View Full Version : The Grey Wolves Supermod
bigboywooly
08-06-06, 09:56 AM
Thanks bigboywooly you help have been fanstasic with problem of mine.:up:
I owe you.
Happy to help
Sink em all :yep:
mr chris
08-06-06, 12:09 PM
All sorted:rock: It took ages to go through the SCR file but have finshed!!
Started up the game and had no problems at all.
Tryed to add the Graf Zeppelin to my home port using the mission editor. But it never apeared when i went to start my patrol.:shifty:
Do you have to have to start a new career for it to work?
bigboywooly
08-06-06, 12:12 PM
All sorted:rock: It took ages to go through the SCR file but have finshed!!
Started up the game and had no problems at all.
Tryed to add the Graf Zeppelin to my home port using the mission editor. But it never apeared when i went to start my patrol.:shifty:
Do you have to have to start a new career for it to work?
No as long as you are in port between patrols you should see it
We will work on that when you get back from your patrol :up:
mr chris
08-06-06, 04:35 PM
All sorted:rock: It took ages to go through the SCR file but have finshed!!
Started up the game and had no problems at all.
Tryed to add the Graf Zeppelin to my home port using the mission editor. But it never apeared when i went to start my patrol.:shifty:
Do you have to have to start a new career for it to work?
No as long as you are in port between patrols you should see it
We will work on that when you get back from your patrol :up:
Thanks BBW.:up:
Have ended my patrol and what nightmare it was did not get very far had to turn back for base due to getting bombed of the north coast of sunny scotland. Ended up with major damage and was lucky to get back alive.
Thought the Graf Zeppelin might be there when i got back to base but alas she was still nowhere to be seen:hmm: .
moosenoodles
08-07-06, 08:11 AM
Hi there everyone,
Since I installed a fresh SH3 and GW mod ive had a strange issue but decided to leave it be for a while and just play the sim, well ill ask about it now as ive let it sit long enough lol
K do this in your head, sit on the bridge looking to the bow, draw an imaginery line through the centre of the U-Boat, now then when i pan my mouse to starboard within the right hands side 180 degrees of that imaginery line, with rough weather storms etc its all smooth as silk.
BUT, if i am to pan my mouse to port within the opposite sides 180 degree view within that imaginery line i get extreme slowdown on the viewing pleasure...
I find this extremely strange.. dont matter which direction im heading btw its always 180 degrees view to port while on the bridge...
Any ideas?
It seems exactly as i start to cross that imaginery line to port and stops as i get to the rear of the boat and cross into the starboards 180 degree view... it all goes smooth and fast then...
So im miffed, I even put the old seabed back over the GW one incase it was that,, but no its still the same :(
Any help appreciated...
James...(moose)
Sceptre666
08-08-06, 06:09 PM
So I, like a few others here, have found the black contacts to be quite annoying when trying to plot out attacks. I have read the instructions for reverting them, however I dont have a back up to retrieve the data files needed.
More problems arise as I try to reinstall the game to a new place, (Thus having two installations of the game.) but I find I am unable to do this. Any help would be greatly appreciated.
kapitanfred
08-08-06, 07:13 PM
To be honest, I haven't seen any black contacts whatsoever :)
Safe-Keeper
08-08-06, 08:29 PM
I used to have that same problem. If I turned the camera to the right, the game lagged nearly to the point of freezing. The same happened whenever I was within sight of shore. Edit: And when the camera was underwater.
I reinstalled the game and Grey Wolves and it works fine now.
THE_MASK
08-08-06, 11:24 PM
Does anyone else have this 'problem'? My crew seems to be standing a little too close to the uzo camera and the view I get now scares me to death. I literally nearly went overboard when I first looked around up there.
Now I'm all for realism but I do like to remain seated when sailing the seas. ;) I'm currently sailing an IXD2, maybe that helps.
http://img360.imageshack.us/img360/5131/sh3img182006151453578st1.th.jpg (http://img360.imageshack.us/my.php?image=sh3img182006151453578st1.jpg)
[edit - Just realised that I made a mistake. It wasn't the uzo cam of course, but just the normal binaculars.]
Anyone have a fix for this please .
Dillinger022
08-09-06, 02:52 AM
Hi there,
I have GW version 1.1 installed and need version 1.1a. Where do I find version 1.1a?
Is there a way to revert the water in GW back to the stock SHIII water because I find the water to be too dark (I like to take screenshots of submerged U-Boats and sunk ships)?
Thanks
bigboywooly
08-09-06, 03:41 AM
Hi there,
I have GW version 1.1 installed and need version 1.1a. Where do I find version 1.1a?
Is there a way to revert the water in GW back to the stock SHIII water because I find the water to be too dark (I like to take screenshots of submerged U-Boats and sunk ships)?
Thanks
You dont need 1.1A
Its the same as you have already except it ha s the bearing overlay fix and missing convoy map - at work at mo but will find you the links for them when get home - unless someones else does first:up:
Lost At Sea
08-09-06, 04:15 PM
Howdy all,
First, what a great mod you guys produced. I only came back to SH3 yesterday and immediately installed Grey Wolves, works, sounds and looks great.
Anyway, I just messed up my new stopwatch by dragging it to bottom left of the screen and it is somehow stuck behind the officers icons:damn:
I only blame myself, but is there a way to get it back up at the top of the screen?
I guess I can always reload a previous 'save' (which is prior to moving the stopwatch) but I would then lose some nice tonnage I grew fond of...
Can someone confirm if this is the only way?
cheers
bigboywooly
08-09-06, 04:19 PM
Howdy all,
First, what a great mod you guys produced. I only came back to SH3 yesterday and immediately installed Grey Wolves, works, sounds and looks great.
Anyway, I just messed up my new stopwatch by dragging it to bottom left of the screen and it is somehow stuck behind the officers icons:damn:
I only blame myself, but is there a way to get it back up at the top of the screen?
I guess I can always reload a previous 'save' (which is prior to moving the stopwatch) but I would then lose some nice tonnage I grew fond of...
Can someone confirm if this is the only way?
cheers
Should be back in place on your next reload - so save now and reload that save
Dont wanna waste that tonnage :up:
You may be able to move it in another screen
Lost At Sea
08-09-06, 05:23 PM
yep, got the bugger! Saved, exited game and reloaded. It was that simple, but i never think 'simple'...
Sceptre666
08-09-06, 06:53 PM
So I, like a few others here, have found the black contacts to be quite annoying when trying to plot out attacks. I have read the instructions for reverting them, however I dont have a back up to retrieve the data files needed.
More problems arise as I try to reinstall the game to a new place, (Thus having two installations of the game.) but I find I am unable to do this. Any help would be greatly appreciated.
Anyone?
The Old Ferenczy
08-09-06, 08:05 PM
Hi all ...new to SH3 and GW...enjoying them both...but I have a minor annoyance...not sure if its just me or something else...
When I zoom into max (or nearly so) on the nav plot (TDS also) there is the compass overlay (great concept) BUT my ship is off-center...making it complety useless to me....any suggestions on a fix?
zzsteven
08-09-06, 08:16 PM
So I, like a few others here, have found the black contacts to be quite annoying when trying to plot out attacks. I have read the instructions for reverting them, however I dont have a back up to retrieve the data files needed.
More problems arise as I try to reinstall the game to a new place, (Thus having two installations of the game.) but I find I am unable to do this. Any help would be greatly appreciated.
Anyone?
What files are you looking for? Not going to go back and read through 14 pages, sorry.
zz
Safe-Keeper
08-09-06, 09:21 PM
Just chiming in with a request for the next release:
Could you make the Kiel canal a bit deeper, please? As it is, it takes an eternity to get through it on 4x time compression, and I don't really want to change the max compression for shallow waters:-?.
kapitanfred
08-09-06, 09:47 PM
Just chiming in with a request for the next release:
Could you make the Kiel canal a bit deeper, please? As it is, it takes an eternity to get through it on 4x time compression, and I don't really want to change the max compression for shallow waters:-?.
I changed the Time Compression "near land" to x64 in SH3 Commander. No hassles there if you want to get through quick. Also it's not necessarily the depth but being close to land that causes restrictive time compression.
Hi all ...new to SH3 and GW...enjoying them both...but I have a minor annoyance...not sure if its just me or something else...
When I zoom into max (or nearly so) on the nav plot (TDS also) there is the compass overlay (great concept) BUT my ship is off-center...making it complety useless to me....any suggestions on a fix?
The boat is off-center in the stock game too. I´m not a modder, so I cant really say if it is hardcoded or anything.
oilburner
08-10-06, 11:38 PM
I'm also looking for the files to go from 1.1 to 1.1a..anybody have a link?
kapitanfred
08-11-06, 01:31 AM
I'm also looking for the files to go from 1.1 to 1.1a..anybody have a link?
You can check McBeck's site here: http://www.silenthunter.dk/
In the Silent Hunter II link the downloads section. The 1.1a is the 1.1 overlay fix as shown there
Just chiming in with a request for the next release:
Could you make the Kiel canal a bit deeper, please? As it is, it takes an eternity to get through it on 4x time compression, and I don't really want to change the max compression for shallow waters:-?.
It's not how deep it is, it's how wide it is that triggers the land proximity, I've already made it about 3 times wider than the real one, It wouldn't be practical to make it wider.
Ref
GlobalExplorer
08-13-06, 12:32 PM
I hope this has not been asked many times before, but are there plans to include the new British submarines?
I imagine just a couple of them sitting in Valetta in front of the Lazaretto .. so I can sneak in to torpedoe them ..
kapitanfred
08-14-06, 12:58 AM
That sure would be great:rock:
Aye! Stop asking what will be on the next release! You wont open your christmas presents beforehand either, do you? ;)
My answer: Maybe, maybe not. :rotfl:
I just started a career with the files that are somewhat ready for GWX and all I can say is W-O-W. :)
kapitanfred
08-14-06, 05:37 PM
Aye! Stop asking what will be on the next release! You wont open your christmas presents beforehand either, do you? ;)
My answer: Maybe, maybe not. :rotfl:
I just started a career with the files that are somewhat ready for GWX and all I can say is W-O-W. :)
I do :rotfl:
Aye! Stop asking what will be on the next release! You wont open your christmas presents beforehand either, do you? ;)
My answer: Maybe, maybe not. :rotfl:
I just started a career with the files that are somewhat ready for GWX and all I can say is W-O-W. :)
I do :rotfl:
Stop doing it at once or I´ll tell the old man not to give you any new versions of the TGW! :rotfl:
Safe-Keeper
08-14-06, 06:30 PM
Aye! Stop asking what will be on the next release! You won't open your christmas presents beforehand either, do you?
Of course I do. Don't you:p?
Aye! Stop asking what will be on the next release! You wont open your christmas presents beforehand either, do you? ;)
My answer: Maybe, maybe not. :rotfl:
I just started a career with the files that are somewhat ready for GWX and all I can say is W-O-W. :)
When I was child, I always wanted to know, what presents are for me before Christmas night :up:
Your W-O-W sounds very interesting - does GWX campaign really looks much better than GW 1.1a? I wait for GWX like child for Christmas presents, I hope I will be delighted.
I hope I will not wait for GWX up to Christmas :D
mcsquared
08-17-06, 11:04 PM
Installed your mod on a clean SH III installation (from the DVD) modified to 1.04b but the Panama and Suez canals do not show up on the navigation map. Any help would be very appreciated.
bigboywooly
08-18-06, 12:30 AM
Installed your mod on a clean SH III installation (from the DVD) modified to 1.04b but the Panama and Suez canals do not show up on the navigation map. Any help would be very appreciated.
Have you zoomed in real close ?
They will only show that way as only narrow strips of water
VonHelsching
08-18-06, 12:41 AM
Have you tried higher magnification (zoom in)?
mr chris
08-18-06, 04:54 PM
Have tryed to play GW online with other members of this great froum but we keep getting CDT's just wondered if the was a mulitplayer glitch with GW that we are not aware of.
bigboywooly
08-18-06, 08:01 PM
Have tryed to play GW online with other members of this great froum but we keep getting CDT's just wondered if the was a mulitplayer glitch with GW that we are not aware of.
Not sure if you all have be the same ie; GW1.1A and no addons
Changes to the basic cfg dont seem to matter but not sure about any other stuff
I know your install is adapted MC so maybe the thing to do is have a dual install with a regular "as downloaded" GW1.1A for multiplayer
mr chris
08-19-06, 03:13 AM
Have tryed to play GW online with other members of this great froum but we keep getting CDT's just wondered if the was a mulitplayer glitch with GW that we are not aware of.
Not sure if you all have be the same ie; GW1.1A and no addons
Changes to the basic cfg dont seem to matter but not sure about any other stuff
I know your install is adapted MC so maybe the thing to do is have a dual install with a regular "as downloaded" GW1.1A for multiplayer
Thanks for the adivce BBW.:up:
Laffertytig
08-19-06, 09:24 AM
ive downloaded all files from the official site and they are all bin files. when i run the exe. it says it cant find the files. do i have to unzip these bin files or what?
ps, are these files from the gw site the latest files?
bigboywooly
08-19-06, 09:37 AM
ive downloaded all files from the official site and they are all bin files. when i run the exe. it says it cant find the files. do i have to unzip these bin files or what?
ps, are these files from the gw site the latest files?
Have you put all 5 file in the same folder ? then run the exe
Laffertytig
08-19-06, 09:39 AM
yes, it asks me to insert a setup disk???
bigboywooly
08-19-06, 09:41 AM
yes, it asks me to insert a setup disk???
Most odd
I just placed all 5 in one folder and ran the exe and away it went
Maybe JSCones can answer this one for you
ive downloaded all files from the official site and they are all bin files. when i run the exe. it says it cant find the files. do i have to unzip these bin files or what?
ps, are these files from the gw site the latest files?
It must be a download problem, check the file sizes (right click on the file and select properties) they should be as follows
TGW11-1.bin -> 178,754,720 bytes
TGW11-2.bin -> 179,300,000 bytes
TGW11-3.bin -> 179,300,000 bytes
TGW11-4.bin -> 179,154,250 bytes
TGW11.exe -> 545,197 bytes
Ref
Laffertytig
08-19-06, 09:51 AM
yeah the sizes are different. where can i download the latest files from? file front takes to long
forget all that. i just checked the file sizes and they are the same size. why is it asking for a disk?
TGW11a-1 size 178,751,648
size on disk 178,753,536
is this file ok? as i say i get an error message saying files cant be found please insert disk
mcsquared
08-19-06, 12:00 PM
I have recently installed the GW mod over a clean (off the DVD) SH III install with the SH III 1.4b patch. In looking at the nav map, I do not see the Suez and Panama canals. Any help would be appreciated.
mcsquared
08-19-06, 12:17 PM
I tried very high magnification and DID find both canals. Perhaps it would better to list their names on the nav map? I do get CTDs when I scan the nav map far to the east towards Siberia. Sorry, about the duplicate posts on this subject!
Laffertytig
08-19-06, 02:02 PM
ok im gonna try a clean install n see what happens
zzsteven
08-19-06, 02:43 PM
I tried very high magnification and DID find both canals. Perhaps it would better to list their names on the nav map? I do get CTDs when I scan the nav map far to the east towards Siberia. Sorry, about the duplicate posts on this subject!
The CTD is a feature of Stock SH3.
zz
yes, it asks me to insert a setup disk???
I've JUST installed it (last night) for the first time, and it did that to me. Unzip all those into your folder, for me they ended up each in their own folders. So, take the final file out of their own folders and put them in the main folder with the executive file, so that the file that puts them together can 'look directly' at the four parts. When I did that, it installed like a champ!
NICE graphic improvement to the game, by the way, and your U-boat homeports are BUSY now!
I would like to use the additional merchants in the SH3Commander Combined Skin Pack. Is this already included in GW1.1A?
If not, do I need to separately install Sergbuto's Additional Mechant v2.0 first (as per the instructions!), or is Sergbuto's mod already ncluded in GW?
Neither appear to be directly referenced in the list of inclusions (or am I blind?)
Thanks
Vermin
bigboywooly
08-20-06, 05:23 AM
I would like to use the additional merchants in the SH3Commander Combined Skin Pack. Is this already included in GW1.1A?
If not, do I need to separately install Sergbuto's Additional Mechant v2.0 first (as per the instructions!), or is Sergbuto's mod already ncluded in GW?
Neither appear to be directly referenced in the list of inclusions (or am I blind?)
Thanks
Vermin
Yes you are blind :rotfl: :rotfl:
Sergs additional merchants are included in GW although in the readme it lists them individually so I let you off that
Laffertytig
08-20-06, 12:43 PM
well just tryed a clean install with the same result. it just isnt hapnin for me. do i need some kind of program to unzip the files or what?
THE_MASK
08-20-06, 05:09 PM
download the last file and click on it to execute the program
I would like to use the additional merchants in the SH3Commander Combined Skin Pack. Is this already included in GW1.1A?
If not, do I need to separately install Sergbuto's Additional Mechant v2.0 first (as per the instructions!), or is Sergbuto's mod already ncluded in GW?
Neither appear to be directly referenced in the list of inclusions (or am I blind?)
Thanks
Vermin
Yes you are blind :rotfl: :rotfl:
Sergs additional merchants are included in GW although in the readme it lists them individually so I let you off that
Thanks :D (She Who Must Be Obeyed would agree with you! :roll: )
So I can add the skins directly with JSGME now?
Rgds
One Blind Mouse
mikaelanderlund
08-23-06, 05:55 AM
Dear Devteam,
When can we expect the new GWX and which new features can I expect? I like your super mod GW 1.1a very much :yep: and I have use it for a long time. but I think it's time for me to test a new one and GWX would be a great super mod to start with :D .
cheers, Mikael
bigboywooly
08-23-06, 06:31 AM
I would like to use the additional merchants in the SH3Commander Combined Skin Pack. Is this already included in GW1.1A?
If not, do I need to separately install Sergbuto's Additional Mechant v2.0 first (as per the instructions!), or is Sergbuto's mod already ncluded in GW?
Neither appear to be directly referenced in the list of inclusions (or am I blind?)
Thanks
Vermin
Yes you are blind :rotfl: :rotfl:
Sergs additional merchants are included in GW although in the readme it lists them individually so I let you off that
Thanks :D (She Who Must Be Obeyed would agree with you! :roll: )
So I can add the skins directly with JSGME now?
Rgds
One Blind Mouse
IIRC the SH3Commander Combined Skin Pack gets added into SH3commander
Any other skin packs you can use the JSGME for :up:
mr chris
08-23-06, 12:58 PM
Have just reinstalled GW but did not tick any of the amosphere addons at the start of the install. when i was on patrol i noticed that at night it is not night any more one half of the screen looks as if the sun as just gone down and the other side looks like it is just starting to get dark and this is at middnight when it should be dark all over. Was wondering if this was a stock bug or do you have to play with one of the atmosphere addons to have a proper night sky?
Have played GW up to this point with the 8km atmosphere addon and had no dramas at all.
Any help or thoughts apreciated.
alito2k5
08-24-06, 04:19 AM
Hello all!
Hi, I just downloaded GW and made an installation to a fresh SHIII install patched to 1.4b. The game starts fine. I manage to select the campaign starting year and get to the main room (i.e. the room where you can do the upgrades, crew files, etc.), however once i decide to start the mission I get a CTD. THis happens just before going into the sub.
My sistem is a P4 3.0GHz with 2GB RAM and a Nvidia 7600GT
Any help is appreciated. Thanks!
kylania
08-24-06, 01:07 PM
Hi all! First off, great job with this add-on, it looks pretty impressive.
I did have three issues I was wondering if anyone could help address.
1. Underwater is virtually impossible to see in.
2. The Freeview camera default speed is considerably slower than default.
3. Being a total newbie, I suck, so the NYGM Ship Damage mod is killing me.
Back about 12 pages I saw reference to SH3Commander for changing the underwater lighting, so I'll try that out tonite.
As for #2, is there anyway to increase the pan speed of the free view camera? Default install was a very good speed and felt comfortable, but the new speed is way too sluggish.
And I saw a post from another newbie like me that had the same problems with torpedos I did last nite in the FIVE attempts to finish the torpedo tutorial. :) I just couldn't hit anything! So I'm wondering, since the NYGM stuff is part of the "core" GW install, is it possible to uninstall just that? Or tone it down a bit?
Well, thanks all for your help and I'm looking forward to learning more about Silent Hunter!
Hi all! First off, great job with this add-on, it looks pretty impressive.
I did have three issues I was wondering if anyone could help address.
1. Underwater is virtually impossible to see in.
2. The Freeview camera default speed is considerably slower than default.
3. Being a total newbie, I suck, so the NYGM Ship Damage mod is killing me.
Back about 12 pages I saw reference to SH3Commander for changing the underwater lighting, so I'll try that out tonite.
As for #2, is there anyway to increase the pan speed of the free view camera? Default install was a very good speed and felt comfortable, but the new speed is way too sluggish.
And I saw a post from another newbie like me that had the same problems with torpedos I did last nite in the FIVE attempts to finish the torpedo tutorial. :) I just couldn't hit anything! So I'm wondering, since the NYGM stuff is part of the "core" GW install, is it possible to uninstall just that? Or tone it down a bit?
Well, thanks all for your help and I'm looking forward to learning more about Silent Hunter!
Don't worry about being a newbie-we all were once:D
1.The under-water visibility in GW is lower than the original but you can change it with SH3CMDR as you have found out.
2.If you hold down the shift key,you can pan the camera a lot faster.
3.While having some issues,the NYGM dmg model is much better than the original if you ask me.The "core" of the dmg model is in the zones.dat file I think,so that might be the place to get rid of it but that might have some effects on other parts of GW.
bigboywooly
08-24-06, 01:29 PM
Hi all! First off, great job with this add-on, it looks pretty impressive.
I did have three issues I was wondering if anyone could help address.
1. Underwater is virtually impossible to see in.
2. The Freeview camera default speed is considerably slower than default.
3. Being a total newbie, I suck, so the NYGM Ship Damage mod is killing me.
Back about 12 pages I saw reference to SH3Commander for changing the underwater lighting, so I'll try that out tonite.
As for #2, is there anyway to increase the pan speed of the free view camera? Default install was a very good speed and felt comfortable, but the new speed is way too sluggish.
And I saw a post from another newbie like me that had the same problems with torpedos I did last nite in the FIVE attempts to finish the torpedo tutorial. :) I just couldn't hit anything! So I'm wondering, since the NYGM stuff is part of the "core" GW install, is it possible to uninstall just that? Or tone it down a bit?
Well, thanks all for your help and I'm looking forward to learning more about Silent Hunter!
Your best bet would be complete the acadamy with stock game and then add GW for your career
It does make sinking ships harder but IIRC there will be a new more balanced damage model in the up and coming GWX
kylania
08-24-06, 02:07 PM
Thanks for the responses!
Another question, will the increased resolution patch, the dx9res10.zip thing from Kegetys, work with GW? I have a 21" widescreen and would love to run in it's native 1650x1050.
bigboywooly
08-24-06, 03:01 PM
Thanks for the responses!
Another question, will the increased resolution patch, the dx9res10.zip thing from Kegetys, work with GW? I have a 21" widescreen and would love to run in it's native 1650x1050.
Dont use it myself but AFAIK it does work
There are some threads about it somewhere - Have a search of the forums
supposedtobeworking
08-24-06, 03:12 PM
Ok I have been trying to get confirmmation on this, and have been told different answers by different users---I am using GW 1.1a and want to install the extended unified campaign for GW+NYGM.
I was told by one that it works with 1.1a no problems and by another that it was made for GW 1.0, but may not be compatible 1.1a....anyone else use it with no problems on 1.1a??
I do have JCGME so if i use that i guess u could disable and undo any problems(?)
Ok I have been trying to get confirmmation on this, and have been told different answers by different users---I am using GW 1.1a and want to install the extended unified campaign for GW+NYGM.
I was told by one that it works with 1.1a no problems and by another that it was made for GW 1.0, but may not be compatible 1.1a....anyone else use it with no problems on 1.1a??
I do have JCGME so if i use that i guess u could disable and undo any problems(?)
It was made for GW 1.0 and the earlier version of the NYGM, so it might work, but not fully. OR it might not work at all.
supposedtobeworking
08-24-06, 05:28 PM
hmm...ok, dowly you are on the GW team right.. so i guess you would know for sure...thx
but how will I know if it kind of works or doesn't at all...CTD? or would i be looking for more subtle signs? it is a prob i have with adding certain mods--if they're not totally graphics oriented then i really am not sure if they are working...
kylania
08-24-06, 07:00 PM
SH3 Commander worked like a charm for making the water brighter. The resolution file worked great as well! Learning more about *how* to use torpedos I finally got an Excellent (with GW!) on the torpedo training mission.
Camera is still *really* slow by default, just as slow as the Ctrl-Arrow "slower" speed. The Shift-Arrow "faster" camera is super fast as usual, but way too fast for close in work. Oh well.:hmm:
Thanks for everyone's efforts with mods and answers to questions!
Edit: Yay! Just finished my first patrol and sunk my first ship! You can see screenshots of it in my gallery at:
http://www.kylania.com/gallery
hmm...ok, dowly you are on the GW team right.. so i guess you would know for sure...thx
but how will I know if it kind of works or doesn't at all...CTD? or would i be looking for more subtle signs? it is a prob i have with adding certain mods--if they're not totally graphics oriented then i really am not sure if they are working...
As things are changed from the earlier versions of the GW & NYGM, I´d say either the campaign files would be messed or the might be some issues with 'new changes' made for both mods. That would cause it to CTD, most likely. As I said, you cant get it 100% working. :up:
Surf rider
08-25-06, 09:05 AM
Hello all.Now i've been playing GW for a 2 weeks ,and i had to say it is a totally great realism addon to SH3 .This is my first post to this forum.Is it possible to put Das boot officers mod v.2 to in GW?.It would be nice addon to it.I haven't try it, because i affraid that the whole game crashes.
Sailor Steve
08-25-06, 10:54 AM
The Das Boot Officers Mod is a graphics mod; It won't affect anything at all. I use it along with the 6-Dials Simfeeling mod and others, including some from GW, with no trouble at all.
U-snafu
08-25-06, 12:33 PM
hmm...ok, dowly you are on the GW team right.. so i guess you would know for sure...thx
but how will I know if it kind of works or doesn't at all...CTD? or would i be looking for more subtle signs? it is a prob i have with adding certain mods--if they're not totally graphics oriented then i really am not sure if they are working...
A friend of mine (who doesn't visit these forums much) had tried the unified campaign with GW1.1a. game seemed to work fine at first --but then a few patrols in ---it would crash at certain instances (approaching certain convoys,ports, or areas on map, etc.) finally he got to the point he could not load a save after a few patrols.------didn't know what files were corrupting only that it was more hassel then worth.------
supposedtobeworking
08-25-06, 01:23 PM
ok well that says it all i guess, no unified campaign for me...thanks for letting me know.
mr chris
08-25-06, 02:01 PM
Have just reinstalled GW but did not tick any of the amosphere addons at the start of the install. when i was on patrol i noticed that at night it is not night any more one half of the screen looks as if the sun as just gone down and the other side looks like it is just starting to get dark and this is at middnight when it should be dark all over. Was wondering if this was a stock bug or do you have to play with one of the atmosphere addons to have a proper night sky?
Have played GW up to this point with the 8km atmosphere addon and had no dramas at all.
Any help or thoughts apreciated.
bigboywooly
08-25-06, 02:03 PM
Have just reinstalled GW but did not tick any of the amosphere addons at the start of the install. when i was on patrol i noticed that at night it is not night any more one half of the screen looks as if the sun as just gone down and the other side looks like it is just starting to get dark and this is at middnight when it should be dark all over. Was wondering if this was a stock bug or do you have to play with one of the atmosphere addons to have a proper night sky?
Have played GW up to this point with the 8km atmosphere addon and had no dramas at all.
Any help or thoughts apreciated.
Just reinstall again with the 8km ticked MC - the easiest way
I might be wrong but it needs one of the Atmospheres ticked
Though if I were you I would make a copy of your scr - all the work you have done to it
mr chris
08-25-06, 02:09 PM
Have just reinstalled GW but did not tick any of the amosphere addons at the start of the install. when i was on patrol i noticed that at night it is not night any more one half of the screen looks as if the sun as just gone down and the other side looks like it is just starting to get dark and this is at middnight when it should be dark all over. Was wondering if this was a stock bug or do you have to play with one of the atmosphere addons to have a proper night sky?
Have played GW up to this point with the 8km atmosphere addon and had no dramas at all.
Any help or thoughts apreciated.
Just reinstall again with the 8km ticked MC - the easiest way
I might be wrong but it needs one of the Atmospheres ticked
Was playing with the 8km ticked before but when you went on external cam the was a cricle around the boat where everything was ok but outside of this the sea was flat and lifeless. but without it ticked i everything is great except the problem with the night sky.
I was told by one that it works with 1.1a no problems and by another that it was made for GW 1.0, but may not be compatible 1.1a....anyone else use it with no problems on 1.1a??
I am. I play GW 1.1a and unified campaign for GW without problems. I am now on my 13 patrol.
scrapser
08-28-06, 06:06 PM
I just installed GW and later found out there's a navmap tools mod made for GW as well. I used to use NavMapTools 1.3 and am glad to see something similar is available here. I also enabled Wazoo's Nomograph and Clean Map which places the nomograph vertically on the right hand side of the map. I got no conflict message using the mod enabler program so I think I'm good.
Question...
I also like the full vulnerablity manual but see that conflicts with GW. Was this something left out on purpose or will there be a version for GW at some point?
So far, everything seems to be running okay and the visuals are fantastic.
scrapser
Kpt. Lehmann
08-29-06, 09:05 AM
This file corrects the entries that can cause torpedo load completion failure when using the24 Hour fatigue model option in GW.
This file is JGSME ready. Enjoy.:up: :up: :up:
http://rapidshare.de/files/31194701/GW_24_Hour_Fatigue_Fix.zip.html (http://rapidshare.de/files/31194701/GW_24_Hour_Fatigue_Fix.zip.html)
I have updated the first post to include this information as well.
mauller0611
08-29-06, 10:23 AM
Just started running GW and am really enjoying additions to SHIII, which I had put away. Still early in the campaign, but I'm wondering how one finds and uses any Milkcow or other UB for replenishment while at sea. As to the discussion about choppy performance in harbors, I'm finding that it settles in fine, and heading out with the sense of all the activity and comrades surrounding my boat is very realistic. Does the heart good...at least in 1940. Thanks, all, for the time and effort on GW. Made the best better.
fredbass
08-29-06, 11:08 AM
Still early in the campaign, but I'm wondering how one finds and uses any Milkcow or other UB for replenishment while at sea.
you just dock to them once you're close enough. Hit escape as you get near the location and when it gives you option to dock their, then go ahead and do it.
Hi All !
Where can I find the renown values for each ship in GW 1.1 ?
Many thanks for your help.
Salute !!!
mauller0611
08-29-06, 11:28 AM
OK, Thanks.
bigboywooly
08-29-06, 12:16 PM
Hi All !
Where can I find the renown values for each ship in GW 1.1 ?
Many thanks for your help.
Salute !!!
Same place you can in the stock game
In C:\Program Files\Ubisoft\SilentHunterIII\data\Sea
Look in the cfg file for the ship you want
ClassName=CLFiji
UnitType=6
MaxSpeed=32
Length=169
Width=18.9
Mast=44.8
Draft=5
Displacement=10725
RenownAwarded=430
MadPenetrator
08-29-06, 02:49 PM
Hi all. I've been playing SH3 vanilla for about 6 patrols now, and have really enjoyed it except for charting (map scrolling and zooming is very clunky), and the periscope (determining nationality and range is nearly impossible for me.)
So I thought I'd try GW since it's designed for high-realism players, hoping it'd at least help with these issues, and to see what else it offered. It does help :) One thing I noticed right away though is almost no engine noise, and almost no screw noise from my sub or other ships, even at flank speed. I can sit at the hydrophone and listen to a cruising destroyer 500 meters away and hear almost nothing. Standing on the bridge, I can barely hear my sub. It makes me feel very disconnected.
On the other hand, when diving, I love hearing the tanks flooding! When blowing ballast, I hear the guy yell, "Blowing ballast", but I can't really hear that happening.
In some ways, then, the sound is better than vanilla, and in some ways worse. Since so much work got put into it, I'm thinking that something may not be working correctly for me? I looked for other threads on this topic and didn't see anything too relevant. Installed into SH3 folder straight over vanilla 1.4B.
Any tips or suggestions of things I might try, or is this just how the sound is?
In the file de_menu.txt I've found a glitch inherited after some previous mod - it's present in RUB v1.45 too. When you sink a vessel a message shows up, originally telling you if you destroyed an enemy, neutral or friendly unit. Some previous mod deleted information concerning allegiance but left redundant spaces. Nothing big but I thought it's worth correcting. :)
is:
4140= Einheit zerstört
4141= Einheit zerstört
4142= Einheit zerstört
should be:
4140=Einheit zerstört
4141=Einheit zerstört
4142=Einheit zerstört
Another thing is that with GW I don't see the sunk ship marks on nav map which where present earlier (in RUB?). I liked that. ShipDestroyed.tga is in place and it's entry in maps.cfg also. Is it because I have disabled auto contact map updates? This is how it used to look:
http://images3.fotosik.pl/144/38ef82fd26aaa55d.jpg
Notewire
08-30-06, 11:57 AM
Ok, I am an old hand at SH3, been playing for years and modding and loving it - but I am new to these forums and my recent play has been interrupted by a year by my - er, real world deployments.
I absolutely play for max realism, on very low time compressions (rarely above 32, except ocean crossing) but I also play for the outstanding atmosphere and look of the game.
So coming back, with IUB and RUB long gone - looking at Grey Wolves and NYGM - both seem to be very good mods. Can they be used together? I know Grey Wolves has had the insight to take some very good NYGM concepts (ala the Damage Model) and incorporate them. But the manual at NYGM is very good and describes some of the realism concepts to the base game.
Specifically, has GW addressed "hovering" submarines, or premature detonating and deep running torpedo's? I also saw a question in one of the links concerning an explanation of GW 24 and 8 hour fatigue mods, are they imported from the ole Real Fatigue (I think I saw that in the readme.
At any rate, both mods are worlds above where we were a year ago - well done!!!
Can you mod NYGM with JSGME over GW's without crashing it? Would that be redundant? I have searched the forums and haven't seen a good compare/contrast thread - or maybe that would be inappropriate given the amount of really hard work put into each.
I would like to close by saying, if you know the answers to any of the above, please help an old salt out. I am sure all of the above should be known to me, and is somewhere in these forums, but after several hours of searching, I thought I would just ask!
bigboywooly
08-30-06, 01:47 PM
Ok, I am an old hand at SH3, been playing for years and modding and loving it - but I am new to these forums and my recent play has been interrupted by a year by my - er, real world deployments.
I absolutely play for max realism, on very low time compressions (rarely above 32, except ocean crossing) but I also play for the outstanding atmosphere and look of the game.
So coming back, with IUB and RUB long gone - looking at Grey Wolves and NYGM - both seem to be very good mods. Can they be used together? I know Grey Wolves has had the insight to take some very good NYGM concepts (ala the Damage Model) and incorporate them. But the manual at NYGM is very good and describes some of the realism concepts to the base game.
Specifically, has GW addressed "hovering" submarines, or premature detonating and deep running torpedo's? I also saw a question in one of the links concerning an explanation of GW 24 and 8 hour fatigue mods, are they imported from the ole Real Fatigue (I think I saw that in the readme.
At any rate, both mods are worlds above where we were a year ago - well done!!!
Can you mod NYGM with JSGME over GW's without crashing it? Would that be redundant? I have searched the forums and haven't seen a good compare/contrast thread - or maybe that would be inappropriate given the amount of really hard work put into each.
I would like to close by saying, if you know the answers to any of the above, please help an old salt out. I am sure all of the above should be known to me, and is somewhere in these forums, but after several hours of searching, I thought I would just ask!
No am afraid they dont work on top of one another
Try a dual instal and have them both :up:
Notewire
08-30-06, 04:35 PM
Did you dual install? What are the relative strengths and weaknesses - or is it just a matter of atmospheric preference? I am trying for a low/no TC realistic campaign. Please advise.
bigboywooly
08-30-06, 04:43 PM
Did you dual install? What are the relative strengths and weaknesses - or is it just a matter of atmospheric preference? I am trying for a low/no TC realistic campaign. Please advise.
Lol I have around 5 installs at the moment for various reasons
Both have thier merits
NYGM claims to be the more realistic one and many see GW as mere eye candy but its much more than that believe me
To get an honest feel for both mods there is nothing better than to try them both
Every body has an opinion to which is the best but the only one who can make your mind up is you :up:
Good hunting
Fat Bhoy Tim
08-31-06, 06:00 AM
So I thought I'd try GW since it's designed for high-realism players, hoping it'd at least help with these issues, and to see what else it offered.
GW is primarily for immersion, NYGM is for realism. Okat thats not 100% true, but NYGM doesn't faff about with the fancy stuff.
Personally I prefer GW though
It's been said a lot of times:NYGM and GW are "real" from a subjective point of view.Everyone sees reality in a different way.Some may consider GW as being "Real" and some would consider NYGM as being "real" .I preffer to have dual installs and support both teams in what they do.
It's been said a lot of times:NYGM and GW are "real" from a subjective point of view.Everyone sees reality in a different way.Some may consider GW as being "Real" and some would consider NYGM as being "real" .I preffer to have dual installs and support both teams in what they do.
Here Here good post :up:
scrapser
08-31-06, 09:31 PM
I'm on my first patrol using GW. Early on, I received a message saying not to attack any capital ships so as not to embarass the British. What happens if you do anyway? I also noticed it's much harder to intercept convoys. I got a report and intercepted in the general direction only to find out later the convoy had taken a hard turn and were way off my position. Another time, I was close enough to get some spot sightings and when I moved to a better intercept point, they were gone!
scrapser
bigboywooly
08-31-06, 10:05 PM
I'm on my first patrol using GW. Early on, I received a message saying not to attack any capital ships so as not to embarass the British. What happens if you do anyway? I also noticed it's much harder to intercept convoys. I got a report and intercepted in the general direction only to find out later the convoy had taken a hard turn and were way off my position. Another time, I was close enough to get some spot sightings and when I moved to a better intercept point, they were gone!
scrapser
Welcome to the world of the Uboat Kpt :rotfl:
Yes you will have to search for your convoys - they do make turns - not only to change course but to avoid uboats
Track the convoy from a distance - dont let it leave your vision\hydraphone range while trying to outflank it
If you see a capital ship sink the sucker and let BDU deal with it
You wont run into them that often so make the most of it
Sailor Steve
09-01-06, 05:19 PM
I'm on my first patrol using GW. Early on, I received a message saying not to attack any capital ships so as not to embarass the British. What happens if you do anyway?
Nothing. Those messages are copies of real messages sent during the war; they are there for flavor only.
I try to always obey them...for flavor only.:sunny:
scrapser
09-01-06, 05:34 PM
Good, because I still like taking a trip down to the Gibraltar Straits and knocking off a couple BB's or carrier. So far I like this mod but still getting used to the contacts being all black and having to identify ships before attacking them (hard to do at night). The erratic convoy movement is a pain but does add to the challenge.
In a previous stock campaign, I was lucky enough to sink 5 BB's and a carrier in one patrol. I know that's not realistic but it was a hell of a lot of fun. Capital ship encounters is something I'm looking forward to in SH4.
scrapser
Anachronous
09-02-06, 04:24 AM
Couple bugs I've noticed so far, after a couple hours play of GW1.1a.
1. Minefield collisions out of various starting ports with waypointed harbour traffic.
2. Wrong bridge textures for the VII sub. They are of different colour, texture and lower quality than the rest of the sub.
3. Freetown has some ships half up on the dock walls.
4. Trying to transfer to 11th flotilla, transfers me to the 29th.
Hello.
By trying TGW 1.1a, I found that the detection of DD worked in a strange manner.
By examining the sim.cfg file, I found that he had a curious structure?
[Hydrophone]
Detection time=1 ;[s]
Sensitivity=0.04 ;(0..1)
Height factor=0 ;[m]
;Range factor=1 ;[>=0]
;Fog factor=0 ;[>=0]
:Light factor=0 ;[>=0]
Waves factor=0.8 ;[>=0]
Speed factor=15 ;[kt]
;Enemy speed=0 ;[>=0]
;Aspect=0 ;[>=0]
Noise factor=0.9 ;[>=0]
;Sensor height factor=0 ;[>=0]
Already tracking modifier=20 ;[detection probability modifier]
Decay time=150 ;[>0] already tracking bonus decay, in seconds
Uses crew efficiency=true ;[true or false]
Why this ":" and a certain number of data seem to have been added from sensors.cfg.
Bug or special settings of TGW I ask question ?
Thank you for helping me to find answer.
Kpt. Lehmann
09-02-06, 08:00 PM
Hello.
By trying TGW 1.1a, I found that the detection of DD worked in a strange manner.
By examining the sim.cfg file, I found that he had a curious structure?
[Hydrophone]
Detection time=1 ;[s]
Sensitivity=0.04 ;(0..1)
Height factor=0 ;[m]
;Range factor=1 ;[>=0]
;Fog factor=0 ;[>=0]
:Light factor=0 ;[>=0]
Waves factor=0.8 ;[>=0]
Speed factor=15 ;[kt]
;Enemy speed=0 ;[>=0]
;Aspect=0 ;[>=0]
Noise factor=0.9 ;[>=0]
;Sensor height factor=0 ;[>=0]
Already tracking modifier=20 ;[detection probability modifier]
Decay time=150 ;[>0] already tracking bonus decay, in seconds
Uses crew efficiency=true ;[true or false]
Why this ":" and a certain number of data seem to have been added from sensors.cfg.
Bug or special settings of TGW I ask question ?
Thank you for helping me to find answer.
Looks like some leftover notes made by Marhkimov during the initial build. Lines following ";" are not read by SH3.
The ":" appears to be a typo... however since SH3 does not read a "Light Factor" for the hydrophones it does not affect anything.
As previously stated... GWX sensors are undergoing an overhaul.
Kpt. Lehmann
09-02-06, 08:05 PM
Respectfully guys... If you need help with a GW problem... please PLEASE address it here in the mods forum and we will be happy to help you unless it compromises current work underway. My PM box is simply out of control.
Gimme a break mates. :arrgh!: If you don't really need to PM me lets deal with it here.
(Now most certainly... someone is going to ask where I'd like to have that break. :lol: )
Onkel Neal
09-02-06, 08:07 PM
Yes, and problems addressed in the forum can save the GW guys time and help more than one user at a time.
Looks like some leftover notes made by Marhkimov during the initial build. Lines following ";" are not read by SH3.
The ":" appears to be a typo... however since SH3 does not read a "Light Factor" for the hydrophones it does not affect anything.
As previously stated... GWX sensors are undergoing an overhaul.
Thank you for this quick answer Kpt. Lehmann
I also think that sensors needs other regulatings
All my encouragement in the team GW
IYIENACE
09-03-06, 02:43 PM
I really do like GW and leaving port that first patrol I had to smile, the visuals are great and the sounds of horns etc. really are nice. Great job!
I must comment on one thing that strikes me as very irritating though, and while most engine sounds are well done the subs electric motors' sound is extremely annoying to me! It reminded me immediately of a distant car alarm with it's high-pitched squealing. A car alarm that doesn't shut off. :damn: I don't think I can bear it for more than a couple of patrols. :dead: I haven't read others mentioning this and my hearing is average at best, but I do use high quality Sennheiser headphones so maybe I'm just hearing stuff that normally isn't noticed?? If subs really sounded like that you could tie a rope around a crewman's feet and dip him into the water periodically as you sailed along (below 14 knots of course) and he could pinpoint a sub within 10km no problem. :D
scrapser
09-03-06, 04:39 PM
I've tried to find discussion on the way ships take damage in GW, particularly capital ships. I saw one post where it mentioned the use of a damage mod from NYGM and wonder if anyone can elaborate on how things work now. In the stock game, I could hit a BB with two torpedoes and it would either sink or drop to maybe 3 knots and eventually get left behind. Often, if I targeted the right spot, I could blow up the BB with one torpedo. If I managed to cripple the ship, I'd loiter until it was safe attack again and then finish it off.
Now if the ships generally sink (slowly) most of the time, is the speed effected? In other words, as the ship takes on more and more flooding, will it slow down? What happens if you hit a ship but can't keep up with it and it steams off only to sink hours later and you're no longer in contact...will you still get credit for the kill? What about the weather, will ships take more damage in rough seas when hit? I'm trying to understand whether I should be concerned with maintaining contact with a ship until its damage finally gets the better of it.
So far, capital ships seem to slow down to about 9 knots after they've been hit and shortly after increase speed to 15 knots. In a Type VIIB, you would have to surface and run at flank just to shadow it and forget about doing an "end around attack."
If what I think I'm seeing now is true, I will have to use more torpedoes during my initial attack on each ship.
Thanks
scrapser
bigboywooly
09-03-06, 04:50 PM
I've tried to find discussion on the way ships take damage in GW, particularly capital ships. I saw one post where it mentioned the use of a damage mod from NYGM and wonder if anyone can elaborate on how things work now. In the stock game, I could hit a BB with two torpedoes and it would either sink or drop to maybe 3 knots and eventually get left behind. Often, if I targeted the right spot, I could blow up the BB with one torpedo. If I managed to cripple the ship, I'd loiter until it was safe attack again and then finish it off.
Now if the ships generally sink (slowly) most of the time, is the speed effected? In other words, as the ship takes on more and more flooding, will it slow down? What happens if you hit a ship but can't keep up with it and it steams off only to sink hours later and you're no longer in contact...will you still get credit for the kill? What about the weather, will ships take more damage in rough seas when hit? I'm trying to understand whether I should be concerned with maintaining contact with a ship until its damage finally gets the better of it.
So far, capital ships seem to slow down to about 9 knots after they've been hit and shortly after increase speed to 15 knots. In a Type VIIB, you would have to surface and run at flank just to shadow it and forget about doing an "end around attack."
If what I think I'm seeing now is true, I will have to use more torpedoes during my initial attack on each ship.
Thanks
scrapser
Yes currently GW uses an version of the NYGM damage model where ships sink by flooding rather than just explode
The way to think is if you target seperate compartments the ship will sink faster
They do sometimes explode as you would expect
Now its not realistic to expect a BB to go down with 1 or 2 torpedos
The GWX damage model will be altered to the current one
Hope that helps
scrapser
09-03-06, 06:04 PM
I've tried to find discussion on the way ships take damage in GW, particularly capital ships. I saw one post where it mentioned the use of a damage mod from NYGM and wonder if anyone can elaborate on how things work now. In the stock game, I could hit a BB with two torpedoes and it would either sink or drop to maybe 3 knots and eventually get left behind. Often, if I targeted the right spot, I could blow up the BB with one torpedo. If I managed to cripple the ship, I'd loiter until it was safe attack again and then finish it off.
Now if the ships generally sink (slowly) most of the time, is the speed effected? In other words, as the ship takes on more and more flooding, will it slow down? What happens if you hit a ship but can't keep up with it and it steams off only to sink hours later and you're no longer in contact...will you still get credit for the kill? What about the weather, will ships take more damage in rough seas when hit? I'm trying to understand whether I should be concerned with maintaining contact with a ship until its damage finally gets the better of it.
So far, capital ships seem to slow down to about 9 knots after they've been hit and shortly after increase speed to 15 knots. In a Type VIIB, you would have to surface and run at flank just to shadow it and forget about doing an "end around attack."
If what I think I'm seeing now is true, I will have to use more torpedoes during my initial attack on each ship.
Thanks
scrapser
Yes currently GW uses an version of the NYGM damage model where ships sink by flooding rather than just explode
The way to think is if you target seperate compartments the ship will sink faster
They do sometimes explode as you would expect
Now its not realistic to expect a BB to go down with 1 or 2 torpedos
The GWX damage model will be altered to the current one
Hope that helps
Thanks...that does explain the differences I'm seeing and makes the encounters much more realistic. I spent a lot of time with the stock game attacking capital ships and pretty much knew exactly where to hit them under different weather conditions. It got to the point where I could sink 2 Nelsons and a Revenge consistently with 5 torpedoes. Usually one would blow up, one would sink with 2 fish, and the third would take 2 fish and the deck gun did the rest.
Now I will have to deal with how to maintain contact to see if they slow down enough for me to make a second torpedo run.
What about hitting ammunition stores, taking out the engine room, or damaging propulsion...is that still modeled? I don't want to resort to simply hitting the ship randomly from bow to stern just to open up a lot of compartments to increase flooding (but perhaps this is what the commanders actually did during the war).
Another question...in the stock game, magnetic hits are always more efficient than contact hits. Is this still the case?
Thanks again.
scrapser
bigboywooly
09-03-06, 06:20 PM
I've tried to find discussion on the way ships take damage in GW, particularly capital ships. I saw one post where it mentioned the use of a damage mod from NYGM and wonder if anyone can elaborate on how things work now. In the stock game, I could hit a BB with two torpedoes and it would either sink or drop to maybe 3 knots and eventually get left behind. Often, if I targeted the right spot, I could blow up the BB with one torpedo. If I managed to cripple the ship, I'd loiter until it was safe attack again and then finish it off.
Now if the ships generally sink (slowly) most of the time, is the speed effected? In other words, as the ship takes on more and more flooding, will it slow down? What happens if you hit a ship but can't keep up with it and it steams off only to sink hours later and you're no longer in contact...will you still get credit for the kill? What about the weather, will ships take more damage in rough seas when hit? I'm trying to understand whether I should be concerned with maintaining contact with a ship until its damage finally gets the better of it.
So far, capital ships seem to slow down to about 9 knots after they've been hit and shortly after increase speed to 15 knots. In a Type VIIB, you would have to surface and run at flank just to shadow it and forget about doing an "end around attack."
If what I think I'm seeing now is true, I will have to use more torpedoes during my initial attack on each ship.
Thanks
scrapser
Yes currently GW uses an version of the NYGM damage model where ships sink by flooding rather than just explode
The way to think is if you target seperate compartments the ship will sink faster
They do sometimes explode as you would expect
Now its not realistic to expect a BB to go down with 1 or 2 torpedos
The GWX damage model will be altered to the current one
Hope that helps
Thanks...that does explain the differences I'm seeing and makes the encounters much more realistic. I spent a lot of time with the stock game attacking capital ships and pretty much knew exactly where to hit them under different weather conditions. It got to the point where I could sink 2 Nelsons and a Revenge consistently with 5 torpedoes. Usually one would blow up, one would sink with 2 fish, and the third would take 2 fish and the deck gun did the rest.
Now I will have to deal with how to maintain contact to see if they slow down enough for me to make a second torpedo run.
What about hitting ammunition stores, taking out the engine room, or damaging propulsion...is that still modeled? I don't want to resort to simply hitting the ship randomly from bow to stern just to open up a lot of compartments to increase flooding (but perhaps this is what the commanders actually did during the war).
Another question...in the stock game, magnetic hits are always more efficient than contact hits. Is this still the case?
Thanks again.
scrapser
Yes you can still get results from targeting those areas
IIRC they can still cause more damage as a mag but even then 1 torp is not a definate to sink the big ships
Darkseed
09-03-06, 06:22 PM
Could any kind soul tell me what files I need to alter to get rid of the generic contacts option? I did a couple of searches but all I could find was recommendations to just reinstall GW and uncheck the option. However I have installed quite a few mods over GW and changed some things to fit my tastes and I don't really feel like having to do it all over again just to get ship names to show up in my log.
Kpt. Lehmann
09-03-06, 08:55 PM
Could any kind soul tell me what files I need to alter to get rid of the generic contacts option? I did a couple of searches but all I could find was recommendations to just reinstall GW and uncheck the option. However I have installed quite a few mods over GW and changed some things to fit my tastes and I don't really feel like having to do it all over again just to get ship names to show up in my log.
Unfortunately mate... the thing you do not want to do... is exactly what you will need to do.
I don't have any problems with those who do wish to further mod their copy of GW... but when you do it becomes unsupportable by us... as you have set up a situation that creates more possible problems... potentially thousands of combinations.
scrapser This might be useful for you, also read the readmes for GW. IIRC they are in which folder... umm can't remember. Since the damage model is the same as NYGM, I suppose all this works in GW. Well I can sink a Medium cargo with max 35 shells, plus 5 pathfinding shells, so it works for me. you have to be sometimes very patient after a hit. I can also kill the majority of ships with one torpedo, but not always. You can still target the critical areas, but the hit needs to be direct, much more so than the stock game. You will get used to it, and when you do, you will have such a blast you'll never play the stock game ever again.
Anyway here the main thing I wanted to show you:
source: http://www.subsim.com/phpBB/viewtopic.php?t=50331
scrapser
09-03-06, 11:51 PM
scrapser This might be useful for you, also read the readmes for GW. IIRC they are in which folder... umm can't remember. Since the damage model is the same as NYGM, I suppose all this works in GW. Well I can sink a Medium cargo with max 35 shells, plus 5 pathfinding shells, so it works for me. you have to be sometimes very patient after a hit. I can also kill the majority of ships with one torpedo, but not always. You can still target the critical areas, but the hit needs to be direct, much more so than the stock game. You will get used to it, and when you do, you will have such a blast you'll never play the stock game ever again.
Anyway here the main thing I wanted to show you:
source: http://www.subsim.com/phpBB/viewtopic.php?t=50331
Thanks...that's very informative. I just finished running through a saved encounter with a task force consisting of a Revenge, a Nelson, and three light cruisers. After trying it out about a dozen times, the best I can do is slow the Nelson down to 9 knots. I did manage to get one critical hit during one run but I must say it's much more difficult than it used to be.
From reading that post you provided, it looks like the sweet spots included in the stock game are all gone, so it's anyone's guess where to aim anymore. For example, the Revenge could always be crippled with a keel shot directly under its forward turrents, the Nelson's was between it's stack and the main bridge superstructure, and the King George was always just behind its stack. You could hit the Nelson in the last quarter of the ship's length and knock out its engines, then finish it off with a contact shot about 1/3 from the rear, sending it down by the stern.
I'm hoping someone comes up with a revised vulnerability manual to augment GW. I'd like to be able to use some strategy when setting up my shots. I'm sure during the war there was some intelligence about enemy ships as to where their weak spots were located. And the only way to successfully prosecute a BB now is to cripple it enough to be able to shadow it and finish it off later. Right now, the ships steam out of range and eventually pick their speed back up to 15 knots making it impossible to finish the job.
By the way, has anyone had trouble with the keyboard not responding even when in normal time? I keep having moments where no key works for maybe 10 seconds and then suddenly it's back. Very frustrating when right in the middle of an attack.
scrapser
Darkseed
09-04-06, 08:27 AM
Unfortunately mate... the thing you do not want to do... is exactly what you will need to do.
I don't have any problems with those who do wish to further mod their copy of GW... but when you do it becomes unsupportable by us... as you have set up a situation that creates more possible problems... potentially thousands of combinations.
Well it's mostly just graphics mods. Why can't you just tell me what file needs to be altered? If changing it by hand may create problems then so be it. Although it would be even better if you had an option in the installer only to install the optional mods, or separate zip files for them.
scrapser
09-04-06, 11:37 AM
Well, I think I finally got the gist of how things happen and the results are in my opinion much more like what I originally expected from the stock game. I hit a Revenge with 3 torpedoes aimed at the turrents, the stacks, and the stern. The stern shot was first. The ship slowed to 9 knots and started zig-zagging. After a couple minutes, it started to pick up speed to 14 knots but soon started to list to starboard. After a few minutes more, it started to slow down then try to speed up again but each time it maxed out at a slower speed. Eventually, its engines shut down and a few minutes after that it sank.
It's a great improvement in realism...just takes getting used to after so many patrols with the stock behavior patterns.
scrapser
bigboywooly
09-04-06, 12:11 PM
Well, I think I finally got the gist of how things happen and the results are in my opinion much more like what I originally expected from the stock game. I hit a Revenge with 3 torpedoes aimed at the turrents, the stacks, and the stern. The stern shot was first. The ship slowed to 9 knots and started zig-zagging. After a couple minutes, it started to pick up speed to 14 knots but soon started to list to starboard. After a few minutes more, it started to slow down then try to speed up again but each time it maxed out at a slower speed. Eventually, its engines shut down and a few minutes after that it sank.
It's a great improvement in realism...just takes getting used to after so many patrols with the stock behavior patterns.
scrapser
:up: knew you would get the hang of it
Your right , it is an improvement in realism
Hi, first thx for a very good mod, best mod for any game i have seen. But water look like this for me now. Do anyone know what could be wrong?
http://img401.imageshack.us/img401/9927/waterbj3.th.png (http://img401.imageshack.us/my.php?image=waterbj3.png)
arthurgogol
09-04-06, 04:26 PM
I'd like to say thanks and thanks for this MOD, it's great.
I have just 3 suggestions :
- In the next version, could we have "howls" of the seamen who are wounded in the navy when we shout them and when the navy burn?
-Include more ports in the world?
- The fatigue is boring , can we supprime it in a option?
Sorry to my englaish and thanks again.:arrgh!:
Great News! You guys Rock. Can't wait for your next release. I know it will be outstanding. Thanks for all of your hard work>>>>>>>:up:
mainexpress
09-06-06, 01:10 AM
hi im running a new career in the mediterranean sea 2nd patrol, i sailed down to CH94 grid, snuck into alger harbor,i hit a hunt DD with a torp in the stern section,also struck an armed trawler,both ships did not sink???>i dont think thats right.both ships should have sunk on impact.after that engagemant i snuck around the sub net and put 2 torps in a dido cruiser,and that didnt sink.then i moved in on the Fiji cruiser for a stern shot,hit it about mid section,spun around for a couple bow shots had 2 duds before i got another hit into her.after i was done with this,i was completely out of internal torps and frusterated because i got no sinkings.i noticed this same similiar problem running Grey wolves in multiplayer,one time me and a buddie were attacking this convoy,and between the 2 of us put 5 to 6 torps into a T2 tanker and it would not sink??? is this some sort of Grey wolves bug im wondering why ships are not sinking like they should.
VonHelsching
09-06-06, 03:10 AM
hi im running a new career in the mediterranean sea 2nd patrol, i sailed down to CH94 grid, snuck into alger harbor,i hit a hunt DD with a torp in the stern section,also struck an armed trawler,both ships did not sink???>i dont think thats right.both ships should have sunk on impact.after that engagemant i snuck around the sub net and put 2 torps in a dido cruiser,and that didnt sink.then i moved in on the Fiji cruiser for a stern shot,hit it about mid section,spun around for a couple bow shots had 2 duds before i got another hit into her.after i was done with this,i was completely out of internal torps and frusterated because i got no sinkings.i noticed this same similiar problem running Grey wolves in multiplayer,one time me and a buddie were attacking this convoy,and between the 2 of us put 5 to 6 torps into a T2 tanker and it would not sink??? is this some sort of Grey wolves bug im wondering why ships are not sinking like they should.
The Grey Wolves modpack currently uses the more challenging than the stock NYGM Damage Model. Ships mostly sink by flooding. Try to target torpedos on different parts of the ship, in order to enable faster flooding. Also, for the DG, try to concentrate your shells under the waterline.
The damage model is under revision for the next version of the Grey Wolves (GWX).
Kpt. Lehmann
09-06-06, 11:01 AM
It seems to me that we've developed a bit of a bottleneck due to the demand for The Grey Wolves Supermod version 1.1a
Apparently the following bittorrent link is still quite active. Special thanks to Gizzmoe for providing it. Our first post has been updated to again include it.
http://home.arcor.de/gizzmoe/files/G...s_1.1a.torrent
Jeez, I guess you guys will want GW Baseball Caps, T-shirts, and key-chains next. I'm beginning to think we should nexer release GWX. You guys are scaring us!!! :rotfl: :rotfl: :rotfl:
mr chris
09-06-06, 11:14 AM
Jeez, I guess you guys will want GW Baseball Caps, T-shirts, and key-chains next. I'm beginning to think we should nexer release GWX. You guys are scaring us!!! :rotfl: :rotfl: :rotfl:
Long live the GW Franchise:rotfl: :rotfl: :rotfl:
Gizzmoe
09-06-06, 11:33 AM
Our first post has been updated to again include it.
http://home.arcor.de/gizzmoe/files/G...s_1.1a.torrent
This link and the link you´ve added to the first post is broken/truncated.
I´m uploading the 1.1a to Quicksharing.com as we speak. Should be up in a few hours. It´s in one ~700Mb package, as I´m too busy to upload them all separately.
Gizzmoe
09-06-06, 11:55 AM
But Quicksharing.com has a 500MB filesize limit!?! Are you sure that this will work? You should better upload to Filefront.
IT HAS!?
Why the he** it allows me to even start the uploading if the file is bigger!? Oh crap...
I get the Filefront link by tomorrow.
Jimbuna
09-06-06, 01:05 PM
Any clues on what the GWX damage model will be based on PLEEEEEEEASE?
The GWX damage model will be based on (CENSORED ) :rotfl:
The GWX damage model will be based on (CENSORED ) :rotfl:
I'll try to guess - based on real life and history?
Safe-Keeper
09-06-06, 02:43 PM
Yeah, perhaps:cool:.
bigboywooly
09-06-06, 04:23 PM
GW1.1A D\L links
Installer
http://rapidshare.de/files/32188330/TGW11a.exe
Bin 1
http://rapidshare.de/files/32200988/TGW11a-1.bin
Bin 2
http://rapidshare.de/files/32188213/TGW11a-2.bin
Bin 3
http://rapidshare.de/files/32176436/TGW11a-3.bin
Bin 4
http://rapidshare.de/files/32169002/TGW11a-4.bin
Kpt. Lehmann
09-06-06, 04:31 PM
GW1.1A D\L links
Installer
http://rapidshare.de/files/32188330/TGW11a.exe
Bin 1
http://rapidshare.de/files/32200988/TGW11a-1.bin
Bin 2
http://rapidshare.de/files/32188213/TGW11a-2.bin
Bin 3
http://rapidshare.de/files/32176436/TGW11a-3.bin
Bin 4
http://rapidshare.de/files/32169002/TGW11a-4.bin
Our first post has been updated with these links.
Thanks Wooly mate! :up: :up: :up:
From the little I've had to play with this mod - it looks fantastic, and more importantly sounds fantastic. Firing Torpedos has become a delight.
One question though...
I'm running SHIII on a Sony Vaio A-197VP (laptop) (http://www.laptopshop.co.uk/Sony-VGN_197VP-laptop-1-nd2.htm) which doesn't quite meet the recommended spec for SHIII. In the games Vanilla state, or with Real U-boat and SHIII Commander, its never been much of an issue. And running some test single missions - the game copes very well with Grey Wolves 1.1a
Except in home port where the extra traffic drops the frame rate significantly.
Is it possible to mod the game files to reduce the number of ships spawned in a harbour? If so, which game files do I need to adjust.
Thanks in advance - and keep up the good work...its already incredable.
From the little I've had to play with this mod - it looks fantastic, and more importantly sounds fantastic. Firing Torpedos has become a delight.
One question though...
I'm running SHIII on a Sony Vaio A-197VP (laptop) (http://www.laptopshop.co.uk/Sony-VGN_197VP-laptop-1-nd2.htm) which doesn't quite meet the recommended spec for SHIII. In the games Vanilla state, or with Real U-boat and SHIII Commander, its never been much of an issue. And running some test single missions - the game copes very well with Grey Wolves 1.1a
Except in home port where the extra traffic drops the frame rate significantly.
Is it possible to mod the game files to reduce the number of ships spawned in a harbour? If so, which game files do I need to adjust.
Thanks in advance - and keep up the good work...its already incredable.
You need to open Campaign_SCR.mis in the mission editor, there you can remove some units from the harbours.
Ref
Ah, I see.
Thanks for the prompt response.
I've actually gone one step further and copied the RealU-boat campaign files over in the place of the Grey Wolves - as that campaign has never caused me any lag issues. No problems so far, I'll edit this post if the situation changes.
Thanks again Ref for your help
Notewire
09-07-06, 05:14 PM
Gentlemen of the BdU Staff,
I am sure this is a dumb question, with the thousands of posts and threads on this forum, it seems like everything has been addressed, but using the search engine I was unable to find an answer, so here goes . . .
I am a happy GW user at this point, but I have a couple of questions about Map Contacts, which I have turned off for (my perception of) realism.
1. I still get map contacts, usually in my vicinity, of single contacts (haven't seen a convoy yet) - are those the radio contacts? And if so, how did a U-boat crew receive those in reality? Is that local German boats calling me, or triangulation? I guess if these have been left in-game on purpose, a short explanation of why would certainly be very appreciated.
2. When I do get the aforementioned radio contacts, they always have tails which indicate their exact course. I am not sure if my local German spotter can tell the course beyond NNE, SSW, etc. Is there a way to take off the tails in order to increase the difficulty (if not the realism).
3. I noted that with the Map Contact's On, I still get 100% realism. Is GW intended to have the Map contacts on to simulate your Navigator, and Hydrophone man doing their jobs (with great precision?)?
Just some simple questions. If Herr Lehman or any of the upper staff could help, please do, but don't spend too much time helping before you get back to work on GWX.
With great Respect,
Kaluen Yarre Notewire,
U-9.
3
http://www.subsim.com/radioroom/smartdark/user_online.gif
Hi Notewire
There was a lot of debate on this forum when Silent Hunter III first came out on the very topic (Feb 2005) but the threads are long since burried in the forum archives.
No one really ever agreed on the degree to which the contact marks impacted on realism. There are some, like myself who remove the contacts entirely from the game, some people adjusted the tail graphic so that it didn't show up on the map - leaving just a box with the contact reference. For the latter technique - i'll leave that to someone else to explain.
If you do get rid of the contacts entirely - all you will get is a radio report with a grid reference and a course heading (which leaves a lot of guesswork to do on your part). You have to work out how long its going to take for a contact / convoy to get to a certain point. Get their first yourself and then use the hydrophones to zero in on the target. Its much closser to the Das Boot style of convoy hunting then basicly closing in on a contact marked accuratly on a map.
To get rid of the contacts entirely - go to your silent hunter install then data/cfg/ and open contacts in Notepad. There are a series of options labled "Decay Time for..." with an = and a number. Change the number to zero.
Then I suggest you increase the values for the "Display Range to Opportunity Radio Contacts" and "Display Range to Opportunity Radio
Contacts" so that you get notice of incoming convoys from further away and thus have time to intercept.
Hope this is all of use to you
DAB
Kpt. Lehmann
09-07-06, 07:51 PM
Thanks DAB! :up: :up: :up:
In very short terms... the grey cons in GW are there to require you to identify your target.
This ties-in with the F1 help screen and the pull-down flag recognition info found on your F3 screen... and the increased power factor of the optics. (In real life you can see better than SH3 allows you too, so we compensated for it by slightly increasing the power of the optics.)
Sink them all!!!
http://www.subsim.com/radioroom/showthread.php?p=305322#post305322
Notewire
09-07-06, 07:57 PM
Thanks to both.
DAB, I appreciate your help, I will use your tip to remove my grey contacts - tail and all!
Herr Kapitan Lehmann - was the Mod originally intended (as I remember the old RUB was) to have Map Contacts Enabled? - as I noticed that it still gives you 100% difficulty? I really just want to play it as intended, as I am a big fan!!
Regards,
Kaluen Notewire
Kpt. Lehmann
09-07-06, 08:21 PM
Thanks to both.
DAB, I appreciate your help, I will use your tip to remove my grey contacts - tail and all!
Herr Kapitan Lehmann - was the Mod originally intended (as I remember the old RUB was) to have Map Contacts Enabled? - as I noticed that it still gives you 100% difficulty? I really just want to play it as intended, as I am a big fan!!
Regards,
Kaluen Notewire
Yes you have assumed correctly. That is exactly how we intended it to be used.
Our shortcomings in readme documentation will be addressed very effectively when we release GWX.
scrapser
09-08-06, 12:04 AM
Couple questions...
Forgive me if this has been asked before but isn't there some special sequence of going through the resupply after a mission so the date doesn't advance a number of weeks before your next patrol starts? I just finished my first patrol and the date was October 3rd after I handed out awards and medals and choose a side emblem. I did not pick any other equipment and left the torpedo loadout as it was. When I started my second patrol, the date is now November 4th.
Next...does anyone know what the music is that plays at the main menu? It's classical music and sounds wonderful.
Thanks
scrapser
Safe-Keeper
09-08-06, 05:54 PM
I have a question that I don't know why I didn't think of before:
Will there be a manual? I mean, a real, detailed manuals explaining all the aspects of the mod, how to carry out attacks, where to hunt for convoys, etc.?
Couple questions...
Forgive me if this has been asked before but isn't there some special sequence of going through the resupply after a mission so the date doesn't advance a number of weeks before your next patrol starts? I just finished my first patrol and the date was October 3rd after I handed out awards and medals and choose a side emblem. I did not pick any other equipment and left the torpedo loadout as it was. When I started my second patrol, the date is now November 4th.
You can change the days spent in base from the default (28 days) with SH3commander.
Ref
One thing I noticed whilst doing some manual ploting is that the bearing finder mod made by JCwolf is half a degree out. Nothing important, I only noticed it when I steered my sub onto course 000 and happened to be on a grid. I've corrected the issue myself using Adobe Photoshop and simply rotating the file 0.5 degrees to the right
fredbass
09-08-06, 06:09 PM
You can change the days spent in base from the default (28 days) with SH3commander.
For those who aren't aware, Sh3 Commander is a must have mod and works fine with GW, as well as just about anything else I would imagine. :up: :know:
This is looking good! I've been away from SH3 for a while, but with this mod around the corner I think it's time for a return.
scrapser
09-08-06, 07:51 PM
I read in the inclusions list that shell power has been increased 33%.
Tonight, I installed SH3 Commander so I don't know if that has any bearing on what I experienced. I came upon a small merchant in calm seas. I pumped 50 high explosive shells into the ship (gradually). In the stock game, 5 shells were usually all that was needed if they hit below the waterline. So I started with 5 shots and waited, then 5 more and waited, then 5 more, and so on. The ship did start to burn and dropped to zero knots. It also listed to port slightly. I then increased time compression and waited for an hour of game time and still the ship didn't sink.
Any ideas?
Next thing...occasionally I use the free camera topside to watch some particular event. I've noticed with GW that the camera scroll rate is extremely slow. Is this to be expected? Can it be adjusted?
Thanks
scrapser
Paajtor
09-09-06, 10:46 AM
This is looking good! I've been away from SH3 for a while, but with this mod around the corner I think it's time for a return. I returned to SH3 a few weeks ago, picking up my IUB1.02-install (yes, I know there's a 1.03, but I didn't want to do a clean SH3-install, so I sticked to 1.02).
But when the new GW-mod is released, I will reinstall and start a new career, that's for sure!
kylania
09-09-06, 01:04 PM
I read in the inclusions list that shell power has been increased 33%.
I then increased time compression and waited for an hour of game time and still the ship didn't sink.
Next thing...occasionally I use the free camera topside to watch some particular event. I've noticed with GW that the camera scroll rate is extremely slow. Is this to be expected? Can it be adjusted?
I think the damage from shells was reduced to 33% of original but the amount of ammo was increased because of this "realism" change.
The reason your boat didn't sink is because GW uses the NYGM damage mod. In the stock game ships have x number of hit points, say 400. If you hit it with five 80pt shots from your deck gun you break the 400 hit points and the ship sinks. Hits from anywhere count.
In GW/NYGM damage has been changed to be zone based and you sink by flooding. In otherwords if you hit the bridge, cargo or above deck things you are doing hit point damage to the boat, but you won't sink it like that. You need to hit MULTIPLE below waterline zones on the boat in order to have it sink. Hit points have almost no direct impact in GW as it did in vanilla SH3.
So in a GW patrol if you see a ship stopped and listing to the bow, start shooting in the middle or stern below the waterline to force flooding in those compartments then I should sink.
EDIT: Actually, I just noticed that Teddy Bear explained the NYGM/GW damage mod in another post today: http://www.subsim.com/radioroom/showthread.php?t=97860 You can read that for more info form the mod devs themselves. :)
As for the camera thing I noticed that too at first and hated it! No one was able to tell me why it was happening, nor how to fix it. After playing a while though, I believe it has to do with graphical upgrades in the mod, especially if you have anti-aliasing turned on. At times the speed seems normal, but if there's a lot of waves or graphics on the screen it's unuseably slow. About the only fix for it would be to use the shift-arrow keys to speed it up too slow. Be sure to disable Shift-Keys Windows accessability crap before doing so though.
Venatore
09-09-06, 08:06 PM
PLEASE add this mod !!!!!!! http://www.filefactory.com/file/57a3e6/
DarkFolle
09-09-06, 09:54 PM
Be sure to disable Shift-Keys Windows accessability crap before doing so though.
hell this is a thing i'm not able to do PLEASE EXPLAIN ME HOW TO DO THAT AND U'LL SAVE MY NERVS!!:damn:
lol :rotfl:
Gizzmoe
09-10-06, 12:14 AM
hell this is a thing i'm not able to do PLEASE EXPLAIN ME HOW TO DO THAT AND U'LL SAVE MY NERVS!!:damn:
http://www.subsim.com/radioroom/showpost.php?p=300619&postcount=7
VonHelsching
09-10-06, 12:39 AM
Be sure to disable Shift-Keys Windows accessability crap before doing so though.
hell this is a thing i'm not able to do PLEASE EXPLAIN ME HOW TO DO THAT AND U'LL SAVE MY NERVS!!:damn:
lol :rotfl:
On Windows 2000 look for Accessibility Options in the Control Panel.
jpinard
09-10-06, 12:41 AM
When is the new Grey Wolves mod supposed to come out? or is this 1.1a the new mod itself? Sorry, I've been away a looong time and does the greywolves mod include the the following mods?
* Ail's excellent graphic mods
* Juju's stuff
* CA's U-Boat Intrument Patch
* NYGM Periscope Mod?
Thanks for the help, and sorry if these questions are stupid or have already been anwsered.
Also... what if I don't want the music changed? I love the music that came with the original game. Will I be able to switch back?
And my last stupid question... will the realism options for difficutly level still work?
VonHelsching
09-10-06, 07:38 AM
When is the new Grey Wolves mod supposed to come out? or is this 1.1a the new mod itself? Sorry, I've been away a looong time and does the greywolves mod include the the following mods?
* Ail's excellent graphic mods
* Juju's stuff
* CA's U-Boat Intrument Patch
* NYGM Periscope Mod?
Thanks for the help, and sorry if these questions are stupid or have already been anwsered.
Also... what if I don't want the music changed? I love the music that came with the original game. Will I be able to switch back?
And my last stupid question... will the realism options for difficutly level still work?
GWX will be ready, when it's ready. ;) I cannot say anything more right now.
GW 1.1a with the executable installer is the latest version.
The list of mods included (and the download links) are listed in the Grey Wolves website. -Click on my sig to get there-. It's a long list, but I remember definately AIL's art and CA's instruments and Juju's stuff.
Regarding the music, I suggest you hear the ambient sound first and then we'll see what can be done. Some conversions / customisations are quite easy and the player can do them himself or with minimal support from the Dev Team; some others break or alter GW features and they have "do not try this at home" :D status.
The realism options are still there.
Why doesn't the XXI U-boat work corektly when i use GW?:x
Why doesn't the XXI U-boat work corektly when i use GW?:x
More details would be helpfull. Are you using modified GW? The anti-humminbird fix by DTB? Anything?? How it does not work?
WhiteW0lf
09-10-06, 11:16 AM
Here is my issues with the mod gents, i have been playing for well over a year using RUB 1.45 and other mods for visual immersion and i play at %100 realism, now I just installed GW and tested many things looks great but now i am just tracking a large merchant at periscope depth and put TC to 32 all of a sudden I watched clear skies go straight to a storm and could not see the merchant at 600 meters WTF! Dont say it is stock game because I have never seen this in my 1000's hours of playing this bad boy. Is there a fix for this stupidity? Again clear skies going to a heavy fog and 15 meters ps wind within a second is freakin rediculous.
WhiteW0lf
09-10-06, 11:18 AM
Also now I am hearing thunder and rain INSIDE the boat WTF?
The sound problem is caused by high TC making the sound file loop over and over again.
VonHelsching
09-10-06, 12:00 PM
Here is my issues with the mod gents, i have been playing for well over a year using RUB 1.45 and other mods for visual immersion and i play at %100 realism, now I just installed GW and tested many things looks great but now i am just tracking a large merchant at periscope depth and put TC to 32 all of a sudden I watched clear skies go straight to a storm and could not see the merchant at 600 meters WTF! Dont say it is stock game because I have never seen this in my 1000's hours of playing this bad boy. Is there a fix for this stupidity? Again clear skies going to a heavy fog and 15 meters ps wind within a second is freakin rediculous.
That's plain bad luck, I guess. IIRC the weather was not tweaked from the stock settings. I've seen the same, but with light rain.
When i use the XXI u-boat in singlemission in GW one of the officers just say that there is not enough crew in the electric engines or disel or whatever and when i try to move and chose ahead standard or something they just say cannot comply or something!
And I only use the normal GW and no other mods and it would be fun to use the XXI in GW because GW is the best mod EVER!!!
And sorry for my bad english i'm from Finland!
bigboywooly
09-10-06, 01:11 PM
When i use the XXI u-boat in singlemission in GW one of the officers just say that there is not enough crew in the electric engines or disel or whatever and when i try to move and chose ahead standard or something they just say cannot comply or something!
And I only use the normal GW and no other mods and it would be fun to use the XXI in GW because GW is the best mod EVER!!!
And sorry for my bad english i'm from Finland!
Hmm I get it too
Maybe its a fatigue problem
I know the Kpt posted a fix somewhere
Let me have a look for it
Edit
This was a fatigue fix for one of the other boats using 24hr fatigue
Try this out as I dont have 1.1A on system at moment
http://rapidshare.de/files/31194701/GW_24_Hour_Fatigue_Fix.zip.html (http://rapidshare.de/files/31194701/GW_24_Hour_Fatigue_Fix.zip.html)
__________________
Thank you bigboywooly i got it working now! I can't thank you enough!! :rock::D:up:
Anyone else get a lockup after installing the Grey Wolves mod? I Installed it and when I tried to play a training mission it locked up right after it said "initializing".
SH3 plays fine without mods and with the other mods I downloaded and tried. I had no other mods installed when I tried to use the Grey Wolves Mod. And I also found out there is no "uninstall" option for this mod. Why not???
Dep
Anyone else get a lockup after installing the Grey Wolves mod? I Installed it and when I tried to play a training mission it locked up right after it said "initializing".
SH3 plays fine without mods and with the other mods I downloaded and tried. I had no other mods installed when I tried to use the Grey Wolves Mod. And I also found out there is no "uninstall" option for this mod. Why not???
Dep
Something is wrong with your install. Instead of 'Initializing...', in GW it reads 'Not so long ago...'.
Notewire
09-10-06, 10:05 PM
Ok, a question from a fan - - - who plays GW 1.1a with very little additions - the recommended Longer Damage mod from nvdrifter being the exception.
I am trying to get it so that when I look through my periscope at a boat that is 8000 meters away, it won't say "merchant" or "patrol craft" I have a hunch that I can change my english.cfg file in my roster folder - which seems to set the class of the boat that appears in my periscope. I would love it it if would just say "contact" or better yet, just the "-" so my very glass and metal periscope doesn't tell me when it is aimed at a ship?
Can anybody help me out?
Thanks again, and thanks for all the hard work from the team.
Yarre Notewire.
scrapser
09-10-06, 10:20 PM
Well, so far I really like Grey Wolves...a lot! The only thing I'm still trying to get used to is using the deck gun. I just attacked a solo Large Cargo in calm seas and daylight. First I hit it amidships with a magnetic torpedo, then surfaced and tried to finish it off with the deck gun. It's November 1939 and I'm in a Type VIIB.
I know about the damage mod now requiring hits below the waterline to flood the ship. I fired 60 rounds and at least 40 of them made a splash in the water when they hit, so I'm assuming that was a below waterline hit. Still, it took the ship what seemed like forever to sink. It lost speed completely just shortly before getting the "She's going down..." message.
The thing of it is this...how can you tell when enough is enough? Did I really need all those rounds? I thought the damage mod was supposed to clear up some of the uncertainty. But with the deck gun, you really can't tell if you've succeeded unless you hang around for long periods of time waiting to see if the ship is going to sink or needs more persuasion. In this encounter, the ship slowed to 4 knots and stayed that way up until about 10 minutes before sinking. I used TC to try and hurry things along to see if it was going down or not. It never really looked like it was sinking. I think more visual cues would be helpful. Either that or increase the gun's effectiveness so you can get the job done.
The other issue I have is that only below waterline hits count now. Is this realistic? I mean if I damaged the ship and set it ablaze, shouldn't that count for something? Consider this...I used to be able to take out a Flower Corvette from long range, steaming backwards full speed on the surface. It was risky but possible. Now I don't think hitting the Corvette's guns or anything else topside means anything anymore and I certainly won't be able to accurately hit below the waterline. Maybe this never happened in the actual war but it does make for some excitement in the sim.
If using the deck gun in the early years of the war is a part of the sim, then I think it should be more effective. As it is, I can't see where it has any use at all now.
As a side note, I know that sometimes you can attack a ship carrying ammunition and if it blows up and you're close, it will take you out with it. Is this still possible now that ships only go down by flooding or is the ammunition hit one of the "critical chance" shots?
Not a rant here...just pointing out some things.
Thanks
scrapser
Deimos01
09-11-06, 12:12 AM
The damage model in GW is supposed to insert MORE uncertainty, not less. Just like the real skippers had to face. Do I waste another torp on this or will it sink on its own?
Aslo, whether or not a ship explodes is not really based on what it is carrying but on whether or not you score a critical hit. This can still happen in GW. I think I did read somewhere though that the game only reconizes a hull shot when determining a critical hit and not an under keel shot. THis is not caused by GW.
kylania
09-11-06, 03:01 AM
I would love it it if would just say "contact" or better yet, just the "-" so my very glass and metal periscope doesn't tell me when it is aimed at a ship?
Would your captain have been given command of a u-boat if he were so inexperinced that he couldn't identify at a glance the difference between a merchant or a patrol craft? ;)
That said, I believe you change that in data\sea\EnglishNames.cfg or data\roster\english.cfg one of those two files I believe. At least my NYGM install has all the listings in the roster file "-"'d out so that might be where you'd seen that.
If using the deck gun in the early years of the war is a part of the sim, then I think it should be more effective. As it is, I can't see where it has any use at all now.
Yup, the deck gun is rather reduntant in the supermods. I believe the AI deck gun crew will stop firing when the ship is set to sink, but hasn't fully sunk yet? Not totally sure. Personally I rarely bother with the deck gun. I've had quite a few times where I've shot all my ammo at a ship, all areas of a ship, and had nothing happen. Not fun at all.
Basically you fire a few shots into the areas that aren't sinking and wait 30 minutes real time at 512x TC to see if it'll sink or not, if not, waste more torpedos, if it still doesn't sink, just mark it down to "the captain's never really knew" call it a win and move on.:damn:
If using the deck gun in the early years of the war is a part of the sim, then I think it should be more effective. As it is, I can't see where it has any use at all now.
Who said you HAVE TO use it even if you have it? RAF was there in the ´39, radio was there in ´39, british warships were there in ´39. Why would the kaleun risk his boat by sailing on surface blasting around and cursing 'VERDAMMTEN!!! SINK!!'? Torpedos are the WEAPON of the submarines, deckgun is there 'just in-case'.
Jimbuna
09-11-06, 05:21 AM
Well, so far I really like Grey Wolves...a lot! The only thing I'm still trying to get used to is using the deck gun. I just attacked a solo Large Cargo in calm seas and daylight. First I hit it amidships with a magnetic torpedo, then surfaced and tried to finish it off with the deck gun. It's November 1939 and I'm in a Type VIIB.
I know about the damage mod now requiring hits below the waterline to flood the ship. I fired 60 rounds and at least 40 of them made a splash in the water when they hit, so I'm assuming that was a below waterline hit. Still, it took the ship what seemed like forever to sink. It lost speed completely just shortly before getting the "She's going down..." message.
The thing of it is this...how can you tell when enough is enough? Did I really need all those rounds? I thought the damage mod was supposed to clear up some of the uncertainty. But with the deck gun, you really can't tell if you've succeeded unless you hang around for long periods of time waiting to see if the ship is going to sink or needs more persuasion. In this encounter, the ship slowed to 4 knots and stayed that way up until about 10 minutes before sinking. I used TC to try and hurry things along to see if it was going down or not. It never really looked like it was sinking. I think more visual cues would be helpful. Either that or increase the gun's effectiveness so you can get the job done.
The other issue I have is that only below waterline hits count now. Is this realistic? I mean if I damaged the ship and set it ablaze, shouldn't that count for something? Consider this...I used to be able to take out a Flower Corvette from long range, steaming backwards full speed on the surface. It was risky but possible. Now I don't think hitting the Corvette's guns or anything else topside means anything anymore and I certainly won't be able to accurately hit below the waterline. Maybe this never happened in the actual war but it does make for some excitement in the sim.
If using the deck gun in the early years of the war is a part of the sim, then I think it should be more effective. As it is, I can't see where it has any use at all now.
As a side note, I know that sometimes you can attack a ship carrying ammunition and if it blows up and you're close, it will take you out with it. Is this still possible now that ships only go down by flooding or is the ammunition hit one of the "critical chance" shots?
Not a rant here...just pointing out some things.
Thanks
scrapser
If you want to increase the effectiveness of the deck gun why not consider 'tweaking' the cfg file (sorry I can't point it out at present...I am on my computer at work) ;)
scrapser
09-11-06, 06:56 AM
The damage model in GW is supposed to insert MORE uncertainty, not less. Just like the real skippers had to face. Do I waste another torp on this or will it sink on its own?
Aslo, whether or not a ship explodes is not really based on what it is carrying but on whether or not you score a critical hit. This can still happen in GW. I think I did read somewhere though that the game only reconizes a hull shot when determining a critical hit and not an under keel shot. THis is not caused by GW.
I believe critical hits via keel shots are still functional. I sank another Large Cargo with a keel shot under the bridge and broke it in half. I also sank a Nelson with a keel shot under the turrets and instantly got the "She's going down..." message.
scrapser
Notewire
09-12-06, 07:28 AM
I would love it it if would just say "contact" or better yet, just the "-" so my very glass and metal periscope doesn't tell me when it is aimed at a ship?
Would your captain have been given command of a u-boat if he were so inexperinced that he couldn't identify at a glance the difference between a merchant or a patrol craft? ;)
That said, I believe you change that in data\sea\EnglishNames.cfg or data\roster\english.cfg one of those two files I believe. At least my NYGM install has all the listings in the roster file "-"'d out so that might be where you'd seen that.
Kylania - you were right, this is a good and easy fix. If you go into the Roster and put "-" for all the ship classes and objects, your Periscope no longer alerts you as to what exactly you are looking at, you have to figure it out for yourself. I am not sure if it has other effects on the game, but it doesn't appear to. Do not change the names in Englishnames.cfg - which has the effect of still telling you what class a contact is, but when you check it identified in your ID book - it then goes to a "-". Either way, good suggestion, it worked out perfect in my patrol last night.
And by the way, if my Kaluen could tell from 6 miles out in the haze that the line of fog he was looking at was a Patrol Craft and not a Destroyer, he should be Admiral of the whole dang BDu!!! :lol:
Regards,
Yarre Notewire.
Anyone else get a lockup after installing the Grey Wolves mod? I Installed it and when I tried to play a training mission it locked up right after it said "initializing".
SH3 plays fine without mods and with the other mods I downloaded and tried. I had no other mods installed when I tried to use the Grey Wolves Mod. And I also found out there is no "uninstall" option for this mod. Why not???
Dep
Something is wrong with your install. Instead of 'Initializing...', in GW it reads 'Not so long ago...'.
Thanks for the info. I don't think I'll download it again, though. Everything is working too perfect to risk another bad file download. BTW...I got the files from the European website.
Dep
piri_reis
09-13-06, 03:20 AM
The damage model in GW is supposed to insert MORE uncertainty, not less. Just like the real skippers had to face. Do I waste another torp on this or will it sink on its own?
Aslo, whether or not a ship explodes is not really based on what it is carrying but on whether or not you score a critical hit. This can still happen in GW. I think I did read somewhere though that the game only reconizes a hull shot when determining a critical hit and not an under keel shot. THis is not caused by GW.
I believe critical hits via keel shots are still functional. I sank another Large Cargo with a keel shot under the bridge and broke it in half. I also sank a Nelson with a keel shot under the turrets and instantly got the "She's going down..." message.
scrapser
Fired three impact 5m depth eels at BB Rodney moured at Lock Ewe. One right under the B turret, one under the superstructure and one at the stern. All hit. No fire no listing. :hmm:
Fired 2 keel shots to a C2 at the harbour, both amidships. She started taking water at the stern, bow started coming up. Water was too shallow so her stern almost touched the bottom. Didnt sink for 2,5 hours. Even shot a few HE shells. She kept on a smiling.
Finally 1 keel shot to take out a 7k ton Transport. Again too shallow so she's ablaze half of her at afloat, sitting at the bottom, still burning when i was leaving 2,5 hours later.
Again 2 impact torps to a Medium Cargo moured at the harbour. Sinking but again too shallow, no points.. :shifty:
As you can see, in GW, the ships dont blow up easily (do they ever?) , they start flooding, and it takes so much time for them to sink if its not too shallow, then they dont sink (maybe i shouldve sticked around more....) And deck gunning them doesnt help much, load times are huge and hits are far less efective. :doh:
I ended up dashing out of the harbour on the surface, frustrated and being gunned down by Rodney.. Still was a blast but i would've loved to see them sink in style. :arrgh!:
:|\\ Piri_reis
The damage model in GW is supposed to insert MORE uncertainty, not less. Just like the real skippers had to face. Do I waste another torp on this or will it sink on its own?
Aslo, whether or not a ship explodes is not really based on what it is carrying but on whether or not you score a critical hit. This can still happen in GW. I think I did read somewhere though that the game only reconizes a hull shot when determining a critical hit and not an under keel shot. THis is not caused by GW.
I believe critical hits via keel shots are still functional. I sank another Large Cargo with a keel shot under the bridge and broke it in half. I also sank a Nelson with a keel shot under the turrets and instantly got the "She's going down..." message.
scrapser
Fired three impact 5m depth eels at BB Rodney moured at Lock Ewe. One right under the B turret, one under the superstructure and one at the stern. All hit. No fire no listing. :hmm:
Fired 2 keel shots to a C2 at the harbour, both amidships. She started taking water at the stern, bow started coming up. Water was too shallow so her stern almost touched the bottom. Didnt sink for 2,5 hours. Even shot a few HE shells. She kept on a smiling.
Finally 1 keel shot to take out a 7k ton Transport. Again too shallow so she's ablaze half of her at afloat, sitting at the bottom, still burning when i was leaving 2,5 hours later.
Again 2 impact torps to a Medium Cargo moured at the harbour. Sinking but again too shallow, no points.. :shifty:
As you can see, in GW, the ships dont blow up easily (do they ever?) , they start flooding, and it takes so much time for them to sink if its not too shallow, then they dont sink (maybe i shouldve sticked around more....) And deck gunning them doesnt help much, load times are huge and hits are far less efective. :doh:
I ended up dashing out of the harbour on the surface, frustrated and being gunned down by Rodney.. Still was a blast but i would've loved to see them sink in style. :arrgh!:
:|\\ Piri_reis
Well for the torpedos to do anything good you just have to pray. As for the deckgun the best place to aim is the waterline, it will take around 40 shells, maybe less, to see any effect on the ship itself. When i see a particular section that is flooding and is listing, I turn my attention to a portion of the ship that is still up and running. I once sank a large merchant with one torpedo and about 60 deck gun shells at the waterline. However, if you encounter a ship carrying that all important war material, cork, its a different story :lol:
Notewire
09-13-06, 01:28 PM
Why didn't I think of that, the boat is full of cork?
Ag ag ag ag ag ag ag.:lol:
Yarre
The damage model in GW is supposed to insert MORE uncertainty, not less. Just like the real skippers had to face. Do I waste another torp on this or will it sink on its own?
Aslo, whether or not a ship explodes is not really based on what it is carrying but on whether or not you score a critical hit. This can still happen in GW. I think I did read somewhere though that the game only reconizes a hull shot when determining a critical hit and not an under keel shot. THis is not caused by GW.
I believe critical hits via keel shots are still functional. I sank another Large Cargo with a keel shot under the bridge and broke it in half. I also sank a Nelson with a keel shot under the turrets and instantly got the "She's going down..." message.
scrapser
Fired three impact 5m depth eels at BB Rodney moured at Lock Ewe. One right under the B turret, one under the superstructure and one at the stern. All hit. No fire no listing. :hmm:
Fired 2 keel shots to a C2 at the harbour, both amidships. She started taking water at the stern, bow started coming up. Water was too shallow so her stern almost touched the bottom. Didnt sink for 2,5 hours. Even shot a few HE shells. She kept on a smiling.
Finally 1 keel shot to take out a 7k ton Transport. Again too shallow so she's ablaze half of her at afloat, sitting at the bottom, still burning when i was leaving 2,5 hours later.
Again 2 impact torps to a Medium Cargo moured at the harbour. Sinking but again too shallow, no points.. :shifty:
As you can see, in GW, the ships dont blow up easily (do they ever?) , they start flooding, and it takes so much time for them to sink if its not too shallow, then they dont sink (maybe i shouldve sticked around more....) And deck gunning them doesnt help much, load times are huge and hits are far less efective. :doh:
I ended up dashing out of the harbour on the surface, frustrated and being gunned down by Rodney.. Still was a blast but i would've loved to see them sink in style. :arrgh!:
:|\\ Piri_reis
You forgot your "last resort" weapon. You should have RAMMED him!!! :rotfl:
Dep
Claudius
09-13-06, 06:15 PM
Will I install MOD Grey Wolves 1.1a, do I have interest in installing U-Boat War Ace Campaign 1.9, can it settle without problems? Is it possible? Or will there be problems?
I thank helps.
Will I install MOD Grey Wolves 1.1a, do I have interest in installing U-Boat War Ace Campaign 1.9, can it settle without problems? Is it possible? Or will there be problems?
I thank helps.
If you talking about comibing both UBWAC and Grey Wolves I would leave them seperate. You can always make a copy of the clean 1.4b installation and rename the folder accordingly to play multiple mods.
U-snafu
09-13-06, 10:53 PM
Will I install MOD Grey Wolves 1.1a, do I have interest in installing U-Boat War Ace Campaign 1.9, can it settle without problems? Is it possible? Or will there be problems?
I thank helps.
Version 1.7 of U-war ace is compatible with GW--it uses the war ace campaign with most of the GW features left intact---i'm currently using it and have had no issues yet--(only up to early 42 so far). you can get the download for 1.7 from the war ace thread on the mods workshop of this forum.
Hi I have downloaded the version 1.1a and installed it without problems. I appreciate the amount of work that has been invested. I was positively surprised to see that there were some "floating" documents with informations and the chart that was part of the original package.
I have nur a problem. When I go to the map view or the "attack room" (sorry about not knowing the exact name of this last one) the overlay with distances and angles is displaced. The sub is short over the 500 mark on the 135 degrees radius. At first I thought it was because I am using the resolution mod (patch) and had 1280 x 1024 which is not a 4:3 resolution. I deleted the files but the result was the same. This happened with all the subs I tested II, VII, IX.
Other thing I noticed is that to fire aals, they go with Enter instead of Ctrl+Enter as I read somewhere.
Does anyone know about this issues?
The first thing that comes to my mind is corrupted install/download. The button to fire eels should be the CTRL+Enter.
scrapser
09-14-06, 01:42 PM
After reading from others how the deck gun has been downgraded so lots of rounds are needed to do effective damage, I feel better. I suppose the gun was probably not used all that much during the actual war, so for the sake of realism I can live without using it to nail a couple extra ships on top of my torpedo kills.
I just finished my second patrol. I sank the Large Cargo with a keel shot and around 60 shells, then steamed over to Lock Ewe and sank a Nelson with two keel shots. I actually fired three torpedoes but one was a premmie. Of the two that made it, one was a critical hit. Next, I sailed down to Gilbraltar after doing my 24 hours and ran into a task force off Spain. I sank another Nelson there with 3 torpedoes. It sank after about 10 minutes, having gone dead in the water.
Finally, I set up to ambush off the Gilbraltar Straits and caught a CV task force heading out to sea. I hit the Illustrious with two out of 3 torpedoes and it sank by the bow after about 15 minutes. I hit two Revenge BB's with one torpedo each during this patrol but neither of them flinched.
Total:
1 Large Cargo
2 Nelson's
1 Illustrious
I'm happy.
scrapser
I wonder if the deck gun really WASN'T used that much early on in the war? The torps seem to have been pretty unreliable. And if you spotted a single cargo ship with no escort, as was common early on in the war, it would be easier and more efficient to blast it with a deck gun. Surface the sub about 700 meters from the cargo ship and WHAMMO...almost impossible to miss. Biggest worry would be rough water and aircraft. But again...not much aircraft threat early on. I'm using that very method early in my campaign to build up renown and get some practice sinking ships. I patrol in AN36 and often get British cargo ships with no escort. I man the deck gun myself and like to see the ship parts fly off into the sky :up:
Dep
bigboywooly
09-14-06, 02:53 PM
I wonder if the deck gun really WASN'T used that much early on in the war? The torps seem to have been pretty unreliable. And if you spotted a single cargo ship with no escort, as was common early on in the war, it would be easier and more efficient to blast it with a deck gun. Surface the sub about 700 meters from the cargo ship and WHAMMO...almost impossible to miss. Biggest worry would be rough water and aircraft. But again...not much aircraft threat early on. I'm using that very method early in my campaign to build up renown and get some practice sinking ships. I patrol in AN36 and often get British cargo ships with no escort. I man the deck gun myself and like to see the ship parts fly off into the sky :up:
Dep
Yes but dont forget early on in the war uboats used to stop and search ships to check on the cargo and where it was bound for
They used to use the deck gun as a warning to stop and possibly for taking out communication equipment
If a ship was suspect it could be either sunk with DG or torpedo or ship taken in as a prize
kapitanfred
09-14-06, 08:39 PM
I agree. Deck guns were used for firing warning shots when attempting to stop merchant shipping for searches in the early stages of the war. Later on deckguns may have been used to finish off crippled merchant ships but only if the kapitan of the uboat was certain that no threats existed.
Firstly, the noice from firing the deckgun could easily give away your approximate position to other shipping even if they were well out of visual range and secondly, attempting to sink ships with deckgun would only prelong your exposure to potential enemy warships including vulnerability to surprise attack as you are too focused on sinking it with shells.
Have everyone forget on what the DG is? A uboat! And Uboat is in the water (well, atleast if Bernard isnt on the helm) and water is tend to move your uboat around. Now, imagine trying to hit a merchant 700m away. Then imagine trying to hit it below the waterline. :p
Let's also remember that the U-Boat has a VERY LOW profile when surfaced. If the sim accurately represents this, then hitting a U-Boat should be VERY DIFFICULT for surface vessels. I have taken fire from armed merchant ships at great range and they have been remarkably ACCURATE with that surface fire. Methinks something is VERY wrong when that happens. The U-Boat of WW2 is very different from current day U-Boats/Submarines. Current day subs are most efficient when submerged and much less efficient (and more vulnerable) when surfaced. So they spend the vast majority of their time underwater. The U-Boat of WW2 spent most of it's time SURFACED and only submerged when going into an actual engagement.
One thing I have noticed...the sudden large number of "deadly" surface ships that have appeared around April of 1940. Somehow, I don't think this is very realistic. While surface ships were armed in the latter stages of the war, I suspect most of the armament was for anti-aircraft use. I don't think it's realistic to encounter a surface ship while your sub is surfaced, and suddenly take devestating fire equivalent to a destroyer or cruiser armament.
Dep
bigboywooly
09-15-06, 09:17 AM
Have everyone forget on what the DG is? A uboat! And Uboat is in the water (well, atleast if Bernard isnt on the helm) and water is tend to move your uboat around. Now, imagine trying to hit a merchant 700m away. Then imagine trying to hit it below the waterline. :p
Even on the surface is no guarantee
http://www.feldgrau.com/ahipper.html
08 Jun 40: The combined KMS force sinks three ships of 26,000 tons total, but misses the main evacuation convoy. Hipper expends 97 rounds of 105mm to sink a 500 ton trawler from close range. Later that morning, she expends 54 rounds of 203mm to sink a 19,840 ton steamer. That afternoon Hipper and the destroyers break off for Trondheim while Gneisenau, and Scharnhorst encounter and sink RN CV Glorious and 2xDD.
:rotfl: 97 rounds of 105mm for a trawler and 54 rounds of 203mm for a steamer
And people moan about the DG
Heck, I'm NOT moaning about the deck gun!!!! I LOVE it!!! :D
Most of my kills so far have been from it. But if folks want to use it, they better do it pre-April 1940. After that the cargo ships become the equivalent of destroyers and battle cruisers. I wonder if someone didn't go overboard (hehe) with one of the
mods I have in an effort to make the sim more challenging but less realistic?
Dep
The whole point of making the DG less effective is that it discourages people to use it to get kills. I remember my first encounter with a convoy in stock SHIII, it was unescorted so I just surfaced and sank half of the convoy with DG. The game is not meant to be played that way, but with torpedos as main weapon and the DG as the last resort.
The whole point of making the DG less effective is that it discourages people to use it to get kills. I remember my first encounter with a convoy in stock SHIII, it was unescorted so I just surfaced and sank half of the convoy with DG. The game is not meant to be played that way, but with torpedos as main weapon and the DG as the last resort.
But early in the war the deck gun WAS used to make kills. Why distort history for the sake of "game play"? Who SAYS "the game is not meant to be played that way".
If that's the way it was historically, that is EXACTLY the way the simulation should be played. Why bother downloading all the other historical corrections and changes for more accuracy and then have a mod that is strictly for "game play"??? And I don't "play games". That's for the Nintendo/Playstation crowd. I run simulations :D
Dep
Jimbuna
09-15-06, 09:54 AM
Currently in Nov 1940 GW1.1 and have yet to come across a merchantman with armament :hmm:
bigboywooly
09-15-06, 09:55 AM
Currently in Nov 1940 GW1.1 and have yet to come across a merchantman with armament :hmm:
Oh you will :rotfl:
Kpt. Lehmann
09-15-06, 09:57 AM
Currently in Nov 1940 GW1.1 and have yet to come across a merchantman with armament :hmm:
Oh you will :rotfl:
Heh heh heh! :arrgh!:
@Deputy: Sure, you can pla.. run the simulation as you want. The earlier reply was my personal way of playing the game. Was it really used so much even in the early days of the war? On what type of ships it was used against? Was it safe to attack a large merchant with DG, knowing that it most likely would radio nearby escorts? But like I said, you can run the simulation the way you like, no problem with that. :up:
Dowly: Sorry if I got a bit excited :)
I am not using Grey Wolves right now (download problems) and I still encounter some pretty spectacular "merchant warships". Not sure which mod I have enabled is doing it, or if that's the way SH3 is unmodded. I don't know if there were all that many "nearby escorts" early on in the war. In the sim there seems to be very few in some locations (South coast of Norway/Sweden). I've been blazing away with the deck gun in that area for most ALL of my klills and have yet to encounter a conventional warship.
Dep
bigboywooly
09-15-06, 11:13 AM
Yes the ships get guns in stock SH3
There was a lack of all warships at the start of WW2
An example from the BDU war diaries reads as this
As experience in the world war showed, losses on the surface are usually due to:
1)The risks which the boat runs when waging war in accordance with prize law.
2)The risks which the boat runs in a gun action with an armed merchant vessel. One hit may render the boat incapable of diving and therefore the certain prey of destroyers. (It is not surprising that circumstances are different from those in the world war. At that time steamers were only gradually being armed; today all this has apparently been carefully planned and the effect of this form of defense must therefore be expected to be greater).
3)A surprise encounter with the enemy, especially in poor visibility. (This danger has risen considerably since the world war, because of a/c).
4)Occasional carelessness on the part of the boat, especially after successful operations or when making long passages through areas of little shipping.
The dangers listed under 3) and 4) can only be dealt with by the crews themselves, but the prize war does involve additional dangers and losses, which can only be eliminated if,
1)The prize war is renounced, i.e. only such ships are attacked as may be attacked without warning, or
2)we resort to unrestricted warfare. In both cases the U-boats would have to be forbidden to use their guns, a) to stop ships or to quell resistance. b) to sink ships.
Of its nature the U-boat is intended to fight with torpedoes and not with guns. Her strength is in being able to make a surprise attack and her protection in deep diving. A full-scale torpedo attack always promises success; a gun action, which is always full-scale as soon as the boat is within range of the enemy guns does not by any means promise the same results.
Nevertheless it must not be forgotten that she needs her guns to stop the ship and break resistance when she is not from the first in a position to fire a torpedo at the enemy. It takes a long time to haul ahead and it is not always possible. To renounce the use of guns altogether would therefore lower the chances of success considerably.
http://www.uboatarchive.net/BDUKTB30250.htm
Xeroid_85
09-15-06, 01:08 PM
:damn:hello everyone,
i want the new super mod for SH3, however every time i try to download it i get a page telling me "Grey Wolves Mod and the Tonnage Mod are temporarily unavailable through Subsim. Our major mods section has reached its bandwidth limit." i really want this new "super mod" i have tried many different ways to get to the files, and have yet be unable to do so. If I am doing something wrong then please let me know. I love SH3 and was disappointed with the stock version, but played anyway because at the time it was still cool and new. I now see that you have put together a new Supermod, and would just like to get it. i have tried 3 days and still get the same message. Please help me if you can. please mail me with help at jmglick@hotmail.com i dont know what im doing wrong im LOST:o !!!! i just want SH3 to be even better. any help is great help.
:damn:
Try here:
http://www.subsim.com/radioroom/showthread.php?t=94544
:up:
Try here:
http://www.subsim.com/radioroom/showthread.php?t=94544
:up:
Gonna try the download and install again. Last time I tried from the European server and got corrputed files :cry:
Dep
bigboywooly
09-15-06, 03:48 PM
Try here also
http://www.fileplanet.com/167604/160000/fileinfo/Silent-Hunter-III---The-Grey-Wolves-Supermod-v1.1a
A quick question... Can GW be installed using the SH3 Commander? Last time I clicked on the setup and it installed it without giving me any choice and I couldn't uninstall (no uninstall in the Add/Remove software section).
Dep
bigboywooly
09-15-06, 05:14 PM
A quick question... Can GW be installed using the SH3 Commander? Last time I clicked on the setup and it installed it without giving me any choice and I couldn't uninstall (no uninstall in the Add/Remove software section).
Dep
No SH3 is a seperate program that runs alongside any of the mods
Try a dual install . if you dont like delete the GW one
But I'm confident you will keep it
bigboy: you mean do ANOTHER full install of SH3 and install the GW mod to it????
Is there no way of uninstalling the GW mod once it's installed??? Seems like I read somewhere where SH3 Commander could be used to enable/disable it.
Dep
JSGME is the program you are talking about, not the SH3Cmdr. :up:
bigboywooly
09-15-06, 06:06 PM
bigboy: you mean do ANOTHER full install of SH3 and install the GW mod to it????
Is there no way of uninstalling the GW mod once it's installed??? Seems like I read somewhere where SH3 Commander could be used to enable/disable it.
Dep
You can add GW1.1 with JSGME - not sure about 1.1A though as its a self installer - you may be able to extract it and JSGME it
Another install is no problem - I have 5 at the moment lol
JSGME is the program you are talking about, not the SH3Cmdr. :up:
oops!!! Brain fart!!!! Thanks for catching that :up:
bigboy: you must have a massive hard drive :D
Well I have all the files downloaded, but I'm scared shi*less to try an install with it. Really don't want to screw up a perfectly functioning SH3 install :hmm:
Dep
bigboywooly
09-15-06, 06:33 PM
JSGME is the program you are talking about, not the SH3Cmdr. :up:
oops!!! Brain fart!!!! Thanks for catching that :up:
bigboy: you must have a massive hard drive :D
Well I have all the files downloaded, but I'm scared shi*less to try an install with it. Really don't want to screw up a perfectly functioning SH3 install :hmm:
Dep
Put it this way
If you install through JSGME you will more than double the SilentHunterIII folder size as you will have the mod in the mods folder plus all the stuff backed up when it installs
Just as easy to have a 2nd install :up:
Nah its only an 80Gb drive
Mind you theres not a lot of space at the mo due to GWX stuff
Ah HA!!! I found it!!! "If you prefer to manually install via JSGME, you must add "\MODS\The Grey Wolves v1.1A" without the quotes to the end of the installation path. Cool!!! :D
Dep
JScones
09-15-06, 10:10 PM
Yes Deputy, you can install GW1.1a into JSGME by adding the extra folder details as you have found. But bigboywooly is correct - it is just as easy to have a second install.
See, with JSGME, you'll have 1.4GB of uncompressed GW files under the MODS folder. When you enable GW, you'll get 1.4GB (give or take) of backup files PLUS the gross 1.4GB of files copied into the game (the net effect will be less of course). So you'll end up with an extra 2.8GB of essentially meaningless files stored on your computer (excluding the meaningful original gross 1.4GB of files).
A patched and clean SH3 install is only about 2.3GB. It's much easier to install SH3 once, make a copy of it, install GW1.1a into the copy and play that way. At least if for some reason your GW1.1a version of SH3 becomes corrupt, you can simply delete it, recopy and paste the patched and clean SH3 installation and reinstall GW1.1a. You'll never need to reinstall SH3 via DVD again.
Kpt. Lehmann
09-16-06, 01:52 AM
Hi guys,
Fileplanet links and mirror added to first post. Please note: It appears that the Fileplanet mirror is one large download. DSL, ADSL, or Cable internet connection is recommended.
ACK! More corrupted files during install!!!! :nope:
That's it for me. If I can't download an uncorrputed version, I'm not fooling with this mod. :down:
Dep
bigboywooly
09-16-06, 12:25 PM
ACK! More corrupted files during install!!!! :nope:
That's it for me. If I can't download an uncorrputed version, I'm not fooling with this mod. :down:
Dep
where did you D\L the files from
mr chris
09-16-06, 12:58 PM
Dont give up Deputy it really is worth all the hassle:yep:
The whole point of making the DG less effective is that it discourages people to use it to get kills. I remember my first encounter with a convoy in stock SHIII, it was unescorted so I just surfaced and sank half of the convoy with DG. The game is not meant to be played that way, but with torpedos as main weapon and the DG as the last resort.
OK the DG is weaker, so it's only purpose is not make the game more realistic but discourage surface attacks??
I have a feeling that torps also have been weakened ( way too much). I understand that sometimes 3 torps may be needed for ONE C2 cargo but not for everyone. Second problem, in GW you must shoot under water line to sink the ship... ok no problem but if i shoot over the waterline it should make much of fire ( damage engines etc). I spent 120 HE sheels for a C2 cargo... finally i sunk it but i DIDN'T saw any fire.
Can someone tell me HOW MUCH torps i must use to sink a Nelson in a harbour ??? I fired 8 torps and that piece of junk was still on water ( after 8 hours of waiting ):shifty:
bigboywooly
09-16-06, 01:31 PM
The whole point of making the DG less effective is that it discourages people to use it to get kills. I remember my first encounter with a convoy in stock SHIII, it was unescorted so I just surfaced and sank half of the convoy with DG. The game is not meant to be played that way, but with torpedos as main weapon and the DG as the last resort.
OK the DG is weaker, so it's only purpose is not make the game more realistic but discourage surface attacks??
I have a feeling that torps also have been weakened ( way too much). I understand that sometimes 3 torps may be needed for ONE C2 cargo but not for everyone. Second problem, in GW you must shoot under water line to sink the ship... ok no problem but if i shoot over the waterline it should make much of fire ( damage engines etc). I spent 120 HE sheels for a C2 cargo... finally i sunk it but i DIDN'T saw any fire.
Can someone tell me HOW MUCH torps i must use to sink a Nelson in a harbour ??? I fired 8 torps and that piece of junk was still on water ( after 8 hours of waiting ):shifty:
http://www.feldgrau.com/ahipper.html
08 Jun 40: The combined KMS force sinks three ships of 26,000 tons total, but misses the main evacuation convoy. Hipper expends 97 rounds of 105mm to sink a 500 ton trawler from close range. Later that morning, she expends 54 rounds of 203mm to sink a 19,840 ton steamer. That afternoon Hipper and the destroyers break off for Trondheim while Gneisenau, and Scharnhorst encounter and sink RN CV Glorious and 2xDD.
Not sure why you didnt see any fire as I do
As for the Nelson
If the ships are in port and "sit" on the bottom after being hit then the game classess then as not sunk as the water is too shallow
Had it myself in Loch Ewe - put 6 fish into it and it still classed as "alive"
There are critical hit areas which will cause the ships to explode still
@Denson, IIRC, torpedo damage values have not been changed, as HP (=Health Points) doesnt matter anymore. While in stock SHIII ships were destroyed when their HP reached 0. GW uses NYGM´s damage model, which makes the ships sink by flooding. For example, you hit C2 in the bow, that compartment starts to flood. If it doesnt sink, aim your next torpedo to it´s stern, so both the bow compartment and the stern compartment is flooding. In some point there is enough water flooded in, so the mass of the water overcomes the ship´s bouayance = it sinks. As for the Nelson, I´ve sink one with one shot with GW. The damage made to the ships varies everytime you attack a different ship.
Dont give up Deputy it really is worth all the hassle:yep:
I have a suggestion for those posting the files for download....
Since corrupt files seem to be all too common, why not (1) TEST the downloaded files AFTER the files are posted to make sure the files aren't corrupted on the server, and (2) POST THE FILE SIZE for each of the files so that if we download a file we will know right away which file size is incorrect or not. Considering the size of the files and the time it takes to download them, even someone with high speed DSL (as I have) has a monumental task downloading all those files, only to find out during install that one of them is corrupt.
In the meantime I'm not gonna spend HOURS downloading the files just to have them malfunction during install. I'd rather just run the sim with the mods I can download and install successfully.
Dep
The file sizes are on the first post of this thread. :up:
Dont give up Deputy it really is worth all the hassle:yep:
I have a suggestion for those posting the files for download....
Since corrupt files seem to be all too common, why not (1) TEST the downloaded files AFTER the files are posted to make sure the files aren't corrupted on the server, and (2) POST THE FILE SIZE for each of the files so that if we download a file we will know right away which file size is incorrect or not. Considering the size of the files and the time it takes to download them, even someone with high speed DSL (as I have) has a monumental task downloading all those files, only to find out during install that one of them is corrupt.
In the meantime I'm not gonna spend HOURS downloading the files just to have them malfunction during install. I'd rather just run the sim with the mods I can download and install successfully.
Dep
Also don't forget that other issues can be causing the corruption.
When you are downloading you are passing through numerous hops to get to the server you are downloading from,its not a direct connection from you to the server.Now if there is any problem at all be it a very busy router or server or one that is having technical problems between you and the server you are trying to download from it can cause packet loss and problems..hence the corrupted file because you are not recieving all the information from the server..aka packet loss.
So before you start throwing a tantrum and blaming something remember that there is always more than 1 thing that can be the problem.
I just tried downloading from the sites and all files came out as fine.
jpinard
09-16-06, 09:08 PM
I love sinking ships with my deck gun and having gun to gun engagements. Sure it's not historical... but it's a ton of fun.
Would someone mind telling me exactly how to make the deck gun shells do more damage? I'm used to editing xml/ini so it doesn't need to be to in-depth. Thanks! :D
kapitanfred
09-17-06, 12:11 AM
I love sinking ships with my deck gun and having gun to gun engagements. Sure it's not historical... but it's a ton of fun.
Would someone mind telling me exactly how to make the deck gun shells do more damage? I'm used to editing xml/ini so it doesn't need to be to in-depth. Thanks! :D
Don't know myself but try different mods that have different damage models for guns.
VonHelsching
09-17-06, 01:25 AM
I love sinking ships with my deck gun and having gun to gun engagements. Sure it's not historical... but it's a ton of fun.
Would someone mind telling me exactly how to make the deck gun shells do more damage? I'm used to editing xml/ini so it doesn't need to be to in-depth. Thanks! :D
Get TimeTravellers SH3 Mini Tweaker and edit the mineff and maxeff of the 88 and 105mm shells. The file is shells.zon. But all warships carrying the same 88 and 105 shells will also inflict more damage too...:cool:
The first thing that comes to my mind is corrupted install/download. The button to fire eels should be the CTRL+Enter.
I'm afraid the download is not corrupted, I could find following difference:
Commands_de.cfg
[Cmd313]
Name=Fire_torpedo
Ctxt=1
Key0=0x0D,,"Enter"
Commands_en.cfg
[Cmd313]
Name=Fire_torpedo
Ctxt=1
Key0=0x0D,c,"Enter"
I am playing in german and therefore the used version is the one without c (Ctrl I suppose). Could you please confirm that the GW 1.1a has this entry in the Commands_de.cfg as mine? If not is definitely a corrupt download....
I could not find where the degrees, distance overlay is defined. I would be grateful if you could give me a hint..
My file sizes after unzipping:
TGW11...545,197
TGW11-1...174,566k
TGW11-2...175,098
TGW11-3...175,098
TGW11-4...174,956
Files were downloaded from File Front.
I can't find ONE file that matches the numbers posted in the first post. I see no point in trying over and over again to download files that aren't the size they are supposed to be. These aren't 5 minute downloads we are talking about.
Dep
Kpt. Lehmann
09-17-06, 05:58 PM
My file sizes after unzipping:
TGW11...545,197
TGW11-1...174,566k
TGW11-2...175,098
TGW11-3...175,098
TGW11-4...174,956
Files were downloaded from File Front.
I can't find ONE file that matches the numbers posted in the first post. I see no point in trying over and over again to download files that aren't the size they are supposed to be. These aren't 5 minute downloads we are talking about.
Dep
Yup... that's gotta suck. FileFront is very temperamental too.
We've got a new set of FilePlanet mirrors on the first post of this thread thanks to the guys at GameSpy. They are REALLY fast DL's too... In fact I believe one of the U.S. mirrors is situated in New Mexico.
If you are up for one more try... try the FilePlanet link.
Trygvasson
09-17-06, 07:28 PM
Hello Lehmann, just managed to install GW, I'm at a loss to describe my joy at finding a mod that takes realism to such a level. Thank You.
As for file corruption, the files as subsim seem to be out of whack, the european mirror on the GW site worked for me. I was unable to match the exact number of bytes, though. However the mod installed fine and seems to be working flawlessly, which is quite and exception as mods go in general. The level of polish in GW is astounding. Calm seas & fair winds, Tryg.
My file sizes after unzipping:
TGW11...545,197
TGW11-1...174,566k
TGW11-2...175,098
TGW11-3...175,098
TGW11-4...174,956
Files were downloaded from File Front.
I can't find ONE file that matches the numbers posted in the first post. I see no point in trying over and over again to download files that aren't the size they are supposed to be. These aren't 5 minute downloads we are talking about.
Dep
To find the exact size of the files you must right click on them and select properties.
Ref
alito2k5
09-18-06, 03:35 AM
@Deputy
I also had problems trying to install GW using JSGME (was using an older version from 2005). After installing it always crashed after showing the "not so long ago..." message. I tried a few times using JSGME and never managed to get it working. Finally, I decided to install it directly into the SH3 folder... and no problems then. I am happilly playing GW! So now I have a dedicated folder for GW and a SH3 folder enabled with JSGME for all the other mods. Perhaps not the most elegant of solutions, but it does the job.
Hope it helps.
My file sizes after unzipping:
TGW11...545,197
TGW11-1...174,566k
TGW11-2...175,098
TGW11-3...175,098
TGW11-4...174,956
Files were downloaded from File Front.
I can't find ONE file that matches the numbers posted in the first post. I see no point in trying over and over again to download files that aren't the size they are supposed to be. These aren't 5 minute downloads we are talking about.
Dep
To find the exact size of the files you must right click on them and select properties.
Ref
LOL...do you want me to post five more listings with five more DIFFERENT numbers than what is shown on the first page? :D
I will take Kpt. Lehmann's suggestion and give it one more try. Heck, I WANT to use this mod that everyone is raving about. Very frustrating to have it corrupted every time I try and install. One more try for me :)
Dep
Roads88
09-18-06, 12:13 PM
It's worth the frustration.:up:
LOL...do you want me to post five more listings with five more DIFFERENT numbers than what is shown on the first page? :D
I will take Kpt. Lehmann's suggestion and give it one more try. Heck, I WANT to use this mod that everyone is raving about. Very frustrating to have it corrupted every time I try and install. One more try for me :)
Dep
I wasn't trying to mock you, I don't know which level of knowledge you have on computers, as your posted sizes where in kb, and the sizes on the first post are in bytes (something like comparing apples and oranges), I tryied to clarify things.
Ref
LOL...do you want me to post five more listings with five more DIFFERENT numbers than what is shown on the first page? :D
I will take Kpt. Lehmann's suggestion and give it one more try. Heck, I WANT to use this mod that everyone is raving about. Very frustrating to have it corrupted every time I try and install. One more try for me :)
Dep
I wasn't trying to mock you, I don't know which level of knowledge you have on computers, as your posted sizes where in kb, and the sizes on the first post are in bytes (something like comparing apples and oranges), I tryied to clarify things.
Ref
No problemo. But I think the initial post on page one is actually in kb.
The numbers are too close for there to be that much difference.
Dep
The problem with corrupted files does not depend on the size, as you can get the right amount of bites, but some of them could be not right. The only way I know to see whether a file is right, apart from the size, is with a Check Sum.
If the files would have been zipped, WinZip shows a CRC for each file. As they are .bin files, there is no way to know whether they are corrupted or not.
I still have some difficulties with the in game play (the installation run OK) and I don't know whether the files are corrupted, is a bug in the mod or I have to install SHIII again. The file sizes I downloaded correspond to the ones in the first page, but to shoot torpedoes with Ctrl+Enter I had to modify an entry in a .cfg file: the command_de.cfg IIRC, the command_en.cfg (english version) one was correct.
I could also find the place where the Degreees and distance layouts are saved. When I replaced them with the original mark for the sub, it appears on the rigth place, but the layout appears displaced.... (see my previous posts).
Help? Help? :huh:
JScones
09-19-06, 05:06 AM
The installer includes internal file checksum comparison on extraction. It compares the checksum of each newly decompressed file against the checksum of the original source file (stored internally) - a feature in any serious and robust installer.
Thus, if you installed GW1.1a with no installation errors, then you can rule out corrupt install files (but of course this excludes subsequent corruption caused by the physical media in which the files are extracted to).
Your problems are therefore elsewhere, and ones that I'll leave for someone else to play with...
Well ya'll can't say I didn't try. I downloaded ALL the files again and tried an install. Still doesn't install. Corrupted files. HOWEVER, I DON'T think it IS corrupted files at all. I think it is the installer that is the problem. My first attempt it hung up 3 times on TerrainData.BFD. On the fourth try it installed TerrainData just fine and my hopes went up that maybe this time it would be a success. Unfortunately, it got about 7/8ths of the way installed and hung up on ANOTHER file. Norii something or other. Says it was corrupted. Maybe if I have the spare time I'll keep trying to install and will get lucky with it. But for now, no Grey Wolves mod on my comp :cry:
Dep
Well ya'll can't say I didn't try. I downloaded ALL the files again and tried an install. Still doesn't install. Corrupted files. HOWEVER, I DON'T think it IS corrupted files at all. I think it is the installer that is the problem. My first attempt it hung up 3 times on TerrainData.BFD. On the fourth try it installed TerrainData just fine and my hopes went up that maybe this time it would be a success. Unfortunately, it got about 7/8ths of the way installed and hung up on ANOTHER file. Norii something or other. Says it was corrupted. Maybe if I have the spare time I'll keep trying to install and will get lucky with it. But for now, no Grey Wolves mod on my comp :cry:
Dep
Don't want to sound harsh, but with over 5000 dowloads of 1.1a, I don't think it's an installer problem, if it isn't a download problem, then there's something wrong on your system, try again on a clean SH3+1.4 patch installation+defragmented disk.
Ref
Tried another install and it got 9/10ths done before a corrupt file message. I defragmented before installing on the attempt before this latest one, even though I defrag at the beginning of every week. I will continue to try the install whenever I get the chance, but I am NOT going to remove a perfectly functioning SH3 to install this mod.
Dep
kylania
09-19-06, 01:06 PM
Tried another install and it got 9/10ths done before a corrupt file message. I defragmented before installing on the attempt before this latest one, even though I defrag at the beginning of every week. I will continue to try the install whenever I get the chance, but I am NOT going to remove a perfectly functioning SH3 to install this mod.
Dep
No one said anything about uninstalling your current working install. Just rename it to something else, and use the Repair option on your DVD, that'll reinstall leaving your existing (and renamed) version alone.
Tried another install and it got 9/10ths done before a corrupt file message. I defragmented before installing on the attempt before this latest one, even though I defrag at the beginning of every week. I will continue to try the install whenever I get the chance, but I am NOT going to remove a perfectly functioning SH3 to install this mod.
Dep
No one said anything about uninstalling your current working install. Just rename it to something else, and use the Repair option on your DVD, that'll reinstall leaving your existing (and renamed) version alone.
Already did that with an earlier suggestion...same corrupt file problems.
I am also NOT installing directly into SH3 any more, but into a seperate "MODS" folder...so no worry about screwing up my SH3 install.
No sweat...I am having a great time using SH3 without the Grey Wolves mod. Maybe one of these attempts to install it will actually reach 100% without a corrupt file. I came close on the last one :yep:
Dep
SUCCESS!!!!(finally) :up:
After repeated attempts I finally got it installed. Got one corrupted file message, but was able to hit the "retry" button and it installed everything correctly. Now I have to decide whether I want to give up the other mods I have (which I REALLY like) to run this. Tough decision :-?
Maybe I'll finish out the career of the two Captians I have now and try it afterwards. At least I know this thing CAN be installed if you are persistent :D
Thanks a ton to everyone for all the help and suggestions
Dep
Jimbuna
09-19-06, 04:27 PM
Congratulations...welcome to the best mod (in my opinion) ever ...you deserve it for your patience if nothing else :up:
JScones
09-20-06, 02:11 AM
Tried another install and it got 9/10ths done before a corrupt file message. I defragmented before installing on the attempt before this latest one, even though I defrag at the beginning of every week. I will continue to try the install whenever I get the chance, but I am NOT going to remove a perfectly functioning SH3 to install this mod.
Dep
If the installer is halting at different places each time it is run, then logic suggests that the installer is NOT the problem. For quite simply, if the installer was corrupt, it would halt at the same place *every* time. This is also reinforced by the fact that you finally installed GW1.1a successfully with, I presume, no further problems.
To give you an idea of what may influence corruption, one guy here a while ago found his problem caused by, of all things, his motherboard.
Thus the obvious conclusion is not always the correct one.
But I'm glad to see you kept at it and finally got it working. :up:
@Denson, IIRC, torpedo damage values have not been changed, as HP (=Health Points) doesnt matter anymore. While in stock SHIII ships were destroyed when their HP reached 0. GW uses NYGM´s damage model, which makes the ships sink by flooding. For example, you hit C2 in the bow, that compartment starts to flood. If it doesnt sink, aim your next torpedo to it´s stern, so both the bow compartment and the stern compartment is flooding. In some point there is enough water flooded in, so the mass of the water overcomes the ship´s bouayance = it sinks. As for the Nelson, I´ve sink one with one shot with GW. The damage made to the ships varies everytime you attack a different ship.
Thanks you for info ( also bigboywooly ), i found that Nelson in Loch Ewe. I have still one question, for a battleship like Nelson or any DD, where were placed the ammo compartiments. When i fired 4 torp one by one, then i tried a salvo so each torpedo hit another part of the battleship. I expected to hit the ammo compartiment and see nice fireworks. I've set torps depth to 8,2 m so they hit almost under the ship, that's why i'm shocked that it didn't sunk.
For the cargo, big thanks i'll follow your advice. What sinking time can i expect in av for a c2 hit by 2 torps??? If there's a DD and i dive & don't see the cargo sinking but finally goes down, will it count on my sunk tonnage list???
Oh and last thing, deos anyone know how's the story of tankers. I heard that from 1941-42 they had double hull, so one torp just made a hole in exterior part of hull.Is it in GW???
Thanks in advance
NZ_Wanderer
09-20-06, 06:22 AM
Hi all
Just installed this mod tonight and gave it a good few hours playing.. (It's really great what you done with it) - I do have a few little questions if I may... (I appoligise if any of them have been answered, but after reading 33 pages not logged in I wasn't about to try reading any more once I was logged in :) ...
1) How can I turn the nice compass on top of the water back on again please..
2) Under water has gone real dark, how can I revert it back to stock underwater please.
3) How can I make the sightings turn red again on the map..
4) How can I make deck gun actually do some damage again (Ignore: I found answer and file to this)
5) In all the missions etc I have done before installing this mod I have always been able to hit a destroyer with torpedos (I use totally automatic firing etc) but in my first mission tonight using automatic firing etc, 3 torpedos went right under the destroyer without hitting it, has something been altered here??
6) How can I bring back all the missing ships etc (I read somewhere in one of the messages that ships etc had been removed...)
And before anyone wants to tell me about realism etc, I really don't care.. :rotfl: - I like playing the game because it IS a game, I really love the majority of the things in this great mod, but I would really like to put back the things I mentioned above, as not having them sorta ruins the game for me a bit.. :)
Any help would be appreciated...
Again I appoligise if any of the above has been mentioned in earlier posts...
bigboywooly
09-20-06, 08:29 AM
Hi all
Just installed this mod tonight and gave it a good few hours playing.. (It's really great what you done with it) - I do have a few little questions if I may... (I appoligise if any of them have been answered, but after reading 33 pages not logged in I wasn't about to try reading any more once I was logged in :) ...
1) How can I turn the nice compass on top of the water back on again please..
2) Under water has gone real dark, how can I revert it back to stock underwater please.
3) How can I make the sightings turn red again on the map..
4) How can I make deck gun actually do some damage again (Ignore: I found answer and file to this)
5) In all the missions etc I have done before installing this mod I have always been able to hit a destroyer with torpedos (I use totally automatic firing etc) but in my first mission tonight using automatic firing etc, 3 torpedos went right under the destroyer without hitting it, has something been altered here??
6) How can I bring back all the missing ships etc (I read somewhere in one of the messages that ships etc had been removed...)
And before anyone wants to tell me about realism etc, I really don't care.. :rotfl: - I like playing the game because it IS a game, I really love the majority of the things in this great mod, but I would really like to put back the things I mentioned above, as not having them sorta ruins the game for me a bit.. :)
Any help would be appreciated...
Again I appoligise if any of the above has been mentioned in earlier posts...
Hi NZ
Little busy in the GWX at the moment but have a look here
http://www.subsim.com/radioroom/showthread.php?t=98296#post312202
This little mod answers most of your needs
For the cargo, big thanks i'll follow your advice. What sinking time can i expect in av for a c2 hit by 2 torps??? If there's a DD and i dive & don't see the cargo sinking but finally goes down, will it count on my sunk tonnage list???
The time it takes to sink varies, I´d say from 30min to 3 hours in game time. Depends of alot of things.
You can dive to safety after you´ve torpedoed a ship, but dont go too far. If you go too far, the C2 will magically repair itself and leave.
[quote=NZ_Wanderer]Hi all
Hi NZ
Little busy in the GWX at the moment but have a look here
http://www.subsim.com/radioroom/showthread.php?t=98296#post312202
This little mod answers most of your needs
Hmmm...tried to download this mod and it (the download server) doesn't seem to be working :cry:
Will try again later.
Dep
Jimbuna
09-20-06, 12:56 PM
[quote=NZ_Wanderer]Hi all
Hi NZ
Little busy in the GWX at the moment but have a look here
http://www.subsim.com/radioroom/showthread.php?t=98296#post312202
This little mod answers most of your needs
Hmmm...tried to download this mod and it (the download server) doesn't seem to be working :cry:
Will try again later.
Dep
Same here...could be of interest to my youngster :up:
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