. We only stayed the night so no shore leave; I wanted to get back to Kiel and ride through Kiel on my new BMW R5 while KdU figures out where to send me and my crew next.
I think, if they send us towards the Englischers again, we'll travel through the river. I always enjoyed sailing on it as a child.
---
Yeah, Grey Wolves. :up: :rock: :arrgh!: :yep:
Love the new music too. No Bir Mist Du Schon though.
Kpt. Lehmann
03-23-06, 02:22 AM
Midshipsnake, I'll be back on Monday to address your problems... please re-paste your post on one of the GW technical threads.
Great post Killamon... sounds like everything is working pretty much as intended!!! I'm glad you like it. :rock: :rock: :rock:
To all: please remember to post your problems in GW technical help threads.
This thread serves to give me an idea of success to problem ratio.
Thanks to all who have posted here. I know it might look like a cheerleading thread, but it is yielding other very important information as Cdr Gibs stated earlier here.
Cheers all!
See you Monday!
ironkross
03-23-06, 10:24 AM
As we discussed in another thread I am enjoying this mod after replacing the seafloor text w/ stock files. I will continue to play it this way until the seafloor patch is up. Good, no, great work on this mod.
Happy to be a GWizzer.
U-Bones
03-23-06, 11:42 AM
lol @ G Wizzer :rotfl:
lafeeverted
03-23-06, 12:08 PM
I do not have this mod installed so I don't have a reference to the loudness of GW. However, the enignes were actually very quiet inside the sub as well as when surfaced. if the engine room doors were closed, the sound of the engines was barely audible throughout the sub and almost silent on the surface. Especially if the hatch was closed. One would be able to tell what speed the engines were set to by the amount of vibration on the bridge more than the actual sound of the engines. If the engine room doors were open then the sound would of course be louder. There are a few quiet scenes in Das Boot were this is noticeable, the diesel sound is just background noise.
bsalyers
03-23-06, 03:01 PM
I started my first GW campaign recently in 1939 in a Type IIA out of Kiel. The harbor was bustling, and for the first time, I felt like I was inhabiting a world.
This morning, I made my first attack on a lone British tramp steamer. I have never enjoyed the hunt so much! I felt a thrill unlike even my most successful convoy attacks in my big Type IXD2 with all her torpedoes and power. From nervously trying to I.D. the ship to launching my one eel to the outrageous flames that engulfed her on impact, it was pure joy. The sound of the torpedo leaving the tube was shocking and so much more realistic than the stock game - I was sure they must've heard it in Downing Street!
I love everything about this mod; the ticking clock that bothers some others just adds to the tension for me.
The very first time I played, I experienced two severe lags, both when I went to targeting optics for the first time. It happened at the UZO and again at periscope. I thought I was frozen, so I brought up the task manager. When I saw that the app was still running, I switched back to it and the problem was gone. I had to do this once for both stations, then it never happened again.
My machine is a P-4 2.4 with a gig of RAM and a 256-MB ATI graphics card. I turn off all unnecessary programs and services before I load the game.
Questions: I'm playing at 100% realism and I noticed the update map contacts option is selected by default. Is the game intended to be played this way, or should I turn that off? Also, has anyone tried a night surface attack in GW yet? I quit even trying in the unmodded game, as it was nearly impossible to do without getting spotted (truly annoying, since it was, historically, a favored tactic).
Thanks to an outstanding team of developers for an outstanding contribution. In my opinion, Grey Wolves is a must-have.
:up:
Cybermagi
03-23-06, 05:06 PM
We departed Wilhelmshaven 15 Dec 1939 and headed towards our
assigned patrol grid AN25 at 07:57 hrs
The harbor was full of traffic as normal with numerous aircraft patroling the skies.
After 2 days cruise we reached our patrol grid at 00:30 Hrs.
I ordered a dive to periscope depth to check for any long range hydrophone contacts.
The sonar operator called out a contact moving slow at 275 so i surfaced the boat ran towards the bearing for a visual. after a few minutes the WO spoted a Tramp Steamer heading due south.
I ploted an intercept course and made flank speed to get in postion on her.
35 minutes later we had made it into position and started a high speed surface torpodeo run at her.
We closed to 800 meters at 17 knots, I ordered tube one fired and engines to slow.
The steamer crew never saw us!
The torpedo found it's mark with a large explosion, but my solution was a bit ahead of where i wished to hit.
the steamer was still afloat!
I ordered hands to the deck gun for a gunnery engagement.
fired 4 shells into her and she started to list hard to port and was getting low by the bow. We watched by the firelight of the steamers cargo as she sliped below the waves.
we have resumed our serach pattern looking for more contacts.
Overall a excellent Mod!
I've noticed most of the bugs/nitpicks already mentioned so i wont restate them.
Thanks to the whole team for this beauty
Mick520
03-23-06, 09:43 PM
No Problems what so ever!
Great FPS & no crashes!
System:
WinXP Pro SP2
AMD 64 4000+ San Diego s939
Asus A8N-SLI Delux Motherboard
SATA Maxtor 250 GIG HDD 7200RPM
Winfast PX7800GTX 256MB Forceware 84.21 Drivers
2048MB RAM
Great MOD guys!!!! :rock: :rock: :rock: :rock: :rock:
Yes I have started playing the mod and its excellent. I was wondering if you can change the Scharnhorst to be available up to March 1943 as she was around till Christmas Day of 1943 when she was sunk by the Duke of York. Also if we do put a torp in a merchant will she sink sometime or do we have to keep pumping more into her to get credit for the kill. Just wondering and also using the deck gun seems like you could use your entire ammuntion of one ship please advise how I should use my ammunition on a ship. Thanks :up:
Yes I have started playing the mod and its excellent. I was wondering if you can change the Scharnhorst to be available up to March 1943 as she was around till Christmas Day of 1943 when she was sunk by the Duke of York. Also if we do put a torp in a merchant will she sink sometime or do we have to keep pumping more into her to get credit for the kill. Just wondering and also using the deck gun seems like you could use your entire ammuntion of one ship please advise how I should use my ammunition on a ship. Thanks :up:
Well being the Grey Wolves mod is using the ship damage model from the NYGM mod it may take anywhere from a couple minutes to 2+ hrs for a ship to sink.
This is to add some uncertainty to the game.You will have to decide by watching the ship whether or not the torpedo/torpedoes you put into her will be enough or maybe you have to fire one more.
As for the deck gun...I find you should not use it as the primary weapon.It should be used as a finishing off weapon after you already have torpedoed the ship.Unless of course it is a small tug or fishing vessel or some such vessel like that.Then it can be used to sink it as a primary weapon.
But also realise that in real life the deck guns were not very efficient.So it will take some number of shells to put down even the smallest of vessels.
this look slike the propper thread to input...
i did a fresh install for sh3/gw. im using sh3 commander too boot up.
im writing a little ktb style log along and im gunna paste it here...
i started my first gw career with u94 out of st nazaire in spt 1940
U94
oberleutnant zur see Lothar Jandeleit
7th flotilla
st. nazaire, france
1st patrol
3rd november 1940
U94 left st nazaire port for his first patrol. the destination is the african waters sw of the canary islands.
6th november 1940
crossed the bay of biscay. weather conditions are perfect. current position is aprox 100km nw of cape ortegal.
8th november 1940
the weather is deterioating. overcast clouds and medium wind. limited visual range. the boat has reached a location aprox 600km w of lissabon, course 220 degrees.
10th november 1940
U94 reached a position 120km w of madeira, heading 210 degrees. weather conditions are perfect.
13th november 1940
assigned area reached. the boat will continue to patrol the sectors around DT29. weather conditions are good. no sightings.
14th november 1940
U94 investigated a single ship sighting, revealing a neutral brazilian steamer.
18th november 1940
weather is still perfect. clear visibility, but no further contatcs. U94 relocated towards the east, to cover a larger patrol area, south to the canary islands.
20th november 1940
sound contact. neutral steamer.
U65 reports heavy single traffic of freetown, and a convoy heading north. the boat adjusted its area of patrol accordingly.
21st november 1940
convoy sighted! the first night time attackrun got spoiled by an anemy corvette. depthcharged without damage. second run successfull. one large steamer sunk and a small steamer damaged, who fell behind and later stoped dead. counterattacked by two enemy corvetts. sunk the stoped small steamer, with 2 torpedoes (dud) and aprox 40 deckgun rounds. convoy chase resumed.
U94 regained contact. sucessfull daylight submerged attack. one medium steamer sunk, but the boat lost contact with the convoy due to being forced under water for a considerable time from an escort.
24th november 1940
in the morning hours of the 24th, U94 sighted a lone steamer. the target was sunk with the 3rd torpedo, after the first two missed or where dud. the boat´s torpedo reserve was down to one.
homebound course.
2nd december 1940
uboat reached a position nw of cape ortegal.
4th december 1940
U94 reached homeport, after a sucessfull first patrol. four steamers sunk with 20324 brt.
2nd patrol
20th december 1940
departured st nazaire base.
22nd december 1940
bay of biscay crossed. perfect weather conditions.
23rd december 1940
nighttime surface aproach on a single merchant steaming a sw course. double shot from tube one and four resulted in a premature explosion and a miss.
after aprox 60 deckgun hits, the steamer stoped and developed a severe list. the crew abandoned ship. coup de grace from the stern tube. the ship went under at around 21h.
24th december 1940
bdu vectors U94 to a convoy sighting in BE63 course s. two other boats already made contact.
after a four hour high speed pursuit, the boat established contact with the convoy, and imediatly attacked via a surface night run. U94 penetrated the escort screen, and score two hits on a medium and on hit on a small merchant at aprox 0400h. after sucessfully evading the scorts, U94 finished the straggeling damaged medium merchant with a third torpedo. the ship went under at 0615. resumed convoy chase.
smoke on horrizon. reastablished contact with the convoy at 1320. the BDU ordered U94 to remain in a shadowing position, for a joint night attack with other boats.
shortly after nightfall, U94 started its attack run. the boat tried to reach a firing position ahead of the colums, but was spotted by HMS Vidette. the v&w destroyer, imediatly raced towards U94. firing a starshell, and using its searchlights. The uboat tried to crashdive but was detected via asdic. without enough time to reach safer depths, the first salvo of depthcharges by HMS Vidette caused heavy damge to many systems and intense flooding. U94 managed to surface, and was now attacked by gunfire from the destroyer, and sunk. thirtytwo members of the crew, including Lothar Jandeleit, where taken prisioner.
Oberleutnant z. S. Lothar Jandeleit and U-94 surrendered to the Allies on 24DEC40. Lothar Jandeleit was sent to a POW camp in Scotland where he spent the rest of the war. Lothar Jandeleit was killed in a car accident in Berlin shortly after the surrender.
career results:
2 patrols (37 days)
ships sunk:
Harlingen 6775 tons
Fauna 2442 tons
Fort Longueuil 5553 tons
Moccasin Gap 5554 tons
Cedar Breaks 6889 tons
Santa Elisa 2167 tons
Louisburg 5051 tons
total tonnage: 34431
im playing my 2nd career atm with u551 starting out in feb 1941. i just left base for the 3rd patrol...
the general impression of gw is truely great. nice enhancements in many areas. im using stock seafloor, and i only have fps/stuttering probs when leaving base.
i have to admit that i kinda quited sh3 end of last year, because of issues with the campaign and the dd ai. i started playing again with iub last month, but again the dd ai was very unsatisfying, and i lost interest again.
playing gw now seems like a whole new thing in many regards to me, incl dd aggression, detection capabilities and stamina. actually, this is the first time ever, that i was sunk by depthcharges, or had to blow balast to surface, after being detected by a escort during a convoy aproach. i played some 70 patrols before, most of em in the 40-43 timeframe, and the dd´s where simply no threat.
im not sure what changes where done by gw included mods, but till now, it looks promising. on my 2nd career, 2nd patrol i was detected by a blackswan, who ganged up on my with a hunt dd. both of them gave me a good plastering, incl slight damages, and i had to go very deep and keep on maneuvering for over 2 hours game time. it was actually the first time that i saw a dd expanding his depthcharges. the hunt dd, with only a single rack, kept cantact, but was only able to do fake runs on me, after some time. curiously, this even had an effect, since he kept me under water for additional time, and i lost contact to the convoy coz of this. nice one
negs...
-clock ticking and repetitive background voices.
-there are way too many convoy sightings. i adjusted to decay time 0 and a smaller radius now, but tbh the only solution for this seems a reduced report probaility in the rnd layer.
-weird renown alocation. my first patrol on the 2nd career failed to acknowledge my sinking, altho i can see the ship names in sh3 commander log, but i still got heaps of renown. a m8 of mine told me that he recieved kc, kc oaks and swords after a single patrol where he baged 40k tonnage.
anyway... i keep playing and reporting. u551 is on the hunt!
lol ye the biggest neg. how could i forget. the nygm damage mod need ssome serious "looking into it" action. the damage model on the medium merchant is flawed. i know about the fact that not every single eel hit on a merchant was fatal, but this is definetly off. i guess its a prob with the way nygm alocates flooding, how the flodded compartments has influence on buoyancy, and the fact that a torpedo detonation causes no secondary structual damage, like ruptured bulkheads, broken shafts... etc etc
actualy the c2/medium merchant is the only ship where it seems unbearable to me. i have no probs with the c3/large merchant for example. two eels are usualy enough to at least make him stop dead.
Evil Duckie
03-25-06, 09:24 AM
Funny enough, I just sank a medium merchant with 2 torps... That is, the "she's going down" message appeared after the 2nd had hit and before the 3rd hit (wasted another eel...). She kept floating for a while though.
No major problems here, just recently started playing SH again after a few months hiatus.
System specs:
AMD 3800+ dual core
256 MB Geforce 6800+ powering a 20" widescreen monitor (looks great!)
2 Gb ram
Many thanks to everybody who contributed to this mod!
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.